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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Blandet (42) - 59% av 42 brukeranmeldelser for dette spillet er positive.
Utgivelsesdato:
27. mai 2016
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Hva utviklerne har å si:

Hvorfor tidlig tilgang?

“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 lenge antas det at dette spillet vil være i tidlig tilgang?

“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.”

Hvordan er det planlagt at fullversjonen skal være forskjellig fra versjonen i tidlig tilgang?

“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.”

Hva er nåværende tilstand for versjonen i tidlig tilgang?

“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.”

Vil spillet være priset annerledes under og etter tidlig tilgang?

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

Hvordan planlegger dere å involvere samfunnet i utviklingsprosessen?

“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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Nylige oppdateringer Vis alle (51)

2. mars

Patch 0.9.7.1 - Ultrawide support, display fixes, gamepad fixes, and UE 4.21.2 upgrade

General
- Ultrawide resolutions are now supported
- Numerous display-issues have been fixed (vsync, windowed mode, etc.)
- Gamepad support is greatly improved
- Upgraded to UE 4.21.2 (from 4.21.1)

Graphics
- All graphics-settings are now saved using UE4's game-user-settings
- Anti-aliasing is now off by default (on first-run)
- Anti-aliasing setting is now saved properly between runs
- Graphics-settings are no longer applied when opening the graphics-menu
- Most scalability-settings (low, medium, high, epic) now use engine-defaults (cleaned up years of clutter in DefaultScalability.ini)



UI
- Menus now auto-adjust to ultrawide resolutions
- Cursor is now activated and centered when menus are opened
- "Apply Display Settings" button is now larger and grayed out when not display-settings match current settings
- Moved resolution-scale slider under Display in the Graphics-menu

Display
- Vertical sync now works appropriately (framerate no longer smoothed)
- Framerates are now uncapped when vertical sync is off (can result in >500 fps in some cases)
- Fixed issue with game not starting in windowed mode
- Resolution, v-sync, windowed mode, and resolution-scale are now applied only when the "Apply Display Settings" button is pressed



Core
- Cursor, ship-controls, and spectator-cameras no longer slow down when the fps increases
- Created a new flight-control-input system that applies input more efficiently and compensates for large fps fluctuations, including exceedingly high fps

Controls
- Gamepad-sticks are now mapped using the axis instead of the stick-state
- Removed all hard-coded gamepad-mappings to allow full customization
- Removed "left-handed roll" option from Controls menu (no longer applicable)
- Modifier keys can no longer be mapped with gamepad-buttons
- Gamepad now works correctly in the 3D-asset-studio
- Inverted controls now work correctly in the 3D-asset-studio

Gameplay
- Gunships now rotate slightly slower

VR
- FOV-readout on HUD no longer changes when FOV-changes are attempted (FOV is fixed in VR)
- HMD is no longer locked to the camera in the 3D-asset-studio

Bugs
- Fixed lockup that occurred when lowering effects-quality to low or medium
- Fixed issue with yaw and roll-input not adjusting with camera-zoom
- Fixed issue with yaw-input being less sensitive in 1st-person
- Fine movement (SHIFT key) works again (applicable to spectators)
- Player-input is now correctly disabled when menus are open in the 3D-asset-studio
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19. februar

Patch 0.9.7 - MASSIVE update (I'm back)

General
- Upgraded to Unreal 4.21.1
- Redesigned entire HUD with customizable colors
- Replaced all existing asteroids and debris with new meshes and textures (more varied and realistic)
- Mission load-times reduced significantly
- Added color-themes that affect the entire HUD and some menus
- 4K displays are now properly supported (HUD-resolution scales up/down accordingly)
- Desktop resolution is now used by default on first startup

Gameplay
- Created a new objective-system that displays major and minor objectives (and their progress) on the HUD
- Relative movement is now shown in the center of the HUD with a colorized moving reticle
- Added several more objectives to each mission
- Rebalanced all missions and updated difficulty levels
- Damaged frigates now display accurate hull-damage
- Players are now warned as they near the edge of the playable area
- Health-icons are now shown near hangar-bays
- Squad-members now arrange in a dynamically adjusted formation behind the squad-leader
- Increased squad-member spacing to greatly reduce the chance of ship-collisions



HUD
- Redesigned entire HUD for a more realistic look and greater practicality
- Reticles now fade and change size to reduce on-screen clutter
- Dotted lines are now drawn to leading reticles
- Reticles are now shown for missiles and mines
- Created a new radar-ball that shows the relative location of targets more clearly (can be zoomed in/out via CTRL+mouse wheel)
- Reticles are now rendered using the custom depth buffer
- Replaced existing 2D-billboards with a new 3D-billboard system (works better with VR)
- Radio-icons are now colorized based on friendly/hostile origin
- Opponents of different types are now displayed with different reticle-shapes
- Created a new instrument-system that allows for each instrument to operate independently (significantly increases overall cockpit performance)
- On-screen status messages are now more user-friendly (cryptic opponent codes no longer used)
- Distance and relative motion to target are now displayed on the target-panel in a single readout



Graphics
- Tracers are now rendered using a new technique that takes into account both absolute and relative movement (much more realistic appearance)
- Projectile-impact flashes and light-beacons are now rendered using a sphere instead of a 2D-billboard (improves impact visibility)
- Lasers are now rendered using a 3D-mesh instead of a particle-system



Scenery
- Rearranged asteroids and debris in all missions (very tedious)
- Created a new debris-system that allows for larger moveable fragments and raining debris (seen in some missions like Firefight)
- Created icy asteroids and debris for "cold" levels
- Created destructible, glowing embers for "fiery" levels



UI
- Added live scenery behind main-menu (dropships and fighters attack each other)
- Cursor is now controllable in VR and non-VR modes by all controllers
- Hardware cursor is no longer used (blue/flashy cursor now used in all modes)
- Stats in various menus are now colorized to indicate "good" or "bad" numbers
- Stylized AK and Doomsday logos
- Mission-buttons are now disabled on locked missions (lock-icons are no longer shown)
- Last played mission (or next campaign mission) is now displayed by default in the Missions menu
- Updated all mission splashes and descriptions

AI
- AI is now capable of targeting frigates (if they have any weapons that can damage them)
- AI now detect missiles and mines (and share the information to teammates)

Input
- Modifier keys can now be used when creating key-mappings (ctrl, alt, shift, etc.)

Audio
- Increased radius of debris-explosion sounds
- Master volume is now limited to a minimum of 5%
- Added new "super laser" muzzle-sound (more intimidating)



Bugs
- Fixed issue with game-over menu not displaying in rare cases (spectator-camera would become misaligned if target was destroyed)
- Current resolution is now correctly shown in the Graphics menu
- Fixed null-spawn warning that occurred when missiles were fired
- Fixed some preset resolution-strings with incorrect characters
- Eliminated invalid-object-type warning
- Fixed issue with laser-beams becoming misaligned with ship
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Om dette spillet

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

  • Progress through a variety of campaign-missions or instantly play standalone missions
  • Use ballistic or energy weapons to destroy hostile fighters, turrets, freighters, capital ships, and even space-mines
  • Deliver destruction downrange with high-velocity bullets, explosive flak, homing missiles, EMP missiles, and lasers
  • Control your spacecraft with true 6DoF flight-controls via directional thrusters
  • Repel enemy fire with anti-gravity using the one-of-a-kind GShield
  • Play with a mouse/keyboard, gamepad, or joystick, and customize all controller-mappings
  • AI mimics human-behavior by weighing and making decisions based on changing battle conditions
  • Beautifully detailed planets, moons, and asteroids populate unforgiving zero-G battlefields

Ballistic warfare in zero-G

In the world of ASTROKILL, kinetic weapons dominate the battlefield. Wield machine guns, flak cannons, missile launchers and rail guns in chaotic space combat. 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.

Strategic energy weapons

When raw kinetic energy is not enough, lasers and EMP-missiles can do the trick. Penetrate hostile GShields with rapid laser fire (anti-gravity fields have no effect on beam weapons). Or, disrupt an enemy fighter's electrical system with a well-placed EMP missile. Once disabled, fighters will drift helplessly without shields until power is restored.

Not your mom's space game

To survive, you will master your spacecraft and strategically manage your squad. Command squad-members to guard areas, strictly hold positions, or rearm at the nearest hangar bay. By flying as a medic, you have the ability to 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.

Systemkrav

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows 7
    • Prosessor: 2.8 GHz
    • Minne: 8 GB RAM
    • Grafikk: GeForce GTX 660 or AMD Radeon HD 6800
    • DirectX: Versjon 11
    • Lagring: 4 GB tilgjengelig plass
    Anbefalt:
    • OS: Windows 7
    • Prosessor: 3.2 GHz
    • Minne: 16 GB RAM
    • Grafikk: GeForce GTX 1050 or AMD Radeon RX 460
    • DirectX: Versjon 11
    • Lagring: 4 GB tilgjengelig plass
    Minimum:
    • OS: Linux or SteamOS
    • Prosessor: 2.8 GHz
    • Minne: 8 GB RAM
    • Grafikk: GeForce GTX 660 or AMD Radeon HD 6800
    • Lagring: 5 GB tilgjengelig plass
    Anbefalt:
    • OS: Linux or SteamOS
    • Prosessor: 3.2 GHz
    • Minne: 16 GB RAM
    • Grafikk: GeForce GTX 1050 or AMD Radeon RX 460
    • Lagring: 5 GB tilgjengelig plass

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