Light Strike Array is a crystalpunk battle arena inspired by martial arts—and powered by VR. Featuring a one-of-a-kind movement system, a dynamic multiplayer game mode, and a wide spectrum of hyper-physical weapons, Light Strike Array shines like nothing else—in any reality.
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Dec 22, 2017
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“With Light Strike Array, I'm focused on developing mechanically rich gameplay that embraces the unique capabilities of motion-tracked VR. LSA is designed to be deep, physical, and competitive, but making such a complex and experimental game by myself often means backlogging aesthetic polish.

By launching into Early Access, I can battle-test and fine-tune the mechanics with VR gamers thirsty for depth and nuance—and willing to put up with simpler visuals or the occasional bug. With support from players like you, I'll have the resources to polish up the aesthetic so the full release can be a proper spectacle!”

Approximately how long will this game be in Early Access?

“Approximately 6 to 9 months.”

How is the full version planned to differ from the Early Access version?

“The full version will be a generally more clean, rich, and balanced experience. I plan on adding a handful of new tools and weapons to afford more playstyles, as well as secondary map objectives (for example, capturable buildings.)

The style and aesthetic will be refined over time and are subject to change (within the soft parameters of "crystalpunk.") I'll be improving sound, voice acting, and training levels over time, as well.

I hope to continue to support LSA and grow the community through Early Access, release, and the future!”

What is the current state of the Early Access version?

“The Early Access version is focused on mechanical complexity over aesthetic polish. Some effects, sounds, and user interface elements may be rough around the edges.

The Heartbreak, Duel, Tutorial, and some Training modes are stable and playable. Heartbreak and Duel are online multiplayer modes. The Tutorial and Training levels are works-in-progress, but they'll help you learn the basics, and the Training levels provide some single player content as well.”

Will the game be priced differently during and after Early Access?

“I will likely increase the price for the full launch, as I add content and polish to the game.”

How are you planning on involving the Community in your development process?

“Community feedback is critical to getting Light Strike Array to be a balanced and competitive experience! Send feedback to @LightStrikeVR on Twitter, post in the Steam Community group, or chat in the Discord. I'll do my best to listen and improve!”
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Notice: Requires the HTC Vive virtual reality headset. See the VR Support section for more info.

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Recent updates View all (6)

August 9

LSA Progress Update & Matchmaking Alpha!

Hey everyone! Bit overdue for an update, but I've been pretty busy these past couple months! Thanks to the efforts of the 1st Light Brigade, I've been able to iron out some priorities, so it's about time I filled y'all in.

Matchmaking/Dedicated Servers Alpha

Light Strike Array is complex & ambitious. It takes a lot of brainpower to learn—which means I can't be having players wasting precious neurons on coordinating a match. To remedy that, I've been working on a new dedicated server system which enables players to queue for matches without the need for peer-to-peer hosting. You can even play around in the single-player Trials modes while you wait for the queue to pop!

In fact, if you check out the Light Strike Array alpha channel right now, you can try it out! For now, only the 1v1 Duel (formerly known as Deathmatch) is available. Please bear with me as I get the other modes working!

Check out the Discord if you need someone to play against. As long as you queue for the same mode & overlapping regions, you should be able to find each other pretty quickly! Please let me know in Discord if you encounter any problems.

The alpha branch also features leaderboard support! The leaderboards track your Skill Rating in ranked matches, plus your fastest completion times for each Target Rush & Salt Run map. Best of luck!

Fanime 2018 Diary

If you haven't seen it already, I showcased LSA off at the Fanime Gaming Hall! Check out the diary here.

The Road to Release

LSA's getting closer and closer to full release, but I'm not likely to hit the "6 to 9 months" estimate I posted to Steam. More realistically, 1.0 should be out by the end of the year. The last critical tasks are in converting the existing modes to play nice with matchmaking, and in giving LSA the marketing push it deserves.

I've been looking for teammates to help out with this ambitious journey, but my low budget limits my options drastically. (I'm not a fan of making people work for free.)

Regardless, I'm in this for the long haul. Every vote of confidence from friends & fans renews my faith in Light Strike Array and keeps me pushing forward.

So with that... see you on the other side!

--CrimsonZen
2 comments Read more

June 2

Patch Notes for June 2, 2018

Gameplay

New Mode: Deathmatch
  • Players: 1v1. 6 minute time limit. Highest KO count at the time limit wins. If score is tied, a 60-second overtime engages, spawning a Death Shroud which forces players toward the center.
  • New Deathmatch Map: DM_Cleave
  • New launch options for running Deathmatch LAN 1v1's using 3 PC's. "-dmdemohost", "-dmdemoleft", "-dmdemoright" should be run on the server, blue player, and orange player PC's respectively. Will automatically launch DM_Cleave.

Results Screen
  • Added a Results Screen at end of match. Breaks down player performance with a new grading system.
    • Cleavage: Offense. Based on damage dealt and shatters over time.
    • Tenacity: Defense. Based on ratio of damage taken to damage blocked and times shattered per minute.
    • Luster: Agility. Based on number of blinks & quality of each catch.
    • Streak: Duty. Depends on game mode. In Heartbreak, Streak is awarded for collecting Salt and dealing damage to the enemy Heart. In Deathmatch, it simply counts shatters.

Torchwave
  • Adjusted blink mechanics to be more forgiving on whiffed catch.
    • Removed silence penalty for missed catches. (was 0.4s/1.2s for near-miss/whiff)
    • Torch creation cost increased from 3 to 6 (implicitly affects the cost of Light Bombs as well)
    • Maximum cost of blink miss catch (total whiff & near-miss) decreased from 8 to 6
  • Torch "near miss" distance is now calculated client-side (this should reduce energy loss for players with high ping)
  • Adjusted Torch path prediction logic to minimize potential for rubber-banding. (Blink will still be aborted if the Torch is intercepted mid-flight.)

Light Bombs
  • Made Light Bombs easier to throw (requires ~0.06s over 2.5m/s instead of ~0.09 over 3m/s)
  • Light Bomb activation state is now calculated client-side (this should make throwing Light Bombs more consistent for players with high ping)

Sword
  • Increased velocity of high-density Blade Beams
  • Adjusted the appearance of the Sword Blade Beam targeting assist

Rod
  • Increased Rod reload cost from 35 to 70

Misc
  • Menu button must be held for 0.5 seconds to open menu
  • Added new launch option "-disablelowlatency". Disables low-latency rendering updates on controllers. May cause controllers to appear further behind than they actually are, but eliminates rubberbanding under high CPU load.
  • Spectator camera now automatically follows target's facing direction if mouse left idle
  • Improved spectator camera follow logic to not chase whiffed Torches too much
  • Pawns no longer fade-out at end of game

Bugfixes
  • Fixed a bug where if a Torch was thrown from within the Prism of an adjacent cell, blink would abort unless the Torch was picked up
  • Fixed bug in Salt Run where salt was instantly redeemed on yank
  • Fixed bug where the match timer wasn't properly replicated
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About This Game

Light Strike Array is a crystalpunk battle arena inspired by martial arts—and powered by VR. Featuring a one-of-a-kind movement system, a multifaceted team-based game mode, and a wide spectrum of motion controlled weapons, Light Strike Array challenges players in ways never experienced before.

Gameplay: Heartbreak


In Light Strike Array two Bands of up to three Shards each fight​ ​to​ ​destroy​ ​the​ ​enemy​ ​Heart​. Each Heart is protected by a powerful barrier called the Corona, which scatters the light of foes that would wander too close. In order to pierce the Corona, the teams must first gather strength by mining a resource called Salt​.

Salt​ is used to crystallize new tools and weapons. Players fight for control of Salt beds scattered throughout the level, which produce Salt​ ​crystals​ periodically. By relaying Salt back to the base and dissolving it in the Well, the Heart grows in strength, and the Band gains access to more powerful tools and weapons. Under the protective cover of the final tool, the Censer, Shards can enter the Corona and strike at the enemy heart!

The Torchwave Locomotion System


Light Strike Array features an original locomotion system called Torchwave​. Each map is broken into a series of Cells​, hexagonal platforms under 2 meters across. Normally, players are restricted to the confines of their Cell.

However, by pulling the trigger, a Shard forms a Torch​, which can be cast toward another Cell. If the throw is true, the Shard phases out of reality. Now intangible, the player is invisibly teleported to the destination. When the torch arrives, the Shard rematerializes - but unless they turn around and catch​ ​the​ ​incoming​ ​Torch, they "crash," leaving them momentarily defenseless!

A competitive game is only as deep as its movement system is robust—and VR locomotion is a brave new world. Light Strike Array tackles these challenges together: the teleportation-derived design mitigates the risk of motion sickness, and the physical act of throwing the torch adds a natural skill cost to long-range movement, incentivising players to mix teleportation and local movement.

Tools and Weapons


With each completed Pillar of Salt, the Heart forms new tools​ ​for the Band. Light Strike Array features a brilliant spectrum of tools and weapons, each with unique abilities balanced around their physicality. For example, a patient and precise Shard might take the Rod​ ​to intimidate and blast enemies from afar. A more agile and aggressive player might wield the Sword​, a close-range weapon with a wide variety of sweeping strikes. Naturally, for those looking for something more straightforward, there's always the Bow.

Not every tool is a weapon, however! The Vial​ is a portable reserve that dissolves and transports halite crystals in bulk. A catalyst for rapid Salt growth, its usefulness is only limited by your skill with the Torch. For the tactically-minded, consider the Focus​. Weave mystic signs to shape your inner light, and invoke powerful spells to support your allies.

The tools vary greatly in physicality, technicality, and versatility. Only by knowing your allies’ strengths and weaknesses, and picking the right tool for the right job, can your Band outshine all the rest!

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Intel i5 or equivalent
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX 1070 or similar
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system

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