Good day everyone! Hope you're all having a great day! We are here to announce something. If you are a member of our Discord server then you already probably know all of this. But for those of you who aren't in our discord, we have some news! We officially came to the conclusion that our new Infected City Demo will be released in September this year! We have most of the content done for the demo except a few areas and we estimate that everything will be done by September. We are not quite sure if this will be accurate, because we aren't time travelers and we can't see the future, duh. So it might be delayed a bit. But it is most likely since we have a lot of things for the demo done. So we might see the demo in September, or it might get delayed a bit. Anyway hope to see you at the demo release and make sure to wishlist the game!
To all the Generals that are sitting on the fence without joining us in the fight against the zombie apocalypse, today we are giving you a treat: a DEMO version that will allow you to evaluate how dangerous the undead are personally!
It's our first-ever DEMO, so if you find any bugs, please be patient and report them as soon as possible so we can fix them.
WHAT YOU CAN TRY:
- You will be able to face all the tutorials except the one relating to the Campaign: 1) Battle Tutorial. 2) Tactical Support Tutorial. 3) Air Support Tutorial. 4) First Person Support Tutorial.
- You will be able to play some Quick Battles as many times as you want; but being this a demo, there are some limitations: You will have at your disposal: 1) You can play with the Military Forces faction. 2) 2 battle maps. 3) 3 types of battles. 4) Most units. 5) All buildings. 6) Almost all defenses. 7) Half of the tactical supports. 8) A couple of first-person tactical supports.
WHY THIS DEMO?
We at Insane Dreamers firmly believe in our product, especially its gameplay. Some people criticize the graphics; others criticize the price. We understand their motives, but we have ours too.
Our main focus will always be the gameplay, and the fun, giving graphics a certainly important but secondary role: it is sad to play a game with photorealistic graphics but a total absence of fun.
The price isn't as low as it was for Home Wars, but we feel it's consistent with the multitude of features it offers. The graphics are indeed not at the same level as those of other titles in the same price range, but the contents AOU gives you are much more than in an average RTS and are very differentiated. Probably in no RTS you will find a Strategic Campaign, 9 different types of battle (for now), and an “FPS” system that allows you to support your allies from the comfort of your aircraft at high altitude! The replayability of Age of Undead is much higher than in titles of the same genre, guaranteed!
We hope you enjoy the gameplay of this DEMO and that it will intrigue you enough to purchase the full version of the game.
For any questions/advice/problems, please get in touch with us. We can't wait to hear your voice as we improve Age of Undead together. We also invite you to post screenshots on the Community to show us what you are capable of!
That's all for now, enjoy the DEMO and see you next time, Generals!
252: Early Access 0.12.89 - July 30, 2022 12:25 PM EST • Minor fixes to addition of Portuguese language support. Apparently Portuguese-Brazilian and Portuguese are close enough that both can be enabled (controversial!?). 🤔
Hi all, I'm in the final stage of creating the game. Optimize and test, to be able to offer the best gaming experience possible. I'm sorry for the delay, I should finish soon. Thank you for your understanding and support!
It's been a busy month and we have three tracks to showcase today!
Maceno Islands track roster is now complete and we can now move onto the ship liveries and campaign. We also have one more small vehicles track to finish. Once done those tracks will also be getting their own campaign!
After that the bulk of 1.3s work is done. We still have three additional tracks that are coming on top of all of this and we have a major optimization for Basin and some readability improvements for Kuiper Overturn coming too.
Once all of this content is wrapped up it'll be time for us to finish up feature implementations, get the Unity Tools updated with the new engine features, run one final beta and then we'll be good to set a release date and get this monster update out onto the public branch!
The sixth and final Maceno Island track! This one sits at the very top of the island and features tight corner series and lots of verticality to test your skills. This is a track you're going to want to pitch down over the hills on.
Running through glass pyramid gardens and a mall complementing them, Skylight Gardens is a tightly packed urban track set in Stockholm that demands a solid racing line.
BallisticNG has an artificial limit of 12 tracks for tournaments, with exception to campaigns where you can add as many track as you like.
We've now removed this limit for custom races so you can easily go wild with extremely long tournaments! Multiplayer still has the 12 track limit however as we transfer the tracks display name to tell everybody which tracks to load and it can very quickly pile up into an unreasonable amount of data to send.
More granular audio mixing options
We've updated the audio mixing sliders so they jump in increments of 0.05 instead of 0.1, giving you more fine control over the game's audio balance.
Game state exposed for speedruns
After recieving a feature request, we've implemented an enumation that speed runners can hook into to check the players state to automate LiveSplit with auto splitters.
Once 1.3 is out, NgData.Player.State will provide the following states:
Menu (player is on the main menu)
Pre Race (player is watching the race overview or the countdown hasn't finished yet)
Racing (player is currently racing)
Post Race (the race is finished, the player is looking at the results screen)