Megaton: Total Destruction cover
Megaton: Total Destruction screenshot
Genre: Strategy

Megaton: Total Destruction

Summer Content Update: The Summer 'Splosion Patch Notes

Hello folks! Its been a very busy summer for us here at the dev team, but here it is; The Summer 'Splosion update! Thank you for your continued support, lets get into the details.

NEW FEATURES



  • NEW UI SYSTEM: We have scrapped the old 2D UI system and replaced it with a whole new 3D system.
  • BOMB VIDEO TUTORIALS: When in the fancy new bomb select screen, players now have the opportunity to view a video showcasing the bomb in-game
  • NEW REGION - MIDDLE EAST: Three new levels in a drasticly different envoroment; disrupt the peaceful scenery of F.O.B Michael, enjoy a day out shopping in Baazar and ruin some rich peoples lunches by blowing up Al-Manara
  • SO MANY VISUAL UPDATES: I don't want to spoil too much, I would rather you guys experience for yourselves
  • MULTIPLE BUG FIXES: More details below


BUG FIXES



  • Fixed a multitude of camera issues, implemented a new camera system that chooses the best angle to capture the destruction from
  • Fixed several buildings in multiple scenes that were unaffected by several level events in the American region
  • Kinetic Projectile no longer bounces off buildings in Nevada
  • Targeting Camera is no longer offset when a level is loaded
  • Fixed a bug where on restarting a level, the camera would be in the opposite direction and could not rotate
  • Added a border around levels to stop bombs falling forever into the great abyss
  • Pressing "escape" when in the pause menu no longer resumes the game with the options menu open
  • Most if not all bugs to do with menu UI have been fixed or removed due to the overhaul in the 3D menu


KNOWN BUGS AND ISSUES


Below are several bugs and issues we have discovered ourselves whilst testing and are on the list to be fixed.

  • Huge frame rate drops in Middle Eastern Levels; This is down to the way level events generate assets and the ones in Al-Manara are linked to the amount of chunks in the scene when the skyscrapers are being fractured. Fixing this is currently top priority.
  • Audio sometimes doubles up upon restarting a scene
  • Screen flicker is linked to how much is being displayed on a screen at one time; if a screen has a lot of text on it, the screen flickers rapidly to try and conserve memory
  • In-game camera sometimes spins around when decreasing shot power values
  • Scroll bars in menu currently do not move with the mouse scroll wheel
  • According to our crash reports, when the game closes it causes a crash. This shouldnt affect anyones game, but its still weird


Again, we thank you for your continued support and patience when it comes to these issues. This is our first venture into Early Access, and we rely on the community to help test and interact with us in order to make this game as great as it can be.

Cheers,
Matt (Lead Artist)

Winter Blow Up Part 2 Is Out Now!

Hi everyone,

We're excited to announce that the second part to our winter update is now available! We've already talked about what's going into it in the last post but we'll sum it up here.

Changelog


    Gameplay
  • New level Hudson City, the largest so far, with lots of tall buildings to destroy
  • Updated loading screen images for the levels
  • Added Steam achievements:

    • Baby Steps: Earn one bronze medal
    • Learning to Run: Earn one silver medal
    • Winning 1st Place: Earn one gold medal
    • Above and Beyond: Earn one platinum medal
    • Broke the Bank!: Have a balance of -$10,000,000
    • Intercontinental Ballistic Missile: Keep the homing missile in flight for over two minutes
    • Power of the Atom: Find and detonate a nuclear device

  • Added unlock requirements to projectiles


    Improvements and Bugfixes
  • Updated Unity version to 2017.3
  • New camera system to make targeting easier and allow for future expansion to more cinematographic shots
  • Set the default sound level to not be deafening
  • Missing tutorial now readded to the game
  • Optimised the chunk dissolving effect so there is no graphical overhead until it is required
  • Bridges should no longer explode without due cause
  • Partial support for ultra-widescreen monitors (21:9), although some menus may have graphical issues
  • Changing the targeting camera rotation mode in the options menu now has an effect
  • Aftershock is no longer usable during a level event
  • The round countdown timer is now paused during a level event
  • Physics-enabled objects can now be vaporised if an explosion is powerful enough
  • Added splash effects when things land in water


Known Bugs



  • Pausing the game, using Aftershock, and/or toggling the medals panel at once still messes with time
  • Occasionally the round countdown timer and its UI become out of sync and the game ends without proper indication by the UI


Next update


We've already talked a little bit in the last post about what's coming up but to reiterate: we've got a new region going into the game now that North America is complete. Like the current region, it will consist of three levels of different sizes. We're also going to make further improvements to the camera system so that you can fully appreciate the majesty of the destruction you cause. We're also planning significant work on the UI so that it both looks and works better.

Until next time,

-Dan

Winter Blow Up Part 2 - Where is it?!

Good afternoon everyone!

We're happy to announce that the final part of the Winter Blow Up Update is almost ready to be released within the next week! This part has been a long time coming for a number of reasons, mainly due to performance improvements and large-scale bug fixes as well as working to make sure that the long promised third level is ready for its initial release.

What's included in the Update?




  • Hudson City
    First of all, the third map is included in this update. Named "Hudson City", this level is the largest destructible level that is currently available. It features a large number of tall skyscraper buildings and small townhouse blocks allowing for large amounts of verticality. Some of the buildings may be replaced and objects added/removed in the future to improve the look and flow of the level based off of your feedback.

    We have also decided to update the loading screen snapshots for all of the level to be more interesting to the player. Here is a look at the new loading screens for each of the current levels:

    Nevada Ranges


    Serenity Falls


    Hudson City


  • Steam Achievements
    We are proud to announce that the game now supports Steam Achievements which will go live with the release of the update. The first batch will include seven achievements that the player can unlock straight away, but we plan on adding more to the game as it continues to evolve. As always, we are open to suggestions from players regarding Achievements which can be added!

  • Projectile Unlock Requirements
    To tie in with the new achievement system, we have also decided to add Unlock Requirements to the projectiles. These are actions that the player has to perform in-game before they are able to purchase the projectile. This will not affect projectiles that you have already unlocked, so projectiles that have requirements introduced will still be unlocked if you have previously purchased them. As with the achievements, we will add new requirements to projectiles as more content is added to the game. We hope that this will be a positive addition to the progression system within Megaton!

  • Streamlined Camera System
    A new camera system has been implemented to reduce the number of camera-related bugs which have occurred, as well as to allow for the easy addition of a Cinematic Camera System in the next update. All of the camera views are now just one camera repositioned in the world to stop bugs from occuring when multiple cameras were being enabled and disabled across different areas of a level.

  • Sound Fixes
    Over the previous few weeks, it has come to our attention that the sound levels for new players was VERY high. This was from a bug in the early versions of the Options Menu and Options saving feature where the audio levels would default to 100% when a new game had been started.

    Audio bugs within the game have also been fixed when a fast moving projectile is manouvered around the scene. Before, audio tearing could be heard when the player entered aftershock and started to quickly manouver the projectile, due to the game having audio listeners on every camera in the level. The multiple audio listeners would all 'hear' the 3D Sounds from different distances and the resulting noises lead to the tearing effect. This has now been fixed thanks to the streamlined camera system.



After the Update


So now that the levels we had planned for the North American region are finished, we are going to start working on the next region of the game. It will also contain three levels, working up in a similar style with the first level being relatively small, and building up to a final large level to close the region. Along with these new levels, we will revamp the main menu and level select screen.

Here is some of the artwork our artist Matt has already mocked up for one of the new levels!


As mentioned earlier, we are also going to work on implementing and adding a Cinematic Camera System. This is so that the epic explosions can be viewed from mutliple angles in styles similar to that see in games like GTA5. We expect this process to take at least a month, but any bugs or major issues will be fixed a lot quicker in smaller hotfixes.

We look forward to releasing these new updates!

- Jamie

Big Winter Blow Up (Part 1)

Hello everyone,

Today we're releasing the first part of our two-stage update, focused primarily on introducing new weapon types and performance improvements.

Changelog


    New Projectiles
  • Acid - releases a burst of acid either mid-flight (by pressing the Fire button) or on contact which immediately eats away at buildings.
  • Implosion - pulls objects inwards after a brief charging period.
  • Laser - performs a 360° sweep of the surrounding area with a high-intensity laser, destroying whatever it touches.
  • Kinetic - AKA the "Rod From God", a tungsten rod launched from an orbiting satellite at the target. It produces an incredible amount of destructive energy thanks to its speed.


    Improvements
  • Performance:

    • Improved render times when many building fragments are on screen.
    • Removed expensive particle-based waterfall in Serenity Falls and replaced with something more visually consistent.

  • Graphical:

    • Improved water shader - the rivers in Serenity Falls now actually flow downstream.

  • Miscellaneous:

    • Corrected some typos.
    • In Serenity Falls, the trees are now planted in the ground rather than a small distance above it.



    Bug Fixes
  • The ammunition icon will now correctly update after a pickup has been used.
  • Physics-enabled objects that aren't buildings should now always be affected by explosions.
  • Destroyed chunks should no longer phase back into existence.
  • Fixed reduced performance when detonating a Gravity bomb.
  • No more buildings should have the purple error shader on their fractured faces.
  • Transformers should no longer explode in silence, but sound like electrical explosions.
  • The townhouses in the back right of Serenity Falls should now dissolve when destroyed, like other buildings.


Known Bugs



  • Pausing the game, using Aftershock, and/or toggling the medals panel at once has unintended consequences for managing time.
  • Aftershock is still usable during unique level events.
  • The final round timer continues running during level events.
  • The camera bounces around during targeting when targeting around taller buildings.
  • Unintentional phaser (sweeping) effect sometimes present in game audio.


Next Update


We've been saying it's on its way for a long time, but the next map, Hudson City, will hopefully finally make its way into the next update. To do this, we will continue to make performance improvements behind the scenes so that the game runs acceptably.
As well as this, we're going to be expanding the Megaton world and introduce regions. The current levels and Hudson City together will be part of the North America region, and other parts of the world will be added as new regions, which can be unlocked as the player progresses through the game.

-Dan

Quick Fix 3 (28th Nov)

Good afternoon everyone,

Today we have pushed an update which is aimed at fixing the issues on the Options screens on every menu. You will now be asked if you wish to keep your changes after changing any of the video settings.

The targeting reticule has been fixed so that it is now projected over buildings and other fractured objects.

- Jamie

Nov 22nd Update 4

Hi everyone,

This week we have been working on improving the look and feel of the Serenity Falls map. Some players have experienced FPS drops when targeting specific areas of the map, and we have taken some steps to alleviate the drops in frame rate. Some areas of the map have been rearranged slightly, and props have been placed to make the level look better.

Changelog


    Serenity Falls
  • Removed one of the large apartment blocks from the mid tier residential area and replaced it with a construction area.
  • Reduced the size of a second apartment block and placed a walled fountain area within the block.
  • Added destructible bridges to the river crossings.
  • Improved the waterfall effect.
  • Updated the water in the scene to use a new water shader.


    Misc Changes
  • Reduced the number of fractured chunks in all of the rich apartment and townhouse blocks.
  • Created a water shader that animates waves and foam.
  • Created a shader that dissolves the fractured chunks of objects before they are destroyed from the world.


    Bug Fixes
  • Fixed a bug where the Player Progression System would add copies of the players unlocked projectiles.


The Next Update


For the next update, we plan to move away from the weekly updates. This is so that there is less pressure on us to have content ready for each week, and so we can the quality of the content and the update. This said though, for the next update we plan to include a new level, the previously mentioned "Hudson City", a number of new projectiles, and performance improvements.

- Jamie

Nov 14th Update 3

Good Afternoon everyone!

First off, I would like to apologise for there not being an update last week. This was due to some unforeseen circumstances, but we were continuously working to get the update ready for this week!

In this week's update, we are revealing a new level called "Serenity Falls". This map is based around a waterfall and features multiple elevations and regions of buildings for the player to target! Please note that this level is still not complete and future updates will continue to add finishing touches.

Along with the new level, we have revamped the progression system in the game. Most of this work will not be seen by the players as of yet, but we have included a "High scores" section to the new level select screen, where you can see the best score and medal you have achieved on each level. This system also fixes a bug where a player's progress would be lost after every update.

Changelog


    Content Updates:
      Serenity Falls
    • Added the basic layout of the city and covered all areas with destructible buildings.
    • Began to dress the level with explosives and vehicles.
    • Temporarily placed the pick-up crate in the Transformer park.
    • Designed the level's bespoke Event.


    Player Progression Updates:
  • Removed the data storing the player's earned money and equipped projectiles from Unity's PlayerPrefs.
  • Now store the player's best attempts at each level including highest score and best medal achieved.
  • Set up the system to allow players to purchase and unlock map regions in future updates.


    Bugfixes:
  • Fixed a bug where the shadow settings would reset to "Good Shadows" after the game has been restarted.


Next Week's Update


For next week's update we are going to continue working on Serenity Falls by continuing to dress the scene with props and foliage, as well as replacing placeholder assets, and balancing the building values and placements.

We shall also continue to work on Hudson City to bring you an early version within the next few weeks.

- Jamie

Oct 31st Update 2

Hello everyone, and Happy Halloween!

This weeks update contains a number of bug fixes and improvements to existing projectiles, as well as adding in the 8th Projectile. A new level was going to be added with this update, but unfortunately it is not ready. We are also happy to announce that with this update, a Mac version of the game is available!

Changelog


    Projectile Updates:
      Singularity Projectile Changes:
    • Now attracts building chunks over its lifetime.
    • Added a second collapse condition. The Singularity will collapse if it reaches a critical size.
    • Updated the Singularity's visual effect to emit a dark glow from the edges.
        Gravity Projectile Added:
      • Gravity projectile is now unlockable from the Unlock menu for $1,000,000.
      • It throw objects within its AoE into the air.

      Projectile Mechanics Update:
      • Explosions no longer effect world props through other objects. This reduces the chance of explosives, such as propane cylinders, from being triggered accidentally through a building.

      Map Changes:
      • Added a wall surrounding the Northern Apartments to hide the sharp transition between the paved area and grass area.



      Misc Fixes:
      • Replaced sprite for the Ember Particle in all explosion effects. It should now be the correct sprite.
      • Added ropes to the crane on Nevada Ranges.
      • Relocated the Pickup. It is now attached to the crane rather than on top of the parking lot.




Next Week's Update


We are currently aware of a bug which resets a player's progress when a new update is released. In next week's update, we plan on introducing a way to track a players progression. This system will track the money the player has earned and the projectiles they currently have selected. It will then allow for the saving of a player's unlocked regions and achievements in each level of the game.

We also plan on releasing a new level which is much smaller than "Hudson City" and will be the second location in the North American region.

- Jamie

Quick Fix 1 and 2

Good afternoon everyone!

As some of you may have noticed, we have pushed out 2 additional updates since the content update which have been aimed at fixing a few bugs within the game. Below is a list of all of the bugs which were fixed.

Changelog



  • Fixed the Main Menu so that the Controls Menu is not overlaid on top of the other screens.
  • Fixed the Tutorial UI which would reappear if the player paused the game midway through the tutorial sequence, or after completing the tutorial.
  • Lowered the default volumes so that players are not deafened. (Sorry about that!)
  • Channeled all of the projectile Audio Sources through the correct Audio Mixers.
  • Increased the volume of the Mortar slightly.
  • Replaced all vehicle explosions with the correct effect.


- Jamie

Oct 24th Update 1

Hi everyone!

Today we have released the first update for the game, which includes updates to the first level of the game, a new camera control, new sound assets, and bug fixes. We plan to release new updates EVERY TUESDAY which will include new features, bug fixes, or balancing to the game.

Changelog



  • Nevada Ranges Updates; the level now includes a construction area with destructible items within for the player to earn cash from, as well as updating all of the vehicles in the level to become explosive. Please note that the effects on the exploding cars is subject to change!
  • New Camera Control; as requested by a few players, a number of new camera controls have been added to the game. Players can now zoom the camera in/out while in targeting mode. There is a new camera option (changeable in the Options Menu) to allow for the camera to be rotated using the RIGHT MOUSE BUTTON and dragging the mouse.
  • New Sound Assets; a number of ambient sounds have been added to the game. These include; Mortar movement sounds, and wind gusts during projectile flight. UI audio can also be adjusted via the options menu.
  • Bug Fixes; Buildings of equal distance from the impact location of a projectile will now both explode. input_config.xml now correctly updates to include an new controls which have been added to the game.


Next Weeks Update


In next weeks update we plan to include an early version of a new level nicknamed "Hudson City". This will be a larger map than Nevada Ranges and will contain a lot more buildings. These will also be a lot taller than many of the buildings in Nevada Ranges. We are please to show you an early look at the style of the city!

Level Style


We are also currently testing the game on Mac systems ready for that release within the next few weeks.

We hope that you will all stick around with us through our Early Access journey, and we want to hear your feedback about the game so far!

- Jamie