Store data
- UK price
- £10.87
- US price
- Awaiting regional check
- Positive reviews
- 91%
- Total reviews
- 161
- Release date
- 18 October 2026
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Take part in the fight for humanity's freedom in AI Olympius!
Join the resistance and conquer the top of Olympus of artificial intelligence that has equated itself with a god in a story-driven third-person shooter with RPG elements.
The game's missions take place across different parts of the planet, so each sector differs from the previous one.
The game offers 30 campaign missions and about 35 hours of gameplay.
Collect resources, develop your character, improve your skills, and unlock new abilities to fight artificial intelligence. The game offers over 60 weapon and costume modifications
The game supports two-player co-op in split-screen mode on the same computer or a simple network connection.
Capture enemy robots, or make allied machines right on the battlefield.
Create, defend, and improve your base to extract resources in the additional game mode intertwined with the main storyline.
| # | ||
|---|---|---|
| 01 | Achieve 10 | 34.6% |
| 02 | Achieve 1 | 27.5% |
| 03 | Achieve 0 | 27.0% |
| 04 | Achieve 4 | 24.9% |
| 05 | Achieve 8 | 22.4% |
| 06 | Achieve 3 | 21.2% |
| 07 | Achieve 5 | 19.0% |
| 08 | Achieve 13 | 9.4% |
| 09 | Achieve 12 | 8.6% |
| 10 | Achieve 11 | 7.0% |
| 11 | Achieve 22 | 6.4% |
| 12 | Achieve 14 | 4.5% |
| 13 | Achieve 6 | 4.3% |
| 14 | Achieve 15 | 4.1% |
| 15 | Achieve 20 | 3.9% |
| 16 | Achieve 7 | 3.8% |
| 17 | Achieve 2 | 3.7% |
| 18 | Achieve 9 | 3.0% |
| 19 | Achieve 17 | 2.2% |
| 20 | Achieve 18 | 1.9% |
| 21 | Achieve 19 | 1.9% |
| 22 | Achieve 21 | 1.3% |
| 23 | Achieve 16 | 0.8% |
Fixed a bug where grenade or bow attacks would not trigger while jumping. The settings interface has been updated (categories added). Minor fixes to interface text in various languages. Minor changes based on player feedback.
Read full update on Steam ↗So, after 6.5 years of development and more than 170 updates during the Early Access years, active development of the game has come to an end. I’m excited to present the version of the game that will be released this month. Thank you to all the players who took a chance on the game during Early Access. Polishing the game would have been impossible without your feedback. This was also a personal "ascent to Olympus" for me, as the game contains far more than one would expect from an indie project. The final result exceeded my wildest imagination of what it should be like. Dozens of minor fixes across various levels. The graphics for the first two levels of Elysium have been slightly modified/enhanced. The graphics for the castle stones in the Medieval Siege level have been improved. Improved work with equipment items that expand the inventory. Fixed a bug where weapons remained in the c...
Read full update on Steam ↗Data blocks can now be stored in a chest. Pistol and rifle can now also be stored in a chest. If a pistol or rifle is completely lost, it can be restored at the corresponding upgrade table. Minor interface changes. Minor system fixes.
Read full update on Steam ↗The maximum inventory capacity has been increased (+4 slots), and the expansion parameters for backpacks have been revised. Fixed a bug where some items would not be dropped from the inventory. Minor system optimization.
Read full update on Steam ↗Built using a newer version of Unity (so the update is slightly larger than usual) Fixed a bug where time slowdown from the first player did not work in local co-op. Fixed a bug where target lock sometimes did not work for Scouts. Capturing enemy systems is no longer listed among the secondary objectives (now it’s only included if it’s part of the main objective). It wasn’t even an objective—it was simply an indication of the number of factories/terminals at each location. Players thought it was required. The character now gets wet in the rain / in water / in the shower and gradually dries off. A minor change to the arena before the battle between the Hex and the Cores. Fixed a bug in the Heart of Elysium level in multiplayer. (A client who completed the level could appear in the main hall immediately.) A rainbow has been added to the weather conditions. (Conditions for its appearance...
Read full update on Steam ↗The Island mission requires 36 fewer capsules. (Now 76; previously 112) Updated Spanish localization. Thanks to user Dante (Dragonvers) Technical changes to the Construction Terminal and building system, should be more convenient in some cases.
Read full update on Steam ↗Added the ability to build from a flying drone! The "Camera Terminal" is now called the "Construction Terminal" and allows you to build from a freely flying camera. Welding behavior has been changed. It now always aligns with the crosshairs, without any strange misalignments. Fixed a bug that caused controls to lock up in photo mode during co-op gameplay. Default key bindings have been changed (this will only be noticeable to new players)
Read full update on Steam ↗This update focuses on improving the gameplay experience with a gamepad and expanding the control settings. For gamepads, the D-Pad buttons now function differently (they previously cycled through quick-access slots): D-Pad Up now opens the radial menu, D-Pad Down changes the camera side, and D-Pad Left/Right select the Olympic rifle modes. A radial quick-slot selection panel (1 2 3 4 5 6) has been added; it will also hide weapons. (The X key by default.) This is now the primary method for accessing quick slots on gamepads. Weapons are no longer hidden when selected again (players would often frantically press 123… to select a weapon, but this would hide it instead) The default key bindings have been changed (this will only be noticeable to new players) Improved AUTO-AIM behavior for the Olympic rifle. Controls settings: interaction button and the UI interaction button can now be conf...
Read full update on Steam ↗Added 15 tablets with notes (mostly in the first half of the game), which add a bit of depth to the lore. Quantum Shift now restores 3 blocks per jump (up from 2). Fixed an issue where switching between backpacks of different sizes could hide certain items in additional inventory slots.
Read full update on Steam ↗“Lost bastion” level: improved perimeter design, additional enemies, and a new small area to explore. “Medieval siege” level now includes a settlement near the castle. “Ancient crater” level: Fixed a bug where the side shield near the second anti-aircraft gun wasn’t working. “Ancient crater” level has been significantly changed and expanded (more freedom of movement, new area to explore) Multiplayer: Fixed a bug where character appearances were not syncing properly. Multiplayer: The client will now also see the initial list of quests on the Island. Multiplayer: Fixed minor character jittering in multiplayer. Multiplayer: Damage dealt/received statistics after completing a level on the mission map screen now sync properly. Wooden loot crates now break more easily. Captured enemies now ignore watchtowers. Watchtowers are also not subject to automatic target locking. After completing the...
Read full update on Steam ↗Minor difficulty adjustments. Minor changes at the first level. Additional changes to the controls settings interface. The Ubermatter Capsule and the Empty Capsule can now be stored in a chest (max 1 per chest)
Read full update on Steam ↗This update mainly focuses on internal system improvements and interface enhancements. The central part of the interface (health bar and special actions) has been redesigned. In some places, the text display format has been adjusted so that small numbers and icons are displayed more clearly. The quest modules interface and task list now disappear over time and refresh whenever you make a change or open the inventory, map, or main menu. Control prompts disappear over time (except in the starting headquarters). Minor fixes to enemy behavior. Additional system optimization of storyline scripts. The island is now available after completing three levels. Build mode is no longer interrupted by dialogues with characters in the new headquarters. Translations of upgrade descriptions have been reviewed in all languages; missing color tags have been fixed. The control settings interface has been...
Read full update on Steam ↗In the “Old City” level (bridge explosion), the player can now jump into the water. Added the possibility to quickly switch between special abilities while the inventory is open. The default key for Special Ability 2 is now Alt instead of Ctrl (this will only affect new players) System changes to enemy behavior. (Enemies can now roughly determine the player’s location based on the sound of a gunshot—even when the player is invisible; the invisibility algorithm has been improved; target tracking has been improved when the character is in a vehicle—previously, no one could see an invisible pilot in a moving vehicle =D) The transition when a character emerges from water onto a sloped surface has been smoothed out. Minor changes to the dialogue UI (the trader only says their line once; added the ability to exit from dialogue selection with Esc; faster skipping of speech) Additional packag...
Read full update on Steam ↗Once again fixed an issue where the character would slide down significantly after stopping on stairs. Fixed a bug where activated slow motion would remain active if the player switched to another special action. If a character sits by a fire and the fire is moved away, the character will stand up automatically without blocking the controls. Minor fixes to navigation and keyboard/gamepad UI functionality. Hair physics have been adjusted so that hair does not get stuck in the neck during certain movements.
Read full update on Steam ↗Added some kind of step-by-step objectives and UI highlights on the Island to guide players in establishing a starter base. Added text signs hinting at the island’s availability from headquarters. Added special hit markers when shields are hit with inappropriate weapons. Fixed the behavior of the quantum shift over the network. Fixed physics behavior at high FPS.
Read full update on Steam ↗This update focuses on balance changes. Player survivability in combat has been slightly increased, and the simplest enemies (screamers and satyrs) have been slightly weakened. Changes to special abilities also make the game even more dynamic. The special ability “Static sectoral shield” has been replaced with “Quantum Shift.” The shield wasn’t very useful, since its main function was to protect against plasma. And the main plasma enemy (the worm) is usually too mobile and could fly right around this shield. Also, once the bubble shield turns white at a high level and also protects against plasma, the current shield becomes more useless. The new “Quantum Shift” ability allows for quick short-distance jumps. Enemy scout factories now have a delay before spawning a scout. Captured factories produce scouts without delay. The plasma armor value of enemy lite shield plates has been reduced...
Read full update on Steam ↗Archery has been improved. Arrow speed has been increased (5x). The aim does not turn off after each shot. Shooting sounds have been improved, and a “satisfaction” sound has been added when a shot hits the enemy. The highlight for arrows indicating they can be picked up has been changed. It is now a subtle blue glow instead of a green marker (which slightly ruined the aesthetics). Small video clips have been added to the Olympic rifle upgrades window. The appearance of the smelter has been changed.
Read full update on Steam ↗More than a hundred changes to the English localization/voice, especially in the last sectors of the game. Changed Sofia's phrases in the "Great Gate" level. After the introduction of wing flight, the old phrases were no longer quite relevant. Reduced the crafting cost of RGB set elements. Changed the design of the Icarus chest.
Read full update on Steam ↗Trading Cards have been added! The character can now swim in water. The “South Station” level has been modified/expanded; the shoreline barriers have been removed, so you can now jump into the water. The Quantum Leap now stores 10 items per inventory slot. New building elements: special decorative tiles. More icons to choose from for the info screen with icons. Minor changes to the final level. Additional graphics optimization. Built on a newer version of Unity (which is why the update size is slightly larger than usual)
Read full update on Steam ↗Olympia: All of Icarus’s equipment items are now marked on the map. New building components: copper smelter, info-screens with icons, info-screens with enemies, and something like road arrow signs. The info screen can now also display the time until the next enemy wave arrives. New resource: copper ingots (prices for building components that temporarily used copper ore have also been adjusted) The slot capacity limit for all building materials and raw materials has been raised to 100. (Only silicon wafers remain capped at 200.) Glass was incorrectly set to 200; it is now also 100.
Read full update on Steam ↗Additional indicators in Olympia; minor changes to the location. Minor fixes to UI and graphics. Fixed stuttering in the Colossus animations.
Read full update on Steam ↗Olympia: an infinity icon has been added above respawning turrets. Turrets whose respawn depends on the nearest major enemy now have an additional beam indicating which specific enemy they are linked to. Olympia: peak patch has been adjusted; rocks were replaced with flatter ones for smoother traversal with less camera jitter caused by noisy surface. Worms' player detection radius has been reduced by half. The quest module for sniper shooting has been expanded. After 20 consecutive shots, the effect is no longer reset on a miss. The duration of wings from Power Platforms has been increased from 15 to 18 seconds. Matter mining crystals now heat up significantly faster (over-consumption of ammo required to heat them up, especially if player hasn't upgraded plasma heating). Minor UI fixes
Read full update on Steam ↗Olympia: A number of changes have been made to simplify the run and reduce its duration: the number of enemies has been reduced, the number of respawning turrets has been reduced, and the Morning Star has been modified—its quantity in the location has been halved. Added another chest and leg armor piece from the Icarus set for a better co-op experience; added a Zeus voice line about it. Added portal connections between the peak and all of Olympus after a certain stage of the playthrough for quick navigation. Added Sophia’s comments regarding the path up the peak through the aqueducts and the regenerating turrets near the first key. Changed Sophia’s instructions regarding the construction phase (made them shorter and more to the point); added a quest to build the Spark generator. Hexa now rotates a little slower. The new, lighter version of Hexa now replaces the original Hexa in most c...
Read full update on Steam ↗The mysterious structures on the Island are now active! This update also makes the final level easier to complete and adds new building elements. I hope you’ll enjoy the automation features. There isn’t much resource management in the game, so I wanted to avoid making the automation mechanics too complicated. Thank you for playing AI Olympius and helping to make it better with your feedback and suggestions! With every update, the game gets closer to leaving Early Access, though there’s still a lot of work to be done. Island: A new storyline element has been added, related to the recently introduced mysterious structures. (The tasks involve gathering a fairly large amount of resources and production, but if you already have a well-developed Island, this definitely won't be a problem.) Island: The rocket launcher now has a smaller ammunition capacity (24→15) but no longer fires a three-...
Read full update on Steam ↗Most of the changes are focused on the final stages of the game, with the aim of improving the gameplay experience and reducing frustration. Crossroad level: movement during the final phase has been significantly simplified. Eye of the Storm: Minor changes have been made to make it smoother to play through. Desert Hunt: number of attacking strikers has been reduced, and the number of scout factories has been reduced by 1. Heart of Elysium: the stairs leading to the Great Portal no longer require the insertion of unstable Olympic shards to avoid having to exit the level to obtain particles elsewhere. More Olympic shards have been added to the Great Gate, Central Meadow, Eye of the Storm, Crossroad, and Desert Hunt levels. The number of enemy turrets on the Serpents has been reduced by 4. (Now, some sectors are free of enemies to balance combat and movement along the Serpent.) An icon s...
Read full update on Steam ↗Fixed a critical bug related to scrap mining. When mining, the resource was counted in minimal amount, and sometimes was replaced by concrete instead. At the “Desert Hunt” level, captured factories near activated obelisks will not lose their charged Olympic particle to ensure the player remains constantly protected from enemies. The hoverbike’s acceleration speed has been increased; hoverbikes now do not take damage from collisions with the environment. The “Hunter” hoverbike’s missile launcher ammo capacity has been increased from 10 to 24. Missile damage has been increased from 40 to 50. Reloading and repairs on the platform have been sped up. The cost of building servers has been reduced. Data blocks: 200→128; Various spare parts: 12→8. This means even less grinding for the “Heart of Elysium” level. The portable charging station replenishes plasma twice as fast to better match the...
Read full update on Steam ↗The landscape on the Island has been slightly modified; some forests have been expanded; the graphics for all forests have been improved; and changes have been made to weather effects (no branches or leaves when it's windy; fog has been modified) Additional foliage optimization; a bug causing bushes to sometimes fly has been fixed. Certain objects related to the upcoming story have been added to the island. They will remain inactive for now while work is still in progress. Olympia: In one of the most problematic sections of the renewable turrets (with triggers on the statues’ shields), the turret type has been changed to machine guns. Olympia: Fixed a technical glitch related to split-screen co-op. Olympia: Fixed an issue where players could lock their progress using the multitool. Olympia: Added more sprouts that can be picked up in the garden ring. Fixed an issue where the character...
Read full update on Steam ↗Added new building elements. Fixed the male character's neck bending issue. Minor improvements to sound and graphics. Minor system fixes.
Read full update on Steam ↗Added a new constructible item: Glass Smelting Station The Matter Converter can now convert universal matter into quartz (at a 5:3 ratio) Introduced a new resource: glass. Prices for all windows have been updated. Improved graphics for horses and chariots. Added a new relic in Olympia. The radio emitter now transmits slightly less data per block but can store up to 6 blocks of data. The radio emitter also now has an additional light indicator showing when data blocks are ready, which is visible from a distance. Additional minor graphical improvements.
Read full update on Steam ↗The grid size during construction can now be even smaller. (Toggle between 3 sizes) Angle steps are now 10 / 5 / 2.5 degrees, instead of 11.25 / 5.625, which finally allows for precise building in the data center and unlocks access to the triangular platform. However, many players have already built structures at angles with fractional values. For such cases, I’m keeping the F2 key, which will toggle the angle increment between the old and new values. Many new building elements have been added. (equilateral triangle, wardrobe, training target, wooden floor panels, carpets, decorative panels made of various materials) A new building category has been introduced: furniture. All elements of this type have been moved there. Placing ground-leveling elements no longer lowers the ground level in mines. Fixed an issue where progress would be locked if a player obtained the Olympic Rifle in co...
Read full update on Steam ↗Compiled using a newer version of Unity. New building element: fireplace. (For now, you can get bonfire resource at the “Abandoned Cliff” level, right next to the portal, and go right back out.) Map controls have been improved. Fixed an issue in multiplayer where an ally's Olympic rifle would sometimes fire continuously. Fixed the “snap” behavior during construction in certain cases. There should now be fewer instances where snapping fails and blocks construction. Combat hoverbikes can now be recharged on any platform. Fixed a graphical glitch where snow or rain would sometimes appear in the caves on the island. Split Screen: Weather effects in indoor areas now work separately for both players. Previously, the second player could see weather effects indoors until the first player entered the area. The Matter Converter can now also produce silicon. The construction costs for small sola...
Read full update on Steam ↗The hack time upgrade has been removed. Its effect on additional nanoblocks has been moved to the “Tower Hacking” upgrade. Added a grenade upgrade. (in the suit upgrades) Grenades have been reworked. They are now magnetic (they are attracted to enemies), and if upgraded, they can disable enemies’ engines for a certain amount of time. They might even be too powerful right now, but we’ll see how it works in practice. “Nuclear Desert” level: Simplified control of the miner’s rotation (now without an additional compass); added a button for a brief boost of the miner’s speed. “Nuclear Desert” level: You can now attach 2 hoverbikes to the back of the miner and travel with them. Reduced the interval between fireworks launches from 1.2 seconds to 0.9 seconds. Island: Abandoned settlements have been expanded. Eye of the Storm: Slightly modified level beginning (added a hook to simplify movemen...
Read full update on Steam ↗Added equipment for processing silicon. Introduced a new resource—Silicon Wafers. For now, they are used to build large solar panels; small ones will temporarily remain at the old price (there are technical reasons for this) Added the ability to build and launch fireworks. Added the ability to build a Power Platform (activates Harpy mode for a short time) Added rings and round windows. Building elements have been slightly reorganized into categories again; it may feel a bit unusual. The exit portal marker has been changed and is now also displayed on the map.
Read full update on Steam ↗A new vehicle variant has been added for construction: the Scorpion. It does not have a cargo compartment, but it does have a machine gun. Vehicles in missions have been replaced with the combat variant. This makes them more useful. The construction cost for both vehicles has been changed. Fixed a bug where Satyrs did not react to the character while he was in a vehicle. Improved enemy lock-on (longer range, wider angle, works better from vehicles) The large map is now oriented north to match the compass. Minor physics fixes and graphical improvements.
Read full update on Steam ↗The ending of the “Abandoned Bastion” level has been slightly modified Adjustments to the female character's anatomy; the shape of her spine has been slightly altered (it looked odd in some animations) Fixed the animation of the character sitting by the fire. Fixed a bug where a narrow ramp would change to a wide one after loading Minor fixes and graphical improvements.
Read full update on Steam ↗The mines on the island are now marked on the map, and they finally have resources to mine. But since there is no processing equipment yet—the resource isn’t currently used in construction—you can just store it in chests for now… I hope the first processing equipment will be available next week so that the mined resources can become a part of construction. For now, good luck hunting for your new giant relic! Added new building elements: angled walls and windows (10 shapes in total) Added a narrow ramp variant. Many building elements have been reorganized into categories that better reflect their logic. The new layout may feel a bit unusual. A giant relic consisting of many parts has been added to the Island. A corresponding pedestal has been added to the building elements in the “Decor” category. Fixed an issue with the positioning of arrows and grenades in the hands and the missing w...
Read full update on Steam ↗Fixed a bug in the “Bastion” level where enemy screamers did not appear at the end of the level.
Read full update on Steam ↗Balance changes in the Great Siege level. additional physics optimization in the Crossroad level. Improved graphics for cliff rocks. Fixed a bug where cores that produced Screamers would continue to produce them even after being destroyed. Additional general optimization of physics and rendering. Minor fix for Elisium keys puzzle.
Read full update on Steam ↗I paid a lot of attention to active abilities, adding several automatic triggers to them, even if they aren't currently selected. (This means you can use Injection, and Invisibility and Shield will also trigger if they are at level 5.) The Dynamic Shield is now limited to 7.5 seconds (was 10 seconds), but at higher levels it can even block plasma and rays. Some active abilities now have an automatic passive trigger: if the player’s health drops below a certain threshold, a shield, self-healing, or invisibility may activate. This effect triggers once every 20 seconds. Descriptions for all abilities have been updated. Energy transfer now also triggers automatically when charging plasma. Hacking will trigger automatically during a hack, starting from level 3. The character's outfit now gets dirty during combat and gradually cleans itself when the character moves through water or is caugh...
Read full update on Steam ↗Central Meadow: The scout factory in the temple can now be captured. This will help both in clearing the temple of spiders and during the boss fight. Potentially fixed a bug where satyrs would sometimes get stuck in mid-air. The auto-repair speed of turrets (both enemy and captured) has been increased from 5 to 7 seconds. The size of weapons in characters' hands has been adjusted. Access to the cliffs from the aqueduct on Olympus has been simplified.
Read full update on Steam ↗The new character graphics are finally here. {STEAM_CLAN_IMAGE}/44180189/a871f96bff66218eda4c87c09ad1a0c51c01f5be.jpg I spent much more time on this than I had planned. This also delayed the fixes for two critical bugs, so I’m glad I finally managed to release everything. I’m also continuing to work on game balance. This process will continue next week. The new characters still have minor graphical glitches in their animations. Also, since this is a fairly significant system change, new unexpected bugs may appear. I’ll respond quickly to anything like that. Fixed a respawn issue in co-op mode. Updated character graphics; many small animations have been reworked. Some characters in headquarters no longer wear masks (mostly indoors). Added facial speech animations (lip movement, slight emotional effects on eyebrows). The Olympic rifle’s homing missile now fires straight ahead if no targ...
Read full update on Steam ↗Adjusted the armor parameters of worms and reduced their HP. Enemies lose track of the player's coordinates much faster when he is behind an obstacle. The Olympic Shotgun with auto-aim now works better when there is no target. The Olympic Shotgun now consumes -5 bullets at maximum level. Increased the duration of full immunity after respawning via a quantum jump (3->5 sec) The third mine on the island has been completed. Crafting parts at the crafting table is now slightly cheaper.
Read full update on Steam ↗Olympic rifle bullets now have a slightly more interesting flight animation (this is purely cosmetic and does not affect accuracy). The “Bullet Homing Ability” upgrade has been reworked. Until recently, the problem was that after the latest increases in bullet speed, the homing ability no longer allowed for smooth arcing shots over cover. Therefore, now that this improvement is active, bullets launch more slowly and rapidly accelerate (relative to speed upgrade parameters). This has made it easier to maneuver bullets at close range, even allowing you to shoot behind yourself at the maximum upgrade level of this skill. The Olympic rifle shotgun will now consume several bullets per shot. (-6 at maximum level) The animation of the extractor in action has been shortened by 5 seconds. Character customization: “toggle mask” has been added. The player's HP will be slightly lower without it....
Read full update on Steam ↗System changes to the game's save function to reduce the chance of progress being lost when a sudden power outage or unexpected computer shutdown occurs. Two most important items of the Icarus set are now marked on the map so that players don't miss them on Olympia. Balance: Worms have become a little stronger. Balance: All Spiders received armor plates and increased plasma defence. Now their ranks differ primarily by their weaponry. It turns out that the spiders’ aim wasn’t increased along with other enemies. This has also been fixed. Minor adjustments to the volume of sound effects. Minor graphical fixes. Minor text fixes. Fixed a bug where gas from destroyed gas screamers did not deal damage to the player. Fixed a bug with terrain rendering on the “Warfield” level.
Read full update on Steam ↗Two new items from the RGB set have been added to the crafting table. Collecting medical capsules from the extractor and planting seedlings are now done by holding down “E” instead of repeatedly pressing it. Fixed the area of the additional backlight in photo mode; also increased the range of backlight depth settings. Minor fixes.
Read full update on Steam ↗Hoverbikes now have built-in headlights. Collecting produced capsules and biofuel now works by holding down the “pick up” button. No longer need to press “pick up” for each capsule individually. Destroyed strikers now remain for 7 minutes instead of 3–4, and can now be dismantled for additional resources. A “Take All” button has been added to chests; the default key is “R”. A “Deposit Similar” button has been added to chests; the default key is “C”. Minor fixes and optimizations in the Abandoned Rock area for a more comfortable gameplay experience. Minor changes have been made to the German localization. (Thanks to Mediziner)
Read full update on Steam ↗It took six months of development to complete the final mission. I hope you enjoy it. Development isn’t over yet. Next up: character graphics improvements, focused work on the island, polishing and optimization, and another location for construction. Added the last two story levels. Seven new equipment items added to the new level. An additional full Olympic set can be found on the new level. (This will be the only two-player equipment set in the game.) A new enemy and enhanced variations of familiar enemies have been introduced on the new level. 9 new achievements have been added. Island: The first ancient mines have been added (currently without mining elements, just exploration and additional loot). The Tactical Backpack now provides +4 inventory slots instead of 3. (A slight advantage over the loot-collecting drone.) Reduced the crafting cost of parts and panels at the crafting ta...
Read full update on Steam ↗Leia's generated intro dialogue (it seems this dialogue has changed about 5 times over the years) has been re-voiced by the actress. Co-op: enemies now receive +50% HP if the player is not playing alone. This slightly increases the difficulty of cooperative play, but this increase only applies to the enemy's core, not all of its armor components. So it's not that much. Construction: resources will now be extracted and processed even while the player is on a mission and not present on the island (or at headquarters). Construction: Added a crafting table. Allows you to create a drone that automatically picks up loot from enemies. Construction: Growing plants is now more detailed. Added seedlings and biofuel farms. The cost of building many elements has been changed. Construction: Added a biofuel generator as the fourth type of energy source. Construction: Added options for rounded stone...
Read full update on Steam ↗Alex's opening dialogue has been changed. Support agent phrases in early missions have been updated. In the new HQ, Leo now has a phrase about returning to the old HQ. Improved vehicle handling (less realism, more controllability.) Island: Energy capsule production has been slowed down. Minor UI fixes for 3D mode. Stryker's bullet and plasma armor increased. He can still be knocked down with a single missile, but other methods will require a bit more effort. Raindrops on the screen are now blurry (like they're out of focus).
Read full update on Steam ↗Beware of stingrays. The only way to counter them now is with explosions. I haven't had time to explain this properly in the game yet, but it's much more fun this way. Two new pieces of equipment from the RGB set. You can buy them at headquarters if you have an RGB rifle with you (but only in new HQ). Stingrays can now only be destroyed with explosive weapons. As before, you can reduce their HP by shooting their weak spots on the core. Switched to GPU Occlusion Culling. This is a significant step in optimization; the load on scenes will decrease without loss of quality, and performance should increase. This transition has also reduced the size of the game again. This system will also work on the Island (previously, if you built and entered a closed room, the rendering would also show what was behind the walls, but this has now been resolved). Island: You can now walk through the bushe...
Read full update on Steam ↗New sound for multi-tool mining. Some graphic elements have been improved. Island: Added “points of interest” on the island. Island: Added a new piece of equipment from the engineer's set. Intro dialogue changed again. Minor graphics changes in the initial headquarters. Snow may now sometimes fall on the island. Added toggle “Subtle camera sway” in settings.
Read full update on Steam ↗The new large map still needs some work, but even so, it's better than nothing. Significant changes to the UI: fewer large elements, all control hints are now in the same style. Transport now has control hints. Vehicle controls have been expanded with alternative keys. (more relevant for gamepads) Minor changes in French texts (thanks to the unknown editor) Multi-tool management: simplified tool switching (no need to go to the construction menu every time) The construction menu is now organized into tabs. Instead of the Log (F1), a map now opens. The log has been moved to an additional tab on the map. The default key has now been changed from F1 to M (for new players) Fixed an issue where the message log was displayed in the wrong chronological order. Fixed a bug where the equipment slot interface was working where it shouldn't. New… stuff at the Nuclear Desert level.
Read full update on Steam ↗Fixed a bug that prevented the construction of screens on the island. No more fall damage when wings are activated. White shields now have a destruction effect. Jellyfish become neutral after shooting down rocket launchers and are ignored by turrets or other captured enemies. The foundation structure will not deform the landscape so much. So that it will not obstruct the passage of vehicles. Additional optimization on several levels, minor fixes.
Read full update on Steam ↗Many minor visual fixes. Changes to enemy balance in the Pandora's Temple and Crossroad levels. Fixed the direction of the hint arrows on the upper rings in the Crossroad level. Reduced the volume of the gramophone relic music.
Read full update on Steam ↗A very minor update, with the only significant improvement being to the flight system. Improved flight system: after jumping, which stops gliding on the wings, you can now re-enable gliding and do it again and again. Fixed a problem with hair material. (In the shadows, all hair colors looked black) Reduced the number of random connections of a second player from the keyboard when playing with a gamepad. (Now ignores alt+Tab, F12, and others.) Improved visual effects for shield hits. Fixed animation for aiming with a bow. (didn't notice what broke it or when)
Read full update on Steam ↗Built on a newer version of Unity. (theoretically faster/more stable) Added a new relic at the “abandoned cliff” level. (in the house behind the forest, near the portal) Island: the mine now extracts universal matter instead of three types of resources at once. Island: the mine can now be turned off (switch on the side panel). Turned-off mines can be seen from afar by the color of the lamps. Island: a new element for processing universal matter. Fixed a bug where Satyrs sometimes got stuck in flight animations. Fixed a bug where some amphorae were not counted for achievements. Improved camera behavior, now it follows the player more smoothly in height, reducing sudden camera movements when moving on curved terrain. Added camera shake when sprinting and camera shake when landing from a height. Improved vehicle sound. Prices have been slightly adjusted. Fixed some aiming issues.
Read full update on Steam ↗Happy New Year! This is the last update for this year. In January, I will return to developing the final chapter of the game. One secret item has been added. Maybe someone will find it on the RLS level, although it's not really there, maybe it's too dark? New items in the inventory will now have a special mark. Side effect - everything you have after launch will receive this mark. The inventory will now automatically replenish the slot with medical capsules (or anything else) if they run out in the slot, but there are still supplies in the inventory. Fixed minor issues with inventory. Further optimized shooting, bullet hit effects - updated. Improved AUTO-AIM for gamepad. Fixed an issue where the character would stick to the wall while jumping. Restored the animation of a painful landing when falling from a great height. Added a micro sound of equipment rustling when moving. Added sou...
Read full update on Steam ↗The development of the game's finale has been slightly delayed due to optimization, which has already taken more than a month. This has also led to some significant system changes. A new rifle has been added, which can be obtained in the “Nuclear Desert” level through a secondary quest. Significant optimization of shooting has been implemented. Memory consumption has been reduced when there are large numbers of enemies. Two new equipment items to improve the new rifle have been added to the “Great Gate” and “Pandora's Temple” levels. The shuttle on the island is no longer equipped with rocket launchers, but instead has cannons, although they attack in a narrower range. Added the ability to group/sort items in chests in the same way as in the inventory. The sound effects are much better balanced. (I now have better headphones, so that I can hear the game in a wider range. I was shocked...
Read full update on Steam ↗Additional support for the game in 8 languages (German, French, Polish, Spanish, Japanese, Korean, Simplified Chinese, and Traditional Chinese) Texts are mostly machine-translated with support for further corrections from the community. Language support will only be marked on Steam after the texts have been corrected. New armor items from the plasma recharge set have been added to the following levels: Forgotten Bastion, Construction Site, Aircraft factory. New relic added to the Pandora's Temple level. Weather effects (rain, snow, wind) have been reworked using a more optimized system (lower CPU usage), which also made everything look much better (using more GPU) Significant additional optimization of the game (lower CPU usage). Fixed a control issue where the player would fly and fall when moving quickly on stairs. Hair materials have been adjusted, and lighting options have become...
Read full update on Steam ↗Significant optimization has been performed to reduce CPU load, which should reduce the number of fps drops. Increased the duration of the harpy mode from “Place of Power” (15->20 seconds) Cloudy weather will now have a better effect on the overall lighting model. (This is clearly visible in locations with dynamic weather, such as Іsland or Elysium.) Fixed an issue with the animation of pulling an energy capsule from the hoverbike. Fixed a bug where some bushes would fly above ground. Added support for AMD FSR 2... I have nothing to test it on, so if you have the opportunity, please let me know if it works properly. Fixed a bug where stamina was not restored while the player was on a hoverbike. Purchasing items and crafting now adds new items to the inventory first, rather than to the equipment slots. A “power place” for activating wings has been added to giant Serpents. At the “Cellu...
Read full update on Steam ↗The Central Meadow level was quite difficult to explore, so to improve the gaming experience, I moved the long flight feature planned for Olympus, and now it is available as soon as Harpy Mode appears. Building server blocks before the “spatial rift” level also took too much time and negatively affected the progress of the main storyline, so I made changes to reduce this time. Added a new feature to “harpy mode” - flight. Repeatedly pressing the jump button in flight activates additional actions. Added a new game element - “place of power”, which activates “harpy mode” for a short time. Designed to activate wings to simplify navigation - without spending decoded Olympic shards. Added a new ability to move using a grappling hook. Now you can use the hook to climb onto a desert miner instead of a ladder. Hooking spots have also been added to other levels where appropriate, mostly replac...
Read full update on Steam ↗Cathedral level: the interior of the cathedral is expanded with a small library and benches. A new relic has been added at the “Cellular grid” level. (on the roof of the house where the “Roof” achievement) A new type of loot has been added - books. I placed them on levels where it is appropriate. Books may now sometimes be found in breakable crates. Island: added a new element - bookshelves. Island: added scrap destruction effects when mining resources. Network co-op: disassembled paths from randomly flying elements will now be identical for both players (previously, each player saw the disassembled path in a different way). Fixed a bug where enemies could sometimes see the player through destructible obstacles. Spiders now have a slight head shake when walking. Photomode: added a button to lock the UI. Useful when controlling with a gamepad. An FPS limit option has been added to the...
Read full update on Steam ↗New story mission. New equipment is available on a new mission. Added wooden crates to the game levels that can be broken for additional loot. Balance: Screamers and Light Scouts speed slightly increased. Balance: Gas Screamers now have Olympic Alloy shields. Gas Screamers added to some levels. English text and voiceover improved in the UI and in four missions. (thanks to Dyztanz) Hotfix: Automatic flashlight activation has been added to the arena. A system of additional backup saves has been introduced. (It will keep the last 3 saves with a range of half an hour, and 2 more from the last few days).
Read full update on Steam ↗Terminal hacking changed. Island: Building a foundation levels the landscape underneath. A new relic was added to the Central Meadow level in the northwestern part. Fixed graphics issues on the male character, slightly changed anatomy (waist, legs) Island: Mixer, Shredder, and Smelter now process resources 20% faster. Sniper rifle mode opens additional zoom immediately after the first upgrade. Gamepad no longer switches quick slots while inventory or any other window is open. If the gamepad is the main input, any keyboard button no longer causes the new player connection highlight. Headquarters: Improved graphics of the residential sector, residential blocks are wider. Headquarters: The Engineer in the military department is no longer at the desk. It was a vestige of the old feature; now it just distracted with pointless dialogue. Fix1: Fixed a bug in the HQ multiplayer game. Fixed th...
Read full update on Steam ↗Added a new relic on the level with the warp rift, in the office. Added a little shine to the relics. Built on a newer version of Unity (6.2) Stamina is now displayed more classically: a blue bar under the health indicator. Reworked the character customization UI. Added animation to part of the interface. Minor changes to character animation. Island: When building, the overlap check for all walls and floors has been removed, which will significantly increase the freedom of construction.
Read full update on Steam ↗Relics and mannequins. New building elements: mannequins for equipping, canopy, pedestal for relics. Three relics added to levels: Abandoned Cliff (forester's house), Cathedral (cathedral ruins), Old Path (boat) Vehicle controls: added brake lights, headlights activated via the same key as the flashlight, vehicle became slightly heavier, added hand animation on the steering wheel. Island: fixed an issue with the defensive missile launcher when the ammo was stuck at 1. Island: added arrows to resource-processing structures when placing. Small graphics and physics fixes on many levels. More levels have topology on the minimap.
Read full update on Steam ↗Hexa: Black plate strength reduced by 25% Island: Ladder can now be used to go down. Island: Minor building permit adjustments when placing ramps, stairs, wooden decor, and flower beds. Notification icons no longer interfere with photomode. Fixed an issue with music where the battle track would get stuck for a long time after a battle. Minor physics optimizations, minor graphics fixes.
Read full update on Steam ↗Improved vehicle handling (significantly fewer rollovers) Fixed an issue where new tracks for the island were never played. Island: The size of the oak tree has been significantly increased. Minor graphics improvements, minor optimization.
Read full update on Steam ↗Island: New type of transport added. New transport vehicle added to the following levels: Сellular grid, Abandoned Cliff, Nuclear desert, Warfield. Minor issues with inventory functionality (related to bow) have been fixed. Bows can now be sold. Fixed an issue where plants grew 7 times faster than they should have. Hoverbike engine sound radius reduced. Island: Smproved resource extraction from scouts, scout no longer disappears if you mine its center. Island: new building elements, arch, ladder, stone road, small window. Island: radio-emitter now works more quietly. Island: Improved snap for simple columns. Even more levels have topology on the mini-map. Improved camera performance while the character is sitting in a chair or lying on a bed.
Read full update on Steam ↗In case you missed it, the game now has online co-op. It seems to be working pretty stable. There's also an expanded inventory with a backpack. I've already started working on Olympia itself, but the level is very large and complex, so until it's done, there will be smaller updates with fixes or new content for the island. In the current update: Satyrs now destroy beautifully with Ragdoll physics. Improved character interaction with some cloths. Island: new building elements: glass doors, glass rounded roof, round dome shapes, horse statue, stone railing, small plant pot, wall greenery, "grid" ceiling, ribbon flag. Island: doors are now taller and no longer have a plane on top. It must be built separately if needed. Island: stairs and ramps no longer have collision checks, so they can be built deeper into the ground. Island: windows moved to roof category, category renamed. Island: pl...
Read full update on Steam ↗Additional sounds when working with inventory Minor system fixes. Online co-op: Fixed mission scripts at the “Crossroad” level Online co-op: Fixed mission scripts at the “Eye of the storm” level Online co-op: Fixed an issue with decoded Olympic shards on the client side. Online co-op: The client can now build the same things as host.
Read full update on Steam ↗Additional features for long journeys: In some locations, the minimap now displays the environment. (Preparation takes time, so that will be added gradually at all levels.) Inventory: can be expanded via a backpack (can be found at the levels “Abandoned Cliff”, “Swamp terra”, “Nuclear desert”, “The great siege”) Inventory: added drag/drop functionality. Inventory: Sort button now works differently and can merge slots instead of just sorting by type. The last item of the “Northern warrior” set has been added at the "Medieval siege" level (cave in front of the castle entrance) island: Storage rack can now hold more items (12→16) Improved part of the English texts (thanks to user Dyztanz). There are a lot of proposed changes, so I will gradually introduce them; some will need re-dubbing. A small fix for the online co-op at the "Construction site" level.
Read full update on Steam ↗The online co-op functionality is fresh and may have unpredictable consequences, so I recommend making a backup of the save folder, which is located here: %userprofile%\\appdata\\locallow\\LionsShade\\ I had to adjust a lot of things in the game in order to make it work online. I think I tested everything. Hopefully, I didn't break anything. The demo will be updated later, possibly with the next update. Added network co-op. Island: New battle soundtrack added. Island: The multi-tool can now be used to saw off the remains of enemies, or even attack enemies that are still alive. Island: Random enemies no longer patrol the area separately from enemy waves. Island: Time acceleration from the bed now additionally accelerates the day/night change (40x) Island: the character finally lies down in bed instead of sitting, and it is also possible to lie down on both sides. Island: The chair near...
Read full update on Steam ↗Work on the online cooperative mode continues, but for now, here is a small update with minor fixes. Minor UI improvements. Minor fixes in the Nuclear Desert level. At the Abandoned Cliff level, a point of interest with supplies has been added on the approach to the distant tower, and the landscape has been slightly modified for additional cover. Fixed an issue with movement on scaffolding stairs. The Invert Y setting now also affects the vertical movement of camera control terminals. Island: Fixed the clock display on the info screen. Fixed a potentially critical system error at the Unity level. 23/06: Today's minor update contains several fixes for rare bugs, and a new building element in the energy category.
Read full update on Steam ↗Island: Added many new building elements: rounded floors, walls, and windows, a small flower bed, an office chair, two types of columns, additional floor, and additional shapes of roof solar panels. Island: Fixed “consumption/generation” labels on wall batteries. Island: Fixed an issue with the defensive core changing its type to a machine gun core after loading. Fixed some issues at the beginning of the game. Potentially fixed an issue with the character getting stuck after a quantum leap. 08.06 minor update: The limit of energy capsules in one slot has been increased from 7 to 10. Fixed camera flickering and physics issues when the male character was wearing sniper bracelets. Changed the icon for the med. capsule Island: Fixed a bug where projects on the island were blocked as in the demo version.
Read full update on Steam ↗Defending the island will become much easier with the new equipment. I decided to add it before moving on to the next big part of the work. Additional optimization of the last level. Island: new elements added (defense, flora) Fixed a critical but rare issue that blocked interaction with interactive objects. Minor UI fixes.
Read full update on Steam ↗The final level still has performance issues during the last phase, although the load is now even lower, but it still isn't enough. Additional optimization at Midspace levels. Minor fixes and UI improvements. Minor fixes at levels. The game loads a little faster. Special actions 1 and 2 are no longer blocked when sitting with a multi-tool on a hoverbike or in an anti-aircraft gun. New photomode features: recentering, camera roll, time flow.
Read full update on Steam ↗As usual, the new level is not fully optimized. During the most dynamic scenes, the FPS drops significantly. I will try to overcome this problem over the next few weeks But in general, I think the ending for Midspace is decent. Olympus itself should be next in line, but perhaps the prologue at the beginning of the game will be developed first. {STEAM_CLAN_IMAGE}/44180189/20fa41fe75d9c0a6accfe99292789f0c59558275.png New story level. Changed Cores behavior: now they do not have a long recharge pause, but fire continuously. (Rhythm of fire, however, has been reduced) The blue indicator that used to indicate recharge now displays the HP of the core. Heavy scouts with invisibility: reduced armor parameters from explosions. Damage from enemy implosion reduced from 35 to 25. Fixed problems with keys and gamepad buttons rebind in some cases. (Added auto-cancel action in 3 seconds) Destroyed s...
Read full update on Steam ↗Management of enemy cores and turrets changed. Now they no longer need to be repaired manually. Enemy cores can now attack with implosion. (You can also select implosion when controlling enemy cores) Enemy cores now attack with three rays at the same time (the strength of these rays is slightly reduced) Pandora's Temple: enemy faces do not change weapons, but only adapt their shields. This approach, together with slightly different recommendations from Spectre, better allows you to counteract enemy sides, so that this battle does not turn into a continuous long-lasting mess. Crossroad: Unique equipment has been added to the level (in one of the city blocks) Data center: The initial puzzle for assembling paths has been simplified. The excessive number of combinations was taking up too much time. Cellular grid: added dropship with some Satyrs. Hexa: the less life left, the higher its pl...
Read full update on Steam ↗All changes are related to improving the comfort of the game and reducing frustration. Build on the latest version of Unity (promised better performance) Significant changes to the level “Pandora's Temple”, “Central Meadow” to make it simpler to play. On most levels, unique equipment items are marked with a marker (except for the Hades set) Minor edits at the level “Data Center”, “Crossroads”, “Eastern Block” Balance: Olympic Rifle: Initial plasma damage increased from 5->10, but each improvement gives +1 instead of +2. Shop: reduced price of basic supplies: spare parts 100->90, engine 400->300 clip 180->140 auto-heal 180->120 Shop: bottom row has been replaced with more useful items. Portable “charging station” charges plasma faster. Energy capsules: increased the limit in one inventory slot from 5->7 Parameters of some simple equipment have been increased, and the speed penalty has...
Read full update on Steam ↗The campfire no longer disappears over time, better interaction indication. Balance: Worms do less damage (4 -> 3) Fixed technical issues related to changes from the previous update. Small changes at level “Aircraft Factory”, more comfort, more loot, fixing script bugs. Minor fixes on “Radiolocation station” level, added a phrase about Seraph plates for a better understanding of how to defeat it. Base damage of the Olympic Rifle gun increased by 1. Minor controls fixes
Read full update on Steam ↗New equipment items added to the “Medieval siege” and “Radiolocation station”. The UI of the Olympic Rifle has been redesigned to look more compact and clear. Controls: Improved interaction with items when there are several of them next to each other. Controls: Added the option to rebind gamepad buttons. Controls: Added flashlight toggle (F button by default), although it will still automatically turn on/off as before. Capsules from the hoverbike are now pulled out with a different button than getting on it to avoid accidentally pulling out capsules. Island: Player no longer interacts with the environment while in building or demolition mode. DLSS now works for 2 players in split-screen mode. Minor fixes to the controls.
Read full update on Steam ↗{STEAM_CLAN_IMAGE}/44180189/a84c0d4d8fcab753f98b7d467f3163c36d642a3c.png New storyline objective in the "Midspace" sector. Last new enemy according to the roadmap is available on the new level. The demo version has been extended with one more additional mission, it is different from the previous ones and represents the variability of the game better. “Photomode” can be called from the main menu. New equipment item added to the new mission. Audio has been significantly improved, reverbs now match the environment, and weather sound effects no longer sound in interiors at full volume, including on the island if you build an interior and enter it, the weather sound will be reduced. One more new equipment item has been added to the Abandoned Cliff level. The bonfire (which is placed by the player) can now be interacted with for quick healing. Improved guidance of markers on the level “Swam...
Read full update on Steam ↗Additional scarf customization option - no scarf. Abandoned Cliff: on the far tower, the core control area is now safer so that the player is not distracted by the endless spawn of enemies. The level “Pandora's Temple” has been slightly simplified. Fixed some technical bugs on the level “Pandora's Temple”, which in rare cases could lead to blocking the progression, or incorrect behavior of the Pandora's cube. Enemy cores have reduced armor parameters (easier to pierce with bullets or plasma), which will make some levels a little easier.
Read full update on Steam ↗Additional physics and graphics optimization. It should give a significant performance boost on some levels, including the newest level “Crossroad” On the level “Pandora's Temple”, the “puzzle” with the path to the temple has been simplified, and the recommendation markings on the rings have been added. Minor UI improvements.
Read full update on Steam ↗This is the last update before starting work on the new story level. The Static Shield skill has been replaced by Power Transfusion New crafting stations for healing and charging are now displayed on the mini-map. A sort button was added to the inventory. Fixed a significant sound problem in co-op mode. Previously, the “virtual listener” was located in the middle between 2 players, which caused incorrect sound if the players were far from each other. Now the system works differently, providing 90% correct sound at any distance. You can now replace equipment in the inventory without having to remove the previous equipment. The Olympic rifle now has a visual indication of charging. Small fixes for the co-op.
Read full update on Steam ↗The build was made on a newer version of Unity. Fixed a physics issue after switching to Unity 6, some levels will see a significant performance boost. Island: fixed a graphical issue where the sun's rays were still visible at twilight. Island: The building grid is now twice as small as it used to be, there is an option to change it to a larger grid in the building menu, and the Alt key allows you to rotate the building elements in even smaller steps. Minor fix to the direction of turrets and static shields, the angle was correct but the position was not aligned with the camera. The ability “Standalone turret” has been slightly reworked, now there can be only 2 turrets, but one of them is plasma, and at the last level they can have a plasma shield for a while. (the player can also hide) Craft can now pull resources from equipment slots. But it uses what is in the inventory first. Plas...
Read full update on Steam ↗Split-screen can be switched to horizontal/vertical in the main menu. Additional optimization on the levels Abandoned Cliff, Castle, RLS, Aircraft Factory, Elysium 3. The character sometimes reacts to pain with a voice. The voice is the same as when the player is hit by a sniper bullet and thrown back. Fixed a critical bug on the desert level, which occurs in a cooperative game if the second player is male.
Read full update on Steam ↗I am pleased to present the first level in the Midspace sector. The concept of the level was quite ambitious, and at the end of the development, it turned out that the level was quite low fps. Because in fact, everything is based on one of the weaknesses of the Unity engine. I had to spend the last ten hours optimizing it to improve the situation. For now, the level on my work computer has ~50 fps, but I have to release it now. Further updates will improve the situation. New story level “Crossroad” Satyrs of the second rank (with shield but no wings) will now turn on invisibility for a short time. Increased homing power of missiles. Increased the homing power of Olympic rifle bullets with a corresponding improvement, and added a special visual effect to them. New color options for character customization. {STEAM_CLAN_IMAGE}/44180189/6d6c055664b7d0e7de714140009eed8c6ad73d54.png The las...
Read full update on Steam ↗This is the last minor update before focusing on the new story mission. Elysium 2 - The level was not designed to be a maze, so moving around the level has been simplified, with more obvious direct cuts between blocks. Sector shields now turn white when damaged and restored. Calling a shop now has no phrase delay. An enemy that raises an alarm now provokes nearby enemies to react to the player as well. Regular enemy machinegun turrets now shoot more precisely.
Read full update on Steam ↗Turrets of different types are now more aggressive. Island: mine capacity increased from 10 to 14. Island: fixed a bug where the day/night cycle didn't work. Graphics of some buildings have been updated. 3D models of buildings were made 14 years ago, and deserve improvement. In the task of building server units, in addition to their highlighting in building list, the highlighting of the energy capsule generator has been added. In harpy mode, the wing jump now works as a double jump to avoid unwanted flight. Hades set item added to the Sanctuary level.
Read full update on Steam ↗New building elements: local portal (entry/exit), small foundation, garlands. Fixed a bug with the production of energy and medical capsules. The pistol and rifle upgrade to pierce plasma shields has been replaced with a critical damage chance. The experiment was interesting, but it ruined the central game concept. Healing with med. capsules increased from 40% to 60%, which also applies to Auto Med Block. Leo no longer says that we will never come back to this old HQ before evacuating, as there is such a possibility in the game. In the new HQ, the portal to the old HQ is now a little more eye-catching. Minor fixes in the Bridge sector. New unit of equipment Olympic Belt, added at Elysium level 3. Olympic leg pads - added bullet defense parameter. Olympic shoulder - increased protection from explosions from 3% to 5%. All items of the Hades equipment set will no longer be displayed in t...
Read full update on Steam ↗This has been the hardest sector to develop so far, with several difficult locations to design, a lot of text and voice acting, and a slightly new approach to some mechanics... it's been exhausting... I'm looking forward to developing the “Midspace” sector, and I hope you enjoy the “Bridge” sector. The game for the first time sends the player to the Island to continue the main storyline. Although I think players will have enough resources by the time they finish Elysium to get through this point without any problems, I also didn't set the price of Server Units too high so as not to overload players with a long grind. {STEAM_CLAN_IMAGE}/44180189/5cde37f7bdd16a5c9c82cd520e4473b1820a08af.png The new sector is represented in three new locations. A new piece of equipment from the Olympic set in the new mission. Gamepad/keyboard cursor is now more delicate, it now also works as a button hig...
Read full update on Steam ↗Fixed Implosion description in English. Fixed UI offset when resizing the UI in the settings during co-op mode. Fixed the placement of some UI elements in co-op. Fixed a bug where vibrations from the first player were passed to the gamepad of the second player.
Read full update on Steam ↗Fixed an issue with the inventory where selling and dropping items removed them from the equipment instead of the selected slots. Crafting now does not count or remove resources from equipment. Using med.capsules from the inventory will not take them from the number of “ equipped ” med.capsules. Fixed bug on the Abandoned Rock level where the task list was not updating properly on the last stage.
Read full update on Steam ↗More levels now have an objective list. “Abandoned Cliff” and “Elysium II” captured scout factories are now remembered on the level when you revisit it. Minor graphical fixes on the “desert” level.
Read full update on Steam ↗Some levels now have a list of primary and secondary objectives. Later, all missions will have such a list. Detonating missiles now knock Satyrs back a bit when they explode. Enemy detonating missiles also knock the player back a bit from explosions. The volume of the heartbeat and the HP threshold at which it appears have been reduced. The description of the implosion upgrade was extended with information about its damage. Fixed an issue with the energy capsule near the hoverbike at the Сellular grid level. Fixed an issue where the bonfire did not work as a spawn point. Fixed issues with objective scripts on the Abandoned Cliff level. Minor optimization at the shader level.
Read full update on Steam ↗After collecting some feedback on Elysium, I significantly reduced the annoying things and adjusted the levels for a comfortable passage. Players had a hard time with the vines, so the most important paths are now mostly replaced with something simpler. The location-based puzzle of Elysium 3 has also undergone some changes to make it more clear and comfortable to create a path to the objective. As for the shooting balance: many players complained about the shooting itself at the beginning of the game. So I made the basic accuracy and speed of bullets without improvements much more pleasant, and the accuracy improvements were replaced with a new bullet feature that allows you to partially pass through plasma shields, which will favorably raise the value of rifles and pistols compared to the “almighty plasma”. Meanwhile, the work on the new sector is still ongoing... Detailed list of ch...
Read full update on Steam ↗Summing up the year 2024 and the dynamics with which the project is being developed, I have to shorten the ending part of the game a bit so that it doesn't stretch on for another year. {STEAM_CLAN_IMAGE}/44180189/17936782bb37de346da7124cc89beac613c682db.png Fixed a bug on the South Station level where the player did not start at the beginning of the level. Changed the sound of the standard rifle firing. (The previous one always sounded not very good to me) The first missions have been reordered. It will be easier for players to get used to the gameplay on a more linear location before being allowed to a larger space. The effects of the energy pistol shot now sound like a plasma shot instead of a regular pistol. The homing missiles of the Olympic Rifle, Defensive Missile Launchers, and Hoverbike are now accelerated in flight to make them a key element in the fight against strikers. The...
Read full update on Steam ↗17 concurrent players — the highest daily peak recorded at that point.
Release date supplied by the Steam store.
Fixed a bug where grenade or bow attacks would not trigger while jumping. The settings interface has been updated (categories added). Minor fixes to interface text in various languages. Minor changes based on player f…
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