The Red Solstice 2: Survivors gameplay teaser released!
https://youtu.be/E4g3hJ2-nrA
Dear people of The Red Solstice,
after months of hard work, shaping The Red Solstice 2 into a game we are all proud of, we are very excited to present you a little slice of what we have acomplished so far. Moments ago we have uploaded our first teaser trailer for the game. It should give you a bit of the feeling we are going for. We hope you like it.
Here are also some screenshots of the systems that are being worked on:
Armory is of course where you customize your marine's equipment and weapons before sending him into action. This time arround you'll have much broader scope of customization options. You'll be able to pick different firing modes for your weapons, choose to pick more passive abilities at the expense of some active skills, pick one very powerful system instead of few weaker ones, or perhaps just leave more room for ammo, explosives and other items. You'll probably die anyway, but at least you can give some monster a bit of indigestion with the right setup.
Strategy layer is a new feature in The Red Solstice 2. It allows you to choose your missions and play in a more campaign like way, capturing and loosing teritory, securing resources, and joining up with your friends in order to crack those hard missions. You are fighting for entire planet now.
We are starting to do regular mini updates on our progress on Facebook, so if you want to be updated regularly, join us at: https://www.facebook.com/TheRedSolstice/
or come chat with us at discord: https://discord.gg/Fd7x7us
Join us and give us your feedback and suggestions so we can shape this game into a masterpiece.
Ironward
Solstice chronicles: MIA available on Nintendo Switch!
Hi everyone!
For the last year or so, we have been (among other nice things) preparing a Nintendo Switch release of our game Solstice Chronicles: MIA. As the game was made with PC gaming in mind, a lot of optimizations, engine tweaks and a complete UI rework had to be done, but finally our effort comes to fruition.
As of today, the game is available from 15:00 CET (14:00 UTC) in the Nintendo eShop in Europe, and 9:00AM PST (5:00 UTC) in North America
We will be having a Reddit AMA today at 21:00 CET / 20:00 GMT / noon Pacific.
Now this important milestone is finally over, our PC users can expect further updates to Solstice Chronicles MIA, where we intend to implement more performance tweaks, bug fixes and gameplay improvements.
If you would like to support us, please like and share our release trailer, and like and share our social media posts at Facebook and Twitter .
As always, big thanx to all our customers and fans for supporting us throughout the years and special thanx to our partners at Circle ent. for the extensive help in making this project possible.
Ironward team
The Red Solstice 2: Survivors!
Dear community,
we have some bad news and some good news.
Let's start with the bad. Solstice Chronicles: Survivors is no more. We killed it, cut it to pieces and fed it to a pit of angry zombies we keep just for such occasions. But there are good news also, bear with us for a bit longer.
When we started working on the Solstice Chronicles: Survivors it was because the community asked for a multiplayer mode in the Solstice Chronicles: MIA and we were unable to provide that with the original game. It was supposed to be a standalone multiplayer game built upon the expanded MIA framework featuring more open gameplay similar to the survival mode.
Guided by our previous experience with the Unreal Engine and some great new talent we were lucky enough to acquire, we started peeling back layers of old code, improving old assets, playing with new gameplay elements, and the more we worked, the more we liked what we saw and more ambitious we got. But the more we worked, more often we got “wow, this is so The Red Solstice” moments.
The turning point happened when we started experimenting with the controlls as we felt the pure twin stick scheme just did not feel right in a big open map. It felt somehow static and tiring and someone half jokingly suggested we try the The Red Solstice like RTS type controls. We actually tried it, and after a few days of intense discussions and multiple further rounds of testing we decided it was actually much better. It was then we finally said, “This is The Red Solstice 2!”.
So it is our great pleasure to officially announce that we are now working on a full fledged sequel called The Red Solstice 2: Survivors. It is a tactics oriented shooter game made for multiplayer squad tactics but fully playable in solo mode. Basically all that The Red Solstice offered, but improved by years of experience our team has gained, combined with the perks of a modern Unreal 4 engine.
Game
The game will feature well known but improved mechanics such as skills, energy management, combat suit management, weapons with different modes of fire, explosives, tactical squad control, randomly generated missions…. But will also include some new elements such as the biomass, a terrain based manifestation of the virus infection that slowly spreads throughout the map impeading the players progress in a number of ways, making the enemies stronger and more aggressive and if not contained making the successful completion of the primary mission all but impossible.
Some of the old enemies will be making a come back, some new ones will be added, but all of them will be much improved from the way they were in either of our previous games. They will now jump over the barricades, climb through the windows, hunt you in packs, use the sense of smell, hearing and sight while patrolling the map…
Strategy Layer
There will also be a strategic metalayer where players will be able to upgrade their equipment, choose their missions and advance their personal campaign, defending the colonies of Mars. It is also planned for other players to be able to join others games in progress (yep, you’ll be able to drop into your friends game as reinforcement and save his backside).
Development and release
Although the core systems are already in, there is much still to be done, so due to the upredictable nature of our work, we are still unable to talk about the release date with any kind of certainty, so it has to remain in the “when it’s done” realm for now. We will keep you informed with more and more information as we get closer to completion and are looking forward to working with you to make The Red Solstice 2 into the best game possible.
For now, enjoy these images, spread the word and as always...Stay frosty!
The Red Solstice patch! Happy Holidays!
Its been a while and we haven't had the time to give The Red Solstice the attention it deserves.
Community asked us to do some small changes so we took some time and tried to fix some cruical bugs and do some tweaks.
Start of marauder mode is in, finally! We'll try to dedicate more time in near future to address some of the more critical changes.
NEW MISSION: Escape Sector
- Allows you to transfer between sectors - 30% chance to trigger whenever secondary mission starts.
- If you do not leave the sector, all sector gates will be closed upon mission failure.
Patch notes:
- Chemical bomb reduced cooldown by 1 second
- Electric discharge radius increased by 6m
- Explosive teleport radius reduced by 25%
- Teleport group radius increased by 3
- Teleport group ranged increased by 3
- Explosive modulator ability increased to from 4-20 to 5-25
- Suppressive fire will max out at lvl 3 giving max of +3 cone to minigun
- Mercs mission should not stuck anything ever anymore
- Civilian mission counts as secondaries
For now you can test the changes in "testers" branch, it will go live in few hours.
Happy Holidays to you all!
SC: MIA patch, coupons and new info!
EVERYONE who owns The Red Solstice got a -60% coupon for SC:MIA, you have 24h left.
Patch for TRS will come in 1 month, we'll address some of serious issues and try to change a few skills, maybe even enable another mission marauder :)
We are proud to announce that the game is receiving a major patch that focuses on polishing up both gameplay and graphics. Check this video for a short demonstration.
Some of the changes for overhaul patch of SC:MIA
Major Changes
Optimized the game
Connected single player and survival save games
Tweaked and improved almost every level and boss fight
Improved visuals in every level of the game
Terminator enabled from the start
Improved in-game UI
Removed all skill supplies - skills now use cooldowns so you can focus on using the skills instead of gathering supplies for them!
Also if you didn't already, add Survivors to your wishlist, you gonna love it, it's TRS in it's essence, core, and gameplay :)
Hello everyone,
we did a small patch to fix some bugfixes regarding mercs mission today.
I would also like to inform you about some interesting game from the devs that helped shape The Red Solstice interface in how it looks today.
Interface went through at least a few dozen iterations, until guys from FlowFire games helped us, it's still not perfect, but it's the best we could do at that time.
If you like twin stick shooter, and if you liked The Red Solstice, I recommend you check out their game, it REALLY is great :)
Missions yield nice rewards for your squad when finished, and will momentarily change your approach to the current session. They will spawn randomly after wave 6.
NEW MISSION - Rescue Civilians
Your squad is tasked with rescuing random number of civilians that will be positioned randomly across map. Once rescued you need to lead the civilian group to EVAC point. Civilians are not tough, and any kind of friendly fire, even bullets, will hurt them badly, so watch your fire! Once the civilians are evacuated based on the number of civilians saved, equipment will be generated for your squad.
NEW MISSION - M.E.R.C.S.
Your squad will receive a distress signal for friendly squad. If you manage to reach them you will have to hold position until they are healed against few waves of tougher enemies. Once they are healed you will be tasked with escorting them to their designated position. While escorting the M.E.R.C.S. squad you will get ambushes and will have to hold position with them at certain areas of map. Once escorted you will receive rewards.
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NEW WEAPON - Light Vindicator
A weapon with high rate of fire but limited range which does energy damage. This weapon can be overcharged with power cell or energize skill for a burst of 2000 plasma damage.
NEW WEAPON - Assault Rifle with Flamethrower
Weapon with reduced clip size but with powerfull flamethrower, it can be used in any situation, both for blocking out narrow passages, or long range with normal gar mode. Napalm stacks so the more flamethrowers is focused at one creature, the stronger they burn.
Patch 1.12 fixes
- each time nanites are resupplied +250s cooldown
- fixed exploit where you could reload secondary mode for free indefinitely
Patch before new DLC! :)
Other then making tons of changes and bufixes, we would like to point you all in direction of our new game just in The Red Solstice style!
As always join our community at discord and participate in games!
https://discord.gg/VaKHMZj
GENERAL - fixed SINGLEPLAYER loadout selection
- reworked ailments, now only 1 type of ailment can be given per hit
- fixed ailments that were never given in some cases by some creatures
- trash mobs like swarmer and desecrator will not give ailment at all, parasite has 100% chance to give ailment
- toxic barrels will no longer damage followers
- fixed bug that caused monsters to glitch in certain situations with taunt making them easy to kill
- final evac will spawn hellspawns on the way to dropship in military
- ACE will now deal 100% damage on outer edges instead of 30%, does 50% damage to friendlies
- monsters that are killed by fire will become black(burned)
- fixed targeting systems tooltip(rounded to int)
Assault - fixed tooltip for vanguard
- vanguard cooldown set to 50sec when shield is destroyed
- vanguard gives +25% attack speed to user for any vanguard inside 10meter radius
- vanguard taunts all creatures every second every 1 second while active
Marksman - fixed marauder infinite range bug
- TacNet bullet will slow monsters for 8-40% for 1sec on hit
Medic - increased nano heal so it heals up to 300 hp
- increased healing gun so it heals max up to 140hp
ITEMS - specialized ammo sttack increased to 4
- antivenom stack increased to 5, antivenom now gives 90sec immunity to poison ailments
- Flare Gun will drop instead of Road Flares from lockers now
- nanites have maximum stack of 2, they heal all ailments and marine fully
ENEMIES - insurgent marksman range reduced from 140 to 115
- hunter seeker damage reduced by 40 per difficulty and and slow effect by around 10%
- added new creature "Black Holer", you can recognize him by very fast green smoke, he does AOE ailments on hit
- black holer has 20% chance to appear after wave 2 on any difficulty under veteran squad ranking
Stay Frosty!
Hello Marines!
With the spiritual successor of The Red Solstice coming out soon 2018!
We are resurrecting one of the first TRS mission as a tutorial in v1.191 update. Stay Frosty is a short introduction to basic controls and game mechanics, letting you jump into multiplayer right away while under constant action - recommended for both new players and veterans alike.
Patch will hit latest tomorrow with new balances.
Join the TRS community on our discord server at https://discord.gg/VaKHMZj (edited)
The Red Solstice 1.5 - SURVIVORS
Hello,
we're annoucing a new game Solstice Chronicles:SURVIVORS