Invisigun Reloaded - Sombr Studio
Invisigun Reloaded v1.8.7 Has been released for Steam, itch.io, Nintendo Switch, and iOS Please update to enjoy online crossplay.

There have been some issues with the Nintendo Switch release that affected several things during online play, and this patch focuses on fixing that! This should resolve all issues with Land Grab and Carrier, as well as stuttering and hitches that occurred with 3+ players. In general, this optimizes a lot of things under the hood and performance should be more consistent in all areas of the game, including offline multiplayer and the single player journeys. If you have a PC with limited specs, these performance improvements should benefit you as well.

On the new features front, this release also includes full Russian localization! As usual, here are the detailed patch notes:

New
  • New localization: Russian

Updates
  • GAME: Performance optimizations
  • GAME: Faster startup
  • GAME: Framerate locked at 60fps to prevent timing drifts
  • GAME: Vsync disabled and setting removed due to sync timing issues
  • UI: Adjusted some button target visuals for clarity
  • UI: Much improved UI performance in online lobbies
  • UI: Warning when time-based modes are almost over is more clear
  • JOURNEY: Aether's boss shows shields on all body segments instead of just the head
  • JOURNEY: Regen shield time on Carmen stage 6 increased from 0.5s to 0.75s

Fixes
  • UI: Fixed letterboxing shadows in middle of screen
  • UI: Localization corrections
  • UI: Fixed some text labels' display in Japanese
  • UI: Fixed offset scrolling positions in options menus
  • UI: Possible fix for blank interface elements (sanity checks when data loading on startup)
  • INPUT: Fixed some instances where control would be lost
  • NET: Fix for some disconnection cases when returning to the lobby after a match
  • NET: Fixed degrading network performance as a match progresses
  • NET: Fixed online stuttering and hitches after the first round
  • NET: Fixed incorrect shot style being set on clients
  • NET: Fixed freezing that can occur in Zone Control and Carrier modes
  • NET: More accurate framerate-independent timers for online modes
  • GFX: Fixed Selene's jump shadow showing in the wrong location for 1 frame
  • GFX: Fixed Phoebe instantly showing at her teleport destination for 1 frame
  • IRIS: Fixed being able to dash over Djaan-Khe's traps
  • EPI: Fixed not triggering footstep effects if activating ability midway to the next tile
  • DJAAN-KHE: Fixed not triggering footstep effects if activating ability midway to the next tile
Nov 6, 2019
Invisigun Reloaded - Sombr Studio
Invisigun Reloaded will be free this weekend on Steam from November 7th - 10th, giving everyone a chance to try out the full game! Add it to your library and jump in the single player campaigns or multiplayer battles with no strings attached. Be sure to hop in the official Discord server to chat with other players organizing matches and talking about the game:

http://discord.gg/invisigun

Invisigun Reloaded - Sombr Studio
https://youtu.be/MyslaUwGCf8
This is the biggest Invisigun update to date, and the culmination of 5 years of painstaking blood, sweat, and tears. I left a large chunk of my soul embedded in the code of this game, and it drops on Nintendo Switch & Desktop on August 22nd – with full PC crossplay for online multiplayer battles! I’m beyond excited, and here’s what you can expect…

The Hero’s Journey

In the massive, all-new Hero’s Journey, you’ll be able to discover each of the 9 original hero’s unique abilities through puzzle rooms, skill challenges, and boss fights. Before jumping into local or online multiplayer stealth battles, you can find a hero that matches your playstyle at your own pace. The Hero’s Journey was developed to be very challenging, but three accessibility modes and secondary objectives ensure an enjoyable experience for everyone.

3 New Heroes



By completing any of the original 9 Hero’s Journeys, you’ll be able to choose one of the 3 all new heroes to unlock for multiplayer battle modes. Djaan-Khe lays invisible traps that can ensnare and slow foes, Zephyr can fake a shot with a decoy and teleport where it hits, and Violet can send and recall a floating orb that she can use as a remote turret.

Reloaded?

An insane amount of work, polish, balancing, and new content creation went into relaunching Invisigun Heroes on consoles (and the PC update will match). Hence, it’s Reloaded! Here’s what’s behind the new name, and changes in the update:

  • Challenge Mode has been removed. The Hero’s Journey essentially replaces Challenge Mode for several reasons. It is designed from the ground up as a proper single player campaign that is challenging and engaging while teaching players each of the 9 original hero abilities. In a game that is all about stealth, bluffing, adaptation, and trickery, the challenge mode was a wrapper around bot matches that frankly did not represent the magical feeling of playing against clever human opponents. It was never as good as I wanted it to be, and rather than misrepresent how the game feels – especially to new players – the Hero’s Journey was carefully crafted as a new separate experience to compliment multiplayer. That said, you can still create battle matches and enable bots for the same experience that was in Challenge Mode.
  • Guest Edition has been removed. The free demo was always intended to be up for a limited time, and it was easy enough to support it through multiple PC updates. However, an insane amount of work went into porting Invisigun for consoles, and maintaining the Guest Edition functionality was becoming a little burdensome in the growing codebase. It may return at a future point, but would require some rework, polish, and testing – no promises!
  • The price will be $19.99, but the update is free. Most of the development effort went into creating what is essentially an entirely new single player game, and the new price reflects this. It amounts to what some games would add on as premium DLC, but with an online multiplayer title I didn’t want to fragment the player base and have multiple “editions” floating around to complicate things. Everyone who owns the game gets the update for free on August 22nd, just like any other update, so this felt like the most reasonable solution to me.

As with any update, you can always view the complete changelog here. Thanks for supporting me on this quest, and spread the word!

The Hero's Journey
  • Brand new single player campaign
  • Series of ability-specific puzzle rooms and boss fights for each of the 9 original heroes
  • Complete a full journey to unlock one of the new heroes
New
  • THE HERO'S JOURNEY: Challenging single player campaigns for the 9 original heroes
  • NEW HERO: Zephyr
  • NEW HERO: Violet
  • NEW HERO: Djaan-Khe
  • UI: You can (finally) change your controls in pause menus, mid-game
  • UI: Destructibles with more than 1 health show damage amounts when hit
  • UI: You can anonymize your Steam name in the UI (for streamers)
  • UI: You can hide the join key in the UI (for streamers, will only show before the lobby)
Updates
  • UI: Ability Boost reference added to Field Guide
  • UI: Cold Breath mechanic added to Field Guide
  • UI: Updated some input icons
  • UI: GIF exporting continues where it left off if you cancel and start it again
  • UI: Instant replays can be rewinded a maximum of twice when online
  • UI: Updated desktop app icons
  • NET: Much improved network behaviors, position syncing, and local client responsiveness
  • GAME: Single player bot challenge mode replaced by The Hero's Journey
  • GAME: Mine carts will explode and stun players if bumped too much between them
  • GAME: Improved mine carts physics and movement feel for remote clients
  • GAME: Selene is her default character color in the tutorial instead of Player 1's default color
  • GAME: Adjusted birds clustering spread and selection of better landing spots
  • MAPS: Chaos Pit reskin
  • CRONUS: Bombs will trigger switches that they land on
  • CRONUS: Bomb impacts will push mine carts
  • CRONUS: Bomb impacts will push carriers
  • CRONUS: Ability uses before spam cooldown increased from 2 to 3
  • PROTEUS: Ability Boost also increases drone zap time from 1.5s to 2s
  • RONIN: Slashing shots will still play FX and display a notice when maxed out
Fixes
  • INPUT: Fixed inverted y-axis
  • UI: Fixed screen visual effects affecting UI when paused
  • UI: Fixed steam vents demonstrations in the Field Guide
  • UI: Better fallbacks if some data can't be read, prevents some edge case lockups
  • UI: New achievements earned are not shown again later if you skip the achievements scene
  • UI: Fixed height of post-match action menu
  • UI: Fixed issue where some scenes could fade out twice
  • UI: Dialog boxes won't go out of focus
  • UI: Fixed end-of-round UI and FX playing when remote clients disconnect leaving 1 host-side player
  • UI: Fixed edit powerups button remaining disabled if changing powerups to not drop
  • NET: Fixed more edge cases when there is no internet connection
  • NET: Fixed soft lockup if a remote client disconnects post-round while others are waiting
  • NET: Fixed soft lockup if a remove client disconnects during the loading scene before the match starts
  • NET: Fixed client stuck in lobby after connecting if transitioning there while the match has moved on
  • NET: More reliable buffered shots online (ex: during Selene's jump)
  • NET: Fixed timing issues with rapid firing and lag
  • NET: Fixed spectator views being stuck if replays are disabled
  • GFX: Player color selections are preserved when rematching
  • GFX: Yeti breath doesn't cause screenshake on impact
  • GFX: Fixed incorrect shadows when shaking tall grass sprites
  • GFX: Fixed mine cart particles sometimes shooting off the screen when shot perpendicularly
  • GFX: Fixed ice bushes not leaving stumps behind
  • GFX: Heroes won't continue their ability start animations if interrupted (stunned)
  • GFX: Fixed sorting of markers (sometimes appearing under snow)
  • SFX: A handful of audio cues were assigned to the wrong mixer busses
  • SFX: Improved consistency and reliability of music fade outs between scenes
  • GAME: Fixed slowdown caused by blast barriers appearing near certain other objects
  • GAME: Some performance improvements
  • GAME: Fixed revealer hiding players if it runs out after a round is over
  • GAME: Fixed revealers slowly moving towards players if the game is paused
  • GAME: Fixed pit beasts spawning on mine cart tracks
  • GAME: Fixed hitboxes on some neon signs
  • GAME: Fixed steam vents glitch when restarting particles
  • GAME: Fixed powerup parachute boxes sometimes not showing up
  • GAME: No respawn if there isn't enough time left (fixes sudden death issues)
  • BOTS: Phoebe bot won't try and use her ability if she's on her own teleporter
  • BEAST TAMER: Fixed beasts spawning and shaking when game is paused
  • EPI: Fixed incorrect hitbox size for real Epi when ghost is active
  • EPI: Fixed ability cooldown bar not showing up when ghost Epi is killed
  • EPI: Ability cooldown bar should omit the spam window flashing time at the end
  • EPI: Fixed real Epi dying if ghost Epi is hit by 2+ projectiles in the same frame
  • EPI: Fixed real Epi not getting hit by a Cronus bomb if ghost Epi is in the same tile
  • EPI: Fixed real Epi being pushed around if a player is bumped into that location
  • EPI: Fixed inconsistent knockback distance of ghost shots (should be 1 tile max)
  • CARMEN: Can't place a block where a ghost Epi is standing
  • CARMEN: Fixed spam cooldown when attempting to build in invalid locations
  • PHOEBE: Fixed being able to teleport into real Epi when ghost Epi is out
  • CRONUS: Fixed running in place if you bump a wall while deploying the target
  • CRONUS: Fixed bombs not clearing out sand piles
  • CRONUS: Fixed edge case leaving a target on the host's side if a client spams ability
  • PROTEUS: Fixed scanner drone beam FX continuing to play when game is paused
  • IRIS: Fixed dash distance and spam window calculations when she is slowed
  • IRIS: Fixed collection of powerups that are between 2 teleporters while dashing
  • RONIN: Fixed being able to slash shots behind him
Invisigun Reloaded - Sombr Studio


Invisigun Heroes will be at Minefaire this weekend, April 13th-14th at the Los Angeles Convention Center. Come chat with us in the indie game section, enjoy some intense multiplayer battles, and get a sneak peek at the new content on the way later this year. Hope to see you there!
Invisigun Reloaded - Sombr Studio
https://youtu.be/wjYl0wN18T8
I'm overjoyed to finally be able to discuss everything that's in been development - but secret - for the past year. This spring (release date TBD), Invisigun Heroes will launch on consoles (Switch, PS4, Xbox One), with a massive amount of new content. The update will go live for all desktop players at the same time. Many more details will emerge in the near future, but here's a quick overview of the new content:
  • The Hero's Journey: This brand new single player campaign presents you with a challenging set of puzzle rooms for every hero that culminate in a boss fight. The rooms and boss will require that particular hero's ability to solve, and they provide a ton of offline content to enjoy while at the same time better preparing you for multiplayer strategies.

  • 3 New Heroes: Completing the new single player journeys will unlock the new heroes: Zephyr, Djaan-Khe, and Violet. The specifics of their identities and abilities are still a surprise.

  • Unlockables: Completing the journeys will also earn you a brand new shot style you can choose when selecting heroes. The rooms also have collectible microchips that provide an additional challenge on top of just completing it, and picking them up will unlock more and more scoreboard emotes for use in multiplayer battles.


To commemorate such a joyous occasion and the 2-year anniversary of Invisigun's desktop launch, it's 50% off for the next two weeks - and all the content above is on the way for free!
Invisigun Reloaded - Sombr Studio
Greetings! This latest patch is all about bug fixes and some big performance gains (if for some reason your computer was struggling to handle it). There are also two new relay servers regions added for non-direct fallback connections: Russia (Moscow), and Russia East (Khabarovsk). There is a huge amount of new content that is very far along, but is still a secret. I promise I'll be able to reveal it soon! As usual, you can always keep up to date with what's coming down the pipe for the next patch here: http://www.sombr.com/pub/SIG/changelog/

New
  • NET: Added server region: Russia (Moscow)
  • NET: Added server region: Russia, East (Khabarovsk)
Updates
  • Performance improvements across the board
  • UI: Added a status indicator icon when players are slowed
  • GAME: Carrier now bounces off walls
  • GAME: Carrier is affected by conveyor belts
  • GAME: Proximity doors jammed-open time reduced from 15s to 10s
  • AETHER: Pound will affect the carrier
  • SELENE: Slight effect added when double and triple jumping
  • IRIS: Ability boost changed to leave a trail of fire behind her dashes
Fixes
  • IRIS: Fixed an issue that could occasionally cause Iris to overshoot her dash target by a hair (and bump)
  • IRIS: Fixed collision issues when dashing into mine carts
  • EPI: Fixed hidden indicator for replays and specators when ghost Epi is inside igloos
  • UI: Fixed Steam nickname not showing up if host chooses a hero before clients join
  • UI: Fixed initial value of planet progress in challenge setup
  • UI: Fixed match information not updating in local match lobbies when changing settings
  • UI: Hero profile demos will auto correct if they mess up due to framerate or performance issues
  • UI: Fixed black screen after dialog dismissal when an online match fails to be created
  • UI: Instant replay text is dismissed when skipped quickly
  • NET: Fixed unresponsive lobby if a host recreates a match after being disconnected
  • GFX: Fixed pixel misalignment sprite wall seams on a bunch of map borders
  • GFX: Fixed frozen hero sprites when running while firing
  • GAME: Fixed issue where players could occasionally get momentarily stuck against a tile
  • GAME: Fixed potential for embers to spawn while the match is not active
  • GAME: Fixed meteor falling / impacts while the match is not active
  • GAME: Fixed up some mine cart interactions with Iris' dash
  • Triple Trouble: Fixed missing center tile for zone control
Invisigun Reloaded - Sombr Studio
The latest patch is now live, with a pretty massive changelog! While most of you will care most about the new features, I'd definitely encourage you to check out all the other updates and fixes. Most notably, you can now edit the match settings without having to leave the player lobby, which should help you keep your group together online. This patch also tremendously improves initial network connections when creating and joining online matches, and a bunch of surrounding edge cases. Alright, on to the shiny stuff!

Ability Boost



Ability Boost is a hero-centric powerup that affects each character in a unique way. It's now more important than ever to pay attention to what powerups your opponents have picked up, because Ability Boost can really shake up the match dynamics.

Emotes



If you die in a round and other players are still battling out, you can pass the time by choosing a quick emote to display on the scoreboard UI. When the round is over, your chosen emote will also show up over your hero's remains on the battlefield. Stay tuned for many more emoticons to come in future updates!

Dualshock 4 Lights

Self-explanatory. This was pretty satisfying to add. :)



New
  • New powerup: Ability Boost
  • UI: You can choose an emoji to display on the scoreboard after you die
  • UI: You can now edit the match settings without leaving the lobby!
  • UI: Dualshock 4 lights reflect in-game player colors (except via Bluetooth on Mac)
  • NET: Online matches will auto start from the lobby after 30s of inactivity
  • NET: All matches will auto return to the lobby after 30s of post-match inactivity

Updates
  • Land Grab: Markers appear a little bit faster when you've reached a tile
  • NET: Better selection of open UDP ports
  • NET: Remote players option is now 3 choices: None (local only), IP/LAN, or Online
  • UI: Unified inputs for all pause- and context-menu interactions (Start/ESC to toggle, Fire to interact)
  • UI: Better render texture selection for screen recording depending on platform
  • UI: Loading indicator in lobby shows when match is preparing to start
  • UI: Most menus and options now wrap vertically and horizontally when navigating
  • UI: Map selectors show an indicator for how many maps there are & which you are on
  • UI: Updated Cerebrus planet look
  • UI: Unified lobby actions menu and start match behavior / inputs
  • UI: Hero profile demos updated; some have a second player to show ability interactions
  • GAME: Improved handling to protect against saved data corruption
  • SFX: Increased buffer for simultaneous replay audio cues (less dropped replay SFX)

Fixes
  • EPI: Ghost cluster bombs have much shorter stun time to prevent stun lock
  • EPI: Fixed situations on ghost death (real Epi dying, position swapping, etc) (regression bug)
  • RONIN: Slash will correctly hit multiple players and projectiles in its path (but powering up is capped)
  • SELENE: Fixed Selene leaving soot footprints even if jumping over Cronus' bomb impact tiles
  • GAME: Fixed potential for minecarts to bump objects on opposite side of a shot hitting them (for real)
  • GAME: Fixed empty powerup crate falling once on clients if all powerups are disabled (for real)
  • UI: Some localization fixes for button labels
  • UI: Fixed being able to navigate to the title screen bulletin items even if they aren't visible
  • UI: Fixed cooldown indicator errors if pausing and resuming before ever having spammed abilities
  • UI: Fixed some display issues with hidden indicators in replays
  • UI: Controller reference in pause menu shows more info about each player (type, ping, nickname, etc)
  • UI: Partial GIF files are deleted if the export process is canceled
  • UI: Fixed different spectator modes visibility in time delayed situations
  • UI: Fixed fade-in on tips screen
  • UI: Fixed copyright date
  • UI: Potential fix for instant replay starting too soon, overlapping the "Match Over" message
  • UI: Some Italian localization corrections and updates
  • NET: Game doesn't soft-lock on catastrophic network transport layer failures
  • NET: Fixed edge case that could leave a client in a joining state while the match is being delisted
  • NET: Fixed potential for online lobbies to fail to continue after playing local matches
  • NET: Fixed LAN matches not broadcasting for local network discovery after multiple match sessions
  • NET: Fixed LAN match joining
  • NET: More reliable LAN broadcasting and discovery
  • NET: Removed duplicate LAN match listings due to multiple network interface broadcasts
  • NET: Fixed LAN matches counting as online matches in stats
  • NET: Fixed delayed spectators end-of-match soft deadlock if the remote kill happens during the countdown
  • NET: Fixed an issue that could cause some matches to not properly list and delist from the matchmaker
Invisigun Reloaded - Sombr Studio


This is mostly a maintenance update with a bunch of quality-of-life improvements and bug fixes, but there is also a whole new map thanks to a community Cartographer. Enjoy the new Cerebrus map: Chaos Pit.

There is so much in development for the game at the moment, and it's extremely difficult to refrain from spilling the beans on everything. You can trust me that there will be some big announcements in the coming months!

New
  • New Cerebrus map: Chaos Pit
Updates
  • SYSTEM: This update will require DirectX 11 or OpenGL on Windows (DirectX 9 won't be supported)
  • GAME: Player visibility time after using their ability now includes the brief spam window time
  • UI: Ability recharge bar flashes during the short post-cooldown spam window time
  • UI: Game base resolution changed from 484x272 to 480x270 (resolution preferences will be reset)
  • UI: Some Chinese localization edits
  • UI: Improved progress scene performance
  • UI: Optimized screen fading transitions
  • UI: When exiting the lobby, you can choose to go back to match setup or the title screen
Fixes
  • EPI: Fixed edge case that could cause ghost Epi's position to be out of sync online
  • GAME: Fixed edge case that could cause a downward spiral if save data is corrupt
  • GAME: Cronus bombs' soot shouldn't affect players with Silent Steps
  • GAME: Fixed potential for minecarts to bump objects on opposite side of a shot hitting them
  • UI: Fixed error that prevented all victory phrases from showing up (custom or default)
  • UI: Fixed loss of UI focus if spamming save/cancel buttons in options sub panels
  • UI: Fixed timing edge case that could cause the cooldown indicator to not show online
  • UI: Fixed edge case that could leave a dialog box onscreen
  • NET: Fixed edge case that leaves the client in lobby-limbo if the host disconnects
  • NET: Fixed remote clients not skipping tips screen when playing consecutive online matches
  • NET: Handled some edge cases when there is no internet connection present
Jul 27, 2018
Invisigun Reloaded - Sombr Studio


I'm excited to announce that Invisigun was accepted into the MIX indie section for EVO 2018! If you're going to be at EVO, or happen to be in Las Vegas / Mandalay Bay next week, stop by the booth and say hello. There's going to be a solid selection of awesome indie games to try out, so I hope to see some of you there.

More information...
Invisigun Reloaded - Sombr Studio


I'm happy to add French and Chinese to the supported languages (see your options screen), thanks to the excellent hard work and attention to detail from Jean Serfati and Kai Shao. That brings the supported languages up to 6 as these two new additions join English, Japanese, Spanish, and Italian. It's exciting to welcome in a new group of players. :)

To celebrate, enjoy the 35% off sale for a limited time!

While there are major things in the works for Invisigun, I still can't announce any details just yet. However this patch also brings a few more updates and bug fixes. Thanks to the Discord community (http://discord.gg/invisigun) for continuing to post suggestions and report any issues.

New
  • New localization: French
  • New localization: Chinese
  • UI: Language selector is presented on first launch
  • UI: Some title screen layout adjustments for localization (complete reskin later)
Updates
  • CRONUS: Finally has a unique victory pose (like the rest of the cast)
Fixes
  • GAME: GIF export files are properly closed when canceling
  • GAME: Fixed empty powerup crate falling once on clients if all powerups are disabled
  • GAME: Fixed not being able to split shots on clients if projectile is already destroyed on the host
  • GAME: Fixed possibility for two projectiles to create a blast barrier instead of hitting objects
  • GAME: Fixed missing left ember spawner on The Catacombs
  • GAME: Random map is refreshed when returning to the lobby from a match
  • GFX: Fixed the tint of Epi's ghost in his victory pose
  • UI: Fixed sorting of UI dialogs when in-match
  • UI: Fixed resolution "free" label value change when changing languages
  • UI: "Keyboard" is now properly localized on player selectors
  • UI: Fixed potential for game to stall if localized text parsing fails in some edge cases
  • UI: Better spacing in GIF end cards for multi-line Steam usernames
  • UI: Fixed Connect button being selected after removing IP digits using the GUI
  • UI: Various minor layout fixes for different locales
  • UI Fixed ready up indicator minor scaling issues
  • AUDIO: Fixed replays always playing SFX at max volume
  • EPI: Fixed ghost Epi getting hit instead of real Epi if standing in the same spot
...

Search news
Archive
2025
Apr   Mar   Feb   Jan  
Archives By Year
2025   2024   2023   2022   2021  
2020   2019   2018   2017   2016  
2015   2014   2013   2012   2011  
2010   2009   2008   2007   2006  
2005   2004   2003   2002