Acro Storm - Flare (BCG)
Hello! First, we want to say to those out there- thanks for sticking by us as we continue to develop the game! We've got a number of content updates in the wings, and we think you'll be rather excited to see them in the coming weeks- just in time for our first racing competition!

That's right! We are hearby announcing that Blue Comet Games will, on the last weekend in Febuary (24/25th) be hosting the Acro Storm Qualifying Races Event!

What this will be is a registration-only, livestreamed, multi race event, where the the prizes will be: the top three finishers will get the opportunity to have a vehicle designed by them in the game, and the grand prize being an opportunity to put a racer of their own in the game! Further details will come at a later date, but please don't be afraid to PM me with any particular questions or concerns, and don't be afraid to sign up now!

https://docs.google.com/forms/d/e/1FAIpQLSc5JNvEGfeWJ_klbS2EEg-6CTBHqBPojptHDqPxmz_zolcgdQ/viewform?usp=sf_link

Thank you for your support with the game as we continue to update and work towards filling out the game with content!

We also have a Discord you can now join if you have any questions, concerns, or suggestions!

https://discord.gg/qmkhD7Z

If you have any questions, feel free to ask!

We hope to see you on the track!
Acro Storm - Flare (BCG)
Hello! First, we want to say to those out there- thanks for sticking by us as we continue to develop the game! We've got a number of content updates in the wings, and we think you'll be rather excited to see them in the coming weeks- just in time for our first racing competition!

That's right! We are hearby announcing that Blue Comet Games will, on the last weekend in Febuary (24/25th) be hosting the Acro Storm Qualifying Races Event!

What this will be is a registration-only, livestreamed, multi race event, where the the prizes will be: the top three finishers will get the opportunity to have a vehicle designed by them in the game, and the grand prize being an opportunity to put a racer of their own in the game! Further details will come at a later date, but please don't be afraid to PM me with any particular questions or concerns, and don't be afraid to sign up now!

https://docs.google.com/forms/d/e/1FAIpQLSc5JNvEGfeWJ_klbS2EEg-6CTBHqBPojptHDqPxmz_zolcgdQ/viewform?usp=sf_link

Thank you for your support with the game as we continue to update and work towards filling out the game with content!

We also have a Discord you can now join if you have any questions, concerns, or suggestions!

https://discord.gg/qmkhD7Z

If you have any questions, feel free to ask!

We hope to see you on the track!
Z1 Battle Royale - Greg
The Test Server will be brought down for one hour tonight, starting at 8:30pm PT to add the following:
  • Seat-swapping and drop-shotting have disabled on this build while we debug other issues.

  • ENAS movement restrictions no longer incorrectly trigger during normal left and right turns (such as navigating hallways in a building).

  • Players now move slightly faster with fists out or while holding binoculars.

  • Tightened up the new spawn areas in Combat Zone so that you don’t spawn too far from the action.

  • Match start countdown is now 45 seconds instead of 90 seconds and broadcasts less frequently.

  • Fixed an issue that was causing latency spikes in Hosted Games team games.

  • Coughing sound effect no longer continues to play after dying from the effects of a gas grenade.

  • End screens now show proper amount of Skulls earned with a Boost active.
We're continuing to adjust the echo and reverb of the new weapon sounds to improve directional awareness. This will come in a new build soon.
Z1 Battle Royale - Halo117
The Test Server will be brought down for one hour tonight, starting at 8:30pm PT to add the following:
  • Seat-swapping and drop-shotting have disabled on this build while we debug other issues.

  • ENAS movement restrictions no longer incorrectly trigger during normal left and right turns (such as navigating hallways in a building).

  • Players now move slightly faster with fists out or while holding binoculars.

  • Tightened up the new spawn areas in Combat Zone so that you don’t spawn too far from the action.

  • Match start countdown is now 45 seconds instead of 90 seconds and broadcasts less frequently.

  • Fixed an issue that was causing latency spikes in Hosted Games team games.

  • Coughing sound effect no longer continues to play after dying from the effects of a gas grenade.

  • End screens now show proper amount of Skulls earned with a Boost active.
We're continuing to adjust the echo and reverb of the new weapon sounds to improve directional awareness. This will come in a new build soon.
Jan 31, 2018
Lost Shipwreck - MrFatCat
Hi everybody,
the alpha 0.2.5 is here, new content and some improvements has been added in this new version, like:
-New constrution
-New item
-New water shader

-See the complete note here:
https://blueplant.wixsite.com/lostshipwreck/single-post/2018/01/31/Update-ALPHA-025

If you have any suggestion or if you find a bug in the game, post in on the forums, i'll be reading your comments. :)
Jan 31, 2018
Lost Shipwreck - MrFatCat
Hi everybody,
the alpha 0.2.5 is here, new content and some improvements has been added in this new version, like:
-New constrution
-New item
-New water shader

-See the complete note here:
https://blueplant.wixsite.com/lostshipwreck/single-post/2018/01/31/Update-ALPHA-025

If you have any suggestion or if you find a bug in the game, post in on the forums, i'll be reading your comments. :)
Jan 31, 2018
Grappledrome - [8HN] Abe
Hello all, sorry for such a long delay between posts. The holidays were quite busy and we just didn't get a spare minute to put a nice update together.

The past few months of concept work has focused on NPCs. The art we've done so far for environments feels pretty good and we have enough of a handle on it now that we feel comfortable modeling finished environments (which we're working on for the beginning of the game). Now we need to populate those spaces with the Overlord's varied minions.



Conceptually, we are going for an enemy design that looks strange and surreal. Because the story of Grappledrome will take place as the Overlord is slowly going insane we want the enemy design to reflect that. The enemies you encounter will have a certain form and design to them but there should always be something strange and slightly off about them. The Grappledrome in its more perfect days was a finely tuned torture chamber for human minds...but now things are starting to come apart ever so slightly. The Overlord isn't quite what it used to be and you can see that in the NPCs that populate the space.

In our artwork so far this idea manifests itself in strange body plans that arrange familiar features in strange ways.



The two pieces included in this post show this with the asymmetry in the legs and eye placement especially. Though other shapes in the body plan work toward this end too I suppose.

We're excited about this direction and we want to push it even further. The world of Grappledrome will have as many NPC varieties as we can manage. It's definitely a point of emphasis. We don't think it will be a satisfying campaign if you only fight 4 or 5 enemy types. We want way more than that. It will take some time but will hopefully be worth it in the end.

As we've mentioned before we are developing this game on the side. Some of you might be interested in our other work. I'm currently working on a documentary series called "The Lost Tapes" for the Smithsonian Channel. I will do a mini-update when an episode I worked on is airing. You can check out some of Brian's handiwork on The Amazing Race airing right now on CBS. He has also done some UI design for Way Forward games.

Thanks for your continued interest in Grappledrome. You can expect the regular monthly update now that the holidays are over.

As for an actual ship-able milestone...I'm hoping we can have a slice of the beginning of the singleplayer game ready to play in the not-too-distant future. I know that's frustratingly vague but I don't want to give a time estimate that I will inevitably blow right past.

Thanks for hanging with us...happy gaming!

Th Devs
Sentinels - Romanova
Build is now live!

Holding X in FPS mode allows you to activate meteor storm and cold snap with left/right click.
Fix for using Z in FPS mode to switch to weapon of current turret
You can now use 1, 2, and 3 to activate Commander AOE specials in FPS mode
Improvements to movement of mobile gun platform
Improved firing effects and fixed launch points for fire effects
Adjusted air/ground priority and upgrade priority for action mode
Increased starting money/power for autobuild mode
Reduced health on larger walker mechs

And more fixes and tuning per usual.
Sentinels - Romanova
Build is now live!

Holding X in FPS mode allows you to activate meteor storm and cold snap with left/right click.
Fix for using Z in FPS mode to switch to weapon of current turret
You can now use 1, 2, and 3 to activate Commander AOE specials in FPS mode
Improvements to movement of mobile gun platform
Improved firing effects and fixed launch points for fire effects
Adjusted air/ground priority and upgrade priority for action mode
Increased starting money/power for autobuild mode
Reduced health on larger walker mechs

And more fixes and tuning per usual.
Jan 31, 2018
MY 1980's DASHBOARD - Pippala Games
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