In Case Of Emergency, Release Raptor Featured Spot
If you are not automatically redirected, please click here.
Starward Rogue Featured Spot
A roguelite labyrinth lodged in the side of a star. Dodge gorgeous waves of bullets, claim weapons and upgrades, defeat The Warden, and rescue… Rodney? Genre: Action Roguelite with SHMUP elements. If you are not automatically redirected, please click here.
The Last Federation Featured Spot
From the creators of AI War: Fleet Command comes an all-new grand strategy title with turn-based tactical combat, set in a deep simulation of an entire solar system and its billions of inhabitants. You are the last of a murdered race, determined to unify or destroy the 8 others. Genre: 4x, Simulation, Turn-based tactics. […]
AI War: Destroyer of Worlds Featured Spot
Coming August 2014! AI War: Destroyer of Worlds is slated for official release in August 2014, and we are running a closed beta until then. If you’re interested in testing and providing feedback on the expansion during the closed beta, please send keith.lamothe a PM on our forums. If you are not automatically redirected, […]
Posted by Chris Park on August 11th, 2016
First of all, I want to do a shout-out to the reddit AMA that we did yesterday. We’re still answering questions in there some, even though the AMA is technically over. I am going to be traveling this afternoon and over the weekend, so will be responding less (if at all) during that time. However, […]
Posted by Chris Park on August 5th, 2016
Hey! Didn’t think we forgot about Starward Rogue, did you? There’s been a ton of stuff going on with it, though we’ve not had a release since May. I’m going to break this post into two parts: an “abstract,” if you will, that is briefer and up here at the top. And then an incredibly-long […]
Posted by Chris Park on August 2nd, 2016
What!? Shouldn’t this post be about procedural generation or new robots? ;) That stuff is coming, don’t worry. As you can see in the release notes, a lot of work has been done on that. But in the meantime I did want to do a release with a few other things in it. Volumetric Lighting […]
Posted by Chris Park on July 28th, 2016
But I do come bearing gifts, at least. Hope you enjoy the screenshots! Additionally, if you want to see what insanity we’ve been up to lately, then the voluminous release notes might be interesting reading. They give some pretty good insight into what the delays have been. Here’s a TLDR of my four biggest concerns right […]
Posted by Chris Park on July 15th, 2016
Release notes! The time has come for us to start putting those out, so there they are. Ahem. Now… two steps forward and one step back? Well, the release is slipping again. This had better be the last time, I swear. I said last time that I wasn’t sure it would be possible, and it […]
Posted by Chris Park on July 9th, 2016
Yeah, you know what I’m about to say: the release is pushed back again. This is the third time in a month. I’m now targeting the launch to the 21st. So what the heck is going on this time, right?? Weighing feedback from youtubers, they’re having a lot of fun with the mechanics, but there just […]
Posted by Chris Park on July 6th, 2016
Yeeaah… sorry about that. Last week it was going to be the 5th, and then late last week that shifted to the 8th. Now it’s the 11th. So what gives? Well, in a nutshell, I’m trying to make sure we have the strongest possible offering right at the start of Early Access. This whole early […]
Posted by Chris Park on July 4th, 2016
Launching on the 8th, now, rather than the 5th. Also, please note that the first-person view will be an OPTION, and third-person view will still be supported. It’s been pretty clear that a lot of people like the third-person view, so there’s no way around keeping it. Personally I really love the first-person feeling, but […]
Posted by Chris Park on June 14th, 2016
Woohoo! Finally some real footage of the game with actual robots in place. Things are proceeding really well, although slightly slower than I’d like. That said, it’s really polishing up very well. We’re currently aiming for an early access launch near the start of July. Here’s some random information you might like: This trailer only […]
Posted by Chris Park on May 12th, 2016
Not only is the steam store page for the game now live, but we also have our first actual trailer-style video! Happy day. :) Here’s some fun/interesting facts about the trailer: The music is by our own Pablo Vega, with lead vocals by his wife Hunter Vega. That’s not the whole title track for the […]
Posted by Chris Park on May 12th, 2016
We now have our Steam store page live for “In Case of Emergency, Release Raptor.” What is this game? In short: you get to pretend to be a raptor, but in computer game form instead of just walking on your toes at home. (Or was that just me? I’m afraid I have to admit I […]
Posted by Chris Park on May 6th, 2016
Been a while, hasn’t it? Our last update to the game was just over a month ago. Well, even the release notes don’t remotely do this one justice! Basically there was previously a problem with the balance progression throughout the game if you were past a certain skill level in particular. And there were some rooms that […]
Posted by Chris Park on May 4th, 2016
Oi, Raptor! Been four business days since we saw you — what’s new? The short list of new stuff shown in this video: Improved post-processing visual effects. Improved raptor skin. Completely re-rigged and freshly animated raptor. A couple of glitches there, though, most notably in the walk animation. Completely new sound system based on SECTR […]
Posted by Chris Park on April 28th, 2016
First video of any of the parts of the game in action! Bear in mind this is circa alpha 0.1, a private build. The video should make that pretty clear, though. I wound up talking about a TON of stuff with the project in general, and unity development as a whole as well, instead of […]
Posted by Chris Park on April 28th, 2016
Very true! The dinosaurs in our upcoming game In Case Of Emergency, Release Raptor are not actually velociraptors, despite our claims. Neither are the raptors in Jurassic Park, though. Look carefully at #4 down there, bottom-center (yeah… tiny. You may need to click the image to see it larger): By Durbed – http://durbed.deviantart.com/art/Dromaeosaur-parade-300881541, CC BY-SA […]
Posted by Chris Park on April 22nd, 2016
Hey folks. So, you may have noticed that our site has been down and had a lot of issues the last couple of days. Whew, long story! Well, lots of time spent on it, anyway — the story is rather short: A2 hosting, who we previously used, started having major performance issues over the last […]
Posted by Chris Park on April 14th, 2016
Did you know? We’re making a velociraptor game! Our first 3D game, in fact. The first of many. In a nutshell: you get to be a velociraptor, fight robots, and navigate procedural levels. I’ve been stalling on releasing videos or screenshots for weeks now, and I explained in lots of detail recently what was going […]
Posted by Chris Park on April 13th, 2016
Whew! Sorry that this took so long, folks. But Starward Rogue now has a DRM-free version for sale! (Note: for all you Humble Store customers, the DRM-free build will be uploaded to your accounts shortly) We’re using this as an excuse to run our highest discount yet on the game: 30%! Our previous highest discount […]
Posted by Chris Park on March 28th, 2016
New build for you! Included are two new consumable items: Wormhole Journey and Anomaly Detector. There is also a loooooong list of consumables that have been tweaked and tuned. A number of bugs have been fixed relating to homing weapons and familiars, and there are some new sound effects as well. More to come soon! […]
Posted by Erik Johnson on March 21st, 2016
A quick note that almost all of our library is on sale this week as part of Steam’s latest week-long deals, with discounts ranging from 51% to 86% off individual products. Starward Rogue isn’t included this time around due to its recent release, but the game will carry another minor discount in the coming weeks.
Posted by Chris Park on March 17th, 2016
New one! This continues the recent trend of refinement-focused releases. It updates/adds a number of sound effects, it adds several enemy variants, it refines a number of player weapons, and fixes a number of bugs. It also adds yet more modding xml commands, and a new main-slot weapon: the Smart Gun. More to come soon! Official forum […]
Posted by Chris Park on March 8th, 2016
New build! This one is about refinement more than anything else. It has sound effect improvements, various bugfixes, some improved enemies and weapons, and a variety of new xml features if you’re into enemy creation or modding. Also! This one finally puts a nail in the coffin of that one long-term bug we’ve had with some ricochets […]
Posted by Erik Johnson on February 26th, 2016
Starward Rogue has been selected as one of the games to be streamed during the latest Indie Dev Supershow. It takes place across three days this weekend, and Starward Rogue has been slotted early in the rotation at 1pm EST on Friday (February 26). Chris will be joining Robot Loves Kitty’s Alix (the show’s organizer) and […]
Posted by Chris Park on February 25th, 2016
New one for you! This one has 14 new rooms, a new enemy with 4 variants, a bunch of improved weapons, and more. “More” includes some bugfixes, as well as the start to a sound-effect-upgrade process. The game is already rich with sound effects, but we (most specifically Craig, who is doing it) want it even bigger […]
Posted by Chris Park on February 19th, 2016
Another biggun! This one has a ton of balance and exploit adjustments, as well as some important bugfixes surrounding the sacrifice shops in particular. No more should the sacrifice shops accidentally kill you when you make a purchase — sorry about that! There are a couple of new enemies, a couple of new familiars and practically-new familiars, […]
Posted by Chris Park on February 10th, 2016
This one is rather big! Nothing too giant individually, but there’s a whole heck of a lot of things in this one. First of all, there’s 14 new rooms from community members, boss updates and additions, new enemies, updated and overhauled drones, and balance to feats. Among many, many other things. More to come soon! […]
Posted by Chris Park on February 3rd, 2016
Another two updates! These one have four enemies, three of which are community-created. This also fixes the performance-eating aspects of our own recently-added Demesne enemy. And there was a performance regression in 1.010 in general that is now fixed. Sorry about all the hitching that was causing — it was worst on linux, but happening on […]
Posted by Chris Park on January 30th, 2016
Another update! This one has bugfixes, a new community-made enemy, a variety of balance tweaks, and more. This also reduces the number of runs you must win before you get the full 7-floor runs instead of the shorter 5-floor runs. More to come soon! Official forum thread on this post. . .