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.
全てのレビュー:
ほぼ好評 (19) - このゲームのユーザーレビュー 19 件中 78% が好評です
リリース日:
2016年5月27日
開発元:
パブリッシャー:

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早期アクセスゲーム

今すぐアクセスしてプレイ開始;開発途中のゲームに参加しよう。

注: この早期アクセスゲームは不完全であり、これから変わることも、変わらないこともありえます。現時点でこのゲームをプレイしても満足に遊べない場合は、 ゲームの開発が更に進捗するまで待ってみる必要があるかもしれません。 詳細はこちら

開発者からの注意書き:

早期アクセスにした理由

“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.”

このゲームは大体どのくらいの期間早期アクセスですか?

“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.”

早期アクセスバージョンと計画されているフルバージョンの違いは?

“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.”

早期アクセスバージョンの現状はどうなっていますか?

“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.”

早期アクセス期間中と期間後ではゲームの価格は変わりますか?

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

どうやって開発プロセスにコミュニティを参加させる予定ですか?

“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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最新の更新 全て表示(41)

10月22日

Patch 0.9.2 - Major graphics update, new conquest-style maps, and official Linux support

Graphics
- Created all new planets and moons
- Re-textured and created new materials for all asteroids
- Removed fog from all missions (much clearer skybox)
- Shadows are no longer entirely black
- Created all new explosion-debris with more visual variety
- Expanded skybox size by 625% (by volume) in all levels



Gameplay
- Added new conquest-style gameplay mode
- Expanded the boundaries of most levels
- Replaced "Boreas Recon" level with new conquest-style mission "Overreach"
- Changed format of mission "Dante Guerrillas" entirely
- Overhauled "Hammurabi Encounter" mission
- Raised topspeed for most fighters by 50%
- Rebalanced all projectile-damage
- Selecting nearest enemy now only selects damageable enemies
- Frigate doors now block debris, gibs, and LOS-checks
- Created new freighter and added to "Dante Guerrillas"
- Created new machine-gun turrets for new freighter



AI
- AI is now capable of prioritizing and taking territories
- AI now chooses weapons based on damage-threshold of target
- Turrets now have even targeting-priority (compared to fighters)
- AI is now more likely to gang up on targets
- Fixed issue with AI not obeying level-bounds
- Fixed issue with AI accelerating faster than its engine-limits (in some cases)

Audio
- Music now changes dynamically in most levels
- Playlists are now supported and used in most levels
- Lowered missile-turret muzzle-volume

UI
- Updated all mission-splashes to reflect major visual changes (in mission-menu)
- Implemented territory-markers with radial progress-bar
- Added territory-objectives to navball (lower left)



Bugs
- Turned off debris-shadows in some levels
- Fixed issue with lasers not registering kills/damage on turrets
- Windowed-setting is now properly saved
- Projectile-impacts are no longer attached to debris

Core
- Vehicles can now be invulnerable to some weapons and not to others
- Game-state is now kept in a proper game-state object
- Implemented beam super-weapons (not currently used)
- Asteroids now inherit static-props
12 件のコメント 詳細を見る

9月7日

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
7 件のコメント 詳細を見る
全てのスレッドを表示

このゲームの掲示板でバグを報告したりフィードバックを残そう

レビュー

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

このゲームについて

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.

システム要件

Windows
SteamOS + Linux
    最低:
    • OS: Windows 7
    • プロセッサー: 2.8 GHz
    • メモリー: 8 GB RAM
    • グラフィック: GeForce GTX 660 or AMD Radeon HD 6800
    • DirectX: Version 11
    • ストレージ: 4 GB 利用可能
    推奨:
    • OS: Windows 7
    • プロセッサー: 3.2 GHz
    • メモリー: 16 GB RAM
    • グラフィック: GeForce GTX 1050 or AMD Radeon RX 460
    • DirectX: Version 11
    • ストレージ: 4 GB 利用可能
    最低:
    • OS: Linux or SteamOS
    • プロセッサー: 2.8 GHz
    • メモリー: 8 GB RAM
    • グラフィック: GeForce GTX 660 or AMD Radeon HD 6800
    • ストレージ: 5 GB 利用可能
    推奨:
    • OS: Linux or SteamOS
    • プロセッサー: 3.2 GHz
    • メモリー: 16 GB RAM
    • グラフィック: GeForce GTX 1050 or AMD Radeon RX 460
    • ストレージ: 5 GB 利用可能

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