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!
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.
NET: Added server region: Russia (Moscow)
NET: Added server region: Russia, East (Khabarovsk)
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
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
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.
A 4-player single-screen stealth battle arena. Everyone's invisible and you must rely on environmental clues for victory!