The Red Solstice is a tactical 8 player co-op survival game set in the distant future on Mars. Join the fight and lead your customized squad as you roam freely over huge maps, completing random objectives and dealing with random events. The goal is to strategize, survive and conquer by any means necessary.
Brugeranmeldelser: Meget positive (483 anmeldelser)
Udgivelsesdato: 10. jul 2014

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Spil med tidlig adgang

Få adgang med det samme og begynd at spille. Tag del i dette spil idet det udvikles.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

Hvad udviklerne har at sige:

Hvorfor tidlig adgang?

“As a small team, Early Access is a great way for us to... well... get the game into your hands early! We'll be able to get important gameplay feedback to make sure it's as fun as it can be, and at the same time polish any rough edges, add much more content, and get the game ready for final launch!”

Hvor lang tid vil dette spil være i tidlig adgang?

“It will be in Early Access until we're ready to release it. We're anticipating at least a few months.”

Hvordan er det planlagt, at den fulde version skal være anderledes fra tidlig adgang-versionen?

“The full version will have much more content, more skills, additional missions, new monsters, etc. We also expect to get further feedback during Early Access that will help us determine what you want to see in the final game.”

Hvad er den nuværende tilstand for tidlig adgang-versionen?

“Intel HD Graphics - NOT SUPPORTED
Windows XP - NOT SUPPORTED
Single-player mode is not yet available in Early Access, but will be added for the final launch.

Stability and bugs: There are some rough edges and the game may crash on occasion. However, it's already very playable thanks to early alpha testing, and we're absolutely looking for your feedback to make sure it's as good as it can be. We're very passionate and will be online pretty much 24/7 to gather any concerns or bug reports you have, in order to fix the problems and update the game as quickly as possible.

Gameplay content: There are several different game modes available already to keep you entertained. Most of the skills are done, and we're working on adding more throughout Early Access. You can advance through the full 25 ranks in each of the 8 playable classes, though there's still more work to be done on each class. If story is your thing, there are two primary mission storylines with four missions each, along with numerous bosses and lots of enemies. Most of the weapons and powerups have also been implemented. Needless to say, we feel there's already a lot of content to enjoy!

We really love this game and are/will do anything that's necessary for our Early Access and -- eventually -- the full launch to be a success.

If you have any questions, suggestions on bugs, please do report. :)

Currently in early access you can advance your character, play multiplayer game in sessions with all 8 classes and try to survive for 1h in random encounters.”

Er prisen på spillet anderledes under og efter tidlig adgang?

“We are offering some great discounts and bundles during Early Access, so by purchasing early you're definitely getting a great deal. The price will be higher at launch.”

How are you planning on involving the Community in your development process?

“We're looking for YOU to provide as much feedback and bug reports as you can! We want The Red Solstice to be one of the best co-op/multiplayer games on Steam, and we'll need YOUR help to get it there. Feel free to ask us any questions on the Steam forums, our Facebook page, Twitter or wherever else you want. We'll also schedule frequent play sessions and special events with the development team, so keep your eye out!”
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Anbefalet af kuratorer

"Sci-fi action-terror with 8-player co-op... Need I say more? Okay, fine. It really doesn't get much more intense than playing TRS with a good team."

Seneste opdateringer Vis alle (23)

5. april

Easter is here, so are the updates!

Hello everyone!

It's been quite a while since we did an official update post, so we'd like to use this opportunity to sum up some of the things we did in the past month or so and talk a bit about future plans.

It's been quite a frantic experience working for the deadlines we have set up for the singleplayer, and I must admit I was a bit worried work on further polishing and improving the multiplayer experience might stagnate. To my relief, just the oposite turned out to be true. Creating the singleplayer often forces us to think from a quite a different perspective, and very often the result is a "hey, that could be made to work in multiplayer also" moment.

Thanks to such moments we have the new gunship skill, native skills, and almost compleetly reworked insurgents that now have different classes of their own, each with it's unique set of skills and different strengths and weaknesses player needs to exploit in order to deal with them.

Implementing some singleplayer fearures also made us aware of quite a few user interface elements that can at times either not be visible enough, or clutter the screen too much, so they are at the moment being overhuled. You'll be seing new item interaction icons, new player marine markers, new item icons, monster hit chance and other information being displayed through symbols instead of numbers, new options regarding what information is being displayed and much more.

Some work was done on the netcode for monsters, specially the burrowing monsters, who in part used some of the very old and network resource heavy system, and are now having their own brand new small and elegant packets for each action. The way multiplayer game handles game ending has been greatly overhauled. Game will now keep players connected through the game over menu, allowing host to freely synchronize scores with the clients. As a result, players should no longer see unacurate endgame scores. We'll continue looking for problematic areas in our network system and makng them work propperly.

Players can now see their and community best statistics from the in game menu. Players can also see different community scores as a leaderboard from from the Steam page. It has recently been found that some kill scores have not been propperly calculated, so these have been fixed, but some users might still have those scores saved. For understandable reasons we are unable to test every one of those scores in every situation, so if you ever notice any of them being off, please report it through the forums. Also, please note that some or all of those stats could be reset prior to release.

There have been quite a few complaints about game crashes on end screen, soecially during longer play sessions. We have been trying to figure those out for a while, and have finally found the root cause. Few issues regardin the freing of allocated working memory have been found which led to game no longer being able to allocate new memory after a while. Unfortunately it is not a single issue so we are unable to provide a singular easy fix, but we have managed to seal some major leaks, and users are reporting noticeably improved stability. We will continue working on this issue further.

While digging through the core of our engine, we also managed to stumble on few systems that were unnecesarely draining system resources. Some querries to object lists were greatly optimized, so users, specially those with CPU bottlenecks should feel an emprovement.

Game's graphics engine has been upgraded with two new features, antialiasing and soft particles. Combined with new HDR system implemented some time ago, we are very happy with the visual aspect of the game.

Some updates ago, we introduced a preloading system as an experimental system. We have been collecting user experiences with it and are mostly happy with how it works, but have noticed some issues. Namely, preloading objects, although it can reduce cpu drain at times and increase game fluidity, can also easily overwhelm either computers working memory or GPU memory, leading to reduced performance. At this moment we recomend using this option with care.


Ironward team wishes you all a happy Easter!

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21. februar

The red solstice 3.02. We got updatez!

There have been complaints about de-sync problems in the game, so we have been digging through netcode a bit again. Few problematic areas have been identified and reworked in a much neater way. Namely, update information regarding marine death, revive and ailment grants have been reworked as separate packages. Code for detonating explosives has also been reworked and optimized. These changes should both prevent the desync issue and reduce the network load.
We are aware of some additional problematic parts of the netcode, most pressing ones being connected with the synchronization of boss monster behavior and damage. We are still working on those and hope to have them fixed in the near future. In the meantime, if you notice any de-syncs please let us know. Any information that would allow us to pinpoint when exactly the problems happen is very valuable.

It has also been noticed that some updates ago, game experienced a drop in a general frame rate. Some time has been spent profiling for bottlenecks in the code and several has been identified and fixed. Users testing the version so far report a considerable improvement in that area. It is worth noting though that few users have been reporting performance drops on the final waves. Again, please let us know if and under what circumstances you experience any problems, so we can better identify and fix them.

While profiling for performance drops, it has been noticed that loading of certain resource files from the disk caused major performance problems, specially noticeable issue was with the boss monsters, where game would noticeably stall waiting for the sound resources to load. Same issue was noticeable at the beginning of the game where certain objects and textures were not loaded in time and were displayed as black or white squares. In order to combat that, a preloaded system was introduced. It will upon game start immediately begin loading certain resources and keep them in the working memory for as long as the game is running. This should make the game run much more smoothly and with much fewer bugs caused by resources not being loaded in time. It could increase the game's memory footprint, so you might choose not to use it (or use it only partially) if you are low on RAM as it is. In the Options menu you can choose which types of files you wish the preloader to load. Please note that it is still an experimental feature, so if you encounter problems, please try playing with different preloader settings (game needs to be restarted for preloader features to be turned off), and let us know about your results.

You should also now be able properly select default HUD options for monster and item names display from the HUD tab of the options menu.

The way game calculates damage has been a bit problematic in the past, so it has been changed, with percentage modifiers now being applied last, after the value modifiers. This new, in our opinion more logical way of calculating might have an impact on some skills and weapons. There might be adjustments in the future to keep the gameplay balanced.

There is a problem with game lobbies we have hoped we managed to solve with this update, but turns out it is still present. It has to do with the workarounds we were forced to apply in order to make full 8 man lobbies visible from the "games in progress" list. It manifests with some users entering a lobby but not being to connect or see other players. It has been noted that re-creating a lobby fixes the issue. We apologies for leaving this issue and will handle it as soon as we can.

On a more positive note, I can report that much work has been done on the singleplayer mode, with some new features being implemented, and first missions being made. Some of our users who have made special contribution, either by contributing financially or by promoting and testing the game will quite soon be given the opportunity to participate in early singleplayer testing.


Have fun!

The Red Solstice team

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Om dette spil

The Red Solstice is a tactical, 8-player, co-op survival game set in the distant future on Mars.

One game session can last up to one hour, during which players can roam freely over huge maps, completing randomized objectives and dealing with random events.
The goal is to try to survive and conquer by any means necessary. Get stronger every time. Level up to unlock new weapons and abilities. Try to survive the storm.

Key features

  • Take the Lead: Issue commands and set waypoints and objectives for your friends as you outsmart and outgun your way through the derelict domiciles of Tharsis.
  • Play Your Way, Together: With support for 8-player co-op, play as one of 8 distinct, customizable classes. Each with unique abilities and traits.
  • Odd Jobs: Tackle an onslaught of randomly generated events with just one hour to make your mark. From zone defense to supply retrieval, you’re never short of enemies to kill and objectives to complete.
  • Earn and Learn: Kill to earn experience points and unlock new abilities and classes. Heal allies, deploy turrets, launch grenades, set traps and much, much more.
  • Game NOT Over, Man: Killing ain’t easy. Drive back untold Martian horrors in multiple modes, maps and difficulties and get stronger every time. Even if you perish.



NOTICE: It's still Early Access and there are some rough edges and known issues with Windows XP & Intel HD graphics!

Systemkrav

    Minimum:
    • OS: Windows 7 or Later
    • Processor: Intel Core i5-2320 CPU @ 3.00 Ghz or Better
    • Memory: 4 GB RAM
    • Graphics: ATI Radeon HD 3800 / Nvidia GeForce 9600 GT or Better
    • Network: Broadband Internet connection
    • Hard Drive: 2 GB available space
    • Sound Card: A Fine High Definition Audio Device Never Hurt Anyone
    • Additional Notes: OpenGL / OpenAL
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