MO: Astray - fofo
[Added] Special Collections
[Fix] Some bugs
[Added] Mouse sensitivity adjustment
MO: Astray - fofo
New: Steam trading card
Adjusted: Order of the Monster Memories in the options menu (Infected, Inhabitants)
Adjusted: Difficulty level of a very small number of quest sections has been lowered
Fix: Some bugs
Fix: Age of monsters in the English version
Fix: Some screen scrolling, placing of items, visual direction, resolution, and other aesthetic issues
MO: Astray - fiona
We first came up with this idea because we thought it'd be cool if the main character, who's a slime, can drive a huge mech. It'll be awesome. Ever since we had that idea, we've always wanted to put this kind of scenario into the game.

The Initial Designs


After the story settings and the visual aesthetic became clearer and clearer, we put in place the segment in the game where all hell breaks loose and a massacre occurs. It was after that did we finally start discussing the design of the mech and the gameplay for that level.

Mech Concept for Early Stage Level Design




However, since the early environment concept for the level was a large space filled with different levels of elevation, we needed to add a sense of high mobility. In addition, there are also restrictions with 2D game production. Therefore, the idea was scrapped.

After the level designs were set, since we're massacring the Inhabitants and fighting against tanks, adding the image of a creature will make it feel more impactful. Thus, the mech has a distinct head, body, and legs.
In order to keep the laser cannons yet ensure that the main character is clearly visible in the cockpit, we can't place the weak spot in a place that seems too easy to hit. Our solution was to move the cockpit to the center of the body, and turn what's previously the head into the barrel of the cannon. The outline of the mech is also a tribute to the classic concept.



Since the "Bipedal movement" and "Mech transformation" were both super cool ideas to us, we took the exposed cannons from the earlier design and gave them the ability to retract. The paint design is also changed to show battle damage. The revised look of the cockpit also emphasizes the main character as the mech's energy core.

"Bipedal movement"


"Mech transformation"



To increase the mobility of the mech, the animation design added transformative components. In the game, you can see a cinematic of the mech going from a flying state to a landing state.



To sum it up, because it looks cool as balls and it fits the story settings just right, it ended up the way it did.

The mech in battle.
MO: Astray - fiona


MO: Astray has received overwhelmingly positive reviews on Steam!!!

We thank the media for coverage. The MO team will do our best to forge ahead.

Friends who have already downloaded MO: Astray, please feel free to come to our Steam page and leave a comment!
https://steamcommunity.com/app/1104660/reviews/"
MO: Astray - contact@rockpapershotgun.com (John Walker)

I m almost tempted to celebrate the appallingly named MO: Astray for not> being a Metroidvania. I loves me some Metroiding, but it s proved a real pleasure to play an action-platformer that focuses on continuous progression without a trace of backtracking. It s especially a pleasure when it happens in a game as precisely designed as this.

(more…)

MO: Astray - fofo
New: When the main character is damaged, you can still attack Mass Produced Defense Units
New: Controller sensitivity adjustment option
New: Original soundtrack MP3 file tag
Adjusted: Some parts of the levels have been balanced out
Adjusted: Background lighting adjusted to make platforms more clear
Adjusted: Method for calculating bottle opener accomplishments
Fix: Parts of text files in various languages
Fix: Some bugs
MO: Astray - fofo
Fix: The Inhabitants bump into each other.
MO: Astray - fofo
New: After completing the game, the location and number of Memory Fragments will be shown in the chapter selection screen.
Adjustment: Chapter 3, attack patterns of the boss adjusted. Checkpoints added as well.
Adjustment: Chapter 5, attack patterns of the boss (stage 1) adjusted. Checkpoints added as well.
Adjustment: Chapter 5, increase the player's ability to identify the final boss’ attacks.
Fix: Revised the text content of some files.
Fix: When performing parasitic takeover on some monsters, there is a probability of getting stuck.
Fix: Chapter 2, display error appears on the screen inside the cage during the boss stage.
Fix: Chapter 3, after activating the turrets in area 5, there is a probability that monsters disappear.
Fix: Chapter 3, the button that is on the platform during the boss battle doesn’t display normally.
MO: Astray - fofo
Fix: Control issue with the trajectory line when using the mouse.
Fix: Replicant deaths are included in the total death count.
Fix: Game time continues to be recorded in the options and pause screens.
Fix: When switching windows, the Mask for the pause screen doesn’t change immediately.
MO: Astray - fofo
Fix control issue with the trajectory line when using the mouse
Adds OST. MP3 files
...

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