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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.
发行日期: 2014年7月10日
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抢先体验游戏

立刻获取体验权限然后开始游戏,并随着游戏的发展参与其中。

注意:该抢先体验的游戏内容在开发进程中也许会发生大幅度的变化。如果您目前不是特别想玩这款游戏,那么您可以等待一段时间,直到游戏得到进一步开发。了解更多

开发者的话:

抢先体验有何好处?

“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!”

这款游戏的抢先体验时期将持续多久?

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

计划中的完整版本和抢先体验版本到底有多少不同?

“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.”

抢先体验版本的现状如何?

“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.”

在抢先体验期间和结束之后,游戏价格会有所不同吗?

“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.”

在开发过程中,你们是如何计划让玩家社区参与进来的?

“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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The Red Solstice Version 2.0: Better Network, More Fun!

8月29日

This patch is mostly about network optimization and bugfxes.

We have been analyzing our netcode and have managed to rewrite a number of packets, reducing the game's strain on network resources.

A number of additional potential optimizations have also been found, so more work on the netcode will probably be done in the following weeks

Meanwhile, minor gameplay changes include a hatchling HP buff by 500 HP. We know that players were complaining about game being too difficult as it is, and we certainly don't want to further increase overall difficulty, but we've found this particular late level monster dropping far too quickly to present any challenge.

As a counter balance, burrowing units regeneration has been reduced.

We've also determined that buffs from combat readiness were a bit too much, so they have been reduced by half. You will also notice that locked doors will now have red lights on them.

We have also been working on a new feature, ping. It still does not work properly but one nice side effect of the work done so far is that connections should now be established somewhat faster.

Among bug fixes it is worth noting that disarm tools can now be properly used by all players and not just the game host. Action bars for activating turrets, power stations etc. will also now properly reset.

The full list of changes are follows:


BUGFIXES
- fixed bug where clients couldn't disarm turrets due to network optimization changes that happened in previous version
- reduced amount pharmacology reduces the cooldown of skills to prevent insta-usage bug
- when dropping rockets it will drop stack of 3 instead of 2
- Demolition SES: Level 5 will enable detonator instead of place satchel.
- energizer from terminator will not overwrite powercell energizer duration
- fixed bug where weapon equalizer was usable from 30 meters instead of 4
- if action bar gets interrupted while activating turret/locker/power station, it will no longer be displayed
- fixed bug where readiness wasn't given in some cases
- fixed crash in science sector regarding to missions when located in specific region of that sector(far east)

GAMEPLAY
- hatchling HP increased by 500 to make at least partially a challenge
- max stack of disarm tools changed from 10 to 4
- artillery mission can be added only once now
- readiness will increase energy regeneration by 0.5% per point instead of 1% per point

MAP
- doors that cannot be entered are marked RED now
- enabled entire storyline for EASY difficulty
- fixed Evac2 and Evac3 not having waypoint on minimap in north part of sector

NETWORK
- swapWeaponMode packet optimized
- worked on monster death packets
- lookMap packet optimized
- followMe packet optimized
- monsters can now change target minimally every 3 seconds unless a skill is used on them
- optimized monster setTarget packets so they're not sent if target is the same
- separated player to player damage packet (optimization)
- optimized network damage packets monster-player and player-monster by 50%
- sync packets are not reliable anymore (faster network)
- optimized experience packets
- followers will be synced now

CRASH
- fixed crash related to when host is hold mouse over friendly marine who disconnects/quits the game
- fixed lobby crashes

- fixed bug in decal shader where white boxes where drawn (thanx to Intel and indie devs for helping!)
> this could potentially solve some other gfx problems

8 条评论 了解更多

Dying has just become even more fun. Version 1.94 is out!

8月23日

We made it to 1.94. We continue to do most of our work "beneath the hood", polishing the inner workings of our engine. Thanks to the help of the community reporting bugs and helping us test new stuff, we have managed to locate and fix a number of odd bits of code that were causing unexpected behavior or/and crashes.

We also managed to rework portions of our steam client (part of our engine that implements Steam features like stats, lobbies...), untangling it from parts of the network engine that was also calling steam functions. We are very happy with the results since our code is now much more streamlined and will allow us to implement new features and polish existing ones much faster.

Another thing we were concentrating on (and will continue to prioritize for the time being) is network packet optimization. We have identified and fixed a number of packets that were unnecessarily large, and/or being sent unnecessarily often, causing lag in certain situations. Game should be running a bit smoother now, specially on machines with slower connections.
We have included one notable new feature, combat readiness. It is our thinking that soldiers get more efficient on the battlefield as they continually face live engagements, and "loose their edge" a bit if they sit in barracks for too long. To simulate that fact, each successful engagement will grant your marine a small percentage of battle readiness (going up to 120% maximum) and each day spent without even the shortest engagement will reduce it a bit (up to 80% minimum). Readiness boosts energy recharge, with 80% giving it no bonus (meaning having it at 80% your regeneration stays as it was prior to patch) and each percent above 80 gives you 1% boost to energy recharge. New players (those with xp under 5000) will never have their readiness drop below 100. Of course, those numbers are not set in stone. This system will probably be further expanded as we gather some feedback from the players.

It is also worth noting that our artists did some work on the GUI, switching some temporary "placeholder buttons" with something a bit nicer and more user friendly. You can expect much more work on ironing out the GUI more properly once most of the features get implemented and GUI requirements stop changing so rapidly.

Other minor fixes include more information on mining cone damage being added, fixed specialty ranks (rank 10 now properly gets stats superior to rank 9), dead marines get shown on the map, leaders get an in game icon...
We continue working as hard as we are able and hope to be able to gave more goodies for you soon.

Now go and enjoy your game, marines, that's an order!

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关于游戏

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!

系统需求

    Minimum:
    • OS: Windows 7 or Later
    • Processor: Intel Core i5-2320 CPU @ 3.00 Ghz or Better
    • Memory: 2 GB RAM
    • Graphics: ATI Radeon HD 3800 / Nvidia GeForce 9600 GT or Better
    • Network: Broadband Internet connection
    • Hard Drive: 1 GB available space
    • Sound Card: A Fine High Definition Audio Device Never Hurt Anyone
    • Additional Notes: OpenGL / OpenAL
有价值的用户评测
21 人中有 20 人(95%)觉得这篇评测有价值
61.2 小时(记录在案的)
抢先体验时期的评测
魔兽3地图NOTD: Aftermath制作团队募资搞的独立游戏,玩家扮演火星上的大兵,和其他玩家合作在危机四伏的地图上完成各种任务,生存下去。

玩过这个系列地图的人都知道,这个生存游戏的难度对新手很不友好,海量的怪物,有限的弹药补给和各种凶残的boss,刚上手的玩家可能不到5分钟就跪了。但是,对于能坚持下去的玩家,每一次被虐后你都会获得经验解锁种类繁多的武器、职业和各类升级,当你找到一个合适的团队通关后,还有各种抖M难度和新地图等待你的挑战。

需要注意的是,目前开发版的完成度比不上SC2和WAR3的地图,连接高延迟服务器时甚至会直接崩溃,想怀旧的玩家去下个地图玩玩就好了,没必要花钱。这个游戏的优点是杜绝了作弊狗横行的问题,另外现在的开荒阶段玩起来是最有意思的。

开发版本目前存在的几个问题和解决办法:
1、多人大厅没有服务器。
目前玩家只能看到自己所在区域的服务器,手动更改steam下载服务器就可以了,shanghai或者hongkong都有不少服务器。

2、进入主机被踢。
似乎是游戏的bug,如果玩主机里面超过7人,第八个进入的玩家就会卡住,被系统自动踢出。

3、老手带刷经验。
很明显设计师注意到了这个问题,目前的经验机制更鼓励同级玩家挑战同级难度。老手带低级难度有非常大的经验惩罚,最低难度一次成功的EVAC后新手能拿到600左右的经验,老手可能只有不到200,一定程度上避免了这个问题。
发布于:7月11日
这篇评测是否有价值?
18 人中有 18 人(100%)觉得这篇评测有价值
2.9 小时(记录在案的)
抢先体验时期的评测
抢先体验,暂时没有单机。

听说是个魔兽3的地图亡者之夜,魔兽图玩的少所以不了解呢……

联机部分的问题好友的评测都说的很详细了,手动把steam服务器设回国内。国内玩家还是蛮多的,汉化应该要等正式版出来。

目前看来这游戏前景不错,单机不知道会弄成什么样子呢?期待!!
发布于:7月16日
这篇评测是否有价值?
6 人中有 6 人(100%)觉得这篇评测有价值
68.6 小时(记录在案的)
抢先体验时期的评测
好游戏,一玩就根本停不下来


大致剧情是一个在外星球的殖民城市里发生了外星生命体屠城的生化事件,你和你的队友(8人小分队)被派去了解侦察情况,并坚持到撤离。

该游戏是war3知名团队生存地图Night of The Dead(NOTD)的独立版,少有的将团队协作放到第一位的游戏。
在这个游戏里,听命令的士兵比自我主义的战神有用太多。孤胆英雄跟本没法活多久,反而常常成为团队的绊脚石。

因为团队至上的设定以及其偏高的难度,这游戏也就注定了其小众。
很多新手一开始都不习惯听命令和跟随团队,在“莫名其妙”死了好几次之后严重受挫,怒删游戏。
另一个侧面来说,只要有个老手指挥,或一颗谨慎肯专研的心,这游戏就会给你带来在其他游戏里很难得到的团队归属感和成就感。


独特的游戏独特的体验,强烈推荐!!!

PS:目前游戏上架测试没几天,虽然没有什么恶性BUG(已经很难得了),可总有些细节让人觉得不到位。但因为原地图的所有内容基本移植完毕,整体的游戏性不会因各种不完善的地方下降。
接下来作者会慢慢加入小型地图(适合2人、4人、6人)的地图,各种游戏模式,更多兵种自定义内容。
发布于:7月14日
这篇评测是否有价值?
5 人中有 5 人(100%)觉得这篇评测有价值
41.3 小时(记录在案的)
抢先体验时期的评测
独立版的亡者之夜!
这游戏果然没让我失望,光是WAR3的RPG地图就已经让我欲罢不能了,这次的独立版更是增加了众多新功能
相比魔兽RPG地图版本,独立版可以说是对新手友好了许多,各种教程,各种说明,还有更多人性化的设定和难度调节,不再像以前哪怕8人开黑也连普通都打不过的程度,现在的简单难度就算是4个路人局也可以轻松通关
职业技能变的更多了,还能更换武器甚至是子弹类型,还有副武器,这都是以前在RPG地图想都不敢想的事情,现在还能移动开火,物资位置更加清晰明确了,任务标识也比以前浅显易懂了很多,战斗音乐十分具有魄力,总之给我感觉就是和以前比是质的飞跃
当然最让我开心的是终于不用每次死亡都要打-save抄密码了XD
缺点是语言暂时只有英语,不过如果玩过RPG地图的话上手倒也不会太吃力,毕竟大部分都和以前一样,而且现在路人房不多,基本都是开黑的,进去容易被T,而自己开房往往半天等不到人,有点小郁闷
如果没有玩过亡者之夜原版或者余波或者特别行动的话,建议还是暂时观望一下,这游戏对于团队配合的要求比较高,如果没有接触过前作的话上手会很吃力

7.25追记:更新相当勤快,让我对这个制作组充满了信心 ,各种BUG修复和调整也十分及时,相当令人满意,比如上次说的看不到世界区域的房间,两周不到的时间内就修复了
发布于:7月14日
这篇评测是否有价值?
7 人中有 5 人(71%)觉得这篇评测有价值
2.2 小时(记录在案的)
抢先体验时期的评测
玩法类似于War3上的<亡者之夜2>,但是增加了任务模式.
细节挺有趣,可以翻路边的残骸找物资,翻室内的柜子找补给,可以扛起油桶或生化废物桶砸向敌人(或友军).
想快速升级就找平均等级高的路人野队,那些大触手有特殊技巧,你拼死拼活一盘200经验,他们3分钟就能拿这么多,15分钟1800+经验,偶尔超神通关了更多.
发布于:7月11日
这篇评测是否有价值?

奖项

Selected Projects at Game Connection "2013"
Nominated finalist at Reboot Develop Indie Game Awards "2014"