Pilot spacecraft ranging from small, nimble interceptors to heavily armed gunships. In ASTROKILL, you will engage in combat against enemy fighters, capital ships, outposts, freighters, turrets, and even space mines. To succeed in this unforgiving zero-G battlefield, you must master your ship and its weapons.
Brugeranmeldelser:
Samlet:
Hovedsagelig positive (15 anmeldelser) - 73% af de 15 brugeranmeldelser for dette spil er positive.
Udgivelsesdato: 27. maj 2016

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Spil med tidlig adgang

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Bemærk: Dette spil med tidlig adgang er ikke færdigt og ændrer sig måske mere. Hvis du ikke er begejstret for at spille dette spil i dets nuværende tilstand, bør du vente for at se, om spillet skrider frem længere inde i udviklingen. Lær mere

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 (33)

7. juni

Patch 0.8.1 - New mission, new music, and numerous fixes

Gameplay
- Added standalone mission Firefight with semi-molten asteroids
- Increased attack-distance on both 120mm flak and missile turrets
- Halved missile capacity in Phantoms
- Turret-placement on OBA freighters have changed
- Added broken statues as visual clues to Dante Guerrillas mission
- Re-balancing on most missions

Visuals
- Planet and moon appearance greatly improved
- Added blood splatter to dead pilots
- Asteroid-fragments now vary more in scale
- Glowing metal fragments are now scaled properly
- Reduced some select 4k textures to 2k



Physics
- Dead pilots now move with more mass

Audio
- Added new track "Rust and Concrete" to Minesweeper mission
- Added new track "Into the Jungle" for Firefight mission

Input
- Joystick-throttle no longer reverses ship
- Added option in Controls menu to bypass joystick-button mappings

UI
- Medic rearm-charge is now shown on the HUD as a greenish circle
- Added several more resolution-options

Bugs
- Initial comms can now be heard no matter how long the player waits to select a ship
- Selecting nearest enemy no longer selects frigates and outposts
- Fixed issue with Intercepors sometimes shooting themselves with their 20mm gun
- Fixed win-condition that allowed the Deliverance mission to be passed by just destroying the frigate

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27. maj

Patch 0.8 - Overhaul complete

Gameplay
- All campaign levels are back online
- Added a new standalone mission (minesweeper)
- Added medic-variations for the Ripper, Sabre, and Lancer fighters
- Implemented behavioral AI for medics
- Drastically increased the muzzle-velocity on several turrets
- Ranks within a squad are now properly ordered and handled so that 8 fighters can makeup a squad
- Kills are now credited for all turrets except small 30mm turrets
- Missions have been split into 2 types: standalone and campaign

UI
- Created 9 new in-game character portraits
- All missions are selectable from a new mission-screen
- Victories, flawless victories, and best-times are now shown for each mission
- Added input-key for medic-heals to the controls-menu
- Simplified in-game codes for fighters (F02, G05+1, etc.)

Visuals
- Added more asteroids, debris, and props to every level
- Replaced 4 large asteroid-fragments with new geometry
- Improved materials on all vehicles, asteroids, debris, and props
- Added a new solar-array prop to some levels
- Adjusted lighting in every mission to be more even
- Added new solar-array arm to OBA waystations



Performance
- Reduced many 4k textures to 2k to save on texture-memory and overall game-size
- Turned off shadow-casting on out-of-bounds asteroids

Bugs
- Fixed issue with turrets not receiving splash damage
- Fixed issue that caused turrets to accidentally shoot friendlies
- Fixed bug that caused spawned squads to spawn on the same point when a waypoint was set
- VR has been disabled to prevent auto-launching VR
- Guns can no longer be fired faster than normal by rapidly pressing buttons

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Anmeldelser

“Never has blowing stuff up been so supremely satisfying.”
9/10 – OPNOOBS

Om dette spil

  • Gritty and intense space combat in 1st or 3rd person
  • Playable ships include fighters, gunships, and interceptors
  • Enemies include capital ships, outposts, freighters, turrets, space-mines, and squads of fighters
  • Ballistic weapons, including machine guns, flak cannons, homing missiles, and rail guns
  • Realistic zero-G controls via directional thrusters
  • Shields that repel projectiles with anti-gravity
  • Campaign and standalone missions from 2 distinct factions

A gritty space shooter for the PC

ASTROKILL is a fast-paced, intense, physically realistic action game set in space. Players pilot fighters, gunships, and interceptors (in 1st or 3rd person) from either the Outer Belt Alliance or the Dominion of Man in hard-hitting dogfights.

Gameplay

Pilot spacecraft ranging from small, nimble interceptors to heavily armed gunships. In ASTROKILL, you will engage in combat against enemy fighters, capital ships, outposts, freighters, turrets, and even space mines. 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. Your Gravity Shield will protect you from enemy fire and even turn their weapons against them.

Campaign and Standalone missions

Pick a faction and enter the fray in either a story-driven Campaign mode or in what-if standalone scenarios. In Campaign mode, you will fly missions within the context of a faction-specific story-line. With each passing mission, you will discover new environments, characters, ships, and challenges that test your skills as a fighter pilot. Standalone missions offer challenging scenarios set apart from the main story-line. For example, a lone fighter is tasked with clearing an area riddled with turrets and space-mines. Or, 16 fighters must take on 16 enemy fighters in a classic dog-fight.

Weapons

In ASTROKILL, battles are fought with conventional weapons, like belt-driven machine guns, proximity-based flak cannons, and Javelin-style guided missiles. When it comes to inflicting damage downrange, nothing is quite as effective as high-velocity metal slugs. The kinetic energy behind a 30mm bullet travelling at 900m/s is tremendous. If that's not enough, flak cannons fire explosive projectiles that detonate near enemy fighters, doing area damage. Homing missiles track fighters and attempt to intercept them and detonate within their kill radius. If a missile misses its intended target, it will reassess the battlefield and track a new target.

Atmosphere

The universe in ASTROKILL feels used and unforgiving. By means of striking visual details and punchy sound effects, a war-torn atmosphere is conveyed in the dark reaches of space. Factions battle from the rocky, mineral-rich regions of the Outer Belt to the icy territories of the Dominion. The ships of the Outer Belt are jury-rigged of bare metal plate and marked with red paint, while Dominion ships are precisely engineered war machines with white hulls and blue detailing. Dogfights are a chaotic spectacle of whizzing bullets and flashy explosions. Pilots are flung from their ships and haplessly tumble through space praying their attackers follow the unwritten rules of space combat.

Mechanics

The gameplay mechanics in ASTROKILL are similar to old-school space shooters, such as X-Wing and Freespace, where the focus is on combat. In ASTROKILL, dogfights are frequent and challenging. Players must master their flight controls and weapon usage to be successful. The weapon systems are all projectile-based, so players must lead their shots to hit moving targets. If an enemy ship is selected, a leading crosshair will assist in aiming. Limited ammo means players must strategize their weapon operation. Lulls in combat provide opportunities to rearm in hangar bays. The spacecraft controls are thruster-based and can be operated in either manual or automatic modes. In manual mode, players have full and direct control over each thruster. In automatic mode, thrusters will fire at the right time and intensity to keep the spacecraft heading in the direction it's facing. This unique and realistic flight control system is the basis for all spacecraft movement throughout the game.

Rocket physics

In ASTROKILL, the propulsion system is based on Newtonian physics. When fired, each thruster applies a realistically simulated force on the ship. This has numerous implications on gameplay. For example, to travel a constant speed, a pilot simply accelerates to that velocity and then stops accelerating. The speed will be maintained due to the lack of friction in space. In terms of braking, it would be very difficult for a player to fire each thruster in such a way that his or her spacecraft comes to a complete stop (with respect to a frame of reference). This is why each spacecraft comes with a flight control system that intelligently fires each thruster at just the right time and intensity to bring the ship to a stop. So, when you see the exhaust flare from a thruster, it's not just a visual effect. That thruster is applying directional acceleration to the ship proportional to its intensity.

The Gravity Shield

One of the unique features in ASTROKILL is the Gravity Shield. As its name implies, this device creates a negative gravitational field around the spacecraft. This negative field affects objects with low mass, like projectiles. Bullets, flak shells, and missiles will arc away from the field as the GShield "pushes" on the projectile. The strength of the shield diminishes quickly due to its high power consumption. And, a spacecraft cannot fire its own weapons while the shield is up. When the GShield is used properly, it will drastically reduce damage, increase the chances of winning a dogfight, and allow a single fighter to survive an encounter with a superior opponent, like a warship.

Systemkrav

    Minimum:
    • Styresystem: 7
    • Processor: 3.2 GHz
    • Hukommelse: 8 GB RAM
    • Grafik: AMD Radeon 6800 or better (GeForce GTX 660 or better)
    • DirectX: Version 11
    • Diskplads: 3 GB tilgængelig plads
    • Lydkort: N/A

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