ASTROKILL - bluemoon
- Added a new standalone mission Colonists
- Added a new Outer Belt frigate that comes in civilian and military variations
- Increased rail-gun ammo-capacity
- Reduced collision-damage significantly
- Spectator-cam now defaults to a random top-view when selecting ships
- Removed thrust-mode rings in both tutorials
- Tutorial dialog now dynamically shows current key-bindings

- Rearranged the Controls menu to make room for new key-bindings

- All keyboard-bindings (with a few exceptions) are now customizable from the Controls menu
- Added ability to choose from 3 different joystick-sliders
- Joystick-throttle now handles forward and backwards movement
- Added joystick-slider option for lateral-movement
- Default joystick-button-mapping changed to Thrustmaster Hotas X

- New asteroids added to most missions
- Rearranged components on Korado freighter
- Created a habitable planet with rings
- Re-textured large Boreas-asteroid

- Gun and thruster sounds are now muffled (somewhat) when in 1st person view

- Fixed several bugs causing campaign-progress to be lost
- Corrected issue with some frigates using the wrong thruster-sounds
- Fixed issue with muzzle-sounds not being attached to guns

- Implemented DirectInput keyboard support
- Improved overall performance by minimizing controller-polling
ASTROKILL - bluemoon
- 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

- 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

- Dead pilots now move with more mass

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

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

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

- 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
ASTROKILL - bluemoon
- 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

- 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.)

- 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

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

- 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
Community Announcements - bluemoon
The following is a tentative ASTROKILL development schedule. This will be updated and reposted over the next few months as progress is made.

Minus sign (-) = unfinished item
Plus sign (+) = finished item
Letter "o" = obsolete item

PHASE 1 (December 2016) - COMPLETE

+ replace all asteroid-fragments with more realistic models
+ add/replace all other asteroids

+ introduce more complex, realistic turrets (based on the Phalanx system)
+ allow destruction of turret-components to reduce functionality (destroy pitch-motors)

+ create functional and destructible radar-dishes that broadcast enemy-locations at long ranges
+ allow player to see what friendlies see (share detections across team)
+ create separate visual-detection and instrument-detection systems to give radar strategic importance

+ simplify and rearrange HUD to give a military glass-cockpit feel

- make existing dialog less distracting (blend vocals with existing SFX)

- add in-vehicle reverb to muzzle-sounds

Campaign lock-down
+ temporarily lock campaign during overhaul
+ reduce price by 50% during overhaul to reflect fewer playable levels

PHASE 2 (February 2017)

Destructible Props
- create military containers, industrial equipment, etc. for senseless destruction

Customizable Fighters
- replace existing fighters with component-based fighters
- create fighters by combining engines, cockpits, fuel-tanks, gun-systems, and body-panels
- implement a variety of selectable body-panels and guns
- allow player to customize loadouts and specs of each ship

- replace existing dropships using new ship-components

Supply Ships
- replace existing fly-through-hangars with simpler/easier system
- create supply-ships to provide new rearming capabilities

Space Stations
- replace existing depots with component-based space-stations
- create destructible windows that expel equipment and personnel when broken
- create centrifuges for artificial gravity
- allow capturing of space-stations and its affect on victory-conditions

PHASE 3 (April 2017)

- replace existing freighters with industrial freighters influenced by real-world cargo-ships

- create civilian shuttles for assassination and escort-missions

Capital Ships
- replace Hammurabi with new component-based version
- create an OBA-styled capital ship

Campaign re-release
- re-purpose existing campaign-levels to accommodate new game assets
- add more strategic levels that make use of radar and other new features

PHASE 4 (June 2017)

Unreal Engine
- upgrade to the latest and greatest Unreal Engine

Gold Release
- publish full release on Steam
- buy bottle of brandy
Community Announcements - bluemoon
- Added a new Phalanx turret system with destructible components (like pitch-motors)
- Added destructible and functional radar dishes (spots enemies at great distances)
- Added both a free-floating and anchored mount for turrets, radar, etc.
- All friendlies are now visible to the player at any distance
- Enemies spotted by friendlies are now visible to the player (shared information)
- Detections now require line-of-sight (hiding behind objects is now possible)
- All debris is now shootable and collidable
- New turrets have destructible components (like pitch-motors)

- All asteroids and asteroid-fragments have been replaced by more realistic models (some directly based off actual asteroids or comets)

- HUD has been rearranged to maximize readability and give a glass-cockpit feel
- Ship visibility is now shown on HUD (how many foes are currently detecting the player)
- Small components (like fighter-turrets) are now marked on the HUD

- Fixed issue with pressed joystick-buttons not being displayed in the controls menu
Oct 15, 2016
Community Announcements - bluemoon
I just posted a new gameplay trailer to the Store page, YouTube, Twitter, etc. Let me know what you guys think!

Also, I have some new features in mind. I'd like to implement a customization system that allows you to swap out different kinds of guns, ammo, and armor. Each item will affect the overall weight of the ship, thereby affecting the flight characteristics. Such a large feature will require newly designed ships with swappable body panels and weapons. I think this will add some variety and replayability to the game.
Community Announcements - bluemoon
- Fixed major issue with some levels not being playable if cinematic shots were not skipped

- Increased count and visibility of secondary explosions within fighter-explosions

- Explosive projectiles now explode when impacting dead pilots

- Decoupled projectiles from other objects via a new projectile-interface
Community Announcements - bluemoon
- Auto-thrust now allows player to drift backwards or laterally (especially at low speeds) without switching to manual-thrust
- Fixed issue with auto-thrust pushing player back into an obstacle after colliding with it
- Increased spacing between wingmen to minimize collisions

- Direction-reticles on navball (lower left) now flash to indicate backwards movement or manual movement in auto-thrust mode

- Added metal-scraping sound for cases when player scrapes against an object
- Added several metal-collision sounds for bumps and collisions
- Thud can now be heard when colliding with dead pilots

- Corrected initial player-orientation in a few levels
Community Announcements - bluemoon
- Overhauled appearance of all muzzle-flashes (more volumetric and firey in general)
- Large particle-effects, like explosions, no longer disappear or appear when slightly off screen
- Fixed UV-mapping on most thruster-flares
- Fixed issue with thruster-flares not being animated in certain cases
- Added proper LODs to all thruster-flares
- Damaged thrusters are now much brighter and noticeable

- GShield spherical effect is now much more subtle and smooth
- Spherical effect is now the same size as the actual gravity field
- GShield is now more powerful and concentrated to prevent projectiles from slipping through
- Gravity-wells now update much faster if they are populated

- Door sounds on dropships can now be heard from greater distances
- GShield deflection-sound is now higher pitched and more noticeable

- Spawners can now spawn any combination of ship-types
- Spawners now use wingman-sockets to spawn squads in formation
- Opponent skill is now numerical instead of enumerated

- Added secret key-combos to spawn dead pilots in front of your ship
Community Announcements - bluemoon
- All projectiles have a longer effective range
- Projectile damage is now calculated off relative velocity at moment of impact
- Changed capital ship behavior in Deliverance level to allow more breathing room between frigates
- GShield now affects a smaller area with more aggressive anti-gravity
- Balanced hp for DOM and OBA turrets
- Added helpful radio-dialog to levels Boreas Recon and Dante Guerrillas
- Changed radio-dialog in most levels to help players with mission-objectives

- Added recorded vocals for almost all radio-dialog

- Optimized proximity-spheres to reduce number of overlap-events

- Added secondary explosions to all fighter-explosions
- Added light-beacons to all frigates (flashing anti-collision lights)
- Projectiles are now visible from any distance
- Adjusted lighting on all particle-effects

- Primary and secondary ammo is now displayed numerically for targeted opponents
- Numerous cockpit-elements now flash when they need attention
- Cockpit-hints are no longer displayed for new players (tutorial recommended)
- Compass movement smoothed out

- Practice button renamed to Tutorials
- Tutorial descriptions updated

- Fixed issue with GShield letting projectiles through occasionally
- Fixed issue with Start Campaign button not showing for new players
- Fixed array-index-out-of-bounds issues with squad-members and muzzle-locations

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