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Genre: Strategy, Indie

Invisigun Heroes

v1.4.11 Update - full Linux support, bot improvements, and online fixes

The 1.4.11 update is now live! While this is mostly a maintenance update, there are a few notable things going on.

100% Linux


Linux users now have full online feature parity, which mostly means connections work properly when joining and hosting (for NAT traversal and/or relay servers). Also, a nasty black-screen bug for some Linux distributions when running in fullscreen is fixed. Thanks to all the Linux users for your patience, bug reports, and log files which helped tremendously!

Online sync fixes


Many positional and synchronization issues have been fixed when playing online, and this is especially noticeable at higher lag values. The last patch introduced a regression which unfortunately affected a lot of this, so it's all good now.

Bot improvements


The AI has been improved in many areas for bot traversal, navigation maps and pathfinding, decision making, and specific ability rules. Their development is an organic process, however, so I hope to continue to improve them with each future patch.

Here's the full changelog:

New



  • NET: You can search and join active LAN matches from the join menu

Updates



  • BOTS: Phoebe is smarter about potentially teleporting a shot into herself
  • UI: Added flag icons in region selections and lobby host info
  • UI: Added locale icons in options
  • UI: Some join UI layout adjustments

Fixes



  • NET: Fixed online case where Phoebe could fail to drop a portal where she teleports from
  • NET: Full online functionality restored on Linux, including NAT punch for direct connections
  • NET: Fixed some online connectivity issues on all platforms
  • NET: Fixed shots going through ghost Epi for remote players
  • NET: Fixed player positioning sync issues online
  • NET: Fixed some ability activations during teleportations with latency
  • GFX: Fixed case that generated incorrect blast barrier colors
  • GFX: Fixed black screen issue that occurs on some Linux configurations in fullscreen
  • GFX: Fixed some y-sorting issues with training room tiles
  • BOTS: bots properly navigate Arenae's changing trigger walls
  • BOTS: bots properly navigate around mine carts
  • BOTS: Carmen won't try placing blocks while inside an igloo
  • BOTS: Proteus won't try deploying a drone while inside an igloo
  • BOTS: Phoebe won't try and place a teleporter inside an igloo
  • BOTS: Ronin won't try and slash Yeti breath
  • UI: Fixed scene transitions when spamming back/exit
  • AUDIO: Made metal surface footstep sounds more distinguishable from concrete
  • MISC: Fixed possibility for blizzards to remain active into the next round
  • MISC: Fixed scanner drone tags remaining in Proteus' profile demo

Now available in Japanese!

Full Japanese translation



Pleased to announce that Invisigun is now fully localized in Japanese as of the 1.4.5 update. Simply head into options and choose between "EN" and "JP" as your locale - no restart necessary. As more translation work gets underway, additional locales will be available in future patches. As always, full online play between regions is supported as your language preference has no bearing on your preferred network region.



35% off during the Summer Sale



Also don't forget to let your friends know that Invisigun's part of the Steam Summer Sale, and is 35% off for a limited time!



Here are the full release notes for version 1.4.5:

New



  • Localization: Japanese

Updates



  • Ping times displayed in the UI are clamped at maximum values

Fixes



  • Fixed default values for some UI text labels
  • Fixed handling of input during splash screen transitions
  • Fixed replay rewind audio cue stacking up on repeat
  • Epi does not flash when activating his ability
  • Fixed chat indicators briefly showing when quickly exiting the lobby
  • Fixed sorting issue with drone and blizzards
  • Fixed fade out of blizzard audio when replays are finished
  • Teleporters rewritten from scratch to address local & online issues
  • Fixed issues with teleporting while stunned or soft stunned
  • Fixed sorting issue with frozen players and powerups
  • Fixed players sometimes getting bumped when adjacent to a frozen player
  • Fixed positioning issues with frozen players and some collision edge cases
  • Fixed positioning of Full Version lock icon in main menu for Guest Edition
  • Fixed missing dust kickup FX while running & visible on clients
  • Fixed pause menu audio cues playing during replays
  • Reworked blizzard audio cue to fix some edge cases
  • Fixed Ronin's slash hitting his own frozen block
  • Improved keyboard input handling in join scene
  • Improved input validation when typing in an IP address
  • Fixed Epi teleporting if deactivating ghost while standing on a teleporter
  • Fixed pit beasts not receding from an adjacent Epi that has a ghost out

v1.4.0 - The Firmware Update

After a long period of hard work, I'm happy to release the 1.4 patch. The primary focus of the patch was to balance some abilities, but there are a slew of bug fixes and some cool new features as well!



Customizable color palette



  • Custom Colors: In the options screen, you can specify a custom set of 4 colors used by the players and all in-game effects (shots, disturbances, etc). These are local-only, so each client can specify and see their own preferred color palette. This is the first step towards better accessibility for color blind players, and in future updates I'll be working to ensure that viable color combos exist for the most common types of color blindness.

Ability balance changes



  • Aether: Aether's spam cooldown was slightly increased, and it appears after his first ground pound now instead of after two. It was previously too easy for Aether to pound twice with little-to-no escape options for the opponent, and this rewarded abusing his ability.
  • Selene: Selene's jump time has been slightly increased. Since she is invulnerable during her jumps, she would quite easily be able to avoid incoming fire without enough time for opponents to react to poorly-timed leaps. While the adjustment is slight (0.1s longer), it makes a difference in many situations.
  • Phoebe: While Phoebe is versatile she was somewhat balanced already. However, she could technically avoid dangerous situations infinitely, with no penalty, if she chose. While this didn't guarantee victory, it did mean that she could create stalemates until she decided to engage. The new limit of 3 teleports per portal ensures that she has to strategically place a new portal after using it a few times. Note that this doesn't apply to teleporting shots - that is still unlimited.
  • Proteus: Proteus' previous iteration had many issues, but what stood out in particular was the high versatility, lack of focus/identity, and overlap with Aether's ability. The drone could previously be used as a moving shield, a tracking revealer, and a mobile ground pound. While he wasn't exactly overpowered, it was too easy to abuse this versatility in many situations. The new Proteus design solves these issues and provides a more cohesive, fun, and unique ability that concentrates on the core of revealing opponents.

Special thanks to the Discord channel moderators who helped test, refine, balance, and brainstorm the ability changes - especially the Proteus change, which was a particularly difficult game design challenge. Thanks to all of you as well for following Invisigun on this journey! Here is the full changelog:

Balance Changes



  • Proteus: Drone reworked from the ground up
  • Proteus: Drone deployment time reduced from 0.4s to 0.25s
  • Proteus: Drone no longer automatically follows targets
  • Proteus: Drone reveals, slows, and tags players in range
  • Proteus: Drone provides distance and direction indicators on any tagged players
  • Proteus: Activating again will reveal & slow tagged players 3 times in a pulse
  • Aether: Activations before cooldown reduced from 2 to 1
  • Aether: Cooldown increased from 0.375s to 0.5s
  • Phoebe: Can teleport 3 times, then the portal is destroyed and must be re-created
  • Selene: Jump time increased from 0.5s to 0.6s

New



  • Choose your own character color palette in options
  • New controller support: Hori Fighting Commander 4 (Mac, Windows)
  • The options menu item shows an icon when it has new features
  • Lobby shows indicators when remote players are choosing a chat message

Updates



  • Security camera behavior improvement (prioritize new targets based on motion)
  • Security cameras track players slightly faster
  • Clarified shorthand units in the UI (like "s" for seconds)
  • Improved meteor trail visuals
  • You can quickly scroll through chat message selections by holding down the input
  • Scanner Drone trim matches owner's color
  • Run speed initial multiplier reduced from 1.4 to 1.35
  • Slightly adjusted ambient SFX compression during loud sounds
  • Updated scanner drone radius visuals
  • Added dev footnote to Sombr Studio splash screen
  • Tall weeds no longer slow down projectiles
  • Tall weeds rustle audio cue is at a lower volume when caused by projectiles
  • Adjusted options menu layout
  • Windowed resolution shows the actual sizes in options
  • Updated scanner drone audio cues
  • Security camera detection radius reduced to the immediate 8 surrounding tiles

Fixes



  • Fixed replay indicators showing up for dead players inside igloos
  • Fixed meteor drop speed compensation for frame rate
  • Complete sorting pass for everything in the game
  • Fixed code reflection error causing some log spam
  • Fixed ground pound damaging objects with trigger radii
  • Fixed proximity gate activation by bumping into an object adjacent to it
  • Fixed particles initialization issue with projectiles
  • Fixed failure to focus and remap keyboard layout controls in options
  • Fixed destruction of meteor particle trails on impact
  • Fixed post-match UI focus for Guest Edition hosts
  • Fixed Epi with Silent Steps making a fake step when toggling the Ghost
  • Fixed post-match map selection after a specific map is chosen from all planets
  • Selene is still tracked by a scanner drone while she is airborne
  • Fixed instances of deactivating the Ghost revealing Epi
  • Fixed bot information on player selectors while bots are joining
  • Fixed edge case that could sometimes prevent step FX from showing up
  • Fixed bounds check on statistics
  • Fixed shorter stun situations overriding pre-existing longer stun situations
  • Fixed possibility for players to push through each other after repetitive bumps
  • Fixed Bubble Shield incorrectly preventing soft-stun in non-bump situations
  • Fixed remote clients being able to spam the ready input before a round
  • Fixed cases where bots could still fire while frozen
  • Fixed case where the wrong bot could sometimes earn a point in Challenge Mode
  • Fixed cold breath effects vertical position on Glaciarii maps
  • Fixed some UI text layout issues with menu items
  • Fixed animated spinner graphic in post-match waiting-for-host UI

V1.3.14 update - Bubble Suit, Resistance, and more!

Version 1.3.14 is now live with 2 new powerups: Bubble Suit and Resistance. There's a bunch of other updates and fixes to come along with this, so please enjoy these lengthy patch notes. Have fun! :)



New



  • New powerup: Bubble Suit
  • New powerup: Resistance
  • Connection strength indicators added to player lobby
  • New player lobby UI layout

Updates



  • Credits music track updated to match final release
  • Removed "Exporting replay" net message
  • 'custom_phrases.txt' is now stored in ~/Invisigun Heroes/
  • Custom phrases has its own options panel with more clear instructions
  • SFX adjustments in options plays shot sound for reference
  • Any player can export a replay GIF (not just the winner)
  • Replay is viewable during GIF export
  • Removed Ability Recharge powerup (unbalanced)
  • Pressing submit again will locally dismiss your lobby message right away
  • Split shot is limited to a stock count on pickup, but stacks with no cap
  • Base resolution changed to match aspect ratio of 16:9 (screen options will be reset)
  • Better sprite sorting for composite objects (powerups, security cameras, minecarts)
  • Builder blocks at spawn positions will be destroyed if a player respawns into them
  • Added version update warning when hosting a match
  • Run speed initial multipler increased from 1.25 to 1.4
  • Run speed max multiplier increased from 1.5 to 1.65

Fixes



  • GE: Fixed some options resetting when returning to match setup (bots, etc)
  • Text indicating bots will join only show up on appropriate number of lobby slots
  • Fixed respawning of final sudden death players that are dead when it starts
  • Fixed NAT punchthrough for direct online connections with Mac hosts
  • Fixed some pixel scaling artifacts on ready indicators
  • Ping calculations and connection strength UI are finally fixed!
  • Fixed UI transition issue in Field Guide when spamming Back button
  • Fixed issue preventing Selene from double-jumping in close proximity to a projectile
  • Fixed pausing & resuming of some long sounds when the game is paused
  • Fixed slow down / speed up replay input labels for keyboard players
  • Fixed real Epi getting hit by Yeti breath and ghost Epi shots
  • Fixed Aether's windup effect playing when he's inside an igloo
  • Fixed a few igloo sprite clipping issues
  • Fixed dismissing a dialog in lobby also applying input to player selectors right after
  • Fixed shield appearing for a single frame when activating Ghost Epi
  • Fixed input spamming issues with lobby chat messages
  • Fixed Epi visibility when disabling Ghost during lightning
  • Fixed real Epi's shield showing up for one frame when visible Ghost is deactivated
  • Fixed real Epi being revealed if deactivating a Ghost under a Scanner Drone
  • Fixed lobby chat messages sometimes not hiding
  • Fixed replay hidden indicators inside igloos when players are visible
  • Fixed ready indicator UI glitch on initial visibility
  • Fixed builder block creation audio cue inadvertently playing in some cases
  • Fixed network port resetting to 7777 for IP games after playing matchmaker games

Big news! Free Guest Edition, v1.3 update, 5 new maps, 4-pack discount, and soundtrack release

I've been working hard since the last release on a ton of updates, including some exciting community-focused features. Thanks to everyone who offered suggestions and helped with the ongoing alpha tests!



FREE Guest Edition


I'm happy to announce that a FREE Guest Edition download of Invisigun Heroes is now available for a limited time. GE players can host and join matches, including playing with friends who own the full version. Some features and content are limited to the full version, but there has never been an easier way to try the game and join your buddies.

There's a "Download Demo" button on the main store page if you don't own the full version.

4-pack discount


Invisigun Heroes is now available on the Humble Store in both standalone and a discounted 4-pack, which is essentially buy-3-get-1-free. Combined with the free Guest Edition, it's a great time to try everything out with a group of friends.

Official soundtrack released


The official soundtrack by Paper Sound is finally released! If you are a Kickstarter backer at the reward tiers that included the OST, your download codes have already been sent out. If you are new to the game, enjoy the pulsing ambient soundtrack that you've come to love in the game with high quality, 24-bit masters.



v1.3.0 update


Along with all of this goodness, version 1.3.0 is now live. Featuring 5 all new maps, this is a big update that also includes a huge list of balance updates and bug fixes. Many online and networking edge-cases have been fixed for a much more polished experience. Thanks everyone, and have fun!

New



  • New: Guest Edition lets your friends play free
  • Send pop up chat messages in the player lobby
  • New Craterus map: Dual Tracks
  • New Arenae map: The Great Hall
  • New Nemoris map: Jungle Tomb
  • New Glaciarii map: Snow Chute
  • New Arx-515 map: Vomitron
  • Added a master volume audio option
  • Master volume for new installations is set to 70%
  • Master volume can be adjusted in training & match pause menus

Updates



  • Conveyor belts have a new metal footstep surface sound
  • Tall weeds will slow projectiles
  • Survival defaults to 4 rounds instead of 5
  • Challenge mode is 2, 3, and 4 rounds for Easy, Medium, and Hard respectively
  • Updated credits scene music track to final OST version
  • Updated some credits
  • Instant replays have a "Visible Replay" label
  • Player lobby selections are made using the Fire button only
  • Epi's ghost shot stun reduced from 0.35s to 0.2s
  • With a Shield powerup, hard stun time is reduced from 0.33s to 0s
  • Steam vents have a metal footstep sound
  • Added random planet selection UI transition in match setup
  • Clarified input controls displayed on lobby player selectors
  • Reduced music volume default mix to 80% for new installs
  • Adjusted UI transition audio blips
  • More dynamic and flexible news tidbits on the title screen
  • Updated the random planet & random map icon
  • Instant replays show the game version
  • Random map shows the set size in the player lobby

Fixes



  • Fixed weeds not interacting with projectiles on clients
  • Fixed missing shield indicator on real Epi with active ghost Epi
  • Fixed real Epi with shield dying on projectile impact with active ghost Epi
  • Fixed Ronin slashing real Epi having no effects aside from deactivating ghost Epi
  • Fixed missing zone on Snow Country for Cold Men
  • Fixed double selection arrows on map selectors when random is chosen
  • Fixed some pixel-scaling issues with popcorn text and ready indicators
  • FIxed missing mine cart tracks near lava on Firewall
  • Updated Rewired input manager to 1.0.0.112
  • Fixed audio spatialization of trigger walls and meteors in Field Guide
  • Fixed general dialog box focus issues
  • Fixed post-match disconnection dialog focus on client when host disconnects
  • Fixed disconnection state if client has no players when the match starts
  • Fixed client stuck in joining state when host has disconnected at the same time
  • Fixed proper client disconnection if moving into lobby as host moves on to match
  • Fixed conveyor belts sometimes playing improper footstep surface sound
  • Fixed players getting stuck on teleporters after teleporting with laggy connections
  • Fixed empty in-game changelog
  • Fixed an issue that could affect saving and loading of external data files
  • Fixed y-sorting issues with a lot of small effects (dust puffs, etc)
  • Fixed footstep sound inconsistency on mine cart tracks
  • Some minor Field Guide description edits
  • Fixed possibility of mine carts shaking a bit when at rest
  • Fixed Epi triggering surface effect where he stands on ghost toggle
  • Fixed Epi triggering surface effect that is under an occupied tile on ghost toggle
  • Fixed trigger walls colliding with players when stepping on a switch adjacent to them
  • Fixed position-on-death issue after real Epi activates a Ghost on a conveyor belt
  • Fixed footstep sound effects sometimes playing when Match scene is transitioning out
  • Fixed Challenge Mode post-round UI progress bar values for bots
  • Fixed net synchronization of Epi's fake step on ghost activation & deactivation
  • Fixed Selene being able to jump over Yeti caves
  • Fixed proximity doors remaining open due to presence of dead bodies
  • Fixed y-sorting conflict between powerups and gold inside mine carts
  • Fixed security camera audio still playing after it has been destroyed
  • Fixed continue audio cue not playing on clients in lobby
  • Sudden death in Deadline works properly (next kill wins, no more timer)

Invisigun at SXSW Gaming

We'll be exhibiting Invisigun Heroes at the SXSW Gaming festival in Austin, from March 16th to 18th. It's nominated for a Gamer's Voice award in the multiplayer category, so come check us out at booth 1832 and vote! :)

We'll be out of town for a week or so, so if you have any support questions or immediate needs, please check the official wiki or the discord channel. Thanks!

Update v1.2.0 - Tons of map adjustments

Version 1.2.0 is now live, with TONS of map adjustments and layout changes based on community feedback (as well as some bug fixes and continuous general improvements). The goals were to address any map balance issues, dead zones, and problem areas, and I hope you enjoy all the changes. :)



Updates



  • Reduced the contrast in some city floor tiles
  • Added "Mechanics" section to the Field Guide
  • Improved respawn logic to prevent spawning near players
  • Adjusted audio center point offset in Hero Profiles and Field Guide
  • Added Blast Barriers to the Field Guide
  • Added Soft Stun to the Field Guide
  • Added Hard Stun to the Field Guide
  • Added Ability Cooldown to the Field Guide

Map Updates



  • Layout adjustments to Lock Down
  • Layout adjustments to Big Brother
  • Layout adjustments to The Warehouse
  • Layout adjustments to Urban Garden
  • Major layout adjustments to Quadriplex
  • Quadriplex renamed to Teleplex
  • Layout adjustments to Convey-or-Die
  • Layout adjustments to Plutonium Pass
  • Layout adjustments to Quarantine
  • Layout adjustments to Overstalked
  • Layout adjustments to Sand Trap
  • Layout adjustments to The Wine Cellar
  • Layout adjustments to The Walls are Alive
  • Layout adjustments to Cerebral Prison
  • Layout adjustments to X-Claim
  • Layout adjustments to Shifty Eyes
  • Layout adjustments to The Crate Divide
  • Layout adjustments to Abandoned Mine
  • Layout adjustments to Red Rob's Border
  • Layout adjustments to Carte Blanche
  • Reduced max embers on Fire Carter from 10 to 6
  • Layout adjustments to Ring of Fire
  • Layout adjustments to Firewall
  • Layout adjustments to Ruins
  • Layout adjustments to Choke Point
  • Layout adjustments to Let it Go
  • Layout adjustments to Snow Country for Cold Men
  • Layout adjustments to Snow Your Enemy
  • Layout adjustments to Snovergrown
  • Layout adjustments to Taken Atoll
  • Layout adjustments to Edward's Snowed In
  • Layout adjustments to Trailmazer
  • Layout adjustments to Tunnel Vision
  • Layout adjustments to Cold Town
  • Layout adjustments to The Long Run

Fixes



  • Fixed hidden electricity animations on Invisiguns in UI scenes
  • Fixed issue with teleporter not repeatedly working if landing on it with Selene
  • Fixed instant death when shooting next to a falling sand pile (online)
  • Fixed another issue allowing Phoebe to teleport the sides of split shots
  • The replay indicator is hidden while a player is teleporting
  • Fixed Iris' dash trail being visible inside igloos
  • Fixed scanner drone seeking audio not playing on remote clients
  • Fixed push-back on Carmen's block causing a tile bump behind the player
  • Added missing tile bump audio cues in Field Guide
  • Fixed Yeti entering/exiting sound in Field Guide when not in focus
  • Fixed Real Epi not being able to collect powerups where he stands
  • Fixed Epi's profile demo

Big update is now live - v1.1.1

The 1.1.1 patch is now live! This includes a huge list of matchmaking improvements, updates, and bug fixes, with way too many to list here. You can view the full release notes below or just visit the "Changelog" menu within the game's title screen. Thanks for your patience and support. :)

Matchmaking Improvements



  • Full and ongoing matches are properly omitted from searches
  • Player setup UI has a new indicator to show the number of remote connections
  • UI notice in lobby when clients are waiting for the host to return
  • Host Match button added to online menu
  • Host Match from online menu defaults to allow remote players, random planet & map
  • Joining a public match will continue to search for a match until canceled
  • Removed "BEST" region selection
  • Added "Any" region selection, which searches all regions for a match
  • Regions use full names instead of abbreviations
  • Join codes are shorter and use hexadecimal digits
  • Join codes can be used on public matches as well to join a specific match
  • Player setup UI updated to reflect new join codes and private status
  • Remote players option simplified
  • Clients see region code in the lobby when connected to a host via relay

Updates



  • Steam trading cards, badges, emoticons, and backgrounds
  • Less repetition when choosing random maps, persistent between sessions
  • Spawn points are moved off the cart tracks in Carte Blanche
  • UI indicators if you haven't visited Hero Profiles or the Field Guide
  • The Discord URL in the join UI is a button that opens a browser window
  • Victory phrases are synced online (unless host is using custom phrases)
  • Simplified and clarified hero ability descriptions
  • Toggle-options don't play two different audio cues
  • Added ability to toggle vsync in options
  • Bumping in the tutorial doesn't fail you, just gives you a notice
  • Updated introductory tutorial text to call out skipping
  • Ronin's Hero Profile demo now also demonstrates going through incoming fire
  • Carmen's Hero Profile is changed to show effect of shot reflection
  • Full release and beta builds check for different update statuses
  • Epi is soft stunned for 0.5s when the ghost is killed
  • Reverted drone/Epi fix
  • the drone will not target real Epi if ghost is out
  • Phoebe's initial teleporter is dropped where she stands
  • Improved jump and dash responsiveness with online latency
  • Countdown to ready in network matches up shows for local players too
  • Epi's Hero Profile demo demonstrates non-lethal ghost shots and ghost getting hit
  • Improved general online movement responsiveness
  • Removed small "X" icon from cooldown indicators
  • Updated shooting range target sprites in training
  • Smooth ready indicator transitions

Fixes



  • Fixed broken reference to 64-bit Linux executable
  • Fixed a grid movement network sync issue
  • Fixed issue that would sometimes prevent interaction with dialogs
  • Fixed missing audio cue on clients when players lock/unlock their selections
  • Frozen players were not counted in Zone Control
  • Fixed issue where Pit Beasts could not sink into the ground on remote clients
  • Fixed getting stuck in a builder block at the end of a conveyor belt
  • Fixed split shots colliding with themselves after being teleported
  • Fixed occasional failure to respawn during online matches
  • Fixed input disabling during respawn
  • Fixed y-offset of players when bumped onto a conveyor belt
  • Fixed proximity doors closing momentarily when nearby players are stunned
  • Fixed occasional non-collision between a reflected shot and an incoming one
  • Fixed Ronin's slash power level decreasing when splitting a shot
  • Fixed issue resulting from canceling a join and then connecting again
  • Fixed y-sorting issue with shield/reflector indicators
  • Fixed real Epi's replay indicator visibility when in ghost mode
  • Fixed Selene being able to jump into/out of igloo doors sideways
  • Fixed Ronin's slash capturing projectiles through corners
  • Fixed Carmen being invulnerable to shots reflected off her own blocks
  • Fixed controller issue with readying up too early after entering the lobby
  • Fixed real Epi being stunned instead of just revealed when ghost is killed
  • Fixed sometimes not being able to move perpendicularly after bumping an object
  • Fixed Selene "rolling" through sand pits and on conveyor belts
  • Fixed proximity doors not functioning properly in online matches
  • Fixed text clipping / scaling issues within ready indicators
  • Fixed proximity door lights overlapping cooldown indicators
  • Fixed ground pound and drone detonation not damaging open doors
  • Fixed door health when unjamming after being hit while jammed
  • Fixed proximity doors opening when bumped from an adjacent wall
  • Fixed active option selections when navigating back and forth in setup screens
  • Fixed Ronin's slash not stunning Yeti in some situations
  • Fixed general collision issues with Yetis
  • Fixed Ronin's slash appearing while inside igloos in some situations
  • Potential fix for all action-after-death scenarios
  • Fixed UI option items showing double arrows in initial states
  • Fixed y-sorting with Selene's jump shadow
  • Enforced network sync of cooldown indicators
  • More reliable network sync of disturbance/footstep effects
  • Fixed missing rain ambience audio in some maps
  • Fixed missing cold breath on Edward's Snowed In
  • Fixed cyclical teleporter loop issues over network
  • Fixed cases that could cause repeated bumping when walking into objects
  • Fixed some lighting and sprite sorting issues in the tutorial
  • Fixed issue with Carmen getting stuck in or passing through her block with lag

Matchmaking issue that is limiting search results

There is an issue with the current build that is severely limiting the potential to join open matches that are not full or haven't started yet. This is one of the main reasons that people can have trouble joining online matches.

If a match is full of players or has already started, it is not properly being delisted from the matchmaker, which means it is returned as a valid match to join when searching.

This is the highest priority at the moment and I'm working on getting it resolved asap. Thanks for your patience!

EDIT: Just a quick note to clarify that private servers are fully functional and are an easy way to reliably get a match going with friends, or with other players in the public Discord server: https://discord.gg/ycEhg2Q

Linux public & private server fix coming soon

Version 1.0.1 has an issue with public and private servers for Linux, and the fix is beyond my control as it relies on a 3rd party tool. I am working with them to identify the issue and will have it up and running as soon as possible.

Please note that everything else in the Linux build works properly - full local features, and direct IP connections for online play - and Windows and OS X are unaffected by this. Thanks for your patience. :)