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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Ημερομηνία κυκλοφορίας: 27 Μαϊ 2016

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Παιχνίδι με Early Access

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ΤΙ ΕΧΟΥΝ ΝΑ ΠΟΥΝ ΟΙ ΔΗΜΙΟΥΡΓΟΙ:

Γιατί Early Access;

“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.”

Για περίπου πόσο καιρό αυτό το παιχνίδι θα είναι σε Early Access;

“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.”

Πώς θα διαφέρει η πλήρης έκδοση από την έκδοση Early Access;

“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.”

Ποια είναι η τρέχουσα κατάσταση της έκδοσης Early Access;

“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.”

Θα κοστίζει διαφορετικά το παιχνίδι πριν και μετά το Early Access;

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

Πώς σκοπεύετε να συμπεριλάβετε την Κοινότητα στη διαδικασία ανάπτυξής σας;

“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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Αγορά AstroKill

 

Πρόσφατες ενημερώσεις Προβολή όλων (39)

15 Αυγούστου

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 σχόλια Περισσότερα

28 Ιουλίου

New gameplay trailer on Steam and YouTube

I recently put out a new trailer with the latest gameplay footage. I may create another trailer that highlights the major features with on-screen text and include some video of the HUD. Thoughts?

https://www.youtube.com/watch?v=Mn7iUPN458E
5 σχόλια Περισσότερα
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“Never has blowing stuff up been so supremely satisfying.”
9/10 – OPNOOBS

Σχετικά με αυτό το παιχνίδι

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.

Απαιτήσεις συστήματος

    ΕΛΑΧΙΣΤΕΣ:
    • ΛΣ: Windows 7
    • Επεξεργαστής: 2.8 GHz
    • Μνήμη: 8 GB RAM
    • Γραφικά: GeForce GTX 660 or AMD Radeon HD 6800
    • DirectX: Έκδοση 11
    • Αποθήκευση: 4 GB διαθέσιμος χώρος
    ΠΡΟΤΕΙΝΟΜΕΝΕΣ:
    • ΛΣ: Windows 7
    • Επεξεργαστής: 3.2 GHz
    • Μνήμη: 16 GB RAM
    • Γραφικά: GeForce GTX 1050 or AMD Radeon RX 460
    • DirectX: Έκδοση 11
    • Αποθήκευση: 8 GB διαθέσιμος χώρος
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