For a limited time, Invisigun Heroes is only $4.50 on all storefronts (Steam, itch.io, Humble). This is most likely the last major update on the road to console release, aside from any bug fix patches that may spring up. All of my work is now focused on the major new content which will be released with the console ports. Stay tuned, thanks for your ongoing support, and spread the word!
The latest patch is now live, with a pretty massive changelog! While most of you will care most about the new features, I’d definitely encourage you to check out all the other updates and fixes. Most notably, you can now edit the match settings without having to leave the player lobby, which should help you keep your group together online. This patch also tremendously improves initial network connections when creating and joining online matches, and a bunch of surrounding edge cases. Alright, on to the shiny stuff!
Ability Boost is a hero-centric powerup that affects each character in a unique way. It’s now more important than ever to pay attention to what powerups your opponents have picked up, because Ability Boost can really shake up the match dynamics.
If you die in a round and other players are still battling out, you can pass the time by choosing a quick emote to display on the scoreboard UI. When the round is over, your chosen emote will also show up over your hero’s remains on the battlefield. Stay tuned for many more emoticons to come in future updates!
Dualshock 4 Lights
Self-explanatory. This was pretty satisfying to add. :)
New powerup: Ability Boost
UI: You can choose an emoji to display on the scoreboard after you die
UI: You can now edit the match settings without leaving the lobby!
UI: Dualshock 4 lights reflect in-game player colors (except via Bluetooth on Mac)
NET: Online matches will auto start from the lobby after 30s of inactivity
NET: All matches will auto return to the lobby after 30s of post-match inactivity
Land Grab: Markers appear a little bit faster when you’ve reached a tile
NET: Better selection of open UDP ports
NET: Remote players option is now 3 choices: None (local only), IP/LAN, or Online
UI: Unified inputs for all pause- and context-menu interactions (Start/ESC to toggle, Fire to interact)
UI: Better render texture selection for screen recording depending on platform
UI: Loading indicator in lobby shows when match is preparing to start
UI: Most menus and options now wrap vertically and horizontally when navigating
UI: Map selectors show an indicator for how many maps there are & which you are on
UI: Updated Cerebrus planet look
UI: Unified lobby actions menu and start match behavior / inputs
UI: Hero profile demos updated; some have a second player to show ability interactions
GAME: Improved handling to protect against saved data corruption
Until September 15th, the good folks at chrono.gg are running a sale for games that Total Biscuit loved, with 100% of their proceeds going to the Colorectal Cancer Alliance, a charity chosen by his wife Genna Bain. As a big supporter of Invisigun, John Bain really helped a ton of players discover it, and I am happy to be able to hopefully contribute to this great cause. This a great collection of games, including Redout: Enhanced Edition, War for the Overworld, Brothers – A Tale of Two Sons, Dying Light, Sid Meier’s Civilization® VI, XCOM® 2, Spec Ops: The Line, Mafia, Warhammer: End Times – Vermintide, and Warhammer: Vermintide 2.
Thanks to everyone who stopped by the booth, checked out the game, and chatted for a bit. Also thanks to all the tournament contestants – you guys had some incredible matches, especially for being new players. The level of mastery was expected from EVO attendees. :)
I’m excited to announce that Invisigun was accepted into the MIX indie section for EVO 2018! If you’re going to be at EVO, or happen to be in Las Vegas / Mandalay Bay next week, stop by the booth and say hello. There’s going to be a solid selection of awesome indie games to try out, so I hope to see some of you there.