Just wanted to provide an update on the network and online.
We aimed to get it up for this week but to due to issues outside the game. We had to delay it until at least late next week. We know people are eager to try out the online portion of the game but we are making sure the dev team has enough time to be able to sort it out.
Once we have it out and realsed into the wild we plan to have a closed beta before publishing into early acsess once networking bugs have been ironed out.
Of course coming into early acsess means alot more people will be able to try out the early version and as soon as it is out. We will start on new maps and features for all! Our first goal is to make a big and official map and we have a team that is currently working on the layout as we speak!
We will have more news to share soon so keep your eyes peeled!
We have an update for the System Shock Alpha Demo. Here is what's included:
Version 1.22 ===============
Fixed certain effects running infinitely and causing gradual performance deterioration,
First Person Ladder animations have been added,
New ladders have been added,
New inventory icons for the Assault Rifle,
New atmospheric fog has been added,
New ending elevator has been added,
New hit reactions when enemies are shot or struck with the pipe,
Berserk Patches now have their effects and side-effects implemented,
Magpulse impact effects and muzzle flash added,
MediPatch visual effect added,
Blood effects improved,
Toxin Barrel effects culled,
Mutant Ragdoll performance update,
Cyborg Assassins now drops their rifle on death,
Blood Decal visuals improved,
Artificial Intelligence improvements,
Player breathing audio has been added,
Explosives sound radius detection has been doubled,
Fixed an issue with the Medical Healing Bed movement,
The Hacker will now be detected by all the recharging Drones when killing one of them,
The Hacker's arm shadows have been disabled,
CPU Nodes health reduced,
Fixed melee weapons being allowed to activate while equipment was disabled,
Mutant drool now destroys itself rather than deactivates,
Modified lift to be able to reverse direction if something blocks it,
Removed navigation collision from Lift and Cyborg Assassin rifle,
Detach and deactivate Niagara components when both bullet and explosion projectiles are about to be destroyed,
Gas Grenade Effects have been added,
The Hacker can no longer climb onto ladders while dying,
Occulus Plugin disabled, VR headsets should no longer recognize the game,
Other smaller general fixes and improvements.
Hop in and give it a try if you haven't already! If you want to pre-order physical editions of the game or some exclusive merch check out our Backerkit! https://system-shock.backerkit.com/hosted_preorders
Please feel free to leave feedback, we'd love to hear it and we hope you enjoy the demo!
Apologies for the patch being a day late. Our city was hit by a cyclone for the first in 130 odd years (2020 is the gift that keeps on giving) and it impacted the team in a variety of ways. The highlight of this patch is the culmination of all the camera controls and control schemes work we have been doing. The default key bindings have changed to the more standard WASD for camera, for example. The aiming scheme has been changed from Bowstring to Click by default as well. These changes were highly requested, and we believe will be more familiar to newcomers as well. The tutorials reflect any changes made.
Controls and Key Bindings Default controls have been changed. WASD pans the camera, Artillery Cannon has been moved to F, throttle controls have been moved to L Shift and L Control. Key Bindings are much neater and broken up into sections. Reseting to default inputs now work as intended.
Tutorials Tutorials reflect the changes to the default controls. We have disabled the ability to produce a second AMP in the tutorial sections for now. The second AMP was not triggering a lot of tutorial conditions, so it’s been temporarily disabled. Thanks Zpajro!
UI Various missing tooltips have been added in. We intend to change the aesthetics and organization of information of the tooltips further in the near future.
This is it lads! The final stretch! Nearly a year and a half of work on one giant expansion that triples the amount of content released to you free of charge!
For those of you who were invited to the Beta and are in the appropriate group, you may have missed an announcement there to access the Beta- Go join and start hunting bugs! We've already fixed a ton of issues and I'm confident that Fantasy Mode will be ready for release on the 16th.
Mac 64-bit may take a little longer to have completed, but I'll keep you all informed in the next post.
There's more planned to come afterwards. I know a lot of you have been begging me for years to put out the official soundtrack. It's coming.
Sometime soon after I'd also like to create some fabulous merchandise. What would you lads like? Apart from the pirate Captain reclining on a T-Shirt. Let me know in the abyss below!
The Caribbean Sail started as a simple nautical themed Oregon Trail and it's become a procedurally generated open world roguelike rags-to-riches pirate RPG with a branching narrative!
This project was massive. Much like the sailors pressed into service, I never could have imagined working on this for three years but here we are. My scope was definitely too large but I still managed to make a nautical game with everything you could want in it.
It's going to be strange moving away from this black, white, and cyan world I've been living in for three years but after you've all had time to play and give feedback I'll finally release the gold-mastered version and development will be 100% over. I plan on doing a few special things to celebrate that so keep your eyes fixed on the Victorian Clambake horizon for some more Caribbean Sail high jinks.
Fair winds be with you lads! - Your fatigued Captain
v2.3.10 is now available! This update contains some balance changes that were being beta tested and planned to be included in the next major update, but are being pushed out now before the QR2 tournament.
GENERAL: - Removed invincibility on airdash after using special - Invincibility on airdash reduced by 5 frames - Reduced default music volume from 9 to 8, sfx volume from 10 to 9
YO-YONA: - Slightly increased walkspeed
DON MCRON: - Increased recovery on Slider by 6 frames - Clock Out now only has two durations: short, and full (short is the previous minimum duration, full only occurs if held for maximum time) - Halved carried momentum on Slamburger
VINCE VOLT: - Reduced max move distance on Piercing Stab and Piercing Stab+ - Halved move speed on Rolling Slice+ - Slightly reduced horizontal dashspeed
DARK GOTO: - Slightly reduced walkspeed - Slightly reduced horizontal dashspeed - Can immediately dash after first airdash after using special
Want to prove your strength? Quarantined Rapport 2 is an online tournament for charity featuring over 60 games, including HYPERFIGHT! The HF tournament (free-to-enter) will be on Saturday, June 13 (15:00 EDT / 12:00 PDT) with a $50 prize pool. There will be a signup cutoff one hour before the tournament begins.
Finally, info on the next, and last, major update. I know many of you are wondering, what happened to the update roadmap? Unfortunately, while not everything planned could make it in and there have been some delays, v3.0 is still coming; it'll just take a little longer, as features that were planned for both v3.0 and v4.0 are being included. A trailer will be uploaded soon that will hopefully make the wait a bit less painful.
- If infections reach 0% the round goes on until a vaccine is developed - If infections reach 80% (was 10% before) you get arrested by the international court - If reputation reach 20% (was 40% before) your government is deposed - If unemployment reach 70% (was 30% before) your government is deposed - Improved statistics explanations - Improved influence of actions on statistics - Improved influence of statistics on other statistics