Beat the Dev #3 is on Dec 10th! Play and win a Steam key!
This Saturday at 4PM Pacific we are holding the third Beat the Dev event! Winners are given a free INVERSUS key to share with a friend.
The rules are simple:
Head over to twitch.tv/hypersect at 4PM Pacific time and join the chat to enter and/or watch the competition.
I'll invite you to a match and we play best of five maps. Each map is best of five rounds.
If you win, I'll get a key sent your way. If you lose, you can try again in the next event.
(In the rare case that you have internet issues and cannot hold a steady connection, you may get disqualified.)
This Saturday
December 10th
4 PM Pacific
twitch.tv/hypersect
Come have fun!
Update 1.3.5 - Combo display and minor polish
In arcade mode, there has always been a bonus for landing consecutive shots. It is an important system if you are fighting for the high score, but player analysis was required to learn about it. This update adds the combo bonus to HUD! You can find it to the left of the arcade multiplier and I hope it helps you chase those scores!
Additional updates:
The arcade multiplier display is larger and has simple color animations calling out when it increases or is lost.
Laptops with high and low performance graphics drivers are now instructed to default to the high performance driver.
Small improvements have been made to the directional accuracy of movement input.
The audio for trying to fire with no ammo and for picking up ammo will play more consistently in networked games.
Minor Update - version 1.3.4
This is a very small maintenance update (still working away on the next big one).
Fixed a bug where connecting/disconnecting a controller while the Hypersect logo animation played could cause the popup window to be distorted/unreadable.
The title of the credits menu is now in all capital letters (similar to the other sub menus).
Made some minor rendering changes that increase performance, but you'll never know because the game already renders lighting fast.
Low intensity vibrations of the left motor on Xbox One controllers have been reduced to better match the feel of Xbox 360 and PS4 controllers.
Update 1.3.2 (bug fixes and colors)
Here's what's new in the 1.3.2 update (and the 1.3.1 hotfix from last week):
Added 9 new color palettes to unlock!
Fixed a bug where color palettes weren't resetting properly when resuming a "Play While Waiting" game.
On the final round of a set public games, emotes will now continue networking up until one team chooses "Find Next Game". Previously they stopped much earlier.
When bringing multiple local players into an online game, each local player's emotes now get networked individually.
Online Multiplayer Refined (update 1.3.0)
INVERSUS has competition at its core and today we're making big strides towards getting players in matches more often and across more varied game modes!
Let’s talk about 2v2 battles. In the past, you could enter 2v2 as a solo player or by first making a team with a friend, but these two groups were matched up separately – solos could only match with solos and teams could only fight other teams. With the new patch, solo players and grouped teams can mix into the same 2v2 game. This means more matches for everyone!
Continuing with 2v2 improvements, I’m happy to announce that INVERSUS now supports multiple local players joining an online game! You and a friend can team up on the couch, enter matchmaking from the same computer and fight other players online. In private 2v2 games you can mix local players and online friends in any combination -- even three players at your house playing with one player at a friend’s house.
The 1.3 update also changes the cadence of how public matches are played. In the past, you would search for players until the lobby was full. Then you would play continuously with that group until someone dropped out. Games would often last a long time and both players would generally leave in unison. This made it hard to find a match if you joined while all existing lobbies were full. You’ll now get prompted to search for a new opponent after every couple maps in a public game. This will either find any stragglers or rematch with your opponent for another bout.
And now let’s dig into the full patch notes for the detailed oriented among you:
Primary Updates
Multiple local players can join in online games together (two in public team games and up to three in private games)
Players are asked to re-enter public matchmaking after two matches have been completed (this results in either 2 arcade maps or best of three maps in a versus game)
Players in team-based matchmaking and solo-based matchmaking can now play together.
Added an introduction animation to online matches showing which players are facing off
Worldwide matchmaking kicks in instantly if there are no local matches to be found. This could previously take up to 30 seconds.
Added six new emotes
Minor Updates
Two of the pickups were moved in the map “Pipes” to better utilize the outer ring and create a more interesting flow.
Slightly increased the enemy ship hit box in arcade mode to reduce extreme cases of enemies getting pushed away from adjacently flipped tiles
Effects that perform color inversion (e.g. projectile clashes) again render in areas that hang off the tiled map.
Flipped the spawn points of team 1 on the map “Tight” to conform with every other map
Made minor adjustments to a few color palettes that needed some love
Added digit grouping to large scores making them easier to read
Beat the dev and win a Steam key tonight (Oct 1st)!
Tonight at 8PM Pacific we are holding the second Beat the Dev event! Winners are given a free INVERSUS key to share with a friend.
The rules are simple:
Head over to www.twitch.tv/hypersect at 8PM Pacific time to enter and/or watch the competition.
I'll invite you to a match and we play best of three maps. Each map is best of five rounds.
If you win, I'll get a key sent your way. If you lose, you can reenter in the next event.
While it hasn't happened yet, I should mention that if your internet connection/ping isn't viable for online play, you might get disqualified.
Tonight
October 1st
8 PM Pacific
twitch.tv/hypersect
Come have fun!
Patch Notes 1.2.2
The latest build of the game has the following updates:
A master volume slider was added to the audio options.
Nine new unlockable color palettes have been added. The order of the old palettes moved around also, but all of your unlocked colors are still there.
Fixed a bug where one of the emotes was not selectable.
For those interested in what the version 1.2.1 did the other day, it was just a small logic fix that made selecting no modes in solo matchmaking search every game mode.
Patch 1.2.0 – Colors, Emotes, Leveling and More!
This patch is absolutely full of features and fixes so let’s dig in!
Want to see how the big new features work? I’ll give you a walkthrough in this video: https://www.youtube.com/watch?v=y2ny-6cTvO4
Primary Updates
INVERSUS isn’t just black and white anymore. 45 unlockable color palettes are now in game! Choose the ones you like and the game will randomly shuffle between them every match.
Online gameplay gets more social with over 250 unlockable emotes! Equip up to four at a time and express your joy or disappointment between rounds.
Experience levels are tracked for arcade and versus mode. Level up by completing matches, winning games online and earning high scores. Your level is advertised in online lobbies and each level gained guarantees an unlocked emote or color after that match (unlocks are otherwise randomly awarded per match).
New leaderboards for versus levels, arcade level, and number of games won online.
Improved public matchmaking allows solo players to search across all game modes at the same time!
Minor Updates
Newly unlocked maps, color palettes and emotes are starred in the UI until selected.
Bullet parries are now allowed when the player has a shield.
Fixed the friend score preview text area to prevent the bottom of some letters being clipped.
Fixed a bug with scroll bar position sometimes popping when dragged by the mouse input.
Fixed a crash that could occur when projectiles spawned exactly on the wrap point
Tuned the rumble of Xbox 360 controllers to be less intense at low intensities. This helps with older controllers that have looser rumble motors.
Improved the rendering of scores that pop out of enemies in the corners of wrapped maps.
1.1.3 and 1.1.4 Patches - Small fixes
A couple small updates went live yesterday and today. For those interested, the first one addressed a minor visual bug with some particle locations. The second one addressed a rare audio crash when the game outpaced the sound card.
The next big update is coming soon. Keep an eye out for a preview at PAX this weekend!
1.1.2 Patch - Improved Public Matchmaking
This patch is all about making it easier for you to find games online!
Primary Updates
Public matchmaking will periodically search for lobbies to better match players that were left in partially filled lobbies after prior matches.
Public matchmaking will search for matches from farther geographical distances if it is not finding any local games.
Minor Updates
Fixed a bug where the arcade score could briefly show as non-zero at the start of certain networked co-op games.
Fixed a bug where a "Play Arcade While Waiting" game could be reset at unintended times.