Invisigun Reloaded – out now on Switch & PS4


Invisigun Reloaded, Nintendo Switch, August 22!


This is the biggest Invisigun update to date, and the culmination of 5 years of painstaking blood, sweat, and tears. I left a large chunk of my soul embedded in the code of this game, and it drops on Nintendo Switch on August 22nd – with full PC crossplay for online multiplayer battles! I’m beyond excited, and here’s what you can expect…

The Hero’s Journey

In the massive, all-new Hero’s Journey, you’ll be able to discover each of the 9 original hero’s unique abilities through puzzle rooms, skill challenges, and boss fights. Before jumping into local or online multiplayer stealth battles, you can find a hero that matches your playstyle at your own pace. The Hero’s Journey was developed to be very challenging, but three accessibility modes and secondary objectives ensure an enjoyable experience for everyone.

3 New Heroes

By completing any of the original 9 Hero’s Journeys, you’ll be able to choose one of the 3 all new heroes to unlock for multiplayer battle modes. Djaan-Khe lays invisible traps that can ensnare and slow foes, Zephyr can fake a shot with a decoy and teleport where it hits, and Violet can send and recall a floating orb that she can use as a remote turret.

Reloaded?

An insane amount of work, polish, balancing, and new content creation went into relaunching Invisigun Heroes on consoles (and the PC update will match). Hence, it’s Reloaded! Here’s what’s behind the new name, and changes in the update:

  • Challenge Mode has been removed. The Hero’s Journey essentially replaces Challenge Mode for several reasons. It is designed from the ground up as a proper single player campaign that is challenging and engaging while teaching players each of the 9 original hero abilities. In a game that is all about stealth, bluffing, adaptation, and trickery, the challenge mode was a wrapper around bot matches that frankly did not represent the magical feeling of playing against clever human opponents. It was never as good as I wanted it to be, and rather than misrepresent how the game feels – especially to new players – the Hero’s Journey was carefully crafted as a new separate experience to compliment multiplayer. That said, you can still create battle matches and enable bots for the same experience that was in Challenge Mode.
  • Guest Edition has been removed. The free demo was always intended to be up for a limited time, and it was easy enough to support it through multiple PC updates. However, an insane amount of work went into porting Invisigun for consoles, and maintaining the Guest Edition functionality was becoming a little burdensome in the growing codebase. It may return at a future point, but would require some rework, polish, and testing – no promises!
  • The price will be $19.99, but the update is free. Most of the development effort went into creating what is essentially an entirely new single player game, and the new price reflects this. It amounts to what some games would add on as premium DLC, but with an online multiplayer title I didn’t want to fragment the player base and have multiple “editions” floating around to complicate things. Everyone who owns the game gets the update for free on August 22nd, just like any other update, so this felt like the most reasonable solution to me.

As with any update, you can always view the complete changelog here. Thanks for supporting me on this quest, and spread the word!

Invisigun @ Minefaire this weekend


Invisigun Heroes will be at Minefaire this weekend, April 13th-14th at the Los Angeles Convention Center. Come chat with us in the indie game section, enjoy some intense multiplayer battles, and get a sneak peek at the new content on the way later this year. Hope to see you there!

2019: Console, Journey, 3 new heroes. Now: 2-year anniversary sale!


I’m overjoyed to finally be able to discuss everything that’s in been development – but secret – for the past year. This spring (release date TBD), Invisigun Heroes will launch on consoles (Switch, PS4, Xbox One), with a massive amount of new content. The update will go live for all desktop players at the same time (Steam, itch.io, etc). Many more details will emerge in the near future, but here’s a quick overview of the new content:

  • The Hero’s Journey: This brand new single player campaign presents you with a challenging set of puzzle rooms for every hero that culminate in a boss fight. The rooms and boss will require that particular hero’s ability to solve, and they provide a ton of offline content to enjoy while at the same time better preparing you for multiplayer strategies.
  • 3 New Heroes: By completing a journey, you’ll be able to choose a new hero to unlock. The specifics of the new Heroes are still a surprise, aside from their names: Zephyr, Djaan-Khe, and Violet.
  • Unlockables: Completing the journeys will also earn you a brand new shot style you can choose when selecting heroes. The rooms also have collectible microchips that provide an additional challenge on top of just completing it, and picking them up will unlock more and more scoreboard emotes for use in multiplayer battles.

To commemorate such a joyous occasion and the 2-year anniversary of Invisigun’s desktop launch, it’s 50% off for the next two weeks – and all the content above is on the way for free!

v1.6.114 – Maintenance update & Russian relay servers


Greetings! The latest patch (live now on Steam & itch.io) is all about bug fixes and some big performance gains (if for some reason your computer was struggling to handle it). There are also two new relay servers regions added for non-direct fallback connections: Russia (Moscow), and Russia East (Khabarovsk). There is a huge amount of new content that is very far along, but is still a secret. I promise I’ll be able to reveal it soon! As usual, you can always keep up to date with what’s coming down the pipe for the next patch here: www.sombr.com/pub/SIG/changelog.

New

  • NET: Added server region: Russia (Moscow)
  • NET: Added server region: Russia, East (Khabarovsk)

Updates

  • Performance improvements across the board
  • UI: Added a status indicator icon when players are slowed
  • GAME: Carrier now bounces off walls
  • GAME: Carrier is affected by conveyor belts
  • GAME: Proximity doors jammed-open time reduced from 15s to 10s
  • AETHER: Pound will affect the carrier
  • SELENE: Slight effect added when double and triple jumping
  • IRIS: Ability boost changed to leave a trail of fire behind her dashes

Fixes

  • IRIS: Fixed an issue that could occasionally cause Iris to overshoot her dash target by a hair (and bump)
  • IRIS: Fixed collision issues when dashing into mine carts
  • EPI: Fixed hidden indicator for replays and specators when ghost Epi is inside igloos
  • UI: Fixed Steam nickname not showing up if host chooses a hero before clients join
  • UI: Fixed initial value of planet progress in challenge setup
  • UI: Fixed match information not updating in local match lobbies when changing settings
  • UI: Hero profile demos will auto correct if they mess up due to framerate or performance issues
  • UI: Fixed black screen after dialog dismissal when an online match fails to be created
  • UI: Instant replay text is dismissed when skipped quickly
  • NET: Fixed unresponsive lobby if a host recreates a match after being disconnected
  • GFX: Fixed pixel misalignment sprite wall seams on a bunch of map borders
  • GFX: Fixed frozen hero sprites when running while firing
  • GAME: Fixed issue where players could occasionally get momentarily stuck against a tile
  • GAME: Fixed potential for embers to spawn while the match is not active
  • GAME: Fixed meteor falling / impacts while the match is not active
  • GAME: Fixed up some mine cart interactions with Iris’ dash
  • Triple Trouble: Fixed missing center tile for zone control
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