In todays update we have added a few new skins and fixed loads of bugs!
Changelog
4 new skins for the AK-47, SIG and AUG are available for purchase for in the ingame store!
Improved functions for the Kriss, P90, Pecheneg and the SIG.
An early version of Anti-cheat has been implemented in this update
Fixed location of the invisible walls and ceilings on the maps "Give 1" and "Inferno".
Users are now able to join clans with a minimum level of 6.
Added the sound for mines upon explosion.
Fixes and improvements of the game interface.
In the upcoming days more content will be added to Kuboom, Like Challenges and a better and enforced anti-cheat system. This is only the beginning! ːsteamhappyː
Stay Tuned.
Kuboom - V.07B
Hello Comrades!
In todays update, we have reworked a few things, mainly the clan wars system
Changelog:
The Clan Button "Start A War" Fuctionality has been changed, Clan wars are now randomized. Upon Starting the war the map and clan players are randomly chosen and no longer require a certain K/D Ratio. Players who are online at the time of the war can choose to deny the war entry or accept. If deny is chosen then the system will search for another clan member that is online.
Added message in the "Statistics" tab of the clan that now shows "Deny" or "Pending" Invite.
Kill-Log will now display the correct items for Grenades if a player was killed by one.
Many small improvements and bug fixes.
We will continue to work on the clan system, While also filling the game with brand new content!
ːsteamhappyː
Stay Tuned.
Kuboom - V.07
The long-awaited update, Clan Wars. Clan wars is a brand new gamemode that allows players to fight other clans as a team. This is a competitive mode and favors E-sport gameplay. This mode will also help build trust with other clan members.
Changelog
Clan wars is in Beta! Tell us your thoughts!
New Hat - "Glasses".
Two new premium skins for the AK-47 and Barret, will be available in the near future.
The total number of bullets for the Barret was reduced to 10.
Slightly increased scatter from the MP-5k.
Fixed bug with infinite smoke screen effect from smoke grenades.
Many small improvements of the interface and gameplay!
We hope that the clan system and clan wars will appeal to many players and will give a new milestone in the development of our game. Follow Kuboom to be notified when New modes, Weapons, skins and new interesting Things come out! ːsteamhappyː
Kuboom - V.06B
Hello Comrades!
In todays update we have added the following:
Long Awaited Footstep sounds!
Hitmarkers!
Increased Mosin Damage from 35 to 50
Fixed bug which it was impossible to plant mines.
Improved bullet hole decal.
Stay with us! Clan wars and other modes will be coming soon!
Kuboom - V.06/ Clans Update
The long awaited Clans update has come out and is ready to be tested!
Changelog:
The brand new Clan system has been launched and is in beta! - With clans you can finally join a group of players and fight others as a team!
This feature is currently in beta, If you spot any bugs please let us know.
New Map "Fork" has been Released as a team deathmatch map and is the
2nd largest map in Kuboom!
Re-balanced Weapons once again
Server limits have been added. Should increase players in Unpoplulated maps (Pool, dust, etc..)
Kriss, AUG and Barreta Animations have been improved
Improve the effect of the smoke grenades.
Many improvements for the game interface.
Fix many errors and bugs.
The "Bomb" gamemode has been removed from the game. A new gamemode will take its place.
Create a Clan, Recruit others and Battle against other clans!
NOTE: The offical clan battles feature is in the works.
Kuboom - New Map in Development!
If you loved the map "Bridge" You will love this new map!
The brand new map named "Road Fork" Is in development and will be playable in the next update!
This map is meant for a large scale warfare and is 2X Bigger than the previous maps!
Hope you people will enjoy this map which is coming Soon to Kuboom! Stay tuned.
Kuboom - Maintenance Completed
Server Maintenance has been completed. Servers are online and fuctional
Sorry for the inconvenience.
Kuboom - V0.5 Update
Only a few days have passed since the last update, and we are ready to bring all of you a new major update, aimed at improving the technical side of the game and brings a bit of new content. So, as we promised, the second part of the complex processing of the game:
Fixed crashes. Now everyone can comfortably play KUBOOM!
New Gun Mechanics, The game now has a more dynamic feel to it!
range has been balanced, the aiming has been remade and it feels better to control!
Changed Recticule for Snipers (Aiming):The Bullets and aiming are now more precise!
3 new skins! Reculse, Madman and a Robot!
New Menu Music
Bullet impacts now show on surfaces
Removed Saturation
Optimized the game
Fixes and improvements of the game interface.
We begin the new year with a big and really important game update!! In the future, expect more diverse content, maps, and new modes!
The History Of Kuboom
Greetings Comrades!
It's the end of the year, and everybody is looking for reasons to celebrate.
Here at Kuboom, we don't need to look far. We've come a long way, and we know we owe it all to you, the players.
So in celebration of the year's success and the exciting upgrades to come, we'd like to take you through a visual timeline of how it all began...
Humble Beginnings
Feburary 5th, the day it all started. the original Kuboom artwork is unveiled!
We decided to go with characters similar to a game we'd developed earlier, Kubizume 2 (a.k.a. Madness Cubed). They were initially intended to have oversized heads, but a need for balance (the fatal headshot!) and aesthetic evened out the proportions.
Development: The Early Days
Making Kuboom was an incredible learning experience; the team consisted of only 3 people (2 of whom were still in highschool!), and that lack of experience in C++, Modelling/Animation and troubleshooting resulted in countless bugs, errors, and sleepless nights.
But the team rose to the challenge, repeatedly ironed out issues, and never lost hope.
And out of that chaos, the Developer Diaries were born...
It's Alpha Time!
After 2 months of delirious development, Kuboom had its alpha launch.
Our baby was not the most beautiful; ugly graphics, awful interface, tons of bugs and general glitches. We don't need to tell you, you were there!
But hey, that's alpha for ya. We're proud of how much we've improved, and are glad you stuck with us!
Old Silenced Pistol Effect!
The original preview effect. It got the axe in the steam release, but made a comeback in the global update!
The old unreleased map, "City". Made for a great testing ground!
More testing areas.
Shader testing for the map "Bridge" (and a bug that was also posted!)!
Very Old Prototyped Menu!
Old "Weapons" menu!
As you can see, pretty much everything's been completely rehauled, from the HUD to the weapons.
We also made new maps and improved the graphics, but that but that was in closed beta; the open beta is the steam release!
Steam Release
On May 11th, 2016, Kuboom was given the greenlight, and a few hours later, appeared in the Steam Catalog!
We could barely believe it! An indie game, created by less than a handfull of people, created by us, was now on the steam store as a free to play title.
And months passed, and the team grew (they "hired" me =D), and every day, Kuboom got better.
The much awaited first major update, the Global update, was released (and well received! (phew)) by the community. The main focus there was graphics and interface.
The second Global update looked at balance and smoother animation. Out with stick hands, in with real hands!
Aftermath
The results, after almost 12 months, speak for themselves:
200k installations on Steam
300k players on VKontakte
Ported to Android
And who's to thank?
We said it at the start:
YOU GUYS!!
Without you, Kuboom wouldn't even exist!
Kuboom has a great community of FPS fans who love chaos as much as we do. Thank you to those who've stuck with us from the beginning, and through all the tribulations. And to those who are just joining us, welcome aboard!
It's a very happy new year indeed, because there are tons of things in store for the future...
Whats Next?
Whats next for Kuboom?
Well. More bug fixes, of course. We have huge plans for Kuboom in the future, and troubleshooting is always an ongoing process. We're really going to need your help here, so keep reporting!
But of course, that's not all. We're also looking at:
More maps!
More guns!
More game modes!
And... *drumroll*... did someone say clans?
That's just what we have planned for 2017 (most in Jan!). With steady improvement and your continued support, we plan to make Kuboom the best FPS on Steam!
So stick around and stay tuned, comrades...
It's going to be a great ride.
Happy New Year Everyone!ːsteamhappyː
Christmas update!
Hello Comrades!
Today a new update was released the "New Years Festive" Update which adds a few new things!
- Christmas hats!
- 4 brand new skins for the MP-5k.
- New Model and Animations for the "Axe" and "Shovel" Melee Weapon.
- Balanced Melee Weapons
- New premium content: new skin for the L96A1, The Skin "Rambo" Should be Availible for purchase along with the "Knife" Melee!
- Secret Christmas Suprise! Can you find it?
Yes, The new years update isn't as large as we wanted (sorry 'bout that) we were quite busy with other things for the game which weren't quite ready. But! those things will be out soon! If you want to stay up to date with Kuboom why not join the Official group?
Thank you all for being with us! we couldn't do any of this without you guys and we will make Kuboom better!