- Lower price and in-game leaderboards - 27 September 2018
Hello! I've set the new builds live. Once you finish a continuous level, first the scores will load, then the times. The new patch also fixes some minor issues, like the color fade when selecting objects getting stuck and the beep noise not being affected by the SFX slider in the options menu. I've also lowered the base price for the game from 9,99 to 7,99! / Dispersing Minds
- Leaderboard update - 23 September 2018
Hello, I'm still at work on the upcoming in game leaderboard update. Unfortunatly it will be a few more days until it goes live due to some issues with reliability. I estimate the update to go live on wednesday if nothing unexpected happens! / Dispersing Minds
- Next update - 15 September 2018
Hello, The game will be seeing a small update in roughly a week. This update will make Steam leaderboards viewable in game as the continuous mode levels end. There will also be some minor balance changes, primarily focused at firing rates and enemy movement speeds. / Dispersing Minds
- Mac version live! - 1 September 2018
Hello, Finally gotten the mac version up! / Dispersing Minds
- Repair bug and missing emission map patch - 1 September 2018
Hello, I found that the scorpion emission map was not enabled in their materials and that repairing turrets would sometimes not work. I have set a patch correcting this live now. / Dispersing Minds
- Performance patch - 1 September 2018
Hello! I've made some further performance improvements and set the new build live. This build should improve loading times significantly. It also adds a loading bar when the game loads assets at start to clarify that the game has not stopped. / Dispersing Minds
- Version Fire Spider now live - 19 August 2018
Hello! I’ve now set the builds for version Fire Spider live. The main focus for this update has been to lower loading times, as that had become problematic over time. The main source of the issue was leaking materials, which has now been fixed. This should lower loading times substantially. There will still be some loading times when the game first loads assets, so in particular when loading a level the first time. This is the full list of fixes: – Lowered the amount of objects in each object pool. – Removed leaked materials in scenes and replaced these with global materials. This was a huge one, because the leak primarly affected decals, causing materials to be duplicated. – Applied material property blocks to selectable and fading objects to prevent material leaks when objects fade in and out or colortransition. – Added a fast forward button. – Added enemy path visualisation at the be…
- Upcoming performance update - 11 August 2018
Hello, Around the end of next week, the game will get an update to adress some performance issues. Primarily the update will target loading times, but I've also revamped texture usage and fixed some material leaks that can occur in Unity. All in all, this should improve performance all around. There will also be a handful of minor updates, like the addition of a fast forward button, path visualization at start of a level and a loading prompt after the splash screens. / Dispersing Minds
- Unity 2018 and some fixes - 14 June 2018
Hello I've updated the game so that it now runs on Unity 2018. This means the game should enjoy some optimizations done in the engine and some of the assets used in the game. I've also discovered some horrendously poorly optimized code causing the long loading times at start. The game should now load faster. Some work still remains to be done, so there will be an additional update to further improve this in the near future. The update also fixed two minor bugs: A broken shader in level 4. This shader was not visible and as such it has been removed altogether. A raycasting issue relating to resolution scaling and clicking notes has also been fixed. / Dispersing Minds
- Upcoming performance update - 20 May 2018
Hello I will be updating the game from Unity 2017 to Unity 2018 to get some further performance improvements. Testing will begin during the upcoming week and should conclude mid June, when the game will be updated. I have a few more features to add to the game, but currently have no date for this addition. / Dispersing Minds
- Menu bug issue resolved - 6 April 2018
Hello, The main menu issue has now been resolved. This was due to an error when there is no save file. I apologize for the inconvenience and hope everything is in order now.
- Menu bug issue resolved - 6 April 2018
Hello, The main menu issue has now been resolved. This was due to an error when there is no save file. I apologize for the inconvenience and hope everything is in order now.
- Fix for main menu bug uploading now - 6 April 2018
Hello, I've been made aware of a bug in the main menu, this is being addressed now. I will update in a while when the patch is live.
- Fix for main menu bug uploading now - 6 April 2018
Hello, I've been made aware of a bug in the main menu, this is being addressed now. I will update in a while when the patch is live.
- Version Blitz Ant is now live! - 25 March 2018
Hello, I've now updated the game to version Blitz Ant, which adds a handful of new features and fixes. - Optimization Shadow system has been optimized and settings for it tweaked. FXAA removed in favor of TSAA. This means that the aliasing has been minimized even on low resolution scaling. TSAA is more performance heavy than FXAA, but the added performance cost is offset by allowing lower resolution scales to get the same or better graphical fidelity. Loading times between levels lowered. Music is compressed into memory in the background instead of on load and SFX uses faster compression. Improved pooling system and waypoint path generation to allow for pool expansion and drawing from a single pool. This dramatically improves the loading times, in particular it lowers the load of creating many objects on start (noticeable by a lot of stuttering when level is first loaded in). Optimized…
- Version Blitz Ant is now live! - 25 March 2018
Hello, I've now updated the game to version Blitz Ant, which adds a handful of new features and fixes. - Optimization Shadow system has been optimized and settings for it tweaked. FXAA removed in favor of TSAA. This means that the aliasing has been minimized even on low resolution scaling. TSAA is more performance heavy than FXAA, but the added performance cost is offset by allowing lower resolution scales to get the same or better graphical fidelity. Loading times between levels lowered. Music is compressed into memory in the background instead of on load and SFX uses faster compression. Improved pooling system and waypoint path generation to allow for pool expansion and drawing from a single pool. This dramatically improves the loading times, in particular it lowers the load of creating many objects on start (noticeable by a lot of stuttering when level is first loaded in). Optimized…
- Upcoming update - 10 March 2018
Hello! I'm in the process of finalizing some of the last feautres for the update and also testing the game. My overall observation thus far is that the first half of the campaign will be easier than before, and the second half will be more difficult. To my knowledge, this is a bit reverse to how it is in the current version and should mean the game follows a more natural progression of being more forgiving in the beginning while emphasizing the need for good planning towards the end of the game. The endless mode, however, is where the most noticable change in difficulty will come in. First of all, the give 'em hell and prime example achievements will be more separated. In the current version, you usually unlock both at roughly the same time. Now, give 'em hell will unlock later due to the change in the yield structure of the game's endless mode. Obviously, the central change of the upco…
- Upcoming update - 10 March 2018
Hello! I'm in the process of finalizing some of the last feautres for the update and also testing the game. My overall observation thus far is that the first half of the campaign will be easier than before, and the second half will be more difficult. To my knowledge, this is a bit reverse to how it is in the current version and should mean the game follows a more natural progression of being more forgiving in the beginning while emphasizing the need for good planning towards the end of the game. The endless mode, however, is where the most noticable change in difficulty will come in. First of all, the give 'em hell and prime example achievements will be more separated. In the current version, you usually unlock both at roughly the same time. Now, give 'em hell will unlock later due to the change in the yield structure of the game's endless mode. Obviously, the central change of the upco…
- Update - some more details - 1 February 2018
Hello! I've decided to make the next update a more substantial one than I had first planned. That means, first of all, that the scheduled release will be mid to late march - hopefully sooner if possible, but no promises at this stage. The update will feature what I have mentioned prior: - Localisation, the languages I have sorted are Russian, Swedish and Romanian. I am hoping German, French and Spanish can be arranged also, if you are interested send me a message. - Mac version of the game. - Reduce the impact of some levels by optimizing objects placed and which cast shadows etc. - Further overall object optimization. - Shadow system has been updated again which I am hoping will mean some further optimization. Aside from this I've decided to implement the following: - Turrets will receive a special attack when you max one of it's stats (a specific stat for each turret). It will be time…
- Update - some more details - 1 February 2018
Hello! I've decided to make the next update a more substantial one than I had first planned. That means, first of all, that the scheduled release will be mid to late march - hopefully sooner if possible, but no promises at this stage. The update will feature what I have mentioned prior: - Localisation, the languages I have sorted are Russian, Swedish and Romanian. I am hoping German, French and Spanish can be arranged also, if you are interested send me a message. - Mac version of the game. - Reduce the impact of some levels by optimizing objects placed and which cast shadows etc. - Further overall object optimization. - Shadow system has been updated again which I am hoping will mean some further optimization. Aside from this I've decided to implement the following: - Turrets will receive a special attack when you max one of it's stats (a specific stat for each turret). It will be time…