Mélange explosif de FPS et de bullet hell, MOTHERGUNSHIP offre des options de personnalisation d'armes délirantes comme vous n'en avez jamais vues dans un jeu vidéo. Concevez des guns monstrueux, affrontez des boss gigantesques, et terrassez une armada de robots-aliens.
Évaluations récentes :
très positives (48) - 83% des 48 évaluations des utilisateurs dans les 30 derniers jours sont positives.
Toutes les évaluations :
plutôt positives (262) - 77% des 262 évaluations des utilisateurs pour ce jeu sont positives.
Date de parution :
17 juil. 2018
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8 novembre

New Patch! Nov 8th, Build 973

Hi, everyone! We’ve got a new hot fix for you. There’s a ton of bug fixes in this update! Included in this update are a LOT of coop fixes to parts and upgrades (this should address many of the lost part issues with coop), some optimization work on FX, some fixes to a lot of sound assets, and some soft lock issues...and a LOT of smaller polish level bugs on rooms, collision, lighting, navmesh, translations, and balance.

Thanks again for all your support, Mothergunship fans!

Here are the full notes:
  • Dragon Boss Visibility in Coop is fixed
  • Fixed issue with player losing parts if they accepted a coop invite mid-crafting
  • Adjusting populations of 98_007, 04_25, 05_008, 04_004, 98_009, 05_002, 05_014, 05_009, 05_031, 05_006, 01_004, 01_024, 02_021, 02_027, 05_025, 05_027, 05_035, 04_007, 02_009, 03_006, 03_021, 03_024, 03_041, 05_040, 05_007, 05_005, 02_021, 01_056, 03_022, 05_027, 01_11, 05_002, 03_003, 03_038
  • Adjusted airlock positions in 01_20, 01_19, 01_16, 01_54
  • Adjusting navmesh, clipping, gaps, and visual bugs in 05_029, 01_53, HQ_brain, 96_1, 03_12, Shop_Random_001, 01_013, 02_009, 01_004, 05_022, 01_048, 01_007, Set01_boss02, 05_021, 03_024, 01_063, 04_004, 03_044, 05_029, 02_19, 02_025, 05_015, 05_020
  • Changed project to show only build number as version number
  • Added first fire delay to gnats
  • Slight HP nerf to mega bombbot
  • Fixed potential bug where player could get stuck inside loot alcoves if a second wave of mobs appeared
  • Fixed issue with player potentially getting trapped in pachinko secret room
  • Improved issues with One Shot Wonder and Load balancer
  • Buffed Bunny Hopper item
  • Progress Bar graphical glitch fixed
  • Added rare chance for pipe mails to spawn in endgame
  • Added notification event to when wingman is invited to coop
  • Adjusted rocket acceleration bug
  • FX optimization of some of the gun projectiles
  • Fixed a ton of audio concurrency and sound misclassifications
  • Fixed a few missing translation keys
  • Fixed logic for spawning loot alcove to prevent player from getting stuck in rooms that spawn them and nothing else.
  • Fixed issue with Fist Damage upgrade not properly applying to player
  • Fixed issue with doorguards never spawning anymore
  • Fixed issue with armory upgrades reapplying on respawn in coop
  • Improved barrel 301 animations
  • Fix to potential invincibility exploit when no upgrades were active
  • Fixed more issues with replicating armory upgrades
  • Optimization of orb gun FX, chain gun
  • Refined dragon fight population to make the fight a little more fair, but also buffed boss
  • Toned down bloom of laser FX
  • Fixed mob icon of dragon boss
  • Slight nerf on major spidertank
  • Fixed mystery shop pedestal pricing
  • Fixed missing additional rewards in nightmare

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10 octobre



So, we just released a new MAJOR content update today, free for all PC owners (coming soon to consoles in the coming weeks). This update brings a slew of new features, a whole new story campaign, and tons of bugfixes, improvements, and balance adjustments!

NEW “What’s in a Name?” Campaign: Follow along as the Resistance brings on an unfortunate number of new crew members, discovers a mysterious new threat to humanity, reveals chilling secrets about the Alien Armada, and then fails horribly at giving any of them good names!

Unfortunately, we can’t tell you the name of this new playground to fight in or it would spoil a bunch of jokes. Here’s a pretty screenshot of it instead.

And…with a new ship…comes a new boss…the intimidatingly good-looking DRAGON TRAIN. Goodluck, soldier!

So, maybe basing all our jokes around names was a bad idea. Unlocked by beating the new story campaign, a new way to play MOTHERGUNSHIP awaits you: one filled with challenges that encourage bigger, beefier, weapons!

We’ve been listening to our fans and working hard to bring them an experience that everyone can enjoy. Whether this means encouraging you to build larger guns or smoothing out the earlier mission difficulty a bit, we’ve been paying attention and have acted!

  • Looking for more things to kill? Face off against the Drill Jaw, Electric Hound, Rolling Energy Turret, and the dreaded…uh…Dreadbot.
  • Tired of running out of gun energy? Find a new Energy Fountain and show your foes the power of unlimited Ammo!
  • Find yourself needing more guns? The New Patented Item and Part Emitter (P.I.P.E. Mail) Delivery System lets you summon gunparts from the HQ…for a price!
  • Feeling lucky? Roll the dice with the Mystery Shops! Perhaps you’ll score a Legendary Gun Part!
  • Miniboss Fights! Think you were getting out of that ship that easily?
  • Also, new loot alcoves, new Timer Rooms, new special gun parts, new electric hazards, new ways to die in Dice Roll rooms, a lot of new rooms of the other ship types, 3 new music tracks to enjoy, a whole heap of bug fixes, optimizations, and adjustments, and a whole lot more other stuff!
Actually, we should just post the whole patch notes list, because it's massive.

  • New pops for many existing rooms
  • Rebalanced Weapons, energy recharge, mob, mission difficulty, and bullet speed, settings to have a narrower spread between low tier and high tier, resulting in easier earlier game, mostly unaffected late game, and slightly more difficult Endless mode super-late game
  • New endgame repeatable mission using Reactor Set, allowing for better construction of more planned out guns, farming of more money, and farming of more parts
  • New Reactor Set and 40 new rooms, mission icons, custom action and ambient music, and mission map screen ships
  • Additional Acute, Foundry rooms, neon and MGS rooms
  • New Drill Jaw, Electric Hound, Dreadbot, Rolling Energy Turret mobs
  • New Hazards and Tools: Energy Pylon, Shock Geyser, Shock spikes, Shock floor type
  • New PipeMail system
  • New hurtloot loot and diceroll room type
  • Additional death/win VO lines added
  • New reactor system parts: 3 barrels and one connector
  • New Keyloot and timer door room types
  • New Airlock type: Loot airlock
  • New Shop type: Mystery item
  • New Dragon Boss
  • New DamageType to support electrical themed mobs and elements
  • New miniboss mobtypes, UI elements, population schemas, and
  • Challenges added
  • Addition entire new story campaign with localization
  • New electrical dropped mines for player and mobs
  • Added Reactor maps to endgame loop

  • Many Many Gap, pathing, navmesh, visual, collision, spawning, performance, sizeflag, and other kinds of fixes for many existing rooms of all sets
  • Blocked ability to emote during crafting or other submenu usage
  • Fixed bug in airlocks potentially softlocking player in a combat room
  • Many Typo fixes to main campaign, general dialog, and subsystem strings
  • Secret accessibility fixes for MGS
  • Fixed potential problems with barrel barrel collision
  • Improved stacking/unstacking logic
  • Improved user invites on PRESS START screen scenarios
  • Connection error improvements and revised logging
  • HUD invitation adjustments for visual clarity
  • Achievement unlock bugfixes for HOPPY FROGGY
  • Fixed Timer countdown for server based invites
  • Added airlock safeguards to softlock
  • Optimized a few FX for performance
  • Fixed issues with gunparts not being shown on host when emoting
  • Improved part-selling hitches on consoles
  • Added crash protection for replication scenarios involving actor destruction
  • Switched out nicknames for onlineID during matchmaking for clarity
  • Fixed issues with missing attachment data on mob beginplay
  • Localized many errors and connection issues for better future reporting
  • Improved station interaction icon behavior problems where interact icon could get stuck
  • Fixed issue with pause menu still allowing player movement input
  • Fixed bug with parts being improperly marked as equipped during loadout
  • Fixed potential infinite loop in item inventory and overall inventory performance issues
  • Improved shop text layout readability
  • Fixed issue with game language being forced to whatever OS language was
  • Fixed issue with Energy recharge getting locked to 0
  • Fixed some doors in neon and MGS that were forced to always be shops
  • Fixed some issues with secrets not spawning loot correctly
  • Fixed exploits with some mobs being unable to properly aim if you ran too close to them
  • Fixed map loading exploits in main menu
  • Fixed issues with some challenges not completing in a bunch of rooms

For those asking specifically about the balance changes, here's a short bit on that:
A small but super impactful change is that we've taken the gray/blue guns and buffed them a bunch, allowing for the weaker guns to still be an option without things getting as bullet spongy. We've also increased the stash size (well that was an old change but was the first part of this rebalance) and amount of items you can bring into a lot of missions, allowing for much bigger guns and much more over the top gameplay. Then we did a pass on all mobs for sanity checks of their HP with the new weapons. And then the new miniboss challenges give you a bit more of an end-level challenge (for some missions, not all the time), and a higher bullet-speed scaling cap helps reign in those super high endless mode runs a little. The main campaign difficulty was lowered, but the endgame now has door timers, which means you can't rush-complete things quite so much there. And then, finally, we created a whole new mode where you can use your stash to plan out a nice gun over many rooms while also stocking up on parts and finding more gold--so losing as endgame MGS run isn't quite as severe of a setback. Also, in the MGS endgame minicampaign, we made it so you only need to complete TWO of the three paths to progress to the MGS itself. We made it so more mobs drop the temp stat upgrades, making things a bit easier and added loot alcoves, which are nice buff for the player as well.

Whew! Anyway, we worked super hard on this update and hope you all enjoy it!

13 commentaires Lire la suite


“Bullet-Hell Extravaganza”
8/10 – Gamespot

“Fast and Furious First-Person Shooting Fun”
8.5/10 – Dualshockers

“Can't wait for Dadpunchplane”
7.5/10 – Destructoid

À propos de ce jeu

MOTHERGUNSHIP est un mélange explosif de FPS et de bullet hell aux options de personnalisation d'armes délirantes. À vous de vous équiper de votre arsenal déjanté et de terrasser une armada de robot-aliens qui ont conquis la Terre.

Fabriquez des guns monstrueux, affrontez des boss gigantesques et relevez les défis d'un chaos aléatoire en vous frayant un chemin jusqu'au cœur de l'armada ennemie pour atomiser le MOTHERGUNSHIP !

Configuration requise

    Minimale :
    • Système d'exploitation et processeur 64 bits nécessaires
    • Système d'exploitation : Windows 7 64-bit
    • Processeur : Intel Core i5-4430 / AMD FX-6300
    • Mémoire vive : 4 GB de mémoire
    • Graphiques : Nvidia GTX 750 Ti 2GB / AMD Radeon R7 265
    • DirectX : Version 11
    • Espace disque : 5 GB d'espace disque disponible
    Recommandée :
    • Système d'exploitation et processeur 64 bits nécessaires
    • Système d'exploitation : Windows 10 64-bit
    • Processeur : Intel Core i5-6600K / AMD Ryzen 5 1600
    • Mémoire vive : 8 GB de mémoire
    • Graphiques : NVIDIA GeForce GTX 1060 3GB / AMD Radeon RX 580 4GB
    • DirectX : Version 11
    • Espace disque : 5 GB d'espace disque disponible

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