It's a cross between a town builder and a factory management sim. The idea is, you grow your town by automating the collection of resources using conveyor belts, chutes, rails, and logical circuits, maximizing output and solving production bottlenecks along the way.
Add it to your wishlist (from the Steam link above) so you can get a notification when it's released!
Or join the Discord and follow its progress:
https://discord.gg/Gyv3NKJ
https://www.youtube.com/watch?v=hIynX_OG10Q
Disco Dodgeball for Switch, PS4, and XBox One NOW AVAILABLE !!!
Happy to announce that Disco Dodgeball is launched, live, and playable on consoles! If you want to lob some 360 helicopters from the comfort of your couch, or know a friend who does, now's your chance!
(There's also a 20% launch discount for a few more days...)
Thanks as always to everyone that's supported the game up through this point, this wouldn't have been possible without you!
9.2 Now available - and Console port coming May 22!
First bit of news is I just released update 9.2:
Switched to Deferred lighting mode and implemented screen-space reflections
Antialiasing is now a screen effect, as is required for Deferred lighting
Improved visual effect of laser lights
Added new disco lights in Aquarium, Radius, Octagon, and performance of such has been improved
Fixed balls respawning inside tank in Aquarium if they exited the bounds of the arena
Fixed issue where Workshop uploads would fail on "updating..."
Leaderboard upload is now an explicit opt-in, prompt will appear first time you hit "Play" and can be adjusted in Help / Privacy thereafter
New Privacy menu, with link to Privacy policy
Fixed opactiy of capture point cylinders
Added Twitter and Discord button to main lobby menu
Fixed an issue preventing some controllers from activating on Linux machines
The other big news is that Disco Dodgeball is coming to CONSOLES THIS MAY 22!! I've been working behind-the-scenes over the past year with the wonderful team at Zen Studios to make this happen.
Pre-orders are now up and you can get a launch discount of 20%!
Nintendo Switch: https://www.nintendo.com/games/detail/disco-dodgeball-remix-switch
XBox One: https://www.microsoft.com/en-us/store/p/disco-dodgeball-remix/c2cqf93gdhks
PS4: (no preorder link yet)
:dd_bot:
Update 9.1: Diamond level, Tank Battle & Lightning Round modes
Big update ready for everyone!
New Level: Diamond
Introducing a brand new level called "Diamond". It's a very large level with a giant glowing suspended diamond in the center, surrounded by elevated walkways, an inner pit with mini jumps, and an outer ledge. Tons of opportunities for trick shots and long distance hits.
New Mode: Tank Battle
This new mode is unique in that each player starts with a health bar that must be whittled down by scoring trick shots on them. Once the health bar is depleted, that player is eliminated! Also all players have fireballs and stronger shots. The lack of catching means you must use level geometry to your tactical advantage and avoid being caught out in the open.
New Mode: Lightning Round
This is a hyperactive Deathmatch mode where you must go all out in order to win! You get points for KOs, but rounds only last 30 seconds (first to 5 round victories will win the match). So every kill makes a huge difference, and there's no time to waste.
Reporting & muting Tools
The Dodgeball community is generally very friendly. But every now and then you might run into a player not living up to this standard. So there's some helpful tools now:
Muting a player now persists across games and play sessions. They get added to your permanent 'individual mute' list (until if/when you choose to unmute them)
Mods can now mute a player for all players in a room. This isn't a permanent mute, but serves as a 'time out' for players that need one.
Players repeatedly abusing the chat function can be globally muted in all games, all rooms.
The Players panel now has a 'Report' option that prints out the chat log into a format that can be mailed to the developer. This provides useful context and can be used to make a permanent mute as described above.
Bot Improvements
Lowered AI bot acceleration to give them more human-like movement and responsiveness
Decreased cooldown period after bots throw a ball before they find a new target
Lowered bot rotation speed, so they don't rapidly swivel and hit you with a superhuman shot
Adjusted bot aim slightly higher if target is elevated, as they were previously bad at hitting targets above them
Bots will stop crowding the capture point, looking for a pass, if the friendly cube carrier gets within reasonable distance of capture
Game Mode Rebalances
Collecting the Power Cube will result in a 3 second window where you can not throw it. This is done to prevent extremely spammy passing strategies.
Collecting the Super Ball will activate a very short temporary shield
Features
Added "Motion Blur" option in video settings
Custom game modes now save in Steam cloud
Added "Default" score limit option, to ensure the ideal score limit is always picked (based on num players & teams) when manually choosing game mode types.
New custom rule: Ball Collect Shield, that applies a shield to a player after they pick up a ball. The shield does not reactivate if they quickly pick up the same ball.
New custom rule: Cube Throw Delay: prevents player from throwing for a specified time range after collecting the Power Cube
New custom rule: Player Health. Grants players a health value that is decreased based on the score value of hits against them. Players are only
KO'd once their health is depleted.
Added "Sudden Death" announcer clip for time limit modes when the score is tied at the end of the time limit
Improvements / Adjustments
Increased color saturation of held dodgeballs
Decreased fog brightness for Glow In The Dark modifier (wasn't dark enough!)
Moved ‘Show Clan Decals’ to misc preferences, from video preferences
Lowered default mouse sensitivity
Leaderboard is always shown when in Challenge mode (used to hide while playing)
If the score value for a hoop or capture is worth more than 1 point (based on game rules), then the point value is displayed on the score alert
Added more clear popup text message when joining room fails, instead of just updating small label on Find Match panel
Match Settings now hides main Game state HUD
Fixes
Fixed announcer not working in main lobby menu
Satellite ball now correctly uses the Rare exchange (3x AP) not the Uncommon exchange (2x AP)
Fixed errors / hangs that might occur if switching into 1st person spectator mode onto a KO’d bot
Fixed bots getting stuck in place due to improperly prioritizing top-ranked vs. closest players in non-objective modes
Added protection against round survival bonuses being awarded more than once
Fixed XP gain bar not animating additional XP gain after gaining a level
Fixed time display in time trials mode
Fixed jump height upgrade not working
Mod ability to chagne a player’s team now works as expected
Fixed bug where multi-round FFA matches with scoring would not select the correct round score leader (was using roundVictories instead)
Fixed changes to custom mode title / description getting discarded if you added a rule before you saved
Fixed label hovering over your head if doing 1st person spectating
Fixed 'Speedy Bots' Arcade waves not using correct speed value
Update 9.0 released - featuring new level "Catacombs"
Features - Added Catacombs to the official map list (had been temporarily available as a preview earlier)
- Customize panel now shows all possible items, so you can preview what they look like when equipped. Has a handy 'buy' button if you want to purchase it outright - hint hint :dd_bot:
- Added separate rebindable 'Catch' button
- Voting options are rebindable as well
- Add workshop support for custom localizations - instructions to be added to Workshop guide soon!
Adjustments - Added menu button animations (which can be disabled via Options / Misc / Menu Button Animations)
- Mission for Advanced Kills (Ninja, Long Distance, Backfire, Helicopter, Mid Air Catches, -
Flying Squirrel, Dunk, Air Strike, Top Gun, and Duck Hunt) only require 5 KOs instead of 15. The reward decreased from 5 to 4. (Except Mid Air Catches, reward for that went to 3 since they're more reliable to pull off)
- Combo Kills now only requires 5 kills instead of 10. Reward increased from 2 to 3.
- Added built-in credits panel
- Players not alive are greyed out in scoreboard
- Added 'Ball' tag option to Workshop Files configuration page
- Host changes if current host ping is 150 (raised threshold from 100)
- Added subtle pulse to ambient lighting, raised brightness overall (especially when visualizer and/or reflection probes are off)
Fixes - Fixed Zombie KO not being counted
- Fixed bug where activating scoreboard would cause a held jump input to be released
- Fixed failure to initialize a singleplayer match if you had backed out of the Local Multilpayer menu without going back to the full menu root
- Fixed appearance of 'negative xp' if you match ended without any kills
- Fixed AI bots stalling out at times when equipped with Bulldozer powerup
- Fixed missing reflections on Crescent map
- Fixed navigation in Arena, causing bots to go back-and-forth before jumping off spawn platforms
Enjoy, and thanks everyone for reporting bugs & sending in feedback - was critical in putting this update together!
Update 8.2 is out - including 3 new levels!
Have a huge new update live. Here's the details:
New map: Epicenter
New map: Skate Park (based on workshop submission by Axogandr)
New map: Crescent (based on workshop submission by X Kirby)
Features
Tired of flying accidentally off the top of ramps? Bots now 'stick' to the surface when moving up a ramp, giving you much better movement control.
Added level shuffle options ‘Random Large’ and ‘Random Small’, if you have a large or small lobby of players and don’t want levels that are a size mismatch
Added new ‘Arena Tint Lighting’, which is a dynamic pixel light that provides additional shading to arena textures with a small performance cost.
Can trade 15x dodgecoins for random Rare+ item (chances: Rare 65%, Epic 25%, Legendary 10%)
Fixes
Fixed getting stuck on ramps by changing the shape of the player's wall collider
Bots are better at targeting navigation points directly beneath them
Fixed missing lighting in end-round bot portraits
Fixed Arcade not ending if bot was killed by EMP self-destruction
Fixed bots sometimes respawning with EMP state if previous bots KOd with it in Arcade
Improved bot navigation when target is directly below them
Fixed and re-enabled Incognito Mode
Fixed bug where changing customization mid-match would cause your own meshes to be shown in your first-person view
Ball ignores throwing player's colliders temporarily, prevents issue where backwards-moving bots in online multilplayer would throw a ball that collides with themselves
Fixed loading hitch with Chodge Darger
Fixed bug where FFA Team Colors from being applied in modes where 2-team settings were fixed and not selectable in match settings
Adjustments
You now shoot at the hoop that matches your team color, not the ‘enemy hoop’
Ball deflection mission only takes 10 deflections (down from 25), MP value reduced from 3 to 2
Added ‘quit’ buttons back to Challenge and Arcade final menus
Made craft recipe icons larger for improved readability
Update 8.1 Now Available! 50+ new items, major performance & visual improvements
Update 8.1 is finally out and ready to play!
The biggest addition is more than 50 items, many of which were created by players in the workshop:
This includes a brand new category of cosmetic item: ball reskins!
Additionally a ton of improvements and fixes were made. The game will look better and play more smoothly than ever. Download the update and check out all the changes!
Features
<*> Misc option added to enable / disable custom ball skins
<*> Added link to official Discord server (Community / Discord Lobby)
<*> Added new Misc option: Show Online Chat (on, off, or ‘default only’ like kudos, gg)
<*> Players are announced when they join the room
<*> Added safe mode & safe preset (all video settings off or as low as possible). Hit spacebar within 2 seconds of main menu launching to activate. Will show ‘Safe Mode Activated”. Good if you’re having technical issues or need to enter photosensitive mode
<*> The Kudos key can be used to thank the player who assisted your last KO
<*> Audio lowpass filter added to music while in spawn area, to make it seem like you’re standing outside a dance club
Performance Improvements
<*> Many changes to ‘pool’ objects like player bots and explosions to reduce any stutter when players explode or respawn
<*> Materials are smartly cached, shared, and re-used to increase overall performance
<*> Better performance around powerup pickup spawning / collect
<*> Fixed physics bug that was reducing effective framerate while moving & looking around, so players at > 120 fps will now have a dramatically smoother experience
<*> Networked player movement is now much smoother
<*> Dramatically improved performance of Aquarium level
<*> Increased network message send rate for smoother movement and less lag for throws and KOs
<*> Dodgeball physics are interpolated, meaning their movement is no longer capped at 120 fps and is overall less jumpy
Visual Improvements
<*> Improved performance and appearance of ‘stun’ spark gibs
<*> Added glowing rim around ball when it’s available to collect / catch
<*> Improved ball visibility
<*> New bot explode gibs FX
<*> Death Spiral updates to match player color
<*> Improved LightBike effect
<*> Improved BlueFire effect
<*> Improved Energy Shot effect
<*> Improved box explosion effects
<*> Made arena lighting more consistent
<*> Default items show an icon in garage panel
Fixes / Adjustments
<*> Prevented BBCode from being used in text chat (could be used for spoofing)
<*> Removed extreme reflection glare in Reactor
<*> Room Info button stays enabled after selecting a room and going back to the match search panel
<*> Fixed back button on Workshop Dashboard bringing you to wrong options menu
<*> Renamed Mouth category to Face
<*> Rearranged customization category list
<*> Removed mid-match level up notification
<*> Added more AI pathways in Nexus into center pit
<*> Default spawn shield duration increased from 3 sec to 4 sec
<*> Video Replay quality defaults to ‘Off’ in the Low and Medium presets
<*> Photosensitive preset also lowers brightness
<*> Video Preset value will only change to ‘custom’ if you change a video setting that is determined by the preset
<*> Fixed missing volumetric lights in Trifecta
<*> Fixed typo: “Vote Passsed”
<*> Rearranged 'Workshop' menu button under new 'Community' button, containing Follow / Forums / Discord link buttons as well
<*> Fixed custom songs (from workshop or custom folder) not playing twice - and if your playlist consisted of only custom songs, having it very rapidly switch lighting programs
<*> Light animations now work during custom songs
<*> Fixed an increasingly CPU-taxing loop from occuring when consecutively playing many custom songs
<*> Music player handles ‘all songs disabled’ situation better - doesn’t try to play a new song every udpate. And enabling one song will begin playback again
<*> Remoted unused Trophy category from inventory panel
<*> Thrown balls have a bit of angular velocity
<*> Added more ceiling lights to Nexus
<*> Held dodgeballs are always at normal size, even if you have the big ball powerup
<*> Stopped Arcade from replace completed missions between levels, which was creating the impression that completed missions weren’t getting completion credit
<*> Fixed bug where ending an Arcade match in a level without getting any kills wasn’t giving any credit for Arcade levels completed
<*> Renamed ‘Force Drop’ mission to ‘Disarm KO’
<*> Arcade boss shows ‘Stunned’ text when stunned
<*> Fixed Quick Play matches having blank match settings menu
Updates 8.0.1 through 8.0.5
Been putting out a bunch of updates over the past few weeks, and I wanted to post an announcement for them for anyone not following along on the Release Notes thread.
The big new features are: Steam Friends integration into room search, A room inspector to let you see who's in a room before you join, stackable inventory items, chat scrolling, and a bunch of new video and misc settings to customize your gameplay experience.
Here's the full patch notes:
8.0.1
Fixed issue where mode / level randomization was not totally random
AI bots will try to avoid players in their way, prevents bunching
Prevented error where passive bots (e.g. Juggernaut, Pinball, Teamwork) get stuck in ‘Target Threat’ behavior without being able to collect a ball, forcing them to wander and stack up near the player
Halved XP gain for juggernaut mode
Can no longer increment individual missions in Juggernaut
8.0.2
Fixed time limit matches not counting as regulation PvP for mission accounting
Reduced delay / stutter when saving mission progress
Added leaderboard for badge level
8.0.3
Features:
Crafting ingredients and DodgeCoins will now stack in your inventory. They’ll stack automatically when you launch the game. Any new individual items you’ve acquired will be stacked at this time. Items purchased off the market, that have trade restrictions, will apply to the whole stack. Crafting works the same for stacked items - it just picks one item out of the stack for crafting.
Fixes & Improvements:
Improved formatting of end-round stats. Right-hand level / badge display only shown if player has a badge. Level label is easier to read. Bot profile pic has less washed-out glow.
Added back original StatBrag notification, now with particle effect and ensures that it doesn’t overlap with notification bar
Godlikes can no longer count as hot potatoes or mid-air throws
Ninjas and Alley Oops no longer count as mid-air throws
Fixed navigation buttons disappearing from ‘Search’ panel if the join room process failed
Fixed hung state if you were currently connected to a server and tried to create a match on a different server
Bar indicating mission progress made during round now flashes & animates
Fixed laser lights appearing as black bands in Glow In The Dark mode
8.0.4
Fixed issue preventing stacked Dodgecoins from being used in badge crafting
New menu: Options / Misc. Currently has just one setting: 'Show tips on match start'. Many more items will be added to this menu over time.
Singleplayer, Local Multiplayer, and Online Multiplayer now grouped as their own menu, accessible via the new 'Play' button.
New “Help” menu contains Guide and About links (and “Mode Details”) if in a match. About removed from Options menu.
8.0.5
Features
Friends Integration. On the Search panel, you'll see a friendly robot head next to the player count if the room contains one of your Steam friends. (Note: this only works if the room host has updated to 8.0.5, so while this is on the beta it's not fully operational)
Player Inspector. On the Search panel, select a room and hit 'Info' to view all the players in the room, their levels, and whether they are Steam friends with you.
Chat scrolling! Can scroll chat with page up, page down, home, and end keys. Hold down page up or down to scroll quickly.
Added Misc option: "Show KO Text in arena". This can suppress the 3D text that appears at the location where a bot was KOd.
Added Misc option: “Scoreboard Hold / Toggle”.
Added MIsc option "Kudos filter": show all, or show only mine (default is 'show all')
Added ‘refresh’ button to inventory to scan for newly acquired items (marketplace or item store)
Added Video option: Arena Brightness. This slider adjusts the intensity of the dance club lights.
Added Video option: Self Particle FX - disables particle effects for ball hold / charge / and on Fire (killstreak) for the local player for increased visibility
Added functionality to ban specified Steam IDs from uploading scores to leaderboards
Improvements / Fixes
PowerUp missions no longer advanced by catching a ball thrown by a player with that power-up. Some PowerUp missions (Pogo, Super Boost, Jetpack) can be advanced by catching if you have the PowerUp.
Fixed null refs causing Arcade Boss particles to last forever
Quitting Online MP match brings you back to the Online MP menu
Find Match panel says ‘Random’ for mode entry if it’s a random mode
Added clear warning on launch if Steamworks did not initialize
Toned down brightness flash on ‘slo mo boost’
“Match Settings” to “Call vote” if not the host
Added team tint to usernames in chat
‘No Look’ KOs are tracked
Changed Basic KO mission to hits required 15, reward 3 MP (down from 25 / 5)
Slightly improved performance gain when lasers are set to Off
Major update 8.0 (Missions and Badges) now available!
This is a huge update that's been in the works for a long time and am very excited to be able to let players finally get their hands on it!
It's the "Missions and Badges" update, and it will probably dramatically change the way you play the game.
Basically, you're now rewarded with Mission Points for winning matches, earning end-round awards, doing well in Challenges and Arcade mode, and for completing new random skill-based Missions that are assigned to you. More Mission Points will unlock higher-level profile Badges, which unlock new and more challenging missions to complete.
It's meant to be a fun meta-game to keep new players around longer and bring new challenges to veteran players. Winning matches will be more meaningful, your moment-to-moment tactics will change based on your Mission incentives, and you'll have a good use for any spare parts or decals laying around.
More information can be found in this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=823456701
There's also a large number of smaller features & bug fixes that people have been asking for. Here's the other patch notes:
Features
Kill types can now stack. So you can score a Helicopter Dunk, or a Ninja Dunk. Score, XP, and DodgeBux are calculated by using the full normal value of the primary KO type, and each additional (stacked) KO type is worth half their normal value.
Steam Cloud now syncs your cosmetic choices, and mission data.
Added ‘advanced shaders’ video setting, which when off disables water in level Aquarium. Setting defaults to Off, and is off for low and medium presets, but is ON for High presets
End round flow of: round stats / XP & Items Gained / Mission progress is no longer timed, players click through them
Got rid of theArcade unlockable perks system, was mostly redundant with the addition of Missions. All Arcade perks are unlocked by default, but still may only appear at certain Arcade rounds.
Fixes / Improvments
Fixed getting stuck in chat if chat input window open when online match advanced to next match
Fixed bug where catches were sometimes getting scored as combos (when victim thrower was throwing a potential combo ball)
Fixed pathfinding issue in Fort
Fixed team option being hidden when mode set to random
Fixed missing spawn ceiling colliders in Nexus, Octagon, and Trifecta
Fixed issue where passing the cube to an online player who was close to the capture point could sometimes results in them re-collecting the cube after they captured it
Fixed crafting panel getting ‘stuck’ when crafting while game paused in offline matches
Fixed bug that was treating friendly and enemy targets as equal priority when determining homing target
If item schema fails to download, item drops will not be displayed (but can still be collected)
Decreased Fire Wave emission rate to improve performance
Fixed Arcade saying ‘Round Won’ when you lost
Stopped particle effect from playing again when returning to craft result panel after viewing detail
Crafting ingredients are sorted by advanced first, then basic
It's a lot of changes, so as always I'm open to feedback. Drop a note below to let me know what you think or if you encounter any issues!
Update 7.5.0 released: New server regions and game mode playlists!
Finally got a chance to add some often-requested features in this one.
Most importantly, you can now select from the servers US West (San Diego) Canada East (Montreal) and South America (Sao Paulo). This will give a much better online experience for players closer to those regions.
You can also now create a 'Playlist' of game modes (or levels). Holding down Left Control will allow you to select multiple items on the match settings menu, and your mates will shuffle between these options.
So if you want to create a room that only cycles between Hoops and Elimination, or whatever number of classic, expert, or custom modes, you can do that!
This also works for powerup pickups. Previously, you could only turn them On or Off. But now you can select which individual powerup pickups you want available in your matches.
Other improvements:
Fixed flickering back wall in Aquarium
Fixed jetpack remaining on if you switched powerups while using the jetpack boost
Added ‘5’ score limit option to Hoops
Super ball spawn on Octagon moved to middle level
Elim hoops - also move hoops closer to forts on Fort to prevent quick wins
Attrition, Headhunter, and Elim hoops back in Expert modes
Adjusted some textures in Fort
Fixed checkpoint formatting in Time Trials
Enjoy!
P.S. Make sure to hit 'Follow' on the game's home page to receive notifications of future announcements!