Geocore cover
Geocore screenshot
Linux PC Mac Steam
Genre: Adventure, Indie

Geocore

Hello World

Well holy crap. I have not looked at my group in a while because the last I remember it was TEN PEOPLE. What happened?? 700+ People... and I haven't even said hello. Sorry about that!!

Thank you for believing in this game. I know there is room for improvement graphically, audibly, immersively, and technically. I spend all my time aware of these things and working on them.

My goal is to give you a game that feels like Descent but with my interpretation of what the 4th installment should be, and that is a throwback to the original and the movement ballet that was so magical. That is not to say there are no nods to other titles and indeed other games, but overall this game should play and feel very much like a real entry in the series.

Please check the facebook page for the game for regular update info as I am sometimes bad about sending patch notes out when I am doing a flurry of builds to Steam, and last but not least

WELCOME TO GEOCORE!!

Upcoming Plans

Since Multiplayer is not something people are engaging in and it is the most polished aspect of the game at this point, I want to create a modern queueing system where you can just click "find game" and get a match.

I want to implement leaderboards and pursue a more Esports angle with multiplayer overall. Commentated tournaments, streamed brackets, new game modes.

Single player is not something I can on my own robustly develop with voiceovers and cutscenes, the current plan with the sales the game has made so far to invest back into the project is to have an endless terrain that spawns entrances to randomly generated levels like the one you get if you click Solo. Once you clear them they drop you back to the terrain.

On that terrain I want to have a rank or levelling system for world combat, but the rules for that I have not laid out in any way that has clicked yet. The current limit would be something around 16 players per world host.

More to come, thank you for your patience and support while the Unity and VR stuff was hairy. As always post on the forums or visit Gamesurge #geocore for help!

Patch Notes

Fixed in-game menus, everything should show up on the rift properly.
Scaling isues may still be present.

Minor Patch

Changed out the single player testing module set for something that performs and looks better.

Input lag bug has been fixed by Unity.

VR Update

Updated the windows build quality settings, should run faster now in VR

VR Builds / Input Lag

The VR build for Windows is up!! If you are NOTusing VR and you experience input lag, start the game using "-vrmode disabled" in the launch options, without quotes.

Oh and F5 is Recenter view.

Patch Notes

Buttons in non-native resolution are now properly aligned with colliders
Menu is now fully navigable by keyboard
VR works automatically if device present
Menu is now visible in Rift
Added ship hit confirm sound on enemy ships
Network library is now Release build instead of Debug build, network play is MUCH faster.
Added new pieces to the Single Player module set, they aren’t decorated yet but it does extend the map in fun ways.

VR Builds are coming, right now I have to finish the ingame menu. Give it another day or two.

Oculus SDK Updated, Patch Inc!

Finally they updated the damn thing and we can get new patches out so I will work as hard as I can to get it out today.

Status Update

With the introduction of Windows 10 right when we launched, we are faced with some issues regarding VR. We could launch a new patch without VR support, and give people the game fixes that are in place. We also don't want to leave out the VR people as the ability to experience this game in 3d is something I always dreamed of personally. I am waiting on putting out the new patch because it simply isn't ready, but we are trying to get it to that state asap. If you bought the game and you want to try the latest version you can msg me and I will give you a link to a google drive build.

Oculus VR News

Oculus has removed Linux and MacOS support from the latest builds of the SDK, forcing me to rely on the built in VR support in Unity. This is a good thing in some ways, as it auto detects the rift if it's on and it just works if you have the runtime installed. The recenter key works fine now, and the ship appears to recenter itself on occasion. I would like to get that to stop and let you just do it manually. So, the problem is that when you enable VR in Unity and you do NOT have a rift attached the game has a horrendous (like a full second) input lag even though the framerate stays high. I had the new build uploaded and as I did my final test before hitting publish I relaized this bug existed. This leaves us in a pretty rough spot for the time being. My plan is to release two versions, one compiled with VR and one without. Please bear with us as we try to get this mess straightened out.