Omega Strikers cover
Omega Strikers screenshot
PC Android iOS Steam
Genre: Strategy, Tactical

Omega Strikers

Announcing Creator VS 2.0 | Signups Now Open



This should come as no surprise for anyone that played during the first week of our PC Open Beta last September: Creator VS is coming back!

The Creator VS event—which pitted entire communities against each other in a race to rack up wins for their favorite creators—was the breakout moment of the Omega Strikers PC Open Beta. It allowed over a million players to participate in what the ultimate winner of the event, Moist Cr1TiKaL, called “the greatest leaderboard of All Time.”


So yes, we’re bringing it back when we launch on April 27th, and this time we’re raising the stakes by adding revenue-sharing for all sales on the skins we’ll make for the top three ranked creators. The event will also be followed by separate cash-prize tournaments in North America and Europe which the top 8 creators in those regions will be invited to.

If you have a community of over 100,000 on any social media platform and you want to take part in Creator VS 2.0, let us know by expressing interest here. Or if you’re a player and you want to see your favorite creator in the event (plus their custom emote in Omega Strikers!) share that link with them and encourage them to sign up. Please don’t sign up on any creator’s behalf—we want to speak with creators or their agents directly.

Here are the rewards for content creators participating in Creator VS 2.0 Event:

1st Place - 1% of all net revenue from Season 2 + an original skin in the game designed in collab with Odyssey with a 70/30 net rev share split in favor of the creator + a statue in their honor in the game's main lobby for the duration of the season + a custom nameplate in-game based on them (usable by all players) + their emote permanently unlockable in-game for free for all players.

2nd Place - 1% of all net revenue from Season 2 + an original skin in the game designed in collab with Odyssey with a 70/30 net rev share split in favor of the creator + a custom nameplate in-game based on them (usable by all players) + their emote permanently unlockable in-game for free for all players.

3rd Place - 1% of all net revenue from Season + an original skin in the game designed in collab with Odyssey with a 70/30 net rev share split in favor of the creator + a custom nameplate in-game based on them (usable by all players) + their emote permanently unlockable in-game for free for all players.

4th–10th Place - A custom nameplate in-game based on the creators (usable by all players) + their emote permanently unlockable in-game for free for all players.

All other participants will get their emote permanently unlockable in-game (usable for free for all players) regardless of how they rank in the event.

The top 8 ranked NA and EU creators will also get invited to separate NA-only and EU-only creator tournaments—participants will be encouraged to bring whoever they want as teammates, even if it's just two really good Omega Strikers players from their community.

By the way, you’re probably wondering what’s going on with the prizes we awarded to the winners of the first Creator VS event.

For now, we want to share some sneak peeks at the in-progress custom nameplates. They make REALLY good mobile wallpapers if you're a fan of these creators.

Dyrus





Hafu





IKeepItTaco





Rayditz





Tuonto





Vienna





Everyone in the top 10 won a nameplate, and we're still working on a few of them! Expect to all see all 10 when we launch April 27th.

Also... original skins!



One of the coolest prizes from the previous event was of course the original skins starring the winning creators. Here's a little 2D artistic rendition of how they're coming together! From left-to-right, that's Rakin's Juliette, Moist's Asher, and LilyPichu's Juno.



Again, if you have a community of over 100,000 on any social media platform and you want to take part in Creator VS 2.0, let us know by expressing interest here.

Launch is only two months away! You can always pre-register to be the first to play the game on PC, Mobile, or Nintendo Switch, or Join our Discord to be a part of the journey. See you soon.

By the way, if you haven't already, please make sure to follow us on our Steam page!

–The Odyssey Interactive Team

Announcing Pre-Reg Launch Rewards for Omega Strikers



With just two months to go until the full launch of Omega Strikers, we want to humbly ask for your help in reaching our goal of 1 million pre-registered players.

As of the writing of this post, we’ve racked up 208,552 pre-registrations for Omega Strikers across platforms.

To add some stakes to our campaign for 1 million, today we’re announcing free rewards for all players if we hit certain milestones before the game launches globally on April 27th, 2023.

250,000 Pre-Regs: The new “Juliette Vibe” in-game emote
500,000 Pre-Regs: 15,000 Striker Coins
750,000 Pre-Regs: A cool water-blue Goal Explosion
1,000,000 Pre-Regs: The Back-to-School Ai.Mi Skin

All you have to do to help us reach our goals is pre-register or wishlist the game via our website or using the links for each platform below:

🎮 Pre-order on Switch: https://www.nintendo.com/store/products/omega-strikers-switch/

🍎 Pre-order on iOS: https://apps.apple.com/us/app/omega-strikers/id1582532342

🤖 Pre-reg on Android: https://play.google.com/store/apps/details?id=com.odysseyinteractive.omegastrikers

💻 Wishlist on Steam: https://store.steampowered.com/app/1869590/Omega_Strikers/

You can also track our progress toward our goal (updated daily!) on our website: https://www.odysseyinteractive.gg/omegastrikers

That’s all for today! We can’t wait to show you more of the work our team’s doing behind-the-scenes to make Omega Strikers bigger and better for full launch.

—The Odyssey Interactive Team

Official Launch Date Reveal and More Sneak Peeks



We’re back with an official release date and more sneak peeks at in-progress Omega Strikers updates!

  • In today’s Nintendo Direct, we announced that Omega Strikers will officially launch April 27, 2023 for Nintendo Switch via the eShop!
  • The game will also launch April 27th on PC, iOS, Android, and other consoles (details TBD!) with full cross-platform support.
  • You can pre-register on iOS, on Android, and Nintendo Switch starting today.


The footage above was captured on a Nintendo Switch using an older, stable build of Omega Strikers, and doesn’t reflect new content we’re building. However, we’ve been making steady progress since we last shared big upcoming changes to the game in December.



Below are sneak peeks at 6 more things we’re cooking up for launch!

1. New Maps - Sakura Blossoms and Atlas Arena





We want every map in Omega Strikers to have a meaningfully different vibe, and that means showcasing different cities with vastly different color palettes. Above, a map called Sakura Blossoms.



We also think maps should flesh out the narrative world of Omega Strikers. The map shown above is an early look at Atlas’s scientific laboratory. When finished, it’ll feature a rotating ring and a gorgeous view of the starry beyond.

2. Rotating Goal Mode (RGM)




Above: A “two-lane’ map layout where the goals are facing away from each other! A speed gate in between encourages rapid rotations and surprise attacks.

Throughout our Open-Beta, we heard feedback that Omega Strikers could use a lower stakes “just-for-fun” mode for when you aren’t looking to grind or sweat too much.

Thus we present the all-new Rotating Goal Mode - a mode where the map is dramatically increased in size, much crazier hazards appear, and the goal’s position and shape can be much wackier. In this mode, matches will end much more quickly and Strikers will move faster and hit harder.


Above: a “diagonal” map layout where the goal has two smaller access points on its corners. Fights tend to get incredibly explosive around these condensed goal zones.

Our hope is that this is a queue where players can more easily team up with their friends (especially newer ones) in a less intense setting, and also one that everyone can simply enjoy as a change of pace from the classic format. We’re still nailing down the final map designs, but above are some early looks at two map layout concepts.

3. New End-of-Game Sequence





Interface and UX has been a focus area for improvements since our PC Open Beta. Making things look more polished is of course important, but we also want to add extra functionality to screens like the end-of-game sequence.

When our full launch hits, this screen will highlight progress made on missions and allow you to immediately queue up again with teammates, even if they weren’t already in your party.

4. Improved Menu Design





Instead of having to dig through a bunch of different menus to track your Striker Affinity progress, read character abilities, or set your Reactions, you’ll be able to tune all these settings in a single menu with easy-to-navigate tabs.

5. Animated Reactions





We want to keep giving players better and more satisfying ways to express themselves in-game. Whipping out animated reactions like “LET’S GOOO DUBU” should feel like the gaming equivalent of ripping off your jersey and doing a victory dance for the crowd after a clutch goal. Spam responsibly.

6. Evolved Podium Animations - Raindrop Era





We showed an early version of this one last time. Dynamic camera movements, splash effects, and background animations have leveled it up considerably since then! High-tier skins like Raindrop Era will let us push the boundaries to make Strikers more expressive.

Coming Soon: Trainings and Match Flow Overhaul



In our next big dev blog, we’ll share a bit more about some planned updates that will dramatically improve game depth and variety from match-to-match. These include major changes to Trainings that will address players feedback about their price, as well as a rethink of match structure in ranked. These changes aren’t quite ready to show in detail yet, but we’re excited to say more soon.

We’re only two and half months away from launch! Join our Discord to follow along on our journey to launch Omega Strikers. See you soon.

–The Odyssey Interactive Team

Meet the Strikers - Juliette


Next week we plan on posting another dev blog sharing in-progress dev work. (See this one from December, if you missed it!)

In the meantime, though, we want to share a fun trailer we cooked up that highlights a little more of Juliette's personality and abilities. We plan on posting a new "Meet the Striker" trailer every Friday until we've covered our entire existing roster. We'll share those here as we get them ready.

Another special treat we've got planned is original theme music for each Striker. These will be dropping alongside each Meet the Striker trailer as well on both YouTube and Spotify. By the time we launch in April, we'll have a full album of original music for you to enjoy.

Juliette's theme is one you're already familiar with: GO STRIKE! is also the overall theme for Omega Strikers.

Listen to the Japanese, English, and karaoke versions of Juliette's theme on YouTube and on Spotify.



And of course remember to follow us on Twitter, join our Discord, and Wishlist us on Steam if you haven't already!

See you again soon, Strikers.

—The Odyssey Interactive Team

7 Big Upcoming Changes to Omega Strikers



WHAT YOU NEED TO KNOW: The Omega Strikers PC Open Beta will end at 11:59pm ET on January 1st, 2023.

  • Omega Strikers is now scheduled to launch in April 2023 for PC, iOS, Android, and consoles with full cross-platform support.
  • All your account progress will carry over when we come back with our full launch.
  • Full launch will bring a new ranked season, battle pass, and major content updates.

Read on if you’d like to see a sneak peek at some of our in-progress work, including new features and content that’ll arrive alongside full launch.

But first, let’s talk about changes to our release plans.

WHY WE’RE DELAYING TO APRIL


Let’s not beat around the bush. We’ve pushed back release dates a couple of times now, which can be frustrating—for both you and us. We’re a small team with big ambitions, so we’ve had to go through a bit of a learning process with this PC Open beta.

Now, though, we’ve got an incredibly strong roadmap for features and content that we think players will love, and we want to be realistic about the level of work it’ll take to get all this stuff ready. Pushing back to April gives us needed time to develop and polish these major changes to the game, which makes us confident we’ll be able to hit this new launch target.

Okay, so now it’s time to actually show you some of the cool stuff we’re working on.

7 UPCOMING CHANGES TO OMEGA STRIKERS


We previously shared that we want to make some big improvements to Omega Strikers before we go forward with our full launch. The most important of these changes will be targeted at adding appreciable depth to gameplay and increasing variety from match-to-match.

Today we’d like to show off some progress we’re making in these areas, ordered roughly in order of the impact we think they’ll have on the game.

1. Goal Barriers



To make playing as (and against) goalies more interesting, we’re developing a new environmental obstacle called goal barriers.



These are destructible energy walls that must be struck by the core before your goal gates open. Since they must be broken down piece-by-piece, the arena gets re-shaped and broken down in different ways over the course of each round.

2. Core Flip



Another major gameplay change is a new ability for all Strikers called Core Flip (final name TBD!):



The Core Flip will be a new action that gives Strikers a moment to shine. When used, your Striker will knock away nearby foes, become unhittable for a short while, and launch the Core into the air. While the Core is airborne only you can hit it and your next hit against it will be greatly empowered.



In playtests, we’ve seen this combination of mechanics create some very impressive plays. For example, Strikers can now make the Core dodge a critical hit from an incoming ability and reverse a scary situation by hitting a very powerful angled shot back at the enemy. We’re still tuning the mechanic, but we’re feeling really good about how it’s coming together. We hope to share more about it soon!

3. Map Hazards and Buffs



By introducing environmental hazards into the arena, we hope to more meaningfully differentiate maps from each other. One small example would be new areas where you can get knocked out. This map concept has a deadly hole in the middle of the arena.



Another concept we like is a “gravity anomaly” device that sits in the middle of the arena and sucks in both players and the core if they get too close.



Environmental buffs like “speedgates” will increase both the speed of both Strikers and the core. Here’s a closer look at a map which features speedgates along its edges.


We’re also developing “game buffs” that differ from match-to-match. For example, on Super Surge all players will get a buff that grants huge match-long buffs to dashes, hastes, and blinks.



Another map grants the “Gigantify” game buff, which makes you much bigger after using your special.



Some of our other experiments with game buffs have arguably gone too far:



We plan to have five different game buffs at launch! What buffs would you like to see added?

4. Striker Affinity System



We've heard that players want more ways to achieve progress in-game outside of ranked and the battle pass. So here’s a peek at “Striker Affinity,” a new character-specific progression system that rewards you with cool cosmetic rewards as you master new Strikers.



Striker Affinity also has a leaderboard component, so you can track your progress on that character against other players.

5. Visual Improvements



We want maps to play and feel different from each other, so we’re working on new background environments. Here’s an in-progress concept for a “night market” background:



We’re also taking to heart your feedback about the UI/UX around the game. In general, we want to polish up menus and make the game look more “done.”

Here’s an early look at a new “VS.” screen that appears between Strikers Select and the start of a new match:



And a mock of the new End-of-Match screen:



6. Reporting and Quick Chat



Along with purely visual UI/UX changes, we’re adding new features like better player reporting:



We’ll also launch with a party chat feature which lets you quickly shoot pre-made messages to each other, including your Discord info if you’d like to set up a call or talk with more freeform text. The idea here is to make it easy for people to party up without requiring people to pull up a keyboard if they aren’t playing on a PC.



7. New Cosmetics



Raindrop Era





Wizard Prodigy Luna



Orbital Force Estelle





THIS IS ONLY THE BEGINNING



We hope that if there’s only one thing you take away from this post, it’s how serious we are about making Omega Strikers as great as it can be for you. Instead of rolling straight from our PC Open Beta into launch with no time to breathe, we want to actually take the necessary time to implement big changes based on what we learned from the beta.

Your feedback has been so crucial to help light the way for us. Over the coming weeks and months we’ll be sharing more sneak peeks of our progress in our Discord, which you can join here. We’ll talk soon!

–The Odyssey Interactive Team

The mobile beta for Omega Strikers starts now!


It's time to touch glass. You can play Omega Strikers on mobile right now.

Like the PC Open Beta, this test will run from now until Jan 1, 2023.

Cross-play with PC is enabled, and so is cross-progression via account linking. This link explains how to set up account linking when you start playing on mobile.

Sign up to play on iOS here.

Sign up to play on Android here.

REWARDS FOR MOBILE TESTERS



To show our appreciation for those of you who help us test the mobile versions of the game, anyone who plays two consecutive days of the mobile beta will be permanently granted the Comfy Juliette emote in-game.



Playing for seven consecutive days will earn you a blobbo goal explosion!



Please let us know your thoughts about how the game is feeling on mobile. We've got more work to do before it's fully ready, so your feedback will meaningfully impact the changes we make before launch.

Ody team out <3

Omega Strikers -- Dec. 8th Update Patch Notes

Hello Gamers! Welcome to the one and only Omega Strikers Patch Notes with your hosts Aesop, Sotere, and Wav3! We're well into December at this point, which means our full launch is just a couple of months away. Exciting!!

In the meantime, we've cooked up a small patch with some tweaks to characters and trainings that could use it. It's relatively light as we're still holding off on all the fattest changes for launch, but y'know, read it anyway! Read it, absorb it, live it. That's the Omega Strikers slogan. (No it isn't, I made it up just now.)

STRIKERS


AI.MI


Ai.Mi isn't far off from where we'd like her to be, so we're giving her just a few more chances to Glitch.Pop off.


  • Glitch.Pop


    • Base Cooldown :: Reduced from 7s → 6.5s

    • Player Knockback :: Increased from 180 + 0.9 → 200 + 1.0

ATLAS


He's been lackluster for a little, so we're giving Atlas some solid buffs to help him find more reliability as a defensive and supportive goalie.


  • Astral Projection (PRIMARY)


    • Base Cooldown :: Reduced from 8s → 7.5s


  • Celestial Intervention (SPECIAL)


    • Base Cooldown :: Reduced from 60s → 50s

    • Base Duration :: Increased from 3s → 3.5

DREK'AR


The Shotgun Lizard's combos were pretty strong, so we are looking to add some counterplay and ensure players think about committing to each of his shots. We are also tuning down his Max Stagger to bring him in line with the rest of the cast as we've found this differentiation to not be particularly compelling for his power budget.


  • Base Stats


    • Starting Max Stagger


      • Reduced from 1200 → 1100


        • Stagger at Max Level :: Reduced from 1700 → 1600


  • Lock and Load (PRIMARY)


    • Total Channel Time :: Increased from 0.15s → 0.25s


      • Hit box and missiles still become active in the first 0.15s

      • Animation adjusted to better fit the 0.1s extra time Drek'ar must stand still after firing.

JULIETTE


In the same vein as Drek'ar, we are also bringing down Juliette's Max Stagger. We're aiming to match other Strikers to further even out the combat playing field for brawlers and other characters.


  • Base Stats


    • Starting Max Stagger


      • Reduced from 1350 → 1250


        • Stagger at Max Level :: Reduced from 1850 → 1750

X


In the same vein as Drek'ar and Juliette, we are also bringing down X's Max Stagger. We're aiming to match other Strikers to further even out the combat playing field for brawlers and other characters. (Yeah, I copied and pasted that, wanna fight about it?!)


  • Base Stats


    • Starting Max Stagger


      • Reduced from 1350 → 1250


        • Stagger at Max Level :: Reduced from 1850 → 1750

ASHER


Asher's gameplay pattern seems to have been reigned in with the removal and addition of particular mechanics. Overall, it looks less compelling for her to be balanced around a weaker Max Stagger compared to other Strikers, so we are bringing her late game Max Stagger up to match others.


  • Base Stats


    • Stagger at Max Level :: Increased from 1500 → 1600


      • Starting Stagger :: (UNCHANGED) 1100

KAI


Kai continued to be too STRONK so we're hitting the up-time of his other abilities to hopefully bring him back into a fair playing field.
Barrage (PRIMARY)


  • Cooldown :: Increased from 9s → 10s

Giga Blast (SPECIAL)


  • Cooldown :: Increased from 12s → 15s

RUNE


You've all gotten better at Rune, so we've started to see players pull off plays with little to no counter play when it comes to combo-ing his Pillars together. While we like rewarding players who have mastered their characters, this combo in particular was just a little bit too hard to react to, so we are adding a bit of delay to his Pillar to make this combo less reliable.


  • Unstable Anomaly (PRIMARY)


    • Activation time for Anomaly :: Increased from 0.25s → 0.35s

    • Cast Time for Rune :: Unchanged (0.25s)

TRAININGS




  • Strike Shot


    • Recharge Time increased from 6s → 7s


  • Hot Shot


    • Cooldown Reduction For Ability that hits the Core :: Reduced from 35% → 25%


      • Max Reduction Amount :: Reduced from 3.5s → 2.5s


    • Core Hits :: Reduced from 8% → 7%


  • Unstoppable


    • BUGFIX :: no longer reduces the knockback of the hit that would put the Striker into the Staggered State

Omega Strikers -- Nov 17th Update Patch Notes

Hello gamers!

Long time no patch, eh? Aesop here as usual with Sotere and Wav3 bringing you a fresh update to your favorite game of all time ever to exist, Omega Strikers. We changed a couple of things a few weeks ago in our... "Halloween" patch, but we've got a couple more coming your way with this.

Before we get started, I'd like to take a moment to discuss our refocus on release. We're going to be slowing down on some planned updates and push them towards our official release.
We've gone into FULL detail about everything here:

https://steamcommunity.com/games/1869590/announcements/detail/3482999795537991648

^^

VERY IMPORTANT PLEASE READ



Things are coming along nicely on the development end, but we want to ensure a level of function and polish that we can be happy with at release. While this means there will be a longer wait for new Strikers, new skins, and other "big" things added to the game, we'll continue to adjust and iterate on things like Striker balance, maps, trainings, etc.

With all that being said, let's take a look at some of these aforementioned balance, maps, trainings, etc. right now!

SYSTEM CHANGES


GAME


We went a little too far with respawn timers and made power plays slightly too difficult to capitalize on.


  • Respawn Timer :: 7s → 8s


    • Overtime respawn is unchanged.

MAPS


As promised, we have a new map for you that should feel pretty different. This new map, Narrows, should create some obvious momentum swings, change up your decision-making in clearing, and for those in desperate need, act as a safety bumper!


  • [NEW] Narrows

  • [TEMPORARILY REMOVED] Funnel


UI Improvements




  • Your window will now come into focus when Striker Select begins. You can tab out safely!

CLASH OF CLONES


  • Clash of Clones is gone for now! Thanks for checking out our first new mode and leaving us feedback on it! Stay tuned for more 4fun modes in the future. :)

STRIKERS


AI.MI


"Various Bugfixes". ← That's what every app writes in the update notes.


  • [HALLOWEEN PATCH BUGFIX] :: Firewall Sentry (Special) should no longer have its turret be invisible

ASHER


Slowing the immovable object down, making her... less immovable? More movable???
Arc Beam [PRIMARY]


  • [NEW] :: Now slowed by 30% during the cast time of the ability

  • Sourspot hit type :: MEDIUM → LIGHT

  • Sourspot penalty :: 30% → 40%


    • Sourspot Damage and Player Knockback ::140 (+70% Power) → 120 (+60% Power)

    • Sourspot Core Knockback :: 644 (+242% Power) → 552 (+201% Power)

ATLAS


As a goalie, Atlas has been living in the giant round shadow of Dubu and now has been overtaken by other Strikers as well. Even his dear younger sister might be better in the net - debatable, we know. He will now do what he does uniquely better: save his allies. This time, he lets them get back into the action quicker.


  • Celestial Intervention [SPECIAL]


    • Healing on rescue :: 15% of Stagger → 25% of Stagger

DUBU


Dubu? Dubu! Duuuubu! Dubu? Du...bu?? Translation: Dubu has remained the stalwart defender of the goal. While he may not be as flashy as Kai, King Tofu has been consistently getting the job done since the start of the Beta. We're giving him a slight tap down so his opponents can opt into knockouts and give a few more windows to get around his abilities later in the game.


  • Cooldown gained through levels :: 0-50 → 0-40

  • Base Stagger :: 1,350 → 1,250

ERA


She's fallen a bit behind her canon teammates (Kai and X) so we're giving Era's Power Buff a little love so she can get off the bench and be more POWERFUL.


  • Bewitching Beam [PRIMARY]


    • Power Buff and Debuff :: 40% → 60%

ESTELLE


Whether she's stacking damage for a brawler teammate or defending from afar, Estelle has been a staple in several team comps. We're reducing the frequency of her Crystal Thorns as it plays into both of her strategies slightly too well.


  • Crystal Thorns [SPECIAL]


    • Cooldown :: 12s → 14s

JUNO


Giving our best friend and her blobbos some extra punching power. Damage Juno is back on the menu!!


  • Friend Fling [PRIMARY]


    • Player Knockback :: 170 (+85% Power) → 180 (+90% Power)

    • Player Damage :: 170 (+85% Power) → 180 (+90% Power)

    • Core Knockback :: 930 (+350% Power) → 940 (+355% Power)

KAI


True to his lore, Kai was the champion of last patch. Best goalie. Top tier forward. Always zooming. Always looking clean. We're nerfing his pace a little bit and also making him a bit more vulnerable. If you happen to catch him, he'll be easier to punish.


  • Base Stagger :: 1,100 → 1,000

  • Blazing Pace [SECONDARY]


    • Duration :: 4s → 3s

    • Cooldown :: 14s → 16s


  • Barrage [PRIMARY]


    • [BUGFIX]: Now appropriately shows as a valid choice for 'hit' trainings like Stinger

LUNA


Luna tinkered with her big rocket to make the extended blast radius that much more potent. Did you see that?!


  • C.R.A.T.E.R.


    • Sourspot penalty :: 60% → 50%

    • Sourspot Player Knockback and Damage :: 144 (+72% Power) → 180 (+90% Power)

    • Sourspot Core Knockback Unchanged


RUNE


Rune has been introducing many of you to Obscura. And while great Rune play is hard to achieve, his options at the highest level of play are aplenty. We're toning down his mobility a tiny bit and we're keeping our eyes on him. You can't hide in the shadows from us, Rune.


  • Shadow Swap [SECONDARY]


    • Cooldown :: 9s → 10s


  • Banish [SPECIAL]


    • Tooltip now states Banish duration (1.25s)

TRAININGS


Some of our new trainings were far too Hot (Shot), while the more aggressive options have been a bit too niche thus far. That, combined with some slight tweaks and small tunings, will hopefully make it so that no trainings are dominating the meta. THAT MEANS YOU, UNSTOPPABLE.

Adrenaline Rush




  • Persistent Speed :: 15 → 20

  • HASTE on Takedown :: 60% → 75%

Hot Shot




  • [BUGFIX] :: Now appropriately grants the cooldown for a number of instantly hitting abilities (most notably Estelle Piercing Shot (PRIMARY) and Era Bewitching Beam (PRIMARY))

  • Core hits :: 12% harder → 8% harder

Prime Time




  • Primary ability hits harder:: 7% (3.5% to Core) → 5% (2.5% to Core)

Prize Fighter




  • Stacks lost on K.O. :: 2 → 1

Strike Shot




  • [HALLOWEEN PATCH BUGFIX] :: Range indicator is now more accurate and does not scale based on Striker size

Unstoppable




  • [CHANGED ON HALLOWEEN PATCH] :: Knockback Resist :: 40% → 30%

  • [BUGFIX] Strikers can no longer "equip" Unstoppable without actually equipping it.

Well Fed




  • Knockback Resistance at full stacks :: 10% → 15%

Ending Open Beta and Preparing for Full Launch



The short version:



  • Our PC Open Beta will end on January 1st, 2023 and our next two Strikers will be delayed.
  • We’re investing big into gameplay improvements in preparation for our full launch in February 2023*.
  • You’re invited to join our iOS and Android mobile beta test in December! Signup link here.

Now on to the full post.

__________________

Two months ago we revealed Omega Strikers to the world and kicked off our PC Open Beta, and the passionate reaction from you amazed and inspired us. You see the potential for what Omega Strikers could become, and we see it too.

But we’re not there yet.

It’s no secret that our playerbase is small. We had a really strong start, but in recent weeks there have typically been just a couple thousand people playing Omega Strikers at any given point.

To be clear, this is totally okay. As a new studio, we always meant for our Open Beta to be a learning opportunity. The whole point is to make the game better in preparation for our full multiplatform launch. And one of the most valuable things we’ve learned from the Open Beta is that many players aren’t seeing great reasons to stick with the game after their first few weeks of play. This is the case even for players who tell us they really enjoy the game, and it’s a pattern that holds up even when we release new Strikers and balance patches on a regular cadence.

This tells us something critically important: We have to make serious improvements to Omega Strikers if the game is to achieve its full potential. One more new Striker, one more map variation, or a new set of balance changes isn’t enough. However, we believe our core gameplay is fun at its core, and we want to build on that with major investments that achieve two main goals:


  • Increase variety from game to game. Every match should feel fresh and interesting, always with something new to learn or experience.
  • Add appreciable moment-to-moment depth to gameplay. Matches should not simply come down to who’s better at winning strike wars.

If we can make meaningful improvements in these areas, we see huge potential for Omega Strikers to succeed as a competitive, cross-platform game across PC, mobile, and console. Our goal is combine all this in a major update next February that’s backed by a serious new investment into marketing and promotion efforts.

We previously announced that we expected development on the game to slow down somewhat after early December, but over the past few weeks we've realized we should put all of our small team's focus into making our full launch as good as it can be. That’s why we now intend to formally end the Open Beta and take the game temporarily offline starting January 1st. We’ll also be holding the release of our next two Strikers for until our full launch, as we need more time to get these right.

The end of Open Beta may come as a disappointment, but we’re making this decision because we care about this community and we want to deliver something great for you. We don’t want to disappoint you by dripping out small quality-of-life updates while the game’s playerbase slowly fizzles. We want our full launch to be a new foundation for the future of Omega Strikers, both for our existing players and all the new players to come.

In the meantime, we have a few things to announce that should spice up the last few weeks of Open Beta:


  1. In the second half of December, we’re planning on running a test of the iOS and Android versions of Omega Strikers that all current players are invited to join. To register for a spot, just fill out the form here.
  2. We’ll be funding more community-led tourneys and are also partnering with a couple of tournament organizers to run large-scale cash-prize tournaments for our Discord community in December. Exact timing and signup details will be announced in our Discord channel soon. To join our Discord, check this link.
  3. When Omega Strikers comes back online with our full launch in February, you’ll keep all your unlocks and account progress from the Open Beta. We’ll also have some cool cosmetic flair for Open Beta players so you can show off your status as OG strikers.

We love this community and all you’ve done for Omega Strikers—you are the reason we're in game development. We hope that with our full launch in February, we’ll deliver something that makes you proud.

—The Odyssey Interactive Team

*We say “February 2023” because we’re still locking in the exact date for full launch—we’ll update you once we know it for sure.

Omega Strikers Halloween Event!

New skins, new emotes, new VS event, and more!!

Pick your team, complete missions, unlock cool stuff!



Additional fixes:


  • Unstoppable:: 40% Knockback Resist -> 30% Knockback Resist.
  • Hot Shot: Now works for all correct skills.
  • Can no longer occasionally knockback enemies with Strike.
  • Ai.Mi: Firewall Sentry [SPECIAL] turret now correctly appears