Grow, fight, collect and evade in the last cosmic arena the very end of time. Acquire MASS to evolve your EXOFORM from the nimble ATOM to the godlike OMEGA and compete for fun and dominance in a fast-paced, multiplayer shooter. ATOMEGA™ !
Recent Reviews:
Mixed (80) - 68% of the 80 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (392) - 77% of the 392 user reviews for this game are positive.
Release Date:
Sep 19, 2017
Publisher:

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Recent updates View all (4)

October 30

Content Update



Version: 50614

Since the game’s launch, we have been keeping a close eye on all your feedback and comments and our small team have been working hard to fulfil some of your requests! Therefore, the focus of this update is the addition of new content and improvements to the overall gameplay experience.

Arena Variants
Introducing two new arena variants, which aim to provide different types of gameplay focus as well as some brand new aesthetics.


TEMPLE introduces crumbling arena ruins in the sky with falling Mass and close combat on multiple levels inside the central building.



VOID introduces a big risk/reward factor with narrow pathways, light bridges and floating pillars surrounding the central Mass island.

Note: The original arena is now named NOVA


Nemesis Feature
Is that one opponent ruining your day? Dominated players can now identify their main opponent who will be flagged as their nemesis.



The on screen marker will help you identify your Nemesis at all times, so it's up to you if you chase them down and attempt to take revenge or if you decide it's best to simply avoid them.

Of course if you do manage to exact your revenge, then the marker will clear and you will be rewarded with some extra points and the satisfaction of your success being announced to all players.

Check out the Codex in game to read the full details.


Misc. Fixes & Improvements
  • A playlist system cycling through the different arenas, loading from one arena to the next

  • New Quick Chat lines

  • New Steam achievements

  • Gameplay tips added to the main menu and loading screens

  • Small improvements on the in-game scoreboard, such as showing which player Overcharged.

  • Small improvements on the end of round scoreboard, such as explaining the Descriptor titles.

  • Support for Steam’s “recently played with” feature, the recent players will be accessible via the Steam overlay

  • Various bug fixes

Keep up the feedback on the forums and follow us on our social pages for further updates!

...ATOMEGA Dev Team ...
21 comments Read more

October 27

Dev Spotlight | Arenas



Creating the arenas of ATOMEGA

In this developer spotlight, our level designer, Justin Lim walks you through the unique challenges of creating a play-space for drastically varied sizes in ATOMEGA:

Back in 2016, I was prototyping some gameplay ideas, and the concept of having scalable characters seemed intriguing; whilst it might not be the most innovative idea, it was something I hadn't seen done at such a granular level in an FPS game before. The mechanics were pretty basic, but after our first split screen playtest of collecting boxes and having a lot of fun growing and towering over one another, we knew we were onto something special.



However, the level we played in was just a flat ground plane, so I quickly knocked up a whitebox-esque environment that ended up feeling a bit like a maze. It wasn’t the best, but it immediately pointed out issues, like getting stuck whilst growing, not having the right size of cover and outgrowing the environment completely. Nevertheless, these seemed like interesting level design problems to have.



It became clear that we had to design the mechanics of growing alongside setting the rules for the level design. It was cool to see how features within the level would impact gameplay in a way that related to scale, for example, when being chased, a tiny character could dive through a small crack in a wall, whilst bigger characters would have to go around or over the top.



Once we had defined the different sizes of the characters, we created a set of metrics to space out the level, and created a set of modular tile pieces for which the whole arena would be built with.



With these pieces, I began building a level. I started with the Superior sized character, constructing buildings for that size to go in the corners of the arena. Then smaller, Prime-sized buildings were added to the in between spaces, and trenches connecting different areas of the arena to provide some protection for the smallest characters as they travel around.



With each iteration of the arena we were learning what worked well, in addition to testing the gameplay mechanics. The symbiotic relationship between gameplay and level design continued throughout production. Sometimes we devised new gameplay features, such as launch pads and fast tracks, to improve the navigation and flow of the level. And whenever a gameplay mechanic was introduced or changed we had to ensure the level design could accommodate it, which often required layout tweaks.



When considering the possibility of creating additional content, we decided to try manipulating the layout of the existing NOVA arena to quickly produce a wide variety of concepts. This allowed us to really explore the potential for creating different types of gameplay and player experiences in a way that still retained the core style and complexity of the original. We then pared down our concepts to focus on those that we felt had the most potential to create memorable moments through emergent gameplay, such as using the Impact Hack to push an opponent off the tiny floating platform in the centre of the VOID arena, or shooting out the bridges to block their escape.



While we wanted to make sure that each arena variant had a distinctive look and feel of its own, we also wanted to maintain a visual connection to the original via the presence of recognisable shapes and details. Of course, the centrepiece of the original NOVA arena is its huge tower – the first thing players see when they emerge from the tunnel at the start of a Timephase – so we made our most significant changes to this central area for each variant to provide them with a unique silhouette and gameplay focus, while allowing the outer areas of the arenas remain more familiar.



Because the Syntellects base their Exoforms on what they perceive to be important stages in Earth’s evolutionary history, we thought they would probably take the same approach to the design of their arenas. We therefore took inspiration from distinctive historical architecture, such as Mayan pyramids, along with influences from the natural world and from modern visions of the future.

Look out for our new arena variants dropping next week!
4 comments Read more

About This Game

Grow, fight, collect and evade in the last cosmic arena at the very end of time. Acquire MASS to evolve your EXOFORM from the nimble ATOM to the godlike OMEGA and compete for fun and dominance in a fast-paced, multiplayer shooter. ATOMEGA™ !

It is the very end of time. Reality dissolves like cotton candy in a puddle and all that exists are EXOFORMS, super advanced post-biological lifeforms; masters of matter and energy and the last, distant relative to man and machine. As the laws of physics slowly repeal the EXOFORMS fight for fun and dominance, replaying the final moments of the universe over and over in the last arena that will ever exist.

ATOMEGA™ !
  • 1st person retro-arena shooter. FIGHT LIKE IT’S THE END OF TIME!
  • A single arena on the brink of destruction. MASTER YOUR LAST MOMENTS!
  • Compete online with up to 8 players. COMPETE FOR GLORY!
  • Collect Mass to evolve through 7 EXOFORMs from nimble ATOM to godlike OMEGA each with different strengths, weaknesses and tactical advantages. BIGGER IS BETTER!
  • Sustain OMEGA form to dominate the arena. YOU ARE LIKE UNTO A GOD!
  • Collect 10 HACKS to temporally boost your abilities. WHAT IS EVEN HAPPENING!

System Requirements

    Minimum:
    • OS: Windows 7 SP1, Windows 8.1, Windows 10 (64-bit versions only)
    • Processor: Intel Core i3-550 @ 3.0 GHz or AMD FX 4100 @ 3.6 GHz or equivalent
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX660 (2GB VRAM) or AMD HD7750 (2GB VRAM) or more
    Recommended:
    • OS: Windows 7 SP1, Windows 8.1, Windows 10 (64-bit versions only)
    • Processor: Intel Core i5- 2400 @ 3.1 GHz or AMD FX-8350 @ 4.0 GHz
    • Memory: 6 GB RAM
    • Graphics: NVIDIA GeForce GTX760 (4GB VRAM) or AMD R9 280X (3GB VRAM) or more
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