Snailiens cover
Snailiens screenshot
Genre: Strategy, Indie

Snailiens

Snailiens is out!

Alright you cabbage loving savages, this isn't a drill. Snailiens is fully released! Now with a new boss, achievements, trading cards, and more! Get back in there and save some vegetables.

Japan Update Out! Go Play Now!

https://www.youtube.com/watch?v=hq3G3HlneCA

That's right boys and girls, the first content patch for Japan is out now to go and play. If you haven't started playing Snailiens, now's a great time to pick it up. If you're a veteran, we look forward to hearing how you like the new content. Now for some patch notes:

V.0.7.3.9.0: Japan Update




    New Krabber Mechanics

  • First we gave you krabbers. Now, presenting Krabbers as bombs! What are these bombs you ask? Oh, well now you can suck up Krabbers and use them as explosive grenades. Careful though, they explode with their element’s damage and can really knock you on your butt if you don’t throw them far enough.

    New Elemental Interaction: Ice


  • With Krabbers now throwable, Ice type damage is available in the elemental system (Warning, don’t lick frozen snails).

    New Japan Levels


  • More levels! Everyone likes more levels. This update brings you the first 4 levels of Japan. It should give you a couple more hours of fun while we finalize the rest.
  • This is the big part of the update. It’s taken us months to get all the assets and levels working the way we wanted. We hope you like it, we feel it’s a huge visual improvement on what’s currently in the game. We look forward to your feedback. How does it look? How does it play? Did we miss anything?

    New Build Caps on Towers and Walls


  • You now have caps to the total amount of walls and towers you have in a level. It proved too difficult to perfectly balance your cash intake with the upgrades with the total towers and walls built. This helps even out a lot of the balance issues. It also allows us to emphasize a long neglected element, upgrades. Rather than building more, now you are more encouraged to upgrade the towers you have. We think it improves the “meta” of the levels.
  • Limiting the number of towers and walls in a level increases performance. We can start building effects, animations, complex mechanics around a cap now. It keeps players from building so much that they experience significant frame rate drop.
  • Numbers are still being worked for all the levels. Some may be too easy still, some too difficult. It’s something we’re testing and tuning and hope the community can give us some feedback on.

    Slimebacks are Out There


  • There’s FINALLY a new kid on the block. The Slimeback marks the addition of the long awaited “large” enemy type. There’s still some mechanics to work out, but we think this one adds a lot of fun to the battlefield.

    No More Zombie Snails


  • Snails no longer eat things/attack cores as they spawn out after killing them. It was a minor problem, but it’s fixed now.

    Payload Maps Deployed


  • There’s a new gametype! You have to deliver things across larger levels. We think it adds fun new mechanics and breaks up the usual humdrum of being the hero of humanity.

    Supreme Commander Klang is in Command


  • We’ve finally added a villain to the game. This one’s got a flair for the dramatic and an insatiable hunger for power.
  • Klang showcases a new procedural animation system we’re using in an attempt to better automate in game cinematics/action.

    Minor Bugfixes


  • Potential infinite loop in the chain electricity system
  • Overhaul to Audio system
  • Many performance optimizations


As always, we're still in early access and things may break despite our best efforts. The posts and emails letting us know of issues or bugs have all been immensely valuable, keep it up!

DEVLOG WEEK 13: Japan Incoming

We're back! After a few weeks of no devlogs, we're finally ready to show some seriously cool stuff. We hope to get everyone in playing the first bit of Japan very soon!

https://www.youtube.com/watch?v=qsI58emNOlM


As always, if you have any feedback at all or just want to get in touch, send us a message at support@562interactive.com

You can find all our news over at 562interactive.com/news

DEVLOG WEEK 9: CHAIN BLADES AND BIG BOSSES

Week 9 sees some more development on Japan in the form of big bosses and big hammers. We'll be putting out an update that fixes some things and introduces another weapon at some point this week.

https://www.youtube.com/watch?v=xOLkAMvQm2s&feature=youtu.be

In other news, we took the weekend off and did the Unreal Engine spring game jam. Over Saturday and Sunday, we worked on a little game that was centered around a cool weapon we've always loved in games, the chain blade. Not only have we made said weapon, but you can go play with it right now in a completely new game made in just two days. But wait, there's more! We're going to be adding it to Snailiens at some point in the near future. Enjoy!

Download Slash Slash Revolution here: https://562interactive.itch.io/slash-slash-revolution

As always, if you have any feedback at all or just want to get in touch, send us a message at support@562interactive.com

You can find all our news over at 562interactive.com/news

The Deadshot Update is Live

Build 0.7.3.8.4 is now live for everyone to enjoy. Here's the important parts:

https://media.giphy.com/media/3og0IMMq6VySmmyHlK/giphy.gif


  • New pointers for selecting and build phases. We've replaced the vive controllers with hands. They look pretty cool.
  • The Deadshot is live. You can buy the Deadshot in the store now and play around with the first two handed weapon in the game!


As always, if you have any feedback at all or just want to get in touch, send us a message at support@562interactive.com

You can find all our news over at 562interactive.com/news

DEVLOG WEEK 8: GOING MEDIEVAL

Hey, we heard people like VR bows and arrows. Well we have good news! Snailiens' first two handed weapon is a sweet techo bow. We'll be rolling out an update releasing this new weapon, the Deadshot, in the next day or so. Have fun and stay slimy!

https://www.youtube.com/watch?v=L8uGjB_AVuk

As always, if you have any feedback at all or just want to get in touch, send us a message at support@562interactive.com

You can find all our news over at 562interactive.com/news

Snailiens Locomotion Bug Fix Out Now

Well, it was bound to happen. We pushed out an update that broke player locomotion in the base. This effectively made the game unplayable. We still aren't quite sure what happened; a huge section of code seems to have self-deleted from the engine. It's fixed and we're currently hunting down the gremlin responsible.

This new patch should fix all the problems in the moon base and everyone should be able to enjoy the game again. Sorry about that guys!

Snailiens v.0.7.3.8.0 is live!

The new patch for Snailiens is out. We've made some major changes to the game, come take a look!

In case you missed the patch notes from the weekly devlog we'll post them one more time:

Snailiens v0.7.3.8.0 patch notes




  • Added the Krabber to the game. Added animations, textures, and implemented them in levels:
    Krabbers can now be seen scuttling around in levels! Heads up, there’s one for every elemental type. This addition marks the first “small” class enemy in the game and greatly improves the meta of the game.
    Improved level performance. With the addition of the very efficient Krabber, we have freed up cpu and gpu power for other things!

  • Slimeback animations and initial mechanics added to game. Not yet implemented in live levels:
    We’ve started internal testing the Slimeback and the new “large” class enemy mechanics. Things are looking real great.

  • Added new system for player to take damage:
    You now have a proper body! Well, kind of. You now have collider volumes that reflect your hands, your head, and your body. They’re denoted by a large sphere for now, final art is on the way!

  • Modified Snailien animation system to be more robust and allow for by bone animation blending:
    Introducing animation blending! We can now blend things like walking and shooting or walking and taking damage together into a compound animation. This’ll let us do the more complicated animations necessary for all the abilities and mechanics we have planned.

  • Modified base Snailien to fire at player:
    The base Snailiens aren’t as dumb as you remember. They’re angry and they’re firing back. Base Snailiens now fire plasma shots that you’ll need to avoid if you’re going to survive.

  • Modified Flamer Snailien with new ability. They will now throw bombs that cause initial damage and a fire dot in a defined area:
    The Flamer Snailien was boring. We’ve given him new, more dynamic mechanics. He’ll now throw big bombs that explode dealing damage, then apply a fire area of effect.

  • Visual quality pass on all Georgia levels:
    Trees, bushes, and rocks were added to improve visual quality and bring Georgia more in line with Japan levels. We’re still working on making the game really sparkle. The Georgia levels felt kinda dead. We’ve added some trees, bushes, rocks, etc to the levels to give them a little more life. They look a lot better, we think you’ll like it.

  • Added a soft death system:
    We’ve been playing with lots of different ways to “die” in the game. We wanted to make sure if you died, you understood what you did wrong, but didn’t feel too punished for it. When you die, you’ll lose some parts but get to immediately continue from where you were.

  • Overhauled damage physics to better handle damage hitting the player:
    New collision channels will allow us to filter the different types of damage needed for the new mechanics we’re adding. This is one change that if we’ve done it right, you’ll never notice.

  • Overhauled enemy damage hit boxes to allow for damage to be applied by bone:
    Snailiens are no longer driven by “pill” damage. Instead it’s on a per vertex damage system. This allows us to, in the future, make weak or more resistant spots on enemies. It also allows the damage hit boxes to be more literal and reflect the shape of the enemies better.

  • New particle systems for weapon and tower hits:
    Our weapons still need some work and we’re learning new tools to make them more satisfying to play with. We’ve taken another shot at a few of those weapons and towers. A new “spark” particle has been added to many that, we think, makes it way more satisfying to shoot.

  • New visual system for collected parts:
    You’ve always used parts you collect off Snailiens to build your defenses. To make it more clear to players where the parts come from and make shooting snailiens more satisfying, we’ve added a visual effect. Now, on death, Snailiens will lose some parts that will fly to the player and be collected.

  • Various volume modifications to better bring abnormally loud sfx back into line:
    There’s some weirdly loud sounds in the game. We know, we hate it too. We’re systematically combing the game making sure some of the biggest offenders get pounded down. Hopefully now your ears will bleed a little less!

  • New bullet trail systems on weapons and towers:
    We’ve added a new bullet trail effect on the default revolvers, mother in law, shredder, and southern comfort. They either were bland before or didn’t exist. This one looks much nicer.

  • Modified all Georgia levels to reflect the new enemy system:
    This is the big one. We’ve changed all the levels to reflect the new enemies and abilities you’ll find in them. With the addition of small enemies we can have them effectively fill the role of the base Snailien. They’ll mostly get taken care of by the towers, assuming you built your defenses well. Now we can free up the larger Snailiens to have more engaging abilities. You’ll see far fewer medium enemies now, but they’ll be more interesting when you do. We think this removes a lot of the chaos and “just shoot the next one you see” mentality of the old system and increases player enjoyment.

  • New Trackpad Mechanics:
    This week we made some big changes to the system to improve gameplay. Trackpad is an on touch locomotion system now with a dash mechanic on direction button press. This allows more fluid movement and a better “get out of fire” ability to bring it in line with teleport. It was too slow compared to teleport, so we’ve increased it’s speed to give the player more agility. It definitely causes some simulation sickness if you are not used to it and, while we love the way it plays, we firmly suggest you stick to teleport if you start to feel any nausea!


As always, if you have any feedback at all or just want to get in touch, send us a message at support@562interactive.com

You can find all our news over at 562interactive.com/news

DEVLOG WEEK 6: VISUAL AND GAMEPLAY UPGRADES

We’ve made some noticeable changes to the game this week. It’s been an effort that started before we launched early access and continues into Japan. When we launched early access in early February, we took a minute and had people play it, played it ourselves, and thought about the direction of Snailiens. For us, there was still something missing. Something we often find is missing in other tower defense games. That’s when we had some new ideas for how enemies, damage, mechanics, and story could work. In order to bring that to everyone in Japan, we had to gut and rebuild a few core tools so we could have the creative and graphical overhead to make them. Many of those tools got ‘done’ this week. We felt putting them in Georgia greatly improved gameplay and gave players a good indicator of where we're headed in the future. We hope you enjoy these early changes to the game, we sincerely want to hear back from everyone playing. Is it more fun? Do you like the changes? Did we miss something important? Let us know!

https://www.youtube.com/watch?v=E2QdF1FbnHk

Snailiens v0.7.3.8.0 patch notes for tomorrow's update




  • Added the Krabber to the game. Added animations, textures, and implemented them in levels:
    Krabbers can now be seen scuttling around in levels! Heads up, there’s one for every elemental type. This addition marks the first “small” class enemy in the game and greatly improves the meta of the game.
    Improved level performance. With the addition of the very efficient Krabber, we have freed up cpu and gpu power for other things!

  • Slimeback animations and initial mechanics added to game. Not yet implemented in live levels:
    We’ve started internal testing the Slimeback and the new “large” class enemy mechanics. Things are looking real great.

  • Added new system for player to take damage:
    You now have a proper body! Well, kind of. You now have collider volumes that reflect your hands, your head, and your body. They’re denoted by a large sphere for now, final art is on the way!

  • Modified Snailien animation system to be more robust and allow for by bone animation blending:
    Introducing animation blending! We can now blend things like walking and shooting or walking and taking damage together into a compound animation. This’ll let us do the more complicated animations necessary for all the abilities and mechanics we have planned.

  • Modified base Snailien to fire at player:
    The base Snailiens aren’t as dumb as you remember. They’re angry and they’re firing back. Base Snailiens now fire plasma shots that you’ll need to avoid if you’re going to survive.

  • Modified Flamer Snailien with new ability. They will now throw bombs that cause initial damage and a fire dot in a defined area:
    The Flamer Snailien was boring. We’ve given him new, more dynamic mechanics. He’ll now throw big bombs that explode dealing damage, then apply a fire area of effect.

  • Visual quality pass on all Georgia levels:
    Trees, bushes, and rocks were added to improve visual quality and bring Georgia more in line with Japan levels. We’re still working on making the game really sparkle. The Georgia levels felt kinda dead. We’ve added some trees, bushes, rocks, etc to the levels to give them a little more life. They look a lot better, we think you’ll like it.

  • Added a soft death system:
    We’ve been playing with lots of different ways to “die” in the game. We wanted to make sure if you died, you understood what you did wrong, but didn’t feel too punished for it. When you die, you’ll lose some parts but get to immediately continue from where you were.

  • Overhauled damage physics to better handle damage hitting the player:
    New collision channels will allow us to filter the different types of damage needed for the new mechanics we’re adding. This is one change that if we’ve done it right, you’ll never notice.

  • Overhauled enemy damage hit boxes to allow for damage to be applied by bone:
    Snailiens are no longer driven by “pill” damage. Instead it’s on a per vertex damage system. This allows us to, in the future, make weak or more resistant spots on enemies. It also allows the damage hit boxes to be more literal and reflect the shape of the enemies better.

  • New particle systems for weapon and tower hits:
    Our weapons still need some work and we’re learning new tools to make them more satisfying to play with. We’ve taken another shot at a few of those weapons and towers. A new “spark” particle has been added to many that, we think, makes it way more satisfying to shoot.

  • New visual system for collected parts:
    You’ve always used parts you collect off Snailiens to build your defenses. To make it more clear to players where the parts come from and make shooting snailiens more satisfying, we’ve added a visual effect. Now, on death, Snailiens will lose some parts that will fly to the player and be collected.

  • Various volume modifications to better bring abnormally loud sfx back into line:
    There’s some weirdly loud sounds in the game. We know, we hate it too. We’re systematically combing the game making sure some of the biggest offenders get pounded down. Hopefully now your ears will bleed a little less!

  • New bullet trail systems on weapons and towers:
    We’ve added a new bullet trail effect on the default revolvers, mother in law, shredder, and southern comfort. They either were bland before or didn’t exist. This one looks much nicer.

  • Modified all Georgia levels to reflect the new enemy system:
    This is the big one. We’ve changed all the levels to reflect the new enemies and abilities you’ll find in them. With the addition of small enemies we can have them effectively fill the role of the base Snailien. They’ll mostly get taken care of by the towers, assuming you built your defenses well. Now we can free up the larger Snailiens to have more engaging abilities. You’ll see far fewer medium enemies now, but they’ll be more interesting when you do. We think this removes a lot of the chaos and “just shoot the next one you see” mentality of the old system and increases player enjoyment.

  • New Trackpad Mechanics:
    This week we made some big changes to the system to improve gameplay. Trackpad is an on touch locomotion system now with a dash mechanic on direction button press. This allows more fluid movement and a better “get out of fire” ability to bring it in line with teleport. It was too slow compared to teleport, so we’ve increased it’s speed to give the player more agility. It definitely causes some simulation sickness if you are not used to it and, while we love the way it plays, we firmly suggest you stick to teleport if you start to feel any nausea!


As always, if you have any feedback at all or just want to get in touch, send us a message at support@562interactive.com

You can find all our news over at 562interactive.com/news

DEVLOG WEEK 5: NEW ENEMIES, NEW GAMEPLAY, NEW STORY... KINDA

Another busy week making the game better. We're going to start rolling out new enemies and new gameplay to existing levels as it gets finished up. Hopefully you'll see some of it this week!

https://www.youtube.com/watch?v=Mk1cYHTCX3c&t

As always, if you have any feedback at all or just want to get in touch, send us a message at support@562interactive.com

You can find all our news over at 562interactive.com/news