It is summer 1941, and the world is in flames. The Wehrmacht is rolling across the Soviet border, taking town after town in its sweeping Blitzkrieg. The Red Army is routed, desperately holding on to its Western strongholds – yet losing more and more every day. Every man is needed on the front, leaving parts of the national border exposed.
It is during such times that one usually finds out how many enemies he's made over the years.
The Finnish Invasion of the Karelian Isthmus happened at the beginning of the Continuation War, Finland's payback for the humiliating peace treaty a year prior.
It was an exciting time for the tiny nordic democracy: its army was rapidly modernizing and rearming, the public approval for the upcoming "just war" was incredibly high, and more than that, Finland stood a real chance to win back its lost territories and even hold them. All because of the plan's timing: the liberation of Karelia was to take place just as the Third Reich entered the USSR.
The Finns weren't thrilled about their partnership with Germany – the amount of coordination between the two was certainly insufficient to call it an "alliance" – but with an enemy like the USSR, Finland wasn't going to pick and choose where its material aid came from. The Germans had their own designs for the Soviet North, and saw Finland as a convenient staging ground – they didn't even coordinate their invasion with the Finnish High Command. Luckily, the USSR was as heavy-handed as ever – expecting Northern aggression well in advance, the Soviet High Command decided to deter Finland by launching a strategic bombing campaign on June 25th. With the casus belli presented to him, President Risto Ryti declared war the very next day, announcing it over the national radio.
"Citizens! For the annihilation of this eternal threat from the East, for safeguarding the happy and peaceful life of future generations we now take up arms!"
The careful push across the border began immediately, but a few weeks later, in late July, the Finnish Army entered Karelia in full force. General Paavo Talvela led the offensive into Ladoga Karelia (and was the first among the generals to achieve his strategic objective), while General Karl Lennart Oesch led the IV Corps across the Isthmus. Poor communication with the HQ resulted in heavy delays, but thanks to Oesch's initiative, the attack began right on time, turning the Red Army's organized retreat into a rout. Not only did the IV Corps trap the enemy in numerous encirclements, it chased some 26,000 Soviet troops to the islands of Lake Ladoga, forcing them to be evacuated or destroyed.
Oesch's forces liberated Viipuri within mere weeks, completing their strategic objective and allowing the Finns to keep pushing forward. And with the defeats the Red Army kept suffering down South, in the Baltics and Ukraine, its forces in Karelia were in no position to push back or even halt the Finnish Army.
Viipuri, Finland's second-largest city, was where the four months long Winter War had ended. Now, it was the city where the Continuation War had properly begun, and it wouldn't be over nearly so soon.
In the game
It is probably the first large-scale strategic offensive operation carried out by the Finnish Army. It is a signature type of operation in the Strategic Mind series - where you have to advance fast and complete the side objectives. While it may sound straightforward, it is much easier said than done.
This is a real machine demonstration video after three months of remaking by Sinoepoch. Most of the interface has been made. The game's city interface, construction, recruitment, trade, war and other features have been completed. That's why you're Posting videos and gaining popularity. Hope to have a lot of friends like this type of game support, more praise. Progress will continue to be posted in the future.
The demo video mainly demonstrates and explains the creation of characters, browsing the facilities inside the city after entering the city, building and recruiting troops, buying goods at the city gate, siege battlefield and other functions.
I'm sorry that there is no English video for now. I hope we can send English videos in the future. Thank you all for your support!
Added a timer for closing doors that require an access card (if you get stuck inside this building, a special button is made for this, which opens the doors from the inside)
Added the ability to switch the shooting mode for weapons (burst, single, auto)
Added a torch when you spawn after death or the first time
Fixed
Fixed a bug where weapons could be loaded with other weapons carried over from the loadout
Fixed bug when grenade dealt more damage than c4
Fixed bug when zombies make sounds after death
Fixed a bug where storage boxes would collide with players and bounce all over the place
Changed
Changed spawning of resources in chests
Balance of resources for building
Now in the closet you can find only equipment and in the refrigerator - only food
Temporarily removed thick fog (because it caused a performance drop)
v2.34(feb-15-2023) 3 NEW LEVELS -ice level -neon level -downtown level
v2.3 (jan13 2023) - new sniper rifle *if camera is offset, you will always zoom into the direction the player is facing* - new flame thrower - new sledge hammer (smashes blocks) All 3 new items are bought in the store. * the store appears after each level * the store does not use real money * cash is found in the game world or awarded as bonuses
v2.2 (dec30 2022) - intro story added to endless game mode
v2.1 (dec23 2022) - scenery grass - new melee item's: pipe, baseball bat, brick, brass knuckles. melee items apear randomly in the game world and double your punching power press punch to pick up press punch to use press punch + run to throw melee item (punch attack must be selected)
v2.07 (dec05 2022) -NEW enemy "fighter" -natural player movement during 360 degree camera level start intro's
v2.05 (nov19 2022) -new map that shows distance and direction traveled -each level in this game branches off into one of four directions (east,west,north,south) added a new overhead map that shows the distance and direction traveled -open map (select)gamepad, [end]keyboard -first person mode button changed to (r3)gamepad, [Keypad 0]keyboard -map is displayed at the end of each game showing the final route taken. -changes to race level, race level now branches off into 4 different directions. -start level now branches off into 4 different directions.
v2.02 (nov11 2022) -changes to day/night cycle -changes to dark level -changes to beach level -rumble option ( in options/control's )
v2.01 (OCT25 2022) -smooth block transfer
v2.0 (oct18 2022) -new block builder gun converts power into blocks hold trigger to spawn block up/down to move spawn location release trigger to place block
v1.999(oct 11 2022) -new rocket launcher weapon
v1.99(sep 28 2022) -new mountain level
v1.98(sep 21 2022) -you can now beat up the cars in city level -improved start menu, and options page
v1.95(aug28 2022) -rotate camera in car -shoot/change weapons and attacks in car -race level improvements -new sounds -save for options settings
v1.9 (aug22 2022) -new beta version race level -new music -new option for music and sound adjustment
v1.8 (aug16 2022) -new frog enemy -select button "fpsmode" now zoom back out when pressed a second time -new MOB level (a flat bridge that spawns MOB's on either end when you reach the center)
v1.78 (aug11 2022) -new city level -new screenshot's added to store page
v1.75 (aug6 2022) -new shark enemy for beach level -added player(in water) physics -enter water splash effect -new SharkDeath endgame death animation scene -level type description, during level start -new option, select level type, play random levels or play specific level only
v1.7 (aug2 2022) -new random beach level -new field of view adjust in options
v1.6 (july20 2022) new transitioning camera rotations for default fixed camera
v1.59 (july18 2022) -new random fire level -HUD improvements
v1.58 (july12 2022) -new intro scene for game start and level start -new timeout rotating camera
v1.55 (july10 2022) new attack -Kick (Leftstick-Up to change attacks) new attack -Spinkick (In store catalog at the bottom $1000) new weapon -Uzi (In store display case $1000) weapon select hud menu (change weapons) pistol - uzi - shotgun current total of five different attacks and 3 weapons
v1.5 (july6 2022) -timebomb explosion area is smaller but now deals -10 damage xlevel -new object interactions and physics related to timebomb explosion -4 level run gamemode -10 level run gamemode -boss attack gamemode -circlething in options -random rain level -random dark level -sun attack (buy in store catalog for $1000 each) -follow camera store item (buy in store catalog for $1000) [ camera will automatically follow 360 degree behind character ] -no cost spread (buy in store catalog for $1000) -attack select hud meneu -count days on hud -spike pits -improved wall collision
v1.1 (????? 2022) -circlething in options -random rain level -random dark level -sun attack (buy in store catalog for $1000 each) -follow camera store item (buy in store catalog for $1000) * camera will automatically follow 360 degree behind character * -no cost spread (buy in store catalog for $1000) -attack select hud menu (change attacks) -count days on hud -spike pits -improved wall collision -10 level run gamemode -new game launcher with openGL 2 or OpenGL 3 option
Introducing new screensaver art for the game. The tropical continent is a hot place with tons of enemies. There is no supply, but there is a navy and air force to aid the Lizards and Rats' ground incursions into the Red Dragon's territory.
Under the cover of heavy equipment, colonial rat forces aid the war effort for the eastern throne of the Empire of the Rising Sun.
The mouse colonial infantry and defenders of the desert continent, bravely and proudly hold the line in the FMR fortresses. Fighters (grenadiers), light tank corps, light artillery regiments, pre-war aviation, and regular militia were formed into the FMR Colonial Force.
The ship of the Empire of the Rising Sun. Designed to support landings from the sea, destroy enemy coastal fortifications, and supply soldiers with equipment, ammunition and fuel. After the destruction of the FMR fleet, these ships dominate the Dragon Sea. The surplus of such ships were sent to the Rats under a friendly program. In the game, this is a prop used for decorating levels.
Another prop, Combine, is also for the decoration of levels on the Central Continent. A friend of all farmers, this tractor-like machine is useful for freeing carts stuck in the mud.
A light machine gun used by the Red Dragon Lizards. This gun is an excellent weapon in both defensive and offensive maneuvers.
The Takusan light machine gun is the weapon of the Empire of the Rising Sun. An excellent weapon used by the garrison police of the local occupying troops.
Command pistol of the Empire of the Rising Sun. Used by the garrison police acting as local occupation forces. Lizardmen often fight in the mud and jungle where katanas and pistols repeatedly come to the rescue.
A set of grenades for the game: fragmentation, gas, and anti-tank. Small but dangerous tools belonging to almost every fighter.
We would also like to know your opinion on our music for the desert continent. Check it out!
As announced yesterday, icosi-do has been officially included in Tilt Five's games catalog at https://www.tiltfive.com/games. To celebrate the occasion, I've started a weeklong discount of 25%!
Oh, and don't forget that you can play the first 7 levels with the free demo! With or without Tilt Five™ Glasses!
This might be a good opportunity to clarify the importance of Tilt Five for icosi-do: icosi-do would simply not exist without Tilt Five! While the actual game design was inspired by a fictional game from a popular TV series, my original motivation to develop and publish a game on Steam was to create something for the Tilt Five™ Glasses that I got as Kickstarter reward. You see, it's all connected.
Welcome to Build 0.1991 patch notes! We've done a tonne of work to try improve base building.
You can now you can build 20+ new structural shapes, including a new roof system, new core shapes such as diagonals and spherical shapes, stairs, fences, new doors, a new floor system including wire and socket floors enabling multistorey base building with powered machines across multiple floors using a "power coupler", alongside a new placement system that allows you to rotate anything you build along z, y and z axis for more creative control, plus new decor items including rugs and succulents. Much more to come in terms of decor eg. lighting and more.
We need your input to tell us how this feels! Overall, you can just stick to how you made stuff before, or you can get much more creative. If you want to test building alone, feel free to use the cheat key to access the structures for free (ping me in discord).
Alongside that a bunch of other things, too numerous to say. Standouts include autopickup, and attack waves will only happen when you are home, and for fixed time frames. The death process is also improved so that you keep tools.
Finally, we have altered the core game loop a little, you no longer sell trash - you sell the cubits you extract from them OR you can build useful parts out of the cubits with factory machines, and sell them for more profit. Currently there is just one factory machine for microchips. We're reflecting on this change so let us know your ideas. It may stay, or we may change it.
The new world seed makes the first level different, so i'm also interested in the balance and ability to complete sector 1 which is now easier with balanced recipes.
Build 0.1991:
Add full rotation on cubes, balance enemy base defence rate
Dropping items checks for collisions so LOS, smaller stacked item, destroyed locker spawns items nearby with LOS too
Remove numb enmy spawnmed cap on base to prevent possible glitch no spawning enemies
Update jump drive stucture time to fabricate bar target
Ensure all space rig have trigger collider set on placement mode. Attempt to fix null unchild bugin faux grav attractor
Update locker info to explain lcoker contents can be accessed by fabricator
Update walls to have more hp, and roofs
Update sleep to give some health and to fade slower
Watergun and water gun ammo cheaper and faster to craft
Update input keys to not have overlap with interact and rotate keys, removed grapple pop up
Telescanner tag with R and zoom not required
update craft system
added electrolyser data
Can drop items from any container by dragging and dropping off container. update outlines on new rocks
added circuit disassembler data and electrolyser model, materials and prefab
Drop iventory items by drag and drop off inventory panel
unwarapped small rocks used for ice etc. to look nicer
Update use key is interact1
Added autopickup
reduced hall fragment scale to 0.75 and udated carbonite fragment model
removed darker hull fragments from SO
updated carbonite material and big rock model to 1.5 scale
Merge remote-tracking branch 'origin/Al25' into Sarah8
Remove broken bespoketrashexchange asteroid
removed old models using texture atlas
added sci fi objects asset
Update for goods exchange not trash exchange, update exchange value uses int in itemso, update tutorial text
added space rig gangway
update cube size to 7.49
Rug1 asset
Add rug 1
update cheat key items
add cheat key customise field
Added decoration icons and updated diagonal roof icon
added decor controller to lamps and rug updated curved roofs to use LPMs
Updated succulent scale and metas
Add suculent data
Add decor controller
Added roof diagonal attach points, curved and diagonal roofs all functioning
corner roofs
added five lamps with STS style materials and setup prefabs
Updated meta
updated curved corner roof and metas
added suculent asset, optimised one plant and added, picked lamps to use
Update curved roofs
Updated corner placements
Update placement
added lamp asset
added rug asset
Add ceiling floor prefabs and wall diagonals
updated diagonal wall
Upate attachments on diagonals and curves, add curved floor
update diagonal
Disable mip map on base wall trim, reorganise inventory cheat key
Updated corner roof to diagonal names
added diagonal roof icon to data and metas
Update grav curve coner icon and roof corner text
added curved roof icons
reinstate corner collision checking
added straight roof icons, diagonal floor icon and updated diagonal wall icons and data plus metas
Debug remove corner overlap check, but correct pivot points offest for wall placements
Removed unused data
Update floor corners and lfs
Added diagonal roof model and prefab
Edited prefabs
Correct rotation 3 relative to camera right
Added curved and diagonal floor models and prefabs
Functional rotate 3
Add hover key, roate 3, interact 3 and 4
Corrected rotation of diagonal and curved walls and added mesh collider to curved wall
Added LPMs to straight wall edge and corner
Added fence icon to data and metas
placement rotation is relative to player up
curved roof materials
Add curved corner walls
Add curved corners
Update corner placement up
Add roof panels and attachment points, update fence attacment points
update attachment points, diagonal points
Added fence
Test space fix forward up camera on palcement but its not succesful
added 3 levels of curved roof
Added grav cube 1d data and object
Update stair placement and floor placement and walking on stairs does not rotate
Add floor attachment to all cubes
Fixed wsad controls being reset when closing menu as close sub menu pages closes feadeable, calling apply settings, then MoveDeadZone setter called from controls setting page, apply settings, this is overwriting wsad so disabled for now
Update window 3
Update attachments
added grav shape LPMs
Meta and updated window
updated grav cube model and metas
Added wall 3 data and recipe
Update meta
updated 1D grav cube and added icon
added prefabs for new cube and walls
added new rig wall and cube icons
added various space rig parts - curved cubes, curved wall, diagonal wall, corner corner, fence and optimized grav cube material
Updated wreckage trash to be included in trash save load, save and load asteroid enemies
added wall 3 and window 2 and 3 prefabs
deleted old wall models, materials and prefabs
Base attacks happen only when player is close and will call opff after 6 in game hours currently
updated stair model and LPM to fit with walls on either side
added floor socket panel and tidied folders
attackes waves have longer gap. Attack waves will occur when you are near you base, and spawn near your base, and you get a warning when this happens.
updated ceiling floor prefab to use new model and materials
added some wall and window models and updated wall 2 interior to not use detail
Update floor attach points
Update pop up text
On death, you will keep any grapple, repair, packing or mining tools you were carrying. Fade to black on death, show debit amount, save and load tutorial ontext on first death
Atomizer and fabricators pack up on destruction
On death, keep protected items, all other items in body
added wall 1 and 2 with trim material
Update roof prefabs and attachs
updated ceiling rotation
Roof work
edit walls for thickeness testing
updated roof models origin
add roof attachment points
test thickish walls
original thiness wall with white inside
initial thickish test
thickish materials
update floor attaches
added intermediate thickness wall type
Added floor attach points and swapped out wall attach to enforce lateral walls and perpendicular floor/ceiling
Update cubes to dissolve in away from player
Merge remote-tracking branch 'origin/Sarah8' into Al25
Correct door, but cannot pack unless hit sides with pack
updated thick wall to not have stripe on side
updated stairs
updateplacement helper
scale 1 1D grav cube
scale 1 door rig and metas
Correct prefab sizes and code for 7.5 cubes and walls
updated all wall type models to 1 scale
updated stairs and pillar things to 1 scale
Thick wall prefab
removed unused ceiling prefab
Updated ceiling edge and corner, functional
Fix battery and farm cube
updated ceiling edge and corner orgins and added thick wall for testing plus meta merge
Functional wall panel placemetn with toggle forward place relative ot self option for structure
Swapped over to 6f snapping positions, added var for rotate or rotate2 options
Space rig asset
Update LFS
Update pylon snap distance
Add new wall cube item
cube wall less bright and meta
updated placement to use placement helper rotation index
removed old test cube walls and 0.8 scale assymetric cube
Cube rotation really working, rotating on up and forward, relative to camera, snapped
functional rotation
Added wallCube plus meta merge stuff
Fixed broken buy back menu
added 1 directional gravCube (gravCube1D) plus meta merge
cannot make rotate to world
Better rotations
refactored placement with cube rotation, mildly broken
Functional cube rotation and cycling to positions, walls also snap, but with rotation enabled, rotate on wrong axis(disable for normal placement)
more work on rotational cubes and snapping to positions meant to be infront of the player
add number grav cube for rotation testing
adder rotation to cubes and added smooth rotation lerp
Place wall cycle
added assymetric cube test
Initial cycle attachment with right click, no long finds closest wall first but does cycle
update ceiling corners
somewhat functional corner ceilings
reasonable edge ceiling with 3 snapp points only
new ceiling edge
Functioning door
fully functional garage door
Functional door but can walk through
Door functions and places but no collider
Add space rig ceiling object data and can build space rig door but no colliders
initial space rig door. Added pop up after looting dead scavenger body
We’re broadcasting live from another dimension this week as we give you a rundown on the dashing and dazzling cast of Remnants of the Rift. First up, here are some fun, new sketches of our lead character, Morgan.
From the metallic-limbed mercenary with a penchant for peaches, Morgan, to the genius from the dimension next door, Juno. Our Art Director, Colette, will be showcasing our characters with concept art, lore, and some fun facts. Catch the show this Thursday at 1 PM PT / 3 PM CT on https://www.twitch.tv/bromiodev.
We’ll have more to share as we get closer to our game’s release this year!