Squirrelmageddon! cover
Squirrelmageddon! screenshot
Genre: Shooter

Squirrelmageddon!

V1.07.834 - Gettin Squirrely in Here!

Ton of fixes and updates this patch. Full patch details with video soon!

Gameplay is now a little more hectic / difficult.

The core of the patch:
- Squirrelmadillos and green swamp squirrels now fire projectiles
- Ultra squirrel has leap + stomp attack
- Some maps have moveable large spotlights
- Reworked all map post process lighting
- Tons of fixes and improvements

(note not fully tested in multiplayer - but appears to be working ok)

v1.07.745 - HOTFIXES

- player squirrel broken post process fix!
- flashlight updated
- fix terminal screen emissive textures
- point lighting overhaul lobby and hive
- map fog / night work

v1.07.739 - Update Patch + Squirrel Horrors by LoL

Gameplay update: initial Flashlight drains suit battery charge - this little change has made it so at some point... you will be in the dark with the squirrels... fear the squirrel... out of charge, you won't be able to jump so you had better ruuuun...!

ROFL - is this even still a 'squirrel' ?!

(AI assisted concept art only)

v1.07.739 - PATCH NOTES



  • MAP UPDATE: Deadlands repawned new forest (improves framerates)
  • GAMEPLAY: continuing mission keeps inventory!
  • REMOVED: destructible windows / doors (improves performance single and multiplayer + opens up run / skill jump lanes through houses making houses more survivable)
  • FIXED: squirrel spawn counter - stops too many squirrels from spawning
  • FIXED: texture lighting issues on electronics and plastic
  • FIXED: rope bridge rope collision Squirrel Town
  • HUD: damage health border overlay at 20% health left
  • UI QOL: prices added to item rows !!!
  • FX: Orb of Delight pickup particle effects so you know if pickup bonus active
  • FX: Turret plasma core added to replace always glow location marker particles
  • UI Improvements: game over screen and score popup tweaks
  • LOBBY / MAP LIGHTING: working in the fog
  • 'ART': new AI images for some missions (more to come)



(AI assisted concept art only)

I am continually amazed at how AI is, for the most part, at least a hundred times more insane than any human... perfect for generating horror squirrels - lol... but yeah, I did seed it's algo with the Ginger Bomber Squirrel... I had no idea Squirrelmageddon! would come to this:


(AI assisted concept art only)

OR (my favourite so far) THIS:


(AI assisted dev mental relaxation concept art only)

Peace out squirrelies - GLHF and I'll see ya top-side!

v1.07.712 - Real Time Weapon Level Ups!



While working on the new Hive Health and Politics systems I determined that the Weapon Level Up should be happening in-mission instead of after returning to the Hive.

Weapon XP is now calculated after every kill and checked for level up. New HUD elements display weapon level ups. Weapon stats increases are applied. A progress bar tracks weapon XP as you slay your way to the top and become the ultimate precision dealer of mutant death!!!



Much better GAME LOOP experience so far and adds room for more hive activities...

NOTE: Weapon Level Ups not yet tested in Multi-Player! (soon)

Patch Notes



  • GAMEPLAY: weapons now level up in-mission
  • GAMEPLAY: nerf health and carcass health pickups (increases challenge)
  • GAMEPLAY: disable time of day advancement
  • GREEN SQUIRRELS: drool poison vomit when attacking (for fun effect only)
  • MAIN MENU SCENE: night time with fire effects
  • MAP FIX: Summer Squirrels - tricksy under landscape squirrels are slain instantly.
  • MAP TWEAKS: more spawners added to Deadlands and Desert Squirrels
  • GAME OVER: large scoreboard removed (will be added back for multi-player)


AI 'ART' IN SQUIRRELMAGEDDON!


It seems more and more games are using AI generated assets in their games. As a solo-indie dev with no budget, very little time and no 'art' skills, I rely heavily on AI assistance to visualise Squirrelmageddon! lore.

In the beginning I used some of the earliest public AI tools - and it's always been hilarious...

So I started experimenting again this weekend and it's insane how quickly the technology is advancing!

Check out this horror squirrel:



*I did photoshop the claws and teeth a little - needs more work - but yeah, freakin crazy cool!

GLHF! - don't forget to switch to HARD / INSANE difficulty to check out the new music by Bryant Lowry a.k.a Thorr on Spotify

v1.07.698 - Cyber Metal Squirrels

Quite a few things going on with the game since my last update. Added a new music pack by Bryant Lowrey and hooked up some hardcore tracks to the Hard & Insane difficulty settings. DIE BY THE SQUIRREL!

My intent with music for Squirrelmageddon! has always been a metal / hardcore backing soundtrack. I will one day find the time to write and record my own guitar riffs...

Squirrels of the Night


All missions are now NIGHT TIME missions. The Earth's magnetic field has collapsed. It's not safe to go outside during the day time.... or any time for that matter! The hive is starving, feed the hive!



FULL UPDATE LIST:



  • 12 new heavy tracks for Hard / Insane difficulty
  • GAMEPLAY: player speed nerf - crazy speed at higher levels reduced a bit
  • GAMEPLAY: generally more spawners across all maps
  • GAMEPLAY: Comms tower repairs are now proximity timed - hold the area for X to repair the relay.
  • GAMEPLAY: Night missions only. Embrace the darkness, fear the squirrel!
  • FIXED: weapon found HUD messaging - now shows weapon deets on 'find'
  • FIXED: player flashlight toggle - spotlight no longer turns on automatically / randomly
  • FIXED: Ultra Squirrel weapon drop now adds weapon to inventory
  • FIXED: squirrel slam launching player into skybox (should be fixed!)
  • FIXED?: music queue priority (background music drop outs - more work to do here)
  • MAP: Squirrel Town - mushroom unreachable under ground fix, more spawners, small tweaks
  • MAP: Deadlands - improving interiors / map prop density... wary of performance...
  • MAP: Squirrel Mountain - airport hanger / storage facility filled with moveable crates
  • MAP: Training Gauntlet - clean bloody concrete, added moveable crates to start, added Ratatosk statue tutorial pop up tip...
  • TEMP CHANGE: Mega Purple drop = pills not medpack (will be revering next patch)


HUD IMPROVEMENT


Player HUD UI updated with messaging now center bottom instead of top center



UPCOMING


I am still working on The Hive system... lots of idea testing at the moment while fixing / tweaking other things. This one will take some time to get it right and into the game loop.

With the new tracks, I am working on a more 'responsive' music system, hopefully I can work some of the new tracks into Exploration / Danger / Battle / Boss Battle loops. The trick here is that all the tracks must be of exactly the same length and loop perfectly over each other... hmmm...

I have also been looking closer at migrating to Unreal Engine 5 - there are so many improvements and optimizations that it has to be done!

The biggest hurdle at the moment is the old Apex Destruction physics system.... Basically all the breakable windows / destructible meshes have to be completely removed from the code and updated to use the new Chaos Physics system in UE5...

Promising progress on all fronts!

GLHF! See ya top-side!

v1.07.667 - Back Squirreling the Code

Back into the code this week and have pushed some major bug fixes and some small gameplay changes.


  • FIXED: moveable barrier knocking player into the skybox on pickup from above
  • FIXED: stopped allowing move of destroyed barriers (always triggered above bug)
  • FIXED: stopped removal of collectables required for mission completion
  • FIXED / FEATURE: backspace on game over screen removes HUD
  • GAME PLAY UPDATE: continuing a mission adds PTSD recovery time to soldier
  • GUN TWEAK: AK-47 slightly slower auto fire rate + faster reload times


Currently working on:


Dynamic mission objectives based on Hive Health... think along lines of player survival needs but at hive level.

E.g. Energy / Food / Materials / Weapons which affect Hive Strength / Health / Population / Happiness.

Still working out the details, but what you collect during your mission runs will affect your Hive. I don't want the new system to be overbearing, but enough to highlight resource collection / exploration as a factor in winning the meta game. If your hive 'dies', the game ends...



v1.07.648 - Mr. Squirrel Takes A Holiday

I've been ironing out some bugs and making collected items persistent when continuing a mission.

Squirrel spawn difficulty has also been carried over to continued failed missions.

Continuing a mission will no longer be a walk in the park, you are going to have to fight hard for those last few objectives!



v1.07.648 - Patch Notes



  • GAMEPLAY: continuing mission no longer spawns collected items
  • GAMEPLAY: continuing mission retains squirrel sizes / difficulty level
  • GAMEPLAY: continuing mission spawns larger squirrels first
  • GAMEPLAY: squirrel speed now scales up over time
  • BUG FIX: frame rate drops when too many squirrels are spawned late game
  • BUG FIX: hats sometimes not being added to inventory on mission completed
  • MAPS: tweak here and there with Training Level getting a new paint job
  • LORE: minor changes to lore / images


HOLIDAY TIME! I'm pretty excited as I will be attending a 2 day workshop on Game Design at the annual GDC conference in San Francisco.

"The Game Design Workshop sees a large panel of game designers - including Riot Games' Marc LeBlanc, Niantic's Kellee Santiago and Samuel Villanueva, and Riot Games' Stone Librande - exploring the day-to-day craft of game design through hands-on activities, group discussion, analysis, and critique. Attendees will immerse themselves in the iterative process game design and discover design concepts that will help them think more clearly about their designs and make better games."

So I've been working on Squirrelmageddon! now for about 3 years part-time, and while currently I'm letting the game sort of drive itself ever forward; I thought something like this might be just what I need... will be interesting... I expect a lot of laughs for sure!

Hope you all enjoy the new difficulty / changes!

GLHF! Back in 6 weeks!

v1.07.627 - The State of the Squirrel

Have added a few lore and image updates and fixed a few issues. Some tweaking of gameplay rules / scoring. Maps are starting to get more attention / squirrel love. I will be replacing the large open world maps with arena style smaller maps over time.

v1.07.627 - Update Log



  • FIX: squirrel hats and mask inventory item images
  • FIX: KAWAII toggle button (old input mapping conflict)
  • FIX: main menu ESC key stuck squirrel screen
  • FIX: shotgun reload sounds
  • FIX: weapons dropped by Ultra now count toward objectives on pickup
  • FIX: barrier rubble (reduce size)
  • MAP: Summer Squirrel - de-forestation (improve FPS)
  • GAMEPLAY: squirrel score ranges
  • GAMEPLAY: squirrel speed increases with level
  • UI: scoreboard re-located
  • TUTORIAL: free look and KAWAII 4000 controls added
  • LORE: intro sequence updated with KAWAII 4000 lore


I will be pushing 1 more patch next week before I leave on a long overdue holiday! Steam should be quiet for about 6 weeks while I'm running around top-side in Cali.



Stay Squirrely!

Twitter: @SBGamesHive42

v1.07.601 - KAWAI 4000 AR CHIPSET

- toggle KAWAI chipset with default key [k]
- game option to enable KAWAI 4000 skin / hats / masks
- updated Training Gauntlet with new features
- reworked training level

v1.07.590 - Kawai 4000 AR Chipset + Squirrel Turrets

Ceiling mounted turrets that fire live squirrel ammunition have been added to the Training Gauntlet maps. (pushes the pacing and keeps players on their toes)



Dance rookie, dance!

To the BLUE DANUBE!
https://www.youtube.com/embed/BngKAIWAptI


Patch Notes



  • SQUIRREL TURRETS: added to Training Gauntlet
  • DIFFICULTY SELECT: added difficulty explanation text
  • ULTRA BLUE: less horny (fewer horns)
  • MULTIPLAYER FIX: window destruction replication
  • GLIDING FIX: added checks so no more ADS glitches
  • TUTORIAL: new spawn and longer tutorial path (environment work ASAP!)
  • HATS & MASKS: default inventory item icon [just hat for now]
  • HATS & MASKS: cyber cop and steampunk utility hat positioning adjustments




LORE IN PROGRESS: KAWAI 4000 AR CHIPS



Those that were lucky enough to survive, returned not with wounds of the flesh, but with wounds of the mind. The sheer horror of the enemy quickly drove most soldiers clinically insane moments after entering combat.

“Woe and madness upon those who would gaze upon the true nature of Ratatosk…” – New Brethren Testament

With a few modifications to soldier HUD displays and tapping into AI driven augmented reality overlays, extreme levels of insanity could be averted.


LORE IN PROGRESS: Ancient Ratatosk



Meanwhile, the ancient council convenes...

"Humans have destroyed the paradise given to them, and used their science to corrupt the bodies and minds of our now earth bound cousins. It is time we took action! Perform the rituals!"



OTHER NEWS


I have been updating the https://squirrelmageddongame.com/ site with posts and info about the game, lore, general madness, videos and more!

GLHF, stay squirrely and I'll see ya top-side!