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
The most commonly seen questions I've seen on the Isomer Steam community and officials forums have related to tutorials .. specially the lack there-of. In previous builds, Isomer would start off without much (or even any) explanation or back story. One minute you're generating a world, the next BAM! You're on that world with a few bewildered workers wondering exactly why their commander is having so much trouble with that mouse thing they're holding.
Well worry no more, in the build that was released earlier today (0.8.10.1) my focus has been adding tutorials and help screens. More than 30 different tutorials are now in the game (can you catch them all?) and will trigger depending on what's currently happening. My hope this will answer a lot of questions, help new players and provide some background to some of the hidden mechanics in Isomer.
On top of this I've made the title screen more snazzy (ooo procedural nebulae...) and made a number of general tweaks. Spawn pads will now heal units standing on top of them which makes them much more useful, especially for static guard posts. Unit decision making and movement has been improved to make sure any unit that side steps to get a shot at an enemy will face in the correct direction when they step back to their original position. Furthermore, combat instructions are always prioritised even when a unit or group of units is moving making control more intuitive.
Lastly, some weapons have had their accuracies tweaked to balance the game a bit more. Hint - use more lancers ;-)
Here's the full change log for build 0.8.10.1:
New: Enemy units rank 4 or above now have special rank decorations.
New: Added 31 tutorials to the game.
New: Spawn pads now heal units standing on top of them.
Improved: If a unit moves as a result of a combat side step, on returning to their original location they will turn back to where they were originally facing.
Improved: Improved title screen background and added an Early Access badge.
Improved: Made Alien Blaster Heavy Rifle less accurate (Good -> Average).
Improved: Lancer weapons have been made more accurate (Average -> Good).
Improved: Units assigned an attack order will prioritise this above all other instructions.
Bugfix: Fixed erroneous logging of prefab config files being missing.
As usual the update can be downloaded from the launcher or automagically via Steam.
After a few days of downtime following the crunch involved in getting Isomer ready for Steam, I have just released a new Isomer build. Build 0.8.9.1 focuses on enhancing enemy bases in a number of ways and fixes bugs reported on the forums from the last build.
So, what's new with enemy facilities? Firstly there's a new block called an alarm control core - this block can be found in some enemy bases and controls all the alarm sensors throughout this facility. Destroying a base alarm control will disable all the sensors and alarms in the building making it easier to assault the powercore without interruption.
Secondly, enemy bases can now extend underground! Previously no enemy base could have any part of it below the ground, as of this build several buildings have extensive underground rooms and corridors adding to exploration and discovery.
Aside from this, two entirely new enemy buildings have been added and more than ten others have been tweaked and updated
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