I started working on Cloudbase Prime in 2012. I've only been working on it full-time since September 2015, but it's been quite the ride! I'm very, very happy to say that Cloudbase Prime 1.0 is out now!
There's a launch discount, so there's no need to delay buying Cloudbase Prime! Selling well helps Cloudbase Prime do better on the Steam front page, especially during this launch window.
Even though the game's officially released, I'm still listening to your feedback! Feel free to drop by the Steam forums or the game's Discord server.
The changes since the last release candidate are minor, but here they are:
1.0RC2 - 1.0.1 change list:
Gamepad users only: Strategy HUD button binding was visible on-screen in an annoying fashion until the player unlocked their first power (probably on level 1-1).
Strategy HUD UI misbehaved if the player paused/unpaused just after unlocking their first power.
Game over menu buttons and cursor became less reliable if the player was riding a jet dragon, or other large moving objects.
Rapid-fire clicking with the charge shot equipped sounded unpleasant.
I started working on Cloudbase Prime in 2012. I've only been working on it full-time since September 2015, but it's been quite the ride! I'm very, very happy to say that Cloudbase Prime 1.0 is out now!
There's a launch discount, so there's no need to delay buying Cloudbase Prime! Selling well helps Cloudbase Prime do better on the Steam front page, especially during this launch window.
Even though the game's officially released, I'm still listening to your feedback! Feel free to drop by the Steam forums or the game's Discord server.
The changes since the last release candidate are minor, but here they are:
1.0RC2 - 1.0.1 change list:
Gamepad users only: Strategy HUD button binding was visible on-screen in an annoying fashion until the player unlocked their first power (probably on level 1-1).
Strategy HUD UI misbehaved if the player paused/unpaused just after unlocking their first power.
Game over menu buttons and cursor became less reliable if the player was riding a jet dragon, or other large moving objects.
Rapid-fire clicking with the charge shot equipped sounded unpleasant.
Chances are very high that this release candidate will simply get renamed and released as 1.0. Which is good, because we're very close to release :P!
I've fixed some straggling annoyances and bugs in this release. None of them were terrible issues, but I'd rather push these fixes out now than after release. They're a nice bit of polish and testing is good.
I've been updating store pages, the website, and piles of other web stuff to get ready. It's annoying but exciting work. Also, the loading icons on cloudbaseprime.com are now crudely animated fixbots! Yesss.
Also, I've made the "Recommended Gamepad + Mouse Aim" Steam controller configuration official, meaning it should be what's used by default for first-time users.
If you're into gyro aim, I do recommend trying out the "Recommended Gamepad + Mouse Aim AND Gyro" configuration! I just suspect gyro aim isn't for everyone.
Full change list:
Fixed:
player no longer shoots after respawning or loading a level
going back and forth between a mouse and a gamepad works in the options menu now (really helps Steam Controller users!)
move tutorial text for gamepads/joysticks improved (no longer lists individual stick axes)
in-game tutorials no longer enable the cursor before the actual tutorial opens
Improved the 4-2 submenu in the level picker: buttons are more readable now, 4-2:score attack button now hides properly.
increasing auto-quality requirements to be more in-line with beta behavior, cleared old auto-quality data (this will result in one slightly slower startup, but will be cached after that!)
Chances are very high that this release candidate will simply get renamed and released as 1.0. Which is good, because we're very close to release :P!
I've fixed some straggling annoyances and bugs in this release. None of them were terrible issues, but I'd rather push these fixes out now than after release. They're a nice bit of polish and testing is good.
I've been updating store pages, the website, and piles of other web stuff to get ready. It's annoying but exciting work. Also, the loading icons on cloudbaseprime.com are now crudely animated fixbots! Yesss.
Also, I've made the "Recommended Gamepad + Mouse Aim" Steam controller configuration official, meaning it should be what's used by default for first-time users.
If you're into gyro aim, I do recommend trying out the "Recommended Gamepad + Mouse Aim AND Gyro" configuration! I just suspect gyro aim isn't for everyone.
Full change list:
Fixed:
player no longer shoots after respawning or loading a level
going back and forth between a mouse and a gamepad works in the options menu now (really helps Steam Controller users!)
move tutorial text for gamepads/joysticks improved (no longer lists individual stick axes)
in-game tutorials no longer enable the cursor before the actual tutorial opens
Improved the 4-2 submenu in the level picker: buttons are more readable now, 4-2:score attack button now hides properly.
increasing auto-quality requirements to be more in-line with beta behavior, cleared old auto-quality data (this will result in one slightly slower startup, but will be cached after that!)
It's been a busy few days for me. I'm very happy to say that RC1 is out now! That means this could be a build I actually ship as Cloudbase Prime 1.0! I'll wait and see how it performs in the wild, and I'll continue slapping it with vigorous tests on my end.
I'm pretty excited about this, though!
Things that will still change are Steam Achievement icons and Steam Cards, because those are separate from the actual game software.
It's been a busy few days for me. I'm very happy to say that RC1 is out now! That means this could be a build I actually ship as Cloudbase Prime 1.0! I'll wait and see how it performs in the wild, and I'll continue slapping it with vigorous tests on my end.
I'm pretty excited about this, though!
Things that will still change are Steam Achievement icons and Steam Cards, because those are separate from the actual game software.
So I've been wanting to rerecord some lines for controllers for a while, and have been utterly failing (the intro jokes about mouse and keyboard controls). Those recordings were made years ago, on very old hardware/software, and splicing in new recordings, or doing new recordings altogether, just wasn't working out.
I liked the originals too much to mix them up with things that didn't match! But this morning I got my old recording setup going and there are now controller-specific audio/subtitles for that cutscene!
I know it was confusing some people, and this is probably funnier, too. Hooray!
----
Also, while I'm here, I'd like to blab about beta 0.15's new "boss boost" system for bosses 1-4.
If you die three times in a row on boss, you'll see this screen:
If you agree to that, then you'll respawn with the "SUPER CHARGED" rings spinning in your HUD, like at the end of most collect fixbots levels. You'll shoot giant exploding bullets and launch dramatically higher while moving large chunks of terrain at once.
This tends to result in you winning the boss fight, but you won't get the fixbot.
I hope this will result in people still coming back to play and master the level later, perhaps after getting more suit powers.
It's not a huge change, but I was really sweatin' it. I think this will let me keep the challenge most people like in the boss fights while not locking anyone out of the rest of the game just because they happened to get stuck.
So I've been wanting to rerecord some lines for controllers for a while, and have been utterly failing (the intro jokes about mouse and keyboard controls). Those recordings were made years ago, on very old hardware/software, and splicing in new recordings, or doing new recordings altogether, just wasn't working out.
I liked the originals too much to mix them up with things that didn't match! But this morning I got my old recording setup going and there are now controller-specific audio/subtitles for that cutscene!
I know it was confusing some people, and this is probably funnier, too. Hooray!
----
Also, while I'm here, I'd like to blab about beta 0.15's new "boss boost" system for bosses 1-4.
If you die three times in a row on boss, you'll see this screen:
If you agree to that, then you'll respawn with the "SUPER CHARGED" rings spinning in your HUD, like at the end of most collect fixbots levels. You'll shoot giant exploding bullets and launch dramatically higher while moving large chunks of terrain at once.
This tends to result in you winning the boss fight, but you won't get the fixbot.
I hope this will result in people still coming back to play and master the level later, perhaps after getting more suit powers.
It's not a huge change, but I was really sweatin' it. I think this will let me keep the challenge most people like in the boss fights while not locking anyone out of the rest of the game just because they happened to get stuck.