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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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“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!”


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


“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.”


“Intel HD Graphics - 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.”


“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.”


“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!


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:

- 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)

- 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

- 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

- 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

- 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!


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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在讨论版中为这款游戏汇报 BUG,并留下反馈


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!


    • 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
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)
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。





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)



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)


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。



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)

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
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)


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