Focused on combat without compromising realism, ASTROKILL is a modern space shooter drawing inspiration from old-school games like TIE Fighter and Freespace 2. Players pilot fighters, gunships, interceptors, and medics (in 1st or 3rd person) from warring factions in ballistic dogfights.
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Hovedsagelig positive (17) - 76% af de 17 brugeranmeldelser for dette spil er positive.
Udgivelsesdato:
27. maj 2016
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Spil med tidlig adgang

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Hvad udviklerne har at sige:

Hvorfor tidlig adgang?

“We want to make the best space shooter possible. With Early Access, players can steer the development of ASTROKILL in the right direction before release. Player feedback is critical to making a game enjoyable, challenging, and replayable.”

Hvor lang tid vil dette spil være i tidlig adgang?

“The game should be released 3-6 months after beginning Early Access. So far, development on ASTROKILL has been rapid. With just 8 months of total development time, we were ready to show it at gaming conventions. Since then, the game has progressed so much further, and we're confident we can release it after a few months of Early Access.”

Hvorledes kommer den fulde version til at være anderledes end produktet i tidlig adgang?

“Since the core gameplay mechanics are well established and polished, the full version will primarily feature more game content. This means more campaign levels, ships, scenery, characters, and dialog. And, of course, the full version will address any issues Early Access players have via bug fixing, new features, and gameplay balancing.”

Hvad er den nuværende tilstand for versionen med tidlig adgang?

“In its current state, there are three game modes: practice, campaign, and survival. Each game mode is fully playable for each faction. However, there are future campaign levels, dialog, and ships that will be added throughout Early Access in preparation for a release.”

Ændrer spillets pris sig under og efter tidlig adgang?

“The game will be priced lower during Early Access to encourage a broad and welcoming development community.”

Hvordan har I tænkt jer at involvere fællesskabet i jeres udviklingsproces?

“Any feedback from Early Access players is highly valuable to us. Is the game too hard? Are the controls intuitive? Is it stable? Is it fun? Already, we have taken player feedback (from gaming conventions) and addressed them with numerous changes in a very short time-frame (sometimes overnight). Ultimately, we want the game to be a joy to play. If it's not, we want to know why and fix it.”
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Seneste opdateringer Vis alle (40)

7. september

Patch 0.9.1 - Improved Linux & SteamOS support, laser weapons, and many core changes

Gameplay
- OpenGL support for Linux and SteamOS
- Turrets can now be healed by medics
- Fighter-explosions now move in the direction of the destroyed fighter
- Colonists mission has fewer enemy EMPs
- EMPs can now be deflected with shields
- Reduced duration of EMP-effect
- Added playable laser-equipped fighters to oba-okada-minefield and oba-firefight missions



Visuals
- Brightened world-environment in all levels
- Fixed distorted cockpit-rendering in OpenGL
- Rendering in DirectX and OpenGL are now almost identical
- Target-icons are now thinner and rendered additively
- Cockpit-rendering should no longer be cropped on ultra widescreens
- Asteroid-fragment explosions are now attached to frigates that collide with them
- Removed black smoke-particles from fighter-explosions
- Reduced opacity of smoke-fingers in fighter-explosions
- Dead pilots are now visually culled at greater distances



Input
- Duplicate key-mappings for the same action are no longer allowed
- Added 3440x1440 resolution to graphics-menu

UI
- Resolution is now properly saved and loaded from graphics-menu
- Fixed menu-placement for ultra widescreens
- Mouse-input in menus are no longer captured outside of menu-buttons

Core
- Improved overall performance by turning off unnecessary cockpit scene-capture rendering
- Reduced number of concurrent post-process elements
- Created new menu-handling interface
- Decoupled impacts from vehicles
- Turned off framerate-capping and smoothing
- Decoupled GShields from spaceships
- Decoupled turrets from spaceships
- Decoupled thrusters from spaceships
- Created thruster-controller to handle thruster-collections
- Decoupled turret-wrecks from turrets
- Most actors are now spawned anonymously within a BP-component
- Actor-classes are now checked before actor-spawning
- Decoupled hangars from spaceships

Bugs
- Team-exclusion in GShield is now changed when spacecraft-team is changed
- Fixed duplicate key-mapping error
- Fixed missing 120mm-bullet impact
- Fixed 0-index access of level-time and level-victories from mission-menu
- Fixed divide-by-zero warning in oba-practice-level
- Fixed skills-warning in spaceship-spawner
- Fixed debris-padding warning in debris-field
- Fixed rank-warning in vehicle
- Fixed ping-warning produced from debris-culling
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15. august

Patch 0.9.0 - Major engine upgrade and EMP missiles

Gameplay
- Added new EMP missile that temporarily shuts down fighters and turrets
- Created new Dominion-freighter variations
- Added Dominion-freighter activity to applicable levels
- Converted Menace mission to a campaign-mission
- Added some radio-dialog to Menace mission (sets up future mission)
- Converted Banshee Inspection mission to a standalone mission
- Increased pacing of Maki Transit mission
- Added Lancer-EMP and Lancer-Medic-EMP gunship variations
- Added Phantom-EMP fighter variation
- Fixed initial trajectories for playable fighters in most missions

Core
- Upgraded Unreal engine to 4.17.0 (from 4.8.3)
- Builds are no longer packaged in PAK files
- All objects are now visually culled at long-ranges
- Added concept of electrical-power to all ships (for EMP)
- Moved save-game logic to a game-instance object
- Decoupled many ojects from one another and removed some circular dependencies
- Increased use of interfaces to facilitate polymorphic object-interactions

Visuals
- Improved lighting and colors overall (due to engine upgrade)
- Rebalanced lighting in all levels
- Shadows are now softer
- Fixed some misplaced textures on OBA-outpost
- Regenerated and optimized all LODs for every mesh (help me)
- Added scanline-effect to HUD
- Created new hologram-material (more visual clarity)
- Added a space-particle effect to the player-view (helps with gauging speed and direction)
- Simplified atmospheric effect on planets
- Health-icons no longer shown over hangar-bays
- Regenerated the Ishtar dome-mesh to fix geometry-artifacts]
- Reduced frigate-explosion particles for optimization



UI
- Added gamma and brightness sliders to the Graphics menu
- Created a separate Audio menu
- Added a master-volume slider
- Moved camera-preference to Controls menu
- Redesigned Missions menu background
- Updated all mission-preview images
- Added a mission-loading screen
- First campaign-mission from each faction are no longer locked initially

Audio
- Lowered rail-impact volume
- Lowered volume of missile-swoosh sound (when homing-missile activates)
- Added SFX for electrical shutdowns and reboots
- Added SFX for EMP-explosions

Bugs
- Fixed intermittent background-flickering in some levels
- Fixed exaggerated streaks of light in some levels
- Fixed issue with AI sometimes following their dropship
- Fixed stats for Minesweeper mission being saved incorrectly
- Fixed issue with squad-level-waypoints not clearing when player takes control
3 kommentarer Læs mere
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“Never has blowing stuff up been so supremely satisfying.”
9/10 – OPNOOBS

Om dette spil

A modern space shooter and combat sim

Focused on combat without compromising realism, ASTROKILL is a modern space shooter drawing inspiration from old-school games like TIE Fighter and Freespace 2. Players pilot fighters, gunships, interceptors, and medics (in 1st or 3rd person) from warring factions in ballistic dogfights. Wage war flying for either the sprawling Dominion of Man or the rebellious Outer Belt Alliance!

Full-featured space combat

  • True 6DoF flight-controls via directional thrusters
  • All spacecraft and projectiles obey real-world laws of physics
  • Kinetic projectiles deal damage proportional to their relative speed
  • Unique shields use anti-gravity to repel projectiles
  • Clever and convincing AI with a range of skill-levels
  • Fully customizable controls: mouse, keyboard, gamepad, and joystick

Ballistic warfare in zero-G

In the world of ASTROKILL, kinetic weapons dominate the battlefield. Deliver destruction with machine guns, flak cannons, homing missiles and rail guns. You will wipe out entire squads and bring down frigates in glorious explosions. But, be wary of camping interceptors, homing space-mines, and ace-pilots. To succeed in this unforgiving zero-G battlefield, you must master your ship and its weapons. You will blow away spaceships with machine guns, flak cannons, homing missiles, and rail guns.

Fly smart, fly hard

To survive, you will master your spacecraft and strategically manage your squad. Command squad-members to guard areas or strictly hold positions. By flying as a medic, you will repair and rearm your fellow wingmen. Protect yourself from enemy fire with anti-gravity. Use asteroids and debris as concealment from enemy-detection. Support friendly capital-ships as they reign down hellfire on enemy-positions. And, above all us, out-maneuver and outgun all who cross your path.

Systemkrav

    Minimum:
    • Styresystem: Windows 7
    • Processor: 2.8 GHz
    • Hukommelse: 8 GB RAM
    • Grafik: GeForce GTX 660 or AMD Radeon HD 6800
    • DirectX: Version 11
    • Diskplads: 4 GB tilgængelig plads
    Anbefalet:
    • Styresystem: Windows 7
    • Processor: 3.2 GHz
    • Hukommelse: 16 GB RAM
    • Grafik: GeForce GTX 1050 or AMD Radeon RX 460
    • DirectX: Version 11
    • Diskplads: 8 GB tilgængelig plads

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