Satellite Reign is a finalist in the 2016 Unity Awards, in the Best Desktop/Console Game category! We were blown away by this, it caught us completely off-guard! Voting is now open, so go ahead and vote for your favourites in each category at the official site: https://unity3d.com/awards/2016 (the page seems to be under heavy load at the time of writing, so try again later if it doesn’t work for you)
Mod Support
We’re also please to report that Satellite Reign now has some basic modding support. Please bear in mind that we haven’t actually created modding tools—rather we’ve opened up the ability for tinkerers out there to write their own code to interact and modify the game in any way they please. Mods are packaged into .DLL files which the game will execute on load.
We look forward to seeing what cool things the community can do!
5 Lives Team.
Updated to V1.13.06
Hi everyone,
We've just released an update for Satellite Reign. This build contains some significant changes to the networking backend. Basically, it allows players to connect to one another directly, rather than via the Unity relay servers (though the relay servers are still there as a fallback). This not only allows for significantly lower latency, but it should also get around some player's inability to play together from different regions.
Having said that, while this should allow friends in different regions to connect, they still won't show up in the default server list. However, if you change your filter to "Friends" you should see any games being hosted by people on your friends list, regardless of their region.
When you're connected, you'll see one of the following in the menu, next to the version number:
[DC] - Direct connection. Exactly as it sounds, you're communicating with the host directly over the internet.
[PT] - NAT Punch-through. A service hosted on our own server facilitates the connection between the client and host, after which point they will communicate directly.
[RL] - The Unity Relay servers. This is the existing communication method, where all traffic is routed through Unity's relay servers.
Let us know how it goes!
5 Lives Team.
New build on the coop_beta channel
Hi everyone.
We've been working on improving the network performance for Satellite Reign, as well as trying to help people in different regions play together. We've updated the beta channel we used before the Co-op release with a build which allows players to connect directly instead of via the Unity relay servers. In our small-scale testing, it has been a massive improvement, but we'd like to test it on a larger player pool before setting it live for everyone.
To try it out, right-click on Satellite Reign in Steam, select Properties, and go to the BETAS tab. From there, click the drop-down box and choose coop_beta from the list. You will then update to the latest build.
Just note, while this should allow friends in different regions to connect, they still won't show up in the default server list. However, if you change your filter to "Friends" you should see any games being hosted by people on your friends list, regardless of their region.
Let us know how it goes!
5 Lives Team.
Co-op Now in Open Beta!
Hi everyone!
We've updated the main branch with the co-op build of Satellite Reign, so now everyone will have access be default! We're not "officially" launching until the end of the week, but we wanted to get a few days of it being tested by everyone, now that we've addressed the most critical issues.
First thing you'll notice, is you'll be greeted with a choice between Singleplayer and Multiplayer. To play co-op, simply select Multiplayer, and either load up your own existing save as a host, or join someone else as a client
We were having issues for some time with random disconnections, as well as an issue where clients would suddenly see everything stop (e.g. agents not responding, enemies and civs standing still), but everything is fine for the host. We're fairly confident we've solved this issue, but if anyone experiences this, please let us know! It haunted our dreams for so long, we're almost finding it difficult to believe that it's fixed!
We're also aware that you may not be able to see games hosted in other regions. We're using the Unity networking system, which uses their own relay servers, located around the world. Currently, games hosted in other regions don't seem to be showing up in the server browser—however games hosted by overseas Steam friends should be visible if you change the filtering to "Friends." We've contacted Unity about possible solutions.
We've made a feedback thread for this build. Post here if you've got any feedback!
New main menu, to clearly choose between single-player and multiplayer modes.
Fixed an issue with the server browser only allowing a total 3 people per game.
Enjoy!
5 Lives Team.
Co-op Beta Channel Updated to V1.12
Hi everyone!
Another update to the co-op beta today. Change list is below!
Multiplayer UI changes.
add some null checks to Hijack, because of a null that happened when exiting to menu, where Energy was null (had persumably been deleted)
Manager.Destroy, destroys aientities if they are passed in.
[SRC-1039] Stop agents taking turns turning valves if equipped with atlas arms
fix a null in cctvCamera and add some debugging to try and catch what is going wrong
Added transition from T_Run_Idle to Panic_Run01
[SRC-1042] fixed missing ammo box description
[SRC-1043] fixed agent ability buttons toggling with space or enter
Add icon for AmmoPack.
[SRC-1035] Weapons are now referenced by weapon slot index, as per how they are arranged within the items component which can sometimes get out of sync with weapons.
melee and cloak kills wasnt updating the right stat (steam had a conflict where a stat and an achievement had the same name)
fix projectile particles nor being destroyed with trashman
[SRC-730] [SRC-531] removed offmesh links on spawn doors that allowed enemies to think they could nav into the doors without using their BI
fix the Queued Commands so the line dras and gotoPoint icons get networked
Added SERVER_FULL token.
Navmesh fixes for SRC-1031 SREX-4008 and SREX-3999
[SRC-800] MpTest can now be controlled via command line.
[SRC-982] Pack anim float into single byte value.
[SRC-982] Pack KnockBack vector into single 32bit value.
[SRC-982] Increase MaxPendingBuffers to 32
fix queued waypoints
force cleanup (squad remove etc)on some aientityes that have their own OnDestroy implementation
[SRC-1029] Fix graph node log spam
Added null check for m_Target in PushGoto.
Thanks for your bug reports, keep them coming!
5 Lives Team.
Multiplayer beta updated to v1.11.0
Hi everone,
We've updated the co-op beta branch with some more fixes. A full list of the changes can be found below.
We're still trying to track down the cause of a major connection issue, where players will stop recieving data from the host (everyone in the world seems to just stand still), but everything still appears fine on the host's end. Please let us know if you see this occur.
There's also a minor issue where full servers will not show up in the server browser, regardless of your filter settings.
5 Lives Team
[SRC-1022] Don't open door on call to UpdateHardwired while resetting.
Civilian updates MoveSpeed from states as well as network, because they have a specil branch in mech anim that can cause them to go out of sync (no walk to sprint) if they start walking then try to sprint. Caused by sync vars arriving 0.3 secs after the rpc is called
emergency fallback if a compound doesnt have a graphnode to escort to when arresting
[SRC-874] Simplify door logs. Changed internal format of SNID. If bit 0 is set then value is NID, otherwise SID. Value is stored in higher bits. Precache NetworkIdentity component in UID. Added null check for _cause in Health.DieLogic.
stop drones log being full of set anim value spam when game is debug paused
hold a reference to the current GotoPoint for ability Apply Mod and force
Avoids a clear commands that cuases issues when BI cancels abilities
[SRC-874] All door states are now completely synced via NetworkDoorManager.
remove redundant if
[SRC-984] Handle null case returned from GetAbilitiesToAllow in GetAbilitiesToAllowHelper.
move ClearCommands out of abilityApplyMod Cancel so its only called from ability handle mouse when clicking to cancel an ability, so its not called from using wonka doors
dont triple damage for melee attacks in uber mode
[SRC-937] Initialize world scan to active if it's active on server at connection time. Code cleanup, formatting and dead code removal.
[SRC-1009] ] Sync "IsActive" state of Abilities. Added support for client side initialization of "active" abilities via virtual OnStartClientActive.
[SRC-992] Initialize PDA scale to 0.1. To stop "This MeshCollider requires the mesh to be marked as readable ..." error when playgin anim.
[SRC-1009] Sync "IsActive" state of Abilities. Added support for client side initialization of "active" abilities via virtual OnStartClientActive. Removed SniperSetupMarker prefab from Trashman.
Adjusted cloth-sim restrictions to fix leg clipping.
[SRC-800] Added MpTest script to MpTest prefab.
[SRC-800] Added higher level MpTest script.
[SRC-942] Track total bytes sent via SendBytes.
add some null checks for scamera focus comms
change arrest kick damage to flag as a no Message damage
[SRC-1016] Fix null ref on client when TurretAI is destroyed.
[SRC-800] Utility prefab to simplify launching multiplayer games.
[SRC-1014] Ensure modifier callbacks are unregistered from drone on destruction.
add a new ammo type for melee that doesnt send a message melee_no_message is an alternative hit type to melee and is used for kicking an arrested enemy
up version number on main branch
disable tracking collider names to find null object type
add a debug system for suspicion
dont exit GotoAndHeadShot if you have a StateBasicInteract as a child (trying to nav somewhere using wonka doors/zip wire)
fix for null ref exception in turrets
Stop wait mode when starting investiagte from StatePatrolGraph
Fix agents dieing and leaving behind a suspicion buubble (because they go into downed state their perp was null)
allow mini mechs to arrest
fix zipwire weird stuck in falling bug on client we were setting zipwire fall and knockback on same game turn on chost, client would get them delayed and possibly the wrong way wrong maybe? Removed the knockback it wasnt needed
[SRC-924] Call ResetGame when attempting to connect to server but booted before player name can be entered.
[SRC-927] Ensure camera position is initialized before agent selection screen is displayed.
[SRC-943] Set anim when Shoot state is pushed rather than on construction. Removed dead code. Revive target only equips weapon on pop on server.
enable multiplayer all the time
Make the mech anim state change log out to the aientity log system
[SRC-967] Perform Do_damage on client, so correct impact type can be returned.
[SRC-980] Cloneables list ui is now updated in response to changes in AIEntity.NextCloneableId.
Fixed navmesh break in industrial armoury
Fixed building with no collision in Grid...again
dont arrest people in state downed dont clear stack on the client for MSG_Knockout null check in some debug code
add logging for why shoot state ends
[SRC-998] Change max (external) connections to 3.
remove a redundant log
fix null ref in arrested
fix for abilities not being disabled on stateDowned
[SRC-999] [SRC-991] Fix chat null ref and input issues.
[SRC-979] CCTV camers now check for "not ally" rather than "is enemy" when determining line of sight to "suspicious" targets.
[SRC-969] If user has no current weapon, or no toggle-to weapon, always set weapon to toggle to to be the newly aquired weapon.
Fixed building with no collision
[SRC-992] Stop map zoom being set to negative value.
make the assasinate more generous for the angle of view they can have to you.
up version number to 1.10
Satellite Reign Uplink Co-Op Beta is Live!
It’s finally here! As of RIGHT NOW, you can jump in and play the co-op beta for Satellite Reign Uplink. We’ll cut right to the chase—here’s how you can get it on Steam:
Go to your Steam Library and right-mouse-click on Satellite Reign in your games list.
Select “Properties”
Go to the “Betas” tab
From the “Select the beta you would like to opt into” pull down select “coop_beta” (you may need to close and re-open steam for this option to appear)
Click “Close”
Wait for the Satellite Reign to download and update.
Profit
We’ll also be providing the beta on Humble, so any backers who’d prefer not to play via Steam will be able to download the beta build there. It will be available in the next few hours.
Satellite Reign Uplink is also cross-platform, so you can play with Mac, Windows and Linux users.
Please keep in mind, this is very much a beta. All multiplayer features are in place, but there are still bugs to squash. If you’re connected to a game and you see your agents (or anyone else in the world) behaving strangely, please let us know.
We’ve thrown together a short FAQ as well, so have a look at that if you have any questions about the beta. It also contains instructions on submitting bug reports.
We’ll update soon when Humble Builds are live, or we have anything else useful to say!
Have fun out there!
5 Lives Team
Update to 1.07.08
Hi everyone,
We've just released a minor update for Satellite Reign, addressing some of the issues which people found in the last update. Here are a few of the changes:
Fixed some enemies (particularly minimechs) not correctly responding to attacks/suspicious activity)
Fixed pings not resetting if game is saved while prototypes are still dropped in a compound after dying.
Fixed minor environment collision issues in CBD
Please head to the following thread if you've found any new issues with this update. Mike has posted the relevant version control commits for those interested.
We've got a new update out now for Satellite Reign! This has loads of fixes for abilities issues, missions, AI, and general bug fixes. Too many to list! Cloth has finally been re-enabled after receiving a fix from Unity, the initial load times are improved, and we're now on the latest version of Unity in preparation for multiplayer.
Please let us know if you have any issues. Here's a new thread for any feedback: