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.
Усі рецензії:
змішані (42) - 57% з 42 рецензій на цю гру є позитивними.
Дата виходу:
27 тра 2016
Розробник:
Видавництво:

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Гра з дочасним доступом

Отримайте доступ і відразу почніть грати, беручи участь у процесі розробки.

Увага: ця гра з дочасним доступом не дороблена, і надалі може як істотно змінюватися, так і ні. Якщо вам не дуже кортить зіграти у неї в її поточному стані, то радше зачекайте, доки гра не прийме більш завершений вигляд. Дізнайтеся більше тут

Що бажають сказати розробники:

Чому дочасний доступ?

“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.”

Як довго гра буде у дочасному доступі?

“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.”

Чим повна версія гри буде відрізнятися від версії для дочасного доступу?

“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.”

Який поточний стан версії для дочасного доступу?

“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.”

Чи буде відрізнятися ціна гри протягом дочасного доступу та після його завершення?

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

Як ви плануєте залучати спільноту до розробки гри?

“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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19 лютого

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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Рецензії

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

Про цю гру

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.

Системні вимоги

Windows
SteamOS + Linux
    Мінімальні:
    • ОС: Windows 7
    • Процесор: 2.8 GHz
    • Оперативна пам’ять: 8 GB ОП
    • Відеокарта: GeForce GTX 660 or AMD Radeon HD 6800
    • DirectX: версії 11
    • Місце на диску: 4 GB доступного місця
    Рекомендовані:
    • ОС: Windows 7
    • Процесор: 3.2 GHz
    • Оперативна пам’ять: 16 GB ОП
    • Відеокарта: GeForce GTX 1050 or AMD Radeon RX 460
    • DirectX: версії 11
    • Місце на диску: 4 GB доступного місця
    Мінімальні:
    • ОС: Linux or SteamOS
    • Процесор: 2.8 GHz
    • Оперативна пам’ять: 8 GB ОП
    • Відеокарта: GeForce GTX 660 or AMD Radeon HD 6800
    • Місце на диску: 5 GB доступного місця
    Рекомендовані:
    • ОС: Linux or SteamOS
    • Процесор: 3.2 GHz
    • Оперативна пам’ять: 16 GB ОП
    • Відеокарта: GeForce GTX 1050 or AMD Radeon RX 460
    • Місце на диску: 5 GB доступного місця

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