Thank you all for your support, with this update, the game is out of early access, and after the latest update is planned that will add 10 final endings to the game!
This update is waiting for you:
An underwater world filled with mysterious traps and dangers. Find 15 new endings that are hidden in the underwater world and on land, as well as find a pirate ship that sailed from unknown lands.
Some bugs were fixed and it was possible to skip both texts after the end. The game also added 10 new skins, 5 of which you can get during the game!
The May patch is just around the corner and for those of you that haven´t been following us for the past few weeks, here is an update on all the cool things you can expect in a few days.
As you may remember, we announced our newest character Bubba a while back with some information on how we designed him and why we felt the need for such a character.
Since then we have changed his name to Gridiron, and we feel it sounds way cooler. What do you guys think?
Here is a more detailed description on how to play this character, with his abilities and basic strategies. As mentioned before, this guy was made to be a goalkeeper and he has quite a few skills designed to make him stronger for this position.
His size: Gridiron is a very wide character and he covers a much larger proportion of the goal. Not only is he the widest character, but he is also the tallest, being a couple of centimetres taller than R47. His Shield is called Line of Scrimmage and it allows Gridiron to use 3 different abilities besides his ultimate.
The first is Plasma Screen which makes him able to cover an even larger portion of the goal.
The second is Shockwave which pushes the ball and other characters away from Gridiron.
The third is Hail Mary which consumes the remaining Ability Points (AP) to create a magnetic field which pulls in the ball and then sends it flying out when released.
These three abilities all use AP which are obtained throughout the game.
Gridiron can get AP in 3 different ways:
1. Ball hog: Gridiron gains AP when he hits the ball. 2. Punching Bag: Gridiron gains AP after he body blocks the shot. 3. Gameday: While not using abilities, Gridiron slowly generates AP overtime.
Garbage Day is the name of Gridirons ultimate. The function is very similar to Hail Mary, but instead of just the ball, it pulls in everything and with a strong force shoots it back out.
An explanation of Gridiron and his skills can be seen in this video
Dragon Stadium
In this patch our new Dragon Stadium is released. Unlike the Great Harbor Arena, which has a more “underground” feeling to it, the new Dragon Stadium is where the real big games are played.
Are you ready to kick back and enjoy these funky vibes for next time you are hanging out in our game lobby? This sweet tune is made by Sean Garavan, a handsome English producer who makes music that will melt your heart.
Check out our lobby music here:
Rocket Fist
How about a new item to bring out more chaos and variety to the game? Rocket fist is perfect for this purpose. Similar to Iron Ball, when you see the lock on symbol on the ball, you can fire of a rocket that punches to ball out of the hands of your opponents.
Here is a short video where you can see how the Rocket Fist works:
Pink Buff
Pink has not been picked that much recently and we have noticed that especially in our more competitive tournaments she is rarely picked. We think it is a shame to leave her on the bench, so we have hired a personal trainer for her, and she is now in tip top shape!
- After many hours on the treadmill, she is now much faster than before. In fact, she is so fast now that she can almost compete with Pai. Of course, only if he doesn’t cheat and use his Light Dash.
- Pinks ultimate has been upgraded as well. Well in fact it is already really strong, so we have just made it a bit smoother than before.
- Pinks right click ability, the Color Cannon has had its animation time shortened. This means that she is now able to shoot it out faster than before.
- And finally, we have increased the charging speed of her color cannon. So she will be able to use it a lot more often than she was able to previously.
So, don’t be shy to pick Pink from now on, she won’t bite. Or will she?
We also have a few extra patches which will be posted out when we update the game.
And don’t forget to join our community on Discord to meet new friends to play with:
These are strange times. The COVID-19 pandemic has turned the world upside down and the nostalgia-ridden universe of Thunder Tier One is no exception. We've been working from home, keeping in touch on a daily basis, and pushing forward with what's on the roadmap for Thunder.
AI has been gradually polished and adjusted. We want the enemies to be challenging and to force the players to think and plan, instead of bursting in and shooting at everything that moves as if protected by an invisible bubble. AI soldiers will make decisions on the spot, this includes flanking, changing positions from cover to cover, hiding and ambushing Thunder operators whenever the situation requires or allows it. There is still a lot to be done, though, as we want to add some more layers of complexity and allow for more realistic approaches to specific situations.
We've also been working on adding a lot of content to the game, including dozens of weapons such as pistols, submachine guns, assault rifles, shotguns, DMRs and sniper rifles. The same goes for gear, we’ve added helmets, vests, armor, pants, hats and backpacks. A lot has been going on in that department, from the modelling and in-game implementation to considering weapon attachments and paying special attention to weapon characteristics like rate of fire, type of ammunition and how the reloading process occurs.
This brings us to another topic of our development process. We're working on fine detail animations for reloading, vaulting, climbing and many others, gradually adding them to the game and making sure everything runs smoothly and looks and feels realistic.
Another thing we haven't talked about is the inventory system. We do plan to show it to you in a detailed devlog, but we've been waiting because we want to show you something close to what you'll get when the game is released. For now, know that you'll be able to search for ammo, weapons and utility items on the battlefield. Frisking an enemy combatant and using his weapon when you're low on ammo can also prove invaluable. This is something you'll see the AI controlled soldiers do as well. When they run out of ammo, they'll look for other weapons and ammunition they can use to complete their mission.
Suppressed AKM with PBS-1 and side-mounted PSO-1
The rest of our time and resources are being applied to the missions you'll see on the single and multiplayer campaigns on Thunder Tier One. We've been working hard on creating vivid, realistic and dynamic mission maps that'll make you want to explore them in as many ways as possible. We've been gathering references and building up a realistic world, making it nice and tidy so that you can blow it all to pieces! We're aiming for 10 campaign missions and quite a few multiplayer deathmatch arenas, and we can't wait to show them to you!
Suppressed L96A1 with PMII optics
Stay tuned for more information about Thunder Tier One! Join us on Discord for more information!
This update has been focused on fixing many small bugs that have creeped in from recent feature additions, and many that have been around for far too long. We're working steadily towards the "1.0" goal of having a solid single player experience, so on top of the bug fixes, a few small but critical features have been added.
Some highlights:
In order to help out with longer or more difficult missions, you now have the ability to repair at rearming stations and return unused equipment for money.
The communications system has been expanded to allow you to contact specific ATCs (bases, carriers).
The allied cruiser sea unit now has a single spawn point for VTOL units and the player.
A new LHA style allied ship unit is available for spawning and launching AV-42s and F-45s.
Those who play with hardware rudder pedals can now bind left and right wheel brakes.
Unpaved terrain will now feel rough and bumpy.
Huge thanks again to those who have been participating and providing feedback on the public_testing branch!
Full change log below:
General
Added ability to repair vehicle damage at rearming station
Added radio messages when attempting to contact ground crew for rearm/refuel/repair
Added ground crew voice profile by Tesla
Added altitude warning settings to options MFD page
Added loading bar and reduced hanging when loading steam workshop scenarios
Added wingman and ground crew voice profiles by Fyrcat
Added missing rearming stations to helipads and large hangars in Akutan airbase
Added gimbal limit/airframe mask guide to TGP/EOTS displays
Added resistance, bumpiness, and less traction when rolling on unpaved surface
Fixed: black screen when launching a tutorial from a new save file before ever selecting a vehicle
Fixed: cruise missiles would fail if quicksaved/quickloaded right after dropping, before their guidance turned on
Fixed: weapons could be attached to broken hardpoints
Fixed: radio message audio only emitted from inside cockpit when at rearming station
Fixed: blackout/redout screen effect did not display correctly in SmoothLook spectator camera mode
Fixed audio glitches when pressing buttons on loadout configurator on moving carrier
Fixed: Fuel dump would continue when battery is cut out
Fixed: dash gauges would stop working properly when battery dies until battery power is cycled
Fixed: loading scene helmet would float and/or disappear when game is paused (steamvr menu)
Fixed possible cause for voice commands to stop working after a mission
Fixed: rearming stations stopped working when restarting a mission while at the rearming station
Fixed: missile launch warning works with no battery
Fixed some inconsistencies with explosion damage on fast moving targets
Fixed some missiles not producing enough heat for defensive missiles to lock onto
Fixed: missiles with detachable boosters did not generate heat
Fixed: was able to return to aircraft from rearming right before "Reload All" was complete, causing the last few weapons to not be initialized properly
Fixed: MFD equip page showed garbage info when quicksaved and loaded while in an equip's settings page but not being displayed
Fixed: was able to enter rearming station while hooked into arrestor cable, causing mayhem
Fixed: wing fold warning did not sound when wings are folded before attempting to take off
Fixed: wingmen sometimes called "defeated missile" when the missile they were evading actually killed them
Fixed possible cause for exploding aircraft when attaching equipment on a moving carrier
Fixed splash scene background
Fixed: some objectives could be completed unintentionally during a quickload
Fixed: pressing certain buttons made beep sound when battery is off
Fixed inconsistency between HUD OLS and carrier OLS
Fixed: tutorial label lines did not dispose properly when restarting the mission
Fixed: autopilots could be enabled while landed
Fixed: speed autopilot could be enabled without battery
Fixed: Parking space reserved by player takes too long to unreserve when player leaves
Fixed: parking space was not marked unoccupied when occupant dies
Fixed: scroll views in main menu would scroll past edge while scrolling, which would hide menu items if scrolling by accident
Fixed: scroll views in equipment configurator would scroll past edge while scrolling
Fixed: if no wingman voice settings were set, all were disabled by default instead of enabled
Fixed: if no wingman voices are enabled, div by zero error when spawning wingman
Fix for issues with launching campaigns from the in-game workshop browser
Fixed: player aircraft spawns with landing gear up when restarting mission from very far away from spawn point
Fixed: controller vibrates continuously after exiting Steam overlay if it was vibrating while entering Steam overlay
Fixed: Carrier responded "wait for clearance" when requesting take off, even though a catapult was immediately available
Fixed: parking space reservation system was sloppy, causing bugs including VTOL AI pilots landing where the player was instructed to park
Fixed incorrect playback length of mp3s in briefing notes
Fixed: cancelling take off request after taxiing onto runway does not free the runway for other aircraft
Fixed signs in Airbase 2
Fixed: vehicle moves slightly relative to aircraft carrier on origin shifts
Fixed: vehicle moves several meters relative to aircraft carrier on quickloads
Fixed: workshop browser Info button no sound
Fixed: workshop browser play button no sound
Fixed: VRKeyboard Okay and Cancel buttons no sound
Fixed: loadout congfiguration save/load menu audio too loud
Fixed: bottom of wingman voices list in game settings was cut off
AV-42C
Added CMS settings MFD page
Added bingo fuel settings to options MFD page
Removed old warnings from vehicle destruction
Fixed: objectives mission did not advance if player skipped regrouping before attacking in The Island mission 4
F/A-26B
Added CMS settings MFD page
Added hitbox to engines
Added bingo fuel settings to options MFD page
Added OLS indicator to HUD during carrier landing
Updated gun model
Tweaks to Desert Cobra mission 8
Set carrier group in Desert Cobra mission 6 to begin turning earlier so it won't be turning while units are landing
Fixed: nav/strobe lights still showed on broken wing tips
Fixed: losing lock in boresight mode leaves the BRA info on the page
Fixed issue in Desert Cobra mission 6 where destroying all air targets except the bomber's escorts will begin RTB objective without completing the CAP mission
F-45A
Added CMS settings page to SMS page
Added hitbox to engine
Added icons showing when missile or enemy aircraft is hot or cold in TSD
Added countermeasure counts to MFD
Adjusted wing aero sound
Engine startup takes more electrical power
Updated gun model and description
AGM-145 can now be launched without a lock (LOAL - lock on after launch)
Improved landing gear suspension characteristics
Fixed: internal weapon bay doors did not work properly after internal weapons were rearmed
Fixed: tinted visor would darken HUD
Fixed inaudible aero braking sound
Fixed: could not slew EOTS via TSD if EOTS display was not visible
Fixed: Can't issue "Attack my target" command on TSD target if TSD page is minimized
Fixed: Issuing "Attack my target" on TSD target will cause both "affirmative" and "can not comply" commands when it should be "affirmative"
Fixed quicksave error when there are deleted GPS groups
Equipment
Fixed: Antiship missile would dive into ground if it finds a target while still flying over terrain and is set to sea-skim
Reduced CBU-97 bomblet parachute drag to reduce hangtime before skeets deploy
ATC
Added ability to specify which "tower" to contact for ATC in MFD
Added ability to specify which "tower" to contact for ATC using voice
Added ability to request vertical landing and takeoff instead of conventional
Added responses for requesting take off from the wrong ATC
Added "Call the ball" interaction when landing on carrier
Fixed: contacting nearest ATC will call the last airport you requested take off from, even if it is not the closest one
Fixed: requesting landing from a different airbase before landing at a previously requested airbase did not cancel the previous request
Units
Added "Assault Carrier" allied sea unit
Added option to disable "stop to engage" on tank units
Added exterior lights to AI aircraft where missing
Allowed spawning VTOL aircraft on the allied cruiser unit
Allowed requesting vertical landing and takeoff from cruiser unit
Changed AI Pilot taxi behaviour to speed up a slightly on straights and slow down on turns to reduce taxi time
Fixed typo in B-11 Mk-83 equip
Fixed: ship wake stretched from spawn point to current position after quickload
Fixed: VTOL units did not return engine tilt to default after landing vertically
Fixed: MANPADS sometimes lead the target too much when shooting
Fixed: invincible air units could fly through terrain and water
Fixed aircraft failing to land properly if navigation speed is set too high
Fixed: Error when an AI pilot takes off from a carrier, then lands and attempts to take off from a different carrier type
Fixed AI AV-42C oscillation when taking off vertically
Fixed F-45A landing short when performing arrested recovery
Fixed: AI pilots lost lock on target when firing non-fire-and-forget AGM
Fixed: ground units set to attack only other ground units would not attack landed aircraft
Fixed: AI pilot quickloaded during the final stage of VTOL landing would crash
Fixed: Sometimes soldiers would stop on the way to entering player passenger bay
Mission Editor
Added a prompt and prevent creating a mission that has the same filename as a map used by the mission or campaign, which caused conflicts
Added prompt in campaign edit window to repair a campaign with known issues
Added prompt in campaign edit window if unsaved changes to campaign info will be lost when exiting the window
Added "Global Values" and related conditions and event actions
Added event action to kill player pilot
Added event action to destroy player vehicle
Added event action to kill entire unit group
Changed path name to rename button w/ dialogue
Made trigger and sequence event name char limits and UI consistent with timed events
Various UI tweaks
Set framerate limit in editors to stop CPU/GPU overusage
Fixed: conditional editor got stuck if a node is deleted while editing a connection from it
Fixed: when launching as invincible, AI pilots would not fire guns at player
Fixed: Playing a BGM song after it stops did not start it from the beginning
Fixed: could not save scenario after setting up event action with an MP3 when that mp3 already existed in mission resources the audio test button was used (file was in use)
Fixed: could not save after an mp3 was tested in an event action, then deleted
Fixed: could not delete sequenced events with empty event actions
Fixed: aircraft unit did not get properly removed from a carrier when moving it when there are multiple carriers on its team
Fixed issues when deleting a carrier that has units on it
Fixed error when calling "Land" action on air group with unspawned units
Sharing with you what we were managed to do within April.
In general, our main task now is to finish two locations: The House of Fire and The House of Ice. In April our artists finished the concept of the mobs for these locations. Frequent adversary, which you are going to face playing our game, would be skeletons. Here they are in the flesh. Now we are working on animation.
Besides, the environment for both these locations is also under construction.
We’ve started the development of the boss-fight for The House of Fire. Our game designers have been thinking over this important part of the gameplay for a long time: boss-fight isn’t only a fight with a strengthened enemy, but it’s also a puzzle, where winning conditions for a player are going to be changeable. Thereof it takes a lot of time to finish this boss-fight.
We continue working on our social media content. For instance, our Unity-developer has created funny comics about his job and bugs he met.
And the main thing – we are going to show you our first playable demo soon, that’s why keep in touch. Have a great day and stay safe and healthy!
Are you ready for some dancing, making your own song and maybe solve a murder mystery?
The first free dlc for "Help! I am REALLY horny!" has been added to the game. It's the tale of how you met your ex. In this new story, your avatar asks you to help her tell the story of how she did something stupid while she was horny. Something she would never have done, had it not been for her overwhelming lust. Well, if you what to know what she did, you have to play the game for yourself.
You find the new tale under "more tales" in the main menu.
We will soon start working on the next free, extra tale, that is going to be a horny horror tale! - John & Maria
It's been a long time coming. Now that the release of Episode 5 is closer than ever, we have completely overhauled the Song of Horror steam page with all sorts of new assets: trailers, screenshots, capsules, descriptions, gifs... And the launch of SONG OF HORROR COMPLETE EDITION, which includes the five episodes of the game in one single package.
We want players to experience Song of Horror as a whole and now that the five episodes, and thus the whole Song of Horror experience, are coming to an end on May 28th, we decided there's no need to have them separated.
However, if you previously purchased Episode 1 or more, you will still have the option to get the following episodes separately or together at a discounted price with the SONG OF HORROR EPISODES 2-5 BUNDLE, starting next week (Episode 5 will be added on May 28th)!
You can check the new Song of Horror Trailer here!
Thank you for your encouragement and support over the last few months! We are thrilled to finish the Song of Horror experience with all of you, and we cannot wait to see how you react to the end of the story.
You might have noticed a new update in your queue for Galactic Pocket Billiards recently...
It has always been a tenant of our game design philosophy at Sirrico-Net Games to release a product complete and bug-free. In fact, the game has never received a bug-fixing patch since release! While we're proud of the fact that there were no game-breaking bugs in our "1.0" release, there were indeed a few aspects of the game that we wished more time was spent on. Our friends in other languages had to deal with a less-than-stellar translation effort, and actually recently a rare bug(!) was discovered in some minigame code. The recently passed two-year anniversary of the game being on Steam provided a great excuse to right those wrongs, and thus we are proud to announce...
GPB v1.1: The Translation Update
The Translation Update provides tons of new and refined features and updates. The one we're most proud of is, of course, a set of updated translations. We partnered with native speakers of the game's 5 additional languages (French, Spanish, Russian, Japanese, and Simplified Chinese) and worked closely with them to provide a well-needed, updated game script. All textual elements have been updated in these languages. This includes all UI, buttons, prompts, tutorial text, and also hidden star goals. We hope that this will make the game much more playable for native speakers in those regions.
There are plenty of other improvements that come along with this 1.1 update as well. Here is a summary of what's new:
Updated translations for French, Spanish, Russian, Japanese, and Simplified Chinese
Additional post-game content, including an all new ultra-difficult "bonus" world unlocked after collecting 220 stars
A new unlockable space-themed minigame
Enhanced level editor features; streamlined drag and drop controls
Added support for cloud saves
A new music track
Adjusted gameplay controls and difficulty for main game and minigames
Tweaked visual styling of various game elements
And of course, bugfixes (even if we don't want to admit there were some bugs...)
Read on to learn more about some of these exciting features...
Translations
The main "star" of this update is the totally revised set of translations for all languages. We received a lot of feedback asking for more clear translations, so we are happy to provide these to our foreign players. Each language had an individual native speaker translator who worked back and forth with us to give a text that is appropriately localized. This was not an easy task, because as regular players will know the English text itself is often cryptic and purposefully vague. We look forward to how these translations will enable foreign players to better enjoy the game. Also now that we have a translation framework and pipeline in place, if there is enough interest we could consider translating to other languages as well!
Post-Game, and Other Additions
You can see from the images above a few of the additions to the game. Translations were an important addition, but we didn't want to get people hyped up without providing new content for all players to enjoy. Coincidentally, there was no final challenge for players to overcome after unlocking the final set of levels in the game. We decided to solve these problems by offering an unlockable for the most dedicated of star collectors- a post-game set of levels that can only be accessed after gathering 220 stars.
These "bonus" levels offer a variety of new challenges. Some are ultra-difficult, while others offer novel new puzzles to solve. The green sticky wall is one example of a new mechanic that players must contend with to complete these extra levels. Look forward to other additions too, such as switches that turn walls off, and boost pads that accelerate objects. While there are only a few bonus levels to complete, consider them proof-of-concept for future (GPB 2?) level design mechanics.
And what is the point of some extra stars to earn if there is nothing to spend them on?
You can now unlock the pong-like minigame and compete with yourself to get a high score! Watch out for wormholes that require you to think quick on your feet and have fast reaction times. The paddles get smaller after every hit, and the asteroid speeds up as the score gets higher. Eventually, you'll have to rely on twitch reflexes to stay alive.
Adjustments, and Bugfixes
There are a multitude of smaller, lesser noticeable changes to the game as well.
GPB now supports Steam Cloud Saves, so you will no longer lose your data when you get a new computer. Steam automatically syncs the savegame file before and after each play session to ensure that your most up-to-date save is always backed up in the cloud. Make sure this feature is enabled for your account to take advantage of it in GPB.
The level editor has had some advancements made to it. Placed objects now snap to the grid, allowing for a better user experience while creating your custom levels (don't forget to upload them to sirrico.net for a chance to be featured as the Level of the Week!). Furthermore, confirmation prompts were added to the "delete all", "randomize", and "enter level code" buttons so that a level-in-progress doesn't accidentally get erased.
Various elements game-wide were tweaked visually for a more cohesive overall design. There are many tiny adjustments here, including moved buttons, shaded UI, text placement changes, opacity changes, the addition of sounds where they previously weren't any, and more. It would be hard to list all of these minor changes, but they definitely contribute to a more complete look.
And yes, there were a few bugfixes in this patch as well. The following are the most important:
The Moonbug minigame now correctly saves your high score
An issue with antimatter in custom level codes is now rectified
Some cues which claimed to cost 5 stars now actually cost 5 instead of 6
The Space Pool minigame now correctly records a fastest completion time
Text for a secret star in level 26 was adjusted to match the goal
Going Forward
What's next for Galactic Pocket Billiards? We are glad to have fixed all remaining issues with the game. Adding proper translations and fixing these newly discovered bugs brings the game closer to our vision of a 100% complete and bugfree game. We will continue to fix the ultra-rare bug that pops up for sure, and Sirrico-Net Games hopes to ramp up production on a new experience soon! Thank you for supporting us, and we hope you enjoy the new update.
Added speedrun leader list, you must pass LVL 5 to get into it.
Demo version updated to "people update" version.
Now all objects reproduce the sound of the impact, this sound is quieter and has a weaker priority for playback.
Bugfix. a serious bug was discovered and fixed due to which the player was awarded points from exploding cars, even when the game did not start, there were suspicions that the top players got their points exactly in that way, therefore the whole table of results was reset.
Added most used screen resolutions
Added machine translation into Finnish, German, Japanese, languages.
Now the charge pressure boost is automatically turned on if ready for more than 15 seconds.
LVL 3
Now cars accelerate the removal of a destroyed object which interferes with the movement of the car, traffic jams are less likely.
Now the place the appearance of the helicopter is not fixed
Сars now emit smoke from the exhaust pipe
LVL 4
Explosion damage changed, now the damage depends on the current pressure of the player, the greater the pressure, the more damage will be, so the tanks became much more dangerous.
Health of nuclear power plant Increased from 500 to 1,500.
LVL 5
Added army helicopter.
Tsunami health slightly reduced.
Added second weaker rumble sound for tsunami.
Added tsunami water spray particles.
Now timer stops after the destruction of the tsunami.
What's next?
Most likely I will have to switch to the development of another game because the piisim does not bring enough so that I can survive without support, if you want to help the development of this game, you can donate through paypal, as soon as the amount of $ 120 is collected, I will develop the update, this is enough for me for a month of life. your name specified in paypal will be added to the list of thanks when loading the game. In the next update, I would like to add more objects to generate, such as a power plant with power lines, a neighbor's house on the other side of the street, with more detailed destruction, and the interior of the apartments, railway with trains, and other exterior objects on the street. Thanks for playing.