Red Trigger cover
Red Trigger screenshot
Genre: Adventure, Indie

Red Trigger

Red Trigger Update 4 - April 3rd 2018

Hi everyone!

A new update is now available! I hope this will make the game better for you all!

Here's a list of every changes :

- Rebindables keys! There's now a new tab in the Options menu where you can rebind your keys to your preference, and they save. Sadly, it's not possible to rebind movement inputs, but I've made some changes so that both WASD and Arrow Keys can allow the player to move. Let me know if you want me to add some more default keys like those, like on the numpad. Please note that the tutorials do not adapt to your rebind keys.
- Checkpoints will now respawn the player looking in a predetermined way, instead of where the player was looking when going through that said checkpoint. This time, the player will always be facing the right direction.
- Added a failsafe with the KillZ Volume. Some players experienced a very rare glitch that made them fall off the map, and would be killed by the KillZ Volume, which would soft-lock the game. Players will now instead respawn and can continue playing.
- Revamped the laser room of Level 6, since 95% of players didn't go through it the intended way. Red Triggers in this room now raise to the ceiling, except one. Those will crush the player. The intended way is to raise one or two Red Triggers to block lasers and gradually making your way through.
- Modified the color of some buttons to make the visual language consistent. Blue buttons are temporary/timed, green buttons are permanent.
- The game no longer flips to windowed mode when finishing the game. If you're in windowed mode, which is much more rare, it will go to fullscreen. If you're in fullscreen, it will stay that way.
- Fixed the sound of the door opening in Level 8, it now only plays once like intended.
- Removed some unnecessary platforms in Level 6, in the ''Claws'' part, where the player could land on some platforms and couldn't progress unless jumping off and respawning.
- Added collisions for the destructibles in Level 8. In very rare cases, a part would land on the path and block progress. It is no longer possible.
- Changed the color of the corrupted lights in Level 8. Many players confused them for Red Triggers, so they are now orange-reddish instead of pure red.

That's all the changes! This was a pretty big update. I honestly didn't think it was possible to add rebindable keys without C++ and only Blueprint, but I did find a way in the end. Thank you for your patience, and I hope you can now enjoy the game even more! Let me know if you have any more feedback, if I sadly introduced some new bugs (It's always possible) and I'll do my best to fix it!

Note : This update has been a long time coming, and I'm deeply sorry that it took this time, but I was focusing on gaining experience in the industry on Triple-A titles, and still am. That way, I can bring you better experiences in the future. Do not worry, I still intend to make a longer and priced sequel, but it will only be in a couple of years. Thank you for your understanding, and I'm very eager to bring you more fun, I hope you'll love it when it happens!

And now, game on!

Enjoy!

New Milestone : Red Trigger has been downloaded more than 200,000 times!

Hi everyone!

I got great, great news. Last Sunday, on November 27th, Red Trigger reached 200,000 downloads. Thank you all so, so much for making this dream a reality. It has been a wonderful adventure, and I also learned a lot through it. Thank you for playing, for leaving reviews, for making Let's Plays, for all your very good comments and your interest towards what I create next. It means a whole lot and, believe me, there will be many more games from me in the future ;) I hope you'll love them all too, if not even more!

Speaking of which, I mentioned it in the past, but it's always good to reiterate on it. Yes, I have the intention to make Red Trigger 2, a longer and priced sequel. But it is not in production and won't be before a couple of years from now. Instead, I'm gaining experience in the meantime, and I think it is the most wise decision in the long run, and it will only make the sequel better. Thank you for your understanding and most of all for your patience, I'm really eager to work on it and tell you more :) I hope you'll love it! If I do achieve all the ideas I have for it, it will be totally awesome.

If you want to keep up with any news on my next creations, I invite you to follow/like the Red Trigger page on Facebook and/or Twitter!

So again, thank you so, so much from the bottom of my heart. This is only the beginning, and the Red Trigger universe WILL continue to develop in the future!

Stay awesome,

Max

Red Trigger Update 3 - September 5th 2016

Hi everyone!

A new update is now available! I hope this will make the game better for you all!

Here's a list of every changes :

- Your settings preferences finally saves! And it does it automatically. I am aware that when going back to the main menu or finishing the game, the game may still switch between fullscreen/windowed mode. I'm looking into it!
- Added a collision in Level 3, in the turbine part, where some players could get on top of the Red Triggers near the ceiling. The collision is now a bit lower than the actual ceiling, which prevents this
- Added a collision in Level 5, there was a bug where you get stuck if you fall into the corridor when the main room is upside-down. You're not supposed to reach this place, but it was possible to do so. It's now impossible
- Added a collision in Level 6, so that if you hug the wall where you have to drop, you don't die from the electronic lava just beneath
- Fixed a glitch where you could see outside the map during the intro cinematic if you skipped to a level right after hitting Play

That covers it all I think! Thank you for your patience, and I hope you can now enjoy the game even more! Let me know if you have any more feedback, and I'll do my best to fix it!

Note : Thank you for your patience and understanding about the time it took to add the settings saving. I had to learn how to do it because I've never done save files before. Also, after some research, it seems it's impossible to drop trading cards on a totally free game. Sorry about the inconvenience. They are still possible to get with trades though!

And now, game on!

Enjoy!

Red Trigger Update 2 - July 30th 2016

Hi everyone!

A new update is now available! I hope this will make the game better for you all!

Here's a list of every changes :

- It is not possible anymore to simply hit the Escape key while in the main menu to start the game directly. This should also solve the glitch about the timer not starting
- Added an option to allow you to deactivate the automatic camera flip when you're getting propulsed horizontally
- The last update seemed to have a glitch where the menu music continued in some instances when playing. This should now be fixed
- Added some collisions in Level 8, there were two walls behind that the player could simply go through
- As some of you may know, the collisions aren't great in Unreal for fast-moving objects. That causes some problems, especially for the horizontal Red Triggers that are supposed to propel the player. The most problematic one was the first one you encounter in the beginning of Level 6. The layout is now a bit different, and makes the interaction much more solid

That covers it all I think! Thank you for your patience, and I hope you can now enjoy the game even more! Let me know if you have any more feedback, and I'll do my best to fix it!

Note : I'm still looking how to save your preferences in the options, as well as to how to let trading cards drop on a Free To Play game. Thank you for your understanding!

And now, game on!

Enjoy!

Red Trigger just got over 100,000 downloads!

Hey everyone!

Red Trigger just got over 100,000 downloads! I simply want to take the time to write this to thank every single one of you. For playing the game, giving feedback, doing Let's Plays, taking the time to write reviews, everything, even just clicking on the page by curiosity.

This is a dream come true, and I want you all to know that it means a whole lot to me, and that I deeply appreciate it. I always try to answer to the majority of all of you on the discussions and reviews, and I hope you all had and will have a good time playing Red Trigger. I'm here to bring fun to people, and hopefully make them forget their problems for a moment. Maybe even inspire at least one person to create games, or anything, just as I have been inspired myself throughout my life by designers like Miyamoto.

I'll continue to do my very best to improve the game over time!

On another note, the production won't happen before a couple of years for many reasons, but a longer and priced sequel, with more of a story also, is very likely to happen in a couple of years! I'm super eager to work on it already, and I hope you will all enjoy it as much as the first one, if not even more!

Thank you all so much again,

Enjoy, and game on!

Max

Red Trigger Update 1 - July 16th 2016

Hi everyone!

Good news, a lot of things got fixed/patched in the latest update that I just uploaded, following all the feedback you gave me and that I collected. I hope this will make the game better for you all!

Also, for the super jump, please note that it will never be fixed, as it has been voted to be an official ''hidden'' feature for speedrunners.

Here's a list of every changes :

- 32-bit systems should now be able to run the game. Let me know if it works, as I didn't have a machine to test it out!
- Steam VR shouldn't launch anymore when you launch the game
- The glitch in the elevator of level 7 is now fixed, you shouldn't be able to phaze through it now
- The texts in the menus should now appear correctly
- Support for AZERTY keyboards. You don't have anything to change, Q and Z are now binded to the right directions
- A lot more options for resolutions (20 total)
- The dev console is not accessible anymore
- Middle-click to activate a platform doesn't work anymore if you don't have the gun
- You can activate a timer in-game for the achievement of completing in less than 10 minutes. It starts as soon as the intro cutscene ends. This is NOT a tool for speedrunners, as they have more advanced timers. Please also note that the timer deactivates if you skip a level
- You can now reset the game by clicking Main Menu in the Pause Menu. The game also doesn't exit by itself at the end of the game anymore, it brings you back to the main menu
- A mute music button has been added
- Horizontal and vertical invert buttons has been added
- The checkpoint in the scan room in Level 4 has been moved, so that you are less likely to fall down the gap when you respawn

That covers it all I think! Thank you for your patience, and I hope you can now enjoy the game even more! Let me know if you have any more feedback, and I'll do my best to fix it!

Note : I'm still looking into how to save your preferences in the options, as well as to how to let trading cards drop on a Free To Play game. Thank you for your understanding!

EDIT : I've just uploaded the version 1.1.1, which added some more resolutions, and two buttons : One to disable/enable the bloom, and another one to disable/enable the motion blur. You can find them in the ''Resolution'' tab in the options.

And now, game on!

Enjoy!