Experience the beauty of a classic arena shooter in VR - for free! During the next couple of days, we unlock 100% of Telefrag VR content so you can have some happy fraggin' time!
Free weekend is linked with the major content update: new map (Labyrinth) and the addition of the Spectator Mode. Check the game for free and if you like it - grab it with a special discount.
You don't have friends to play with? Thanks to the cross-play feature, you can duel everyone - no matter what platform they're using. Steam, PlayStation Network or Oculus Store - everyone in the same queue with equal rights to glory.
The Labyrinth
Experience the high-tech maze of corridors and passageways on our newest map - Labyrinth. This arena is perfect for pursuing or ambushing your prey, so it's time to put on your hunting face and have some fun!
The Labyrinth is a map we always wanted to have in our game – built on the experience we gathered while creating all of the previous ones. Thanks to your warm feedback after the game launched in July, we assembled a team to work on it for the last couple of weeks.
Spectator Mode
Simultaneously, we wanted to give players a purpose to form into groups and provide more tournament feel into the gameplay. Thus, we're introducing the Spectator Mode. Create a lobby, invite some friends, and decide who's the biggest Gladiator in your crew.
While two of them are playing, spectate their game and analyze their gameplay to counter their tactics and become the grandmaster. If you're into casting live matches – this is the mode you were waiting for!
This content drop is our biggest update yet, and we hope you'll enjoy it as much as we did preparing the assets and putting them all together. Be sure to try the game and enjoy the new map while it lasts! Spectator mode and the Labyrinth map is also available on other platforms to unify the player experience - PlayStation Network and Oculus Store users can already download the content patch for free.
Bolster your barracks with new Units, give your Wizards wisdom with new Spells and lead the line with new Champions. We have big bundles for ALL of the four Grand Alliances; all at amazing prices!
Not only that, but you'll also earn Double XP for the entire weekend! Take your battle-worthy deck into Ranked to battle against other worthy Champions or undertake the Realm Trials to seek greater glory.
Time to ignite the flames of war once more Champions! Onwards!
Master invisibility, illusions, time jumps, and lightning strikes to enemy tanks. These mystical abilities that break the laws of the universe are available now in the new Uprising battle type.
Harness them and make your combat capabilities almost unlimited!
There are 16 abilities featured in Uprising. They can be divided into two types:
Active abilities that you can enable yourself when you see fit by tapping the Abilities button in battle
Passive abilities that work permanently from the moment you join the battle.
In Uprising, every tank possesses one active ability depending on the vehicle class. Generally speaking, light and medium tanks feature Shadow or Time Jump, heavies use Play Dead or Dust Devil, while tank destroyers have Hunter's Mark or Blood Trail.
Elixir earned in battle can get you ten more passive abilities. You can select them from three random options as you wait to return to battle:
The acquired passive abilities work permanently during battle even after the vehicle has been destroyed and returned to battle.
Some passive abilities are available in two variants: standard (Grade I) and a more expensive and enhanced one (Grade II).
The more Elixir you accumulate, the more abilities you can get.
The stock of Elixir is being constantly accumulated during battle. To earn more Elixir, you need to perform useful actions in battle. For example, deal damage, destroy enemy vehicles, or perform the scout role.
Effects from different abilities can add up and complement one another. For example, adding the Doubleshot ability to Chain Lightning will enable you to attack three opponents at once and with double the speed. Create your own strikingly powerful combination of abilities and unleash them upon your enemies!
Active Abilities
Time Jump Takes your tank 4 seconds into the past to the same position on the map and with the same amount of HP it had. This ability does not take effect if your tank is destroyed. Cooldown time: 30 seconds
Play Dead To enemies, the tank takes on the illusion of a destroyed one: its appearance changes, HP is not displayed, and when spotted, it's not marked as an enemy vehicle. In this state, the vehicle can drive, rotate the turret, and shoot. The effect ends when the tank gets damaged. While the ability is in effect, the enemy tank's first shot doesn't do any damage. Duration: 15 seconds Cooldown time: 35 seconds
Shadow The tank becomes invisible and moves at an increased speed. The effect ends when the tank takes a shot or receives damage. +300% to engine power. +30 km/h to maximum speed. Duration: 10 seconds Cooldown time: 35 seconds
Hunter's Mark Enables allies to deal increased damage to the enemy vehicle that Hunter's Mark was aimed at. +60% to damage by all allies to the target vehicle bearing the Hunter's Mark. Duration: 10 seconds Cooldown time: 30 seconds
Blood Trail Enemy vehicle marked by the Blood Trail loses HP while moving. −10% from the maximum HP every 10 m. Duration: 10 seconds Cooldown time: 45 seconds
Dust Devil Instantly spins the enemy tank in a random direction. Cooldown time: 50 seconds
Passive Abilities
Doubleshot Enables your vehicle to fire 2 shells per shot. Results in increased gun dispersion and aiming time. +140% to gun dispersion. +80% to aiming time. Cost: 400 of Elixir
Chain Lightning (Grade I and II) Enables you to deal damage not only to the target vehicle, but also to its two closest allies, all with one shot. Inflicts increased damage to all affected vehicles and takes effect only upon penetrating enemy armor.
Grade I Effect Radius: 60 meters Bonus to damage: +25%/+15%/+10% to single-shot damage of your vehicle. Cooldown time: 6 seconds Cost: 200 of Elixir
Grade II Effect Radius: 70 meters Bonus to damage: +45%/+35%/+25% to single-shot damage of your vehicle. Cooldown time: 6 seconds Cost: 400 of Elixir
Last Gasp Upon receiving fatal damage, the vehicle is not destroyed but it continues playing with 1 HP left. The ability does not take effect in the event of an ammo rack explosion. Cost: 100 of Elixir
Supernatural Power (Grade I and II) Boosts the vehicle's speed and mobility during a battle. Grade I +110% to engine power. +10 km/h to maximum speed. Cost: 100 of Elixir
Grade II +210% to engine power. +20 km/h to maximum speed. Cost: 200 of Elixir
Sixth Sense Allows you to see the reload bar above enemy vehicles. Cost: 100 of Elixir
Inferno When fired at any target or object on the map, the shell explodes and causes splash damage to all enemies within a 25 m radius. +30% of your tank's maximum HP to damage. Cooldown time: 30 seconds Cost: 400 of Elixir
Jagged Shells (Grade I and II) Increases damage from a shot. Grade I +20% to damage from one shot. Cost: 100 of Elixir
Grade II +40% to damage from one shot. Cost: 200 of Elixir
Rapid Fire (Grade I and II) Increases firing speed. Grade I −20% from the gun reload time. Cost: 100 of Elixir
Grade II −35% from the gun reload time. Cost: 200 of Elixir
Wolf Strike (grade I and II) Increases the efficiency of ramming attacks. Grade I +60% to damage caused to an enemy vehicle by ramming. −35% from damage by enemy ramming. Cost: 100 of Elixir
Grade II +110% to damage caused to an enemy vehicle by ramming. −65% from damage by enemy ramming. Cost: 200 of Elixir
Phantom When leaving the spotting range, the tank becomes invisible. The light bulb appears immediately. Cost: 100 of Elixir
Harness these mystical abilities and crush anyone who stands in your way!
renamed the /listConnections command to /listAllConnections
added a /listPlayerConnections (admin) command that does not include ghost clients
/list{All,Player}Connections commands now include the connection ID and the system the player is in
ghost client entries in the /listAllConnections output now include their process ID
removed the system a player is in from the /players command output
LOGGING
added more logging for station shield crystal issues
when we fail to load a system we now dump the JSON we failed to load to a file, please send us this file if you encounter the following error:
Failed loading SolarSystemState, trying to load by element (if this was unexpected, please send %APPDATA%\InterstellarRift\Logs\[filename] to the developers)
log ship removal reasons at exact time of removal
log more details when spawning entities in a certain way
added more logging during rifting process
added process ID to logging for ghost client related logging messages
BUG FIXES
fixed incorrect rifting failed message when entities other than ships would rift
fixed a server crash when upgrading an out of range ship
fixed a server crash involving repair drones
fixed a server crash involving rifting
fixed a client crash that could occur when changing a room name in the editor
fixed a client crash that could occur when having opened the editor from the editor terminal and the ship you were on was destroyed
fixed a client crash involving disposable repair drones
fixed a client crash involving heavy railguns
SHIPS & STATIONS
reverted unintentional room changes to the GT Mk IV Hauler
NOTES
servers need to be updated
the game.db was updated, see the Ships & Stations heading for more details
please report failed rifts on our Discord or on the bug reporting subforum, and include at least the following details: