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v1.6.100 Update: Ability Boost and Emotes :D

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

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
  • SFX: Increased buffer for simultaneous replay audio cues (less dropped replay SFX)


  • EPI: Ghost cluster bombs have much shorter stun time to prevent stun lock
  • EPI: Fixed situations on ghost death (real Epi dying, position swapping, etc) (regression bug)
  • RONIN: Slash will correctly hit multiple players and projectiles in its path (but powering up is capped)
  • SELENE: Fixed Selene leaving soot footprints even if jumping over Cronus’ bomb impact tiles
  • GAME: Fixed potential for minecarts to bump objects on opposite side of a shot hitting them (for real)
  • GAME: Fixed empty powerup crate falling once on clients if all powerups are disabled (for real)
  • UI: Some localization fixes for button labels
  • UI: Fixed being able to navigate to the title screen bulletin items even if they aren’t visible
  • UI: Fixed cooldown indicator errors if pausing and resuming before ever having spammed abilities
  • UI: Fixed some display issues with hidden indicators in replays
  • UI: Controller reference in pause menu shows more info about each player (type, ping, nickname, etc)
  • UI: Partial GIF files are deleted if the export process is canceled
  • UI: Fixed different spectator modes visibility in time delayed situations
  • UI: Fixed fade-in on tips screen
  • UI: Fixed copyright date
  • UI: Potential fix for instant replay starting too soon, overlapping the “Match Over” message
  • UI: Some Italian localization corrections and updates
  • NET: Game doesn’t soft-lock on catastrophic network transport layer failures
  • NET: Fixed edge case that could leave a client in a joining state while the match is being delisted
  • NET: Fixed potential for online lobbies to fail to continue after playing local matches
  • NET: Fixed LAN matches not broadcasting for local network discovery after multiple match sessions
  • NET: Fixed LAN match joining
  • NET: More reliable LAN broadcasting and discovery
  • NET: Removed duplicate LAN match listings due to multiple network interface broadcasts
  • NET: Fixed LAN matches counting as online matches in stats
  • NET: Fixed delayed spectators end-of-match soft deadlock if the remote kill happens during the countdown
  • NET: Fixed an issue that could cause some matches to not properly list and delist from the matchmaker

Invisigun is 50% off to support Total Biscuit & cancer research

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.

EVO 2018 Tournament

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. :)

Invisigun @ EVO 2018

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.

More information…

v1.6.71 – French & Chinese localization, updates, and fixes!

I’m happy to add French and Chinese to the supported languages (see your options screen), thanks to the excellent hard work and attention to detail from Jean Serfati and Kai Shao. That brings the supported languages up to 6 as these two new additions join English, Japanese, Spanish, and Italian. It’s exciting to welcome in a new group of players. :)To celebrate, enjoy the 35% off sale for a limited time! While there are major things in the works for Invisigun, I still can’t announce any details just yet. However this patch also brings a few more updates and bug fixes. Thanks to the Discord community (http://discord.gg/invisigun) for continuing to post suggestions and report any issues.


  • New localization: French
  • New localization: Chinese
  • UI: Language selector is presented on first launch
  • UI: Some title screen layout adjustments for localization (complete reskin later)


  • CRONUS: Finally has a unique victory pose (like the rest of the cast)


  • GAME: GIF export files are properly closed when canceling
  • GAME: Fixed empty powerup crate falling once on clients if all powerups are disabled
  • GAME: Fixed not being able to split shots on clients if projectile is already destroyed on the host
  • GAME: Fixed possibility for two projectiles to create a blast barrier instead of hitting objects
  • GAME: Fixed missing left ember spawner on The Catacombs
  • GAME: Random map is refreshed when returning to the lobby from a match
  • GFX: Fixed the tint of Epi’s ghost in his victory pose
  • UI: Fixed sorting of UI dialogs when in-match
  • UI: Fixed resolution “free” label value change when changing languages
  • UI: “Keyboard” is now properly localized on player selectors
  • UI: Fixed potential for game to stall if localized text parsing fails in some edge cases
  • UI: Better spacing in GIF end cards for multi-line Steam usernames
  • UI: Fixed Connect button being selected after removing IP digits using the GUI
  • UI: Various minor layout fixes for different locales
  • UI Fixed ready up indicator minor scaling issues
  • AUDIO: Fixed replays always playing SFX at max volume
  • EPI: Fixed ghost Epi getting hit instead of real Epi if standing in the same spot
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