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AI War 2 v2.001 Released! “Expansion 1: The Spire Rises!”

AI War 2, Dev Diary, NewsworthyBy Chris McElligott ParkFebruary 27, 2020Leave a comment

The first expansion for AI War 2 is out!  It’s time for a little retrospective of how things have been going since the October 1.0 launch of the base game. Base Game Updates Put most simply, we’ve had 47 patches to the base game since 1.01, which is about one every 3 days.  There have…

AI War 2 has left early access!

AI War 2, Dev Diary, NewsworthyBy Chris McElligott ParkOctober 22, 201910 Comments

Chris here! By any sane metric I can think of, AI War 2 shouldn’t exist. And yet it’s more than I ever imagined it could be. (Store links: Steam, Humble, GOG) When we first set out to make this game three years ago, it was far less ambitious. Even that was going to be really…

AI War 2 v0.743 Released! “Music Blooms”

AI War 2By Chris McElligott ParkMay 2, 2018Leave a comment

Release notes here. Surprise!  The soundtrack is here. 🙂 For all kickstarter and backerkit backers with that as a reward, you should have an email now with the link to download it, or you can log in here to download it: https://aiwar2.backerkit.com/ For everybody else, these tracks are now a part of the game in general and…

AI War 2 v0.742 Released! “Darkly Loading Spire”

AI War 2By Chris McElligott ParkMay 1, 2018Leave a comment

Release notes here. Not sure why I went with a Dexter reference, but the new Dark Spire faction certainly are murderous.  Thanks once again goes to Badger for implementing yet another faction into the game.  Holy smokes this guy is on fire.  The Dark Spire are a bit more involved this time around, which is quite…

AI War 2 v0.741 Released! “Music Part 1 Of 2”

AI War 2By Chris McElligott ParkApril 29, 2018Leave a comment

Release notes here. The entire soundtrack for the game has been completed, although only the first half of it has been mastered so far.  That half is now in place in the game, comprising 6 new tracks.  Overall the new soundtrack pieces are about an hour in length, adding to something like 15 minutes of music…

AI War 2 v0.722 Released! “Down the Wormhole”

AI War 2By Chris McElligott ParkApril 24, 2018Leave a comment

Release notes here and here. Goodness, lots of changes right in advance of the big pivot.  Fitting, I suppose. Let’s see… in no particular order… Various performance improvements, some of them minor, some of them pretty darn major. The “hey we’re in combat” voice warning is now considerably less common and more appropriate (thanks Badger!).…

Pivoting AI War 2: Bring The Fun!

AI War 2, Game Design, NewsworthyBy Chris McElligott ParkApril 23, 20185 Comments

Hey all — Chris here. We’ve hit a juncture point with AI War 2. We’ve built a lot of cool things, learned a lot, and now it’s time for a soft reboot. The current plan is to pivot the gameplay to very closely resemble the original AI War, but on our new engine, and then…

AI War 2 v0.719 Released! “Do Not Feed The Turrets”

AI War 2By Keith LaMotheApril 7, 2018Leave a comment

Release notes here! When players keep telling us turrets are underwhelming, we buff them. This time the buff-o-matic was really cranked up. The AI isn’t very happy about the result (despite having a few turrets of its own). There are also several other changes to make turrets work better (all waves launching in the AIWC…

AI War 2 v0.718 Released! “A Wild GUI Appears”

AI War 2By Keith LaMotheApril 3, 2018Leave a comment

Release notes here! This one is the first publicly-available release with part of the new UI that Chris has been working so hard on. Specifically, the UI you see in planet-view and galaxy-view in the game itself. There’s still a lot of work-in-progress but, wow, that sidebar. MANY thanks to Eric T. Edwards in lending…

AI War 2 v0.716 Released! “Activating Mk4 Grinding Machine”

AI War 2By Keith LaMotheMarch 28, 2018Leave a comment

Release notes here! This one takes another big step towards beta. 1) The biggest individual area of changes is the defensive game. Thanks to community feedback (especially chemical_art and Badger) we realized that waves were actually too close together (a big change from how it used to be) and turrets were both not advertising themselves…

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