Loneminded, developer of Inertia & Exertus is proud to present it's latest project, ADVERSE.
ADVERSE is an arcade first-person shooter platformer set in an idyllic world of corruption. Fight your way through swarms of enemies spanning 40+ increasingly difficult picturesque levels using fluid movement and combat mechanics to find and defeat the root of the hostile AI takeover.
You can wishlist ADVERSE by visiting it's store page now to be notified of it's release on 4th August 2020.
First of all, I want to give a big thank you from myself for your continued support on Inertia, Inertia was my first solo project and one that was designed for the sole purpose of being a simple game that had a skill gap but was enjoyable to play for everyone.
Over the past year and a half, I have made various changes based directly on community feedback, in some cases making major changes to movement and/or adding entirely new mechanics. I have taken into account both positive and negative reviews and tried to make changes where I saw a benefit.
Recently I have been teasing with the idea of creating a new project which would be loosely based around the Inertia world, with that in mind I would love to hear any feedback from Inertia’s community to take into account.
What would you improve from Inertia?
Are there any features, mechanics, etc that you feel are out of place within Inertia, or you would like to see in a follow up?
Would you like to see more short levels, more longer levels and/or an open world?
Any specific game-modes you feel like Inertia missed out on?
Thank you all for continuing to enjoy playing Inertia!
Minor Update: v1.19 - Patch Notes
General improvements, implementations & fixes
Misc
Overhauled achievement granting method for level completion - achievements are now given for entire collections when every level has been completed, achievements are also now granted for completing X amount of levels as intended.
Added Loneminded intro.
Modified intro display methods.
If you encounter any bugs or issues, feel free to report it here: http://steamcommunity.com/app/666330/discussions/1/
Have feedback or suggestions? post them here: http://steamcommunity.com/app/666330/discussions/
Minor Update: v1.18b - Patch Notes
General improvements, implementations & fixes
Misc
Arrow keys and numpad keys are now bindable.
Slightly adjusted End Volume to prevent players from bumping into it instead of finishing the level.
If you encounter any bugs or issues, feel free to report it here: http://steamcommunity.com/app/666330/discussions/1/
Have feedback or suggestions? post them here: http://steamcommunity.com/app/666330/discussions/
Minor Update: v1.18a - Patch Notes
General improvements, implementations & fixes
Misc
Fixed bug preventing slide/jump combination working properly.
Added 'Use Sprint Input' option to Input menu. (Defaults to OFF)
If you encounter any bugs or issues, feel free to report it here: http://steamcommunity.com/app/666330/discussions/1/
Have feedback or suggestions? post them here: http://steamcommunity.com/app/666330/discussions/
Minor Update: v1.18 - Patch Notes
v1.18 will be rolling out later today (18/04) and will include the following changes. Mostly made up of quality of life changes that I felt were necessary to the future of Inertia.
General improvements, implementations & fixes
Movement
Removed walking completely, runner now defaults to 650u/s without holding an input for sprint.
Levels
Removed 'Unify' from speedrun mode.
Updated Playground level to include wallrun decals.
Made slight material changes to a couple of levels.
UI
Added a difficulty rating to the level selection menu.
Added level art for speedrun levels.
Misc
Both speedrun levels should now be unlocked by default.
Both speedrun levels should now correctly upload leaderboard scores to the individual levels as well as to the master leaderboard upon completion of the level.
All levels are now unlocked by default. (it's worth noting that levels do get progressively harder so new players are still recommended to play from level #1.)
If you encounter any bugs or issues, feel free to report it here: http://steamcommunity.com/app/666330/discussions/1/
Have feedback or suggestions? post them here: http://steamcommunity.com/app/666330/discussions/
Minor Update: v1.13 - Patch Notes
Minor Update: v1.13 - 28th January 2018
General improvements, implementations & fixes:
Misc
Removed 'Refresh' button in level selection menu, levels now update in real-time.
Added current level name to Pause Menu.
Added Next/Previous buttons to leaderboards to skip between leaderboards.
Made scrollbar thicker in Level Select menu.
Added view leaderboard option to Pause Menu.
Zipline view locking to the right should now be fixed.
If you encounter any bugs or issues, feel free to report it here: http://steamcommunity.com/app/666330/discussions/1/
Have feedback or suggestions? post them here: http://steamcommunity.com/app/666330/discussions/
Minor Update: v1.12c - Patch Notes
Minor Update: v1.12c - 26th January 2018
General improvements, implementations & fixes:
Elements
Overhauled 'Slicer' element.
Being the source of multiple timer related issues, the slicer level element has now been overhauled.
Slicer element no longer kills players if they end up underneath it.
Slicer no longer acts on a loop, it now works more like a door which will open once the player enters it's radius.
The idea is that it now acts as a temporary deterrent, rather than a blockage. The previous random factors of the element subtracted from consistency.
If you encounter any bugs or issues, feel free to report it here: http://steamcommunity.com/app/666330/discussions/1/
Have feedback or suggestions? post them here: http://steamcommunity.com/app/666330/discussions/
Minor Update: v1.12 - Patch Notes
Minor Update: v1.12a - 23rd January 2018
General improvements, implementations & fixes:
Character
Rearranged method of restarting levels to avoid issues with timer.
Options/UI
Added 'Remove Record' key on Level Selection menu. (Delete when hovered)
If you encounter any bugs or issues, feel free to report it here: http://steamcommunity.com/app/666330/discussions/1/
Have feedback or suggestions? post them here: http://steamcommunity.com/app/666330/discussions/
Major Update: v1.1 - Patch Notes
New Additions
Introducing Speedrun Mode
Speedrun mode is a new game-mode for Inertia, where individual level timers are replaced with a global timer for each collection.
The global timer is paused upon loading and resetting levels does not reset the timer (Unless it's the first level of the collection).
The global timer is not paused when the game is paused.
This mode completely disables the 'Complete' UI and walking through EndVolumes will automatically trigger the next level to start.
General improvements, implementations & fixes
Elements
Zipline
Zipline now takes the player's velocity into account when calculating the speed of the zipline.
Zipline will now apply the correct velocity when letting go.
Zipline now sweeps collision to check if anything was hit, and will let go if it was.
Letting go of the zipline now applies previous velocity, meaning you fall like you should instead of falling straight down.
The consistency of letting go is now far higher than v1.03.
Moved Zipline achievement out of the main zipline thread, it shouldn't have been there in the first place.
Added a clamp for MaxExitSpeed of Zipline, at 1200u/s.
Collapsing Platform
Default TimeUntilCollapse is now 0.3 seconds, down from 0.6 seconds.
Default ReactivateTime is now 0.6 seconds, down from 2.0 seconds.
Death Volume
Contrary to the name, the death volume will now send players to the beginning of the level instead of killing them.
Audio
Soundtrack no longer resets when restarting the same level, though it will change when starting a new level.
Options/UI
Added Crosshair UI.
Added UI option - Show/Hide Crosshair.
Input
'Fast Restart' now sends player back to the beginning of the level instead of completely restarting.
Mouse is no longer locked to the viewport after tabbing out.
Levels
Level #23: Classics - Changed geometry of blocking walls.
Level #30: Classics - Fixed wallrunning on side walls.