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Sublevel Zero screenshot
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Genre: Shooter, Indie

Sublevel Zero

TrackIR Support Added to Beta!

We’ve just added TrackIR support to the latest branch! Our apologies for taking so long on this - it’s had to be put on the back burner quite a few times. Those of you with TrackIR, let us know what you think!

Patch Notes


Features
TrackIR support
Level names
Loading screen animation

Fixes
Should launch properly from SteamVR
Fixed some level loading hangs (note: we’re aware there may still be some cases, and we’re on it! In the meantime if a level is taking forever to load, quit, restart the game and CONTINUE should be available)
Improved UI controller navigation

Vive beta support live, large beta update!

Hi all, we've just made (beta) Vive support live on the latest branch! Dive in and let us know what you think!

We've rolled all our VR support back into this branch and removed the riftbeta branch. So if you're playing on your Rift, please switch back to latest.

This also means all the updates and fixes on the VR branch are now in this branch, and in future all updates should therefore apply to VR and non-VR simultaneously.

Patch Notes


Bear in mind these notes are relative to the last VR build, so non-VR players will see far more changes than this.

Features
Vive support
Unified beta on latest
New cockpit
VR Tips screen on main menu
More VR map view improvements
Performance tweaks

Fixes
Fixed weapon stats sometimes changing between levels

Vive Support coming Wednesday!

Hi all! We know many of you have been waiting to play Sublevel Zero on the HTC Vive. Well, your patience is about to pay off!

On Wednesday we'll be rolling out Vive support in the beta! We've also been working hard to make it as easy as possible to play Sublevel Zero in VR, and we'll be rolling the VR support into the main (latest) beta branch. You'll be able to easily select whether to play in VR or not, and this also means no more disparity between the VR and non-VR betas from now on!

Please note - because of this, we'll be retiring the riftbeta beta branch. So, on Wednesday, please switch to the latest branch to play in VR.

For more information, including details on a one-day-only, over 40% off sale, please check out this blog post on our site!

http://www.sigtrapgames.com/sublevel-zero-vive-support-gog-beta-and-40-off-sale/

Legacy Oculus 0.8 Support


For those still on the Oculus 0.8 runtime - the older dk2beta branch will remain, but we'll be renaming it oculus08beta for clarity. Note that this has not been updated since November, and will not be in the future - unfortunately we can't port current or future code back to the 0.8 runtime.

Rift Updates

Hi all, some updates for the Rift beta.

We've added an optional 'tunnelling' effect which can be really effective if you're experiencing sim-sickness.
https://pbs.twimg.com/tweet_video/CoYzUmUWAAEEsqk.mp4

Plus we've fixed some random hangs, so the game should be more stable.

Patch Notes


Features

  • Optional ‘Tunnelling’ effect for VR - can significantly reduce sim-sickness
  • Big VR-friendly tweaks to map view

Fixes

  • Fixed some random hangs
  • Better menu navigation with controllers
  • Fixed some minor issues with tutorial

Oculus Rift Beta Released!

Hi all! We’ve just uploaded our first Rift CV1 beta build! It’s on a new branch - ‘riftbeta’. There’s still work to do, but we’ve made quite a lot of tweaks since the DK2 version and we’re looking forward to getting all your feedback.

We’ve also added controller presets to make it easier to find a control scheme that suits you, particularly in VR. We’ll be rolling these back into the non-VR version shortly too.

Recommendations for VR


Set all graphics to minimum to start with
Use the new Snap Roll mode
VR-specific settings are in the Game menu

So, have a go and let us know what you think :)
Have fun!

- Luke and Gary

Release Notes:


Features

  • Rift CV1 support!
  • Controller presets
  • Snap roll can now be used without autolevel

Fixes

  • Fixed screen shake sometimes resetting to ‘normal’
  • Fixed win:loss ratio on stats screen

Issues

  • Preset descriptions aren’t great! We’re working on proper diagrams.
  • Reticle head-tracking can be strange sometimes
  • Controller UI selection sometimes gets lost on control and crafting menus
  • Still using a beta version of Unity, so please tell us if you get any crashes etc!

The PROGRESS Update! [Beta]

Hi all! Per the last announcement, we've just updated our 'latest' branch with a big new patch! This adds the long-awaited stats, unlocks, blueprints and logs menus to the game.



This also includes a lot of bug fixes, as well as an update to the latest version of Unity.

As such, it's a beta for now. Please give it a go and let us know if you have any problems! In particular, we've not been able yet to do any testing on Linux and OSX. We want to get this solid, and put it on the main branch ASAP.

If you're not already on the 'latest' branch, you can switch to it via Properties > Betas > select 'latest' from the dropdown.

Here's a more complete changelog:

Features

  • Added Progress menu (stats, blueprints, unlocks and logs)
  • Added ‘snap’ roll mode
  • Nanocart selection screen now always has at least one with no downsides
  • Updated graphics options

Fixes

  • Fixed most cases of overly bright lighting
  • Lots of performance enhancements
  • Faster level generation (but see below!)
  • Lots of minor bug fixes

Experimental - please tell us if these haven’t worked!

  • Fixed control settings (e.g. inversion) randomly changing
  • Fixed glitchy sound in challenge rooms

Possible Issues

  • Level generation should usually be much faster than before. Very rarely however it may take 1-2 minutes to generate. We know why this happens and we’re working on a fix (although it may be a while)! But if you have this, please send us SublevelZero_Data/output_log.txt as it’ll give us more info to work with.
  • To fix some major bugs we’ve updated to a beta version of Unity. As such there’s a chance you could experience crashes or other unexpected issues. Please let us know!
  • We’ve not yet had a chance to test on Linux or OSX at all, sorry :( There’s a good chance things will be VERY broken.


Thanks, and have fun!
-Luke and Gary

New Features, Consoles, and Upoming VR Beta!

Hi everyone! We’ve got a few big announcements to make. Of course, you've probably already seen the 33% off for the summer sale, so we'll move swiftly on to the other news :)

Firstly, as you may have seen, we’ve just announced that we’re bringing Sublevel Zero to PS4 and XBox One later this year! This version, called Sublevel Zero Redux, will be slightly different to the PC version to make it more suitable for consoles.

In case anyone’s worried though, we want to clarify a couple of things. Most importantly - this doesn’t mean we’re finished supporting the PC version! In fact, the bulk of the work on the console version is being done by Merge Games, our console publisher. The vast majority of work we’re doing on Sublevel Zero is aimed at both the PC and console versions. This includes tweaks, optimisations and new features.

Secondly, on that note - we’ll shortly be adding much-requested stats, unlocks and logs screens! Using these, you can track your progress through the game, as well as see crafting blueprints to work out the parts you’ll need.







Thirdly - we’re aiming to release a new VR beta build with Rift CV1 (SDK 1.3) support in a couple of weeks time. We’ll have a bit more news on this shortly!

Finally, we’d like to thank you for your patience recently as we’ve not been updating you much. Unfortunately we’ve been fighting some major Unity bugs for a few months now, which has significantly slowed us down in a couple of ways. Until now we’ve been keeping various different versions of the game on different version of Unity to work around these bugs. This has meant that it takes ages to get things done, and it’s basically become untenable. So we’ve been working hard switching all of our code over to a newer version of Unity. This version still has some big bugs, so it’s not been easy! But we’re through the worst of it (fingers crossed), hence the new features and VR version announced above.

Thanks!

-Luke and Gary

Beta Build - Unity Update

We've just uploaded a new beta build to the 'latest' branch. This build uses the latest version of Unity, which we'd like to test. We've been stuck on an older version of Unity for a long time now, since for some people, the newer versions caused random crashes.

We're hoping the latest version has fixed this bug, so if you're willing - ESPECIALLY if you experienced these random crashes previously - it'd really help us out to see if people still get these crashes!

Any and all help greatly appreciated :)

Beta Build - Unity Update

We've just uploaded a new beta build to the 'latest' branch. This build uses the latest version of Unity, which we'd like to test. We've been stuck on an older version of Unity for a long time now, since for some people, the newer versions caused random crashes.

We're hoping the latest version has fixed this bug, so if you're willing - ESPECIALLY if you experienced these random crashes previously - it'd really help us out to see if people still get these crashes!

Any and all help greatly appreciated :)

Stats fix now public!

We've just uploaded a new build to the default steam branch, with the fixes for the slow unlocks many players have been getting. Many thanks to those who have tested this on the 'latest' beta branch, and apologies for this taking a while!

We've also identified a potential issue for some Linux users with the latest Intel GPU drivers - players may find the game (along with others) crashes on launch. This seems to be a problem with the Intel drivers and the Steam overlay. We've added a section about this to the FAQs/Troubleshooting thread, so please check it out if you have any problems!

-Luke