We’ve just announced the new game we’ve been working on: The Rodinia Project. The game is a tranquil first-person puzzle adventure in a sci-fi setting. More information can be found at www.therodiniaproject.com. You can also follow our Twitter @AegonGames for updates.
Please consider voting for The Rodinia Project on Steam Greenlight.
This the second in a series of posts about the weapons in Ironguard where we’ll take a quick look at 2-3 weapons from the game & explain their primary and alternate fire modes. At this stage in development we have 7 weapons implemented with another 10 planned for the full release.
A powerful long-ranged weapon, but you’ll have to wait for it to return to you before you can throw it again.
Primary Fire: A fast moving projectile which pierces enemies. Bounces off the environment and returns to the player. The chakram is not usable until it returns.
Alternate Fire: The chakram spins in front of the player, reflecting any enemy projectiles. Pressing the fire button a second time will unleash a powerful beam from the chakram. You can even switch weapons while this shield is up.
A short-range weapon which deals a lot of damage but comes at the cost of heat-management.
Primary Fire: Heavy damage over time a short distance in front of the player. Accumulates heat over time. If the flamethrower overheats, it becomes unusable for a short time.
Alternate Fire: Launches a fireball which explodes on contact and leaves a patch of flame on the ground. Immediately overheats the flamethrower.
A melee-range weapon which has the added benefit of reflecting enemy attacks from the front.
Passive: While the shield still has energy, enemy attacks from the front are reflected. Each reflected attack consumes some energy; energy replenishes passively over time.
Primary Fire: A very short range shield slam which consumes some of the shield’s energy.
Alternate Fire: Completely depletes the shield’s energy to unleash a massive shield burst which has a much longer range and deals more damage than the primary shield slam.
This will be the first in a series of posts about the weapons in Ironguard where we’ll take a quick look at 2-3 weapons from the game & explain their primary and alternate fire modes. At this stage in development we have 5 weapons implemented with another 12 planned for the full release.
A short-ranged weapon that excels in close-quarters.
Primary Fire: Heavy damage in a cone. Damage is based on proximity to the target.
Alternate Fire: A long range power-shot which explodes and deals damage to enemies in a small radius near the impact point. Deals less damage than the primary fire.
A powerful energy weapon for taking out tough enemies. Correct use of the heat mechanic is essential for making the most of the beam rifle.
Primary Fire: A powerful beam that pierces through enemies, accumulates heat with each shot. Heat depletes slowly and overheating causes the weapon to become unusable for a short time.
Alternate Fire: A slow moving ball of energy which deals damage over time to nearby enemies and bounces of walls. Shrinks over time until the energy ball dissipates. Size & damage is based on the accumulated heat of the weapon, disperses all heat when used.
A powerful risk-reward focused weapon that deals high splash damage – even to yourself.
Primary Fire: A bouncing grenade that explodes shortly after the first bounce (or immediately upon contact with an enemy). Deals a large amount of damage in a small radius and can hurt the player as well.
Alternate Fire: A cluster grenade which splits into 5 grenades on contact with a surface or enemy.
It’s been a while since we posted an update but we’ve finally got something to share. Over the past few months we’ve been hard at work on our next release: a first-person roguelike shooter named Ironguard.
We’re still in the early stages of development at the moment, but here’s a video of some gameplay in the first stage of the game – the Foundry:
We’ll be posting regular updates to our twitter channels @AegonGames and @IronguardGame from now on with a weekly spotlight of one of Ironguard’s weapons or items. We’ll see you next time with the first weapon spotlight!
With that out of the way, I’d like to talk about what we’re planning for after the game is released, starting with the VR situation.
Back in October, we tweeted saying that it looked like Astray would have full VR support at launch, but unfortunately that won’t be the case due to Unreal Engine not duplicating the UI in stereo mode yet. Astray can still be played with the Oculus Rift; most of the VR-specific functionality is in-place, but the menus and HUD (including in-game notes) don’t work in stereo mode and thus are impossible to read. Playing Astray with the Rift right now means missing out on the story and having to mentally track battery usage.
We do still want to release Astray in multiple languages and will likely be rolling out some language packs in the coming months. Currently, the languages we’re likely to localize to include:
At the moment, Astray only has a Windows build. Since neither of us have any real experience with operating systems outside of windows (and since this is our first major release), we decided to stick to the one platform for launch. We’ll be working on other platforms including Linux and possible console release – hopefully shortly after our Windows release on Steam.
It’s been 25 days since we launched our Steam Greenlight campaign for Astray and honestly, we didn’t think we’d make it without some sort of additional marketing push. But as of two hours ago, Astray is officially greenlit! Thanks to everyone who voted.
Now we’re hard at work finishing the game. Also of note: our Oculus DK2 is expected to be shipped in the next few days so we should soon have a concrete answer to whether or not Astray will support Oculus VR at launch.
Well, it’s finally time to drop the codename. As of yesterday, Project Erebus is now known as “Astray”. This follows the launch of our gameplay trailer and greenlight campaign for the game.
We’ve amassed a healthy number of yes votes so far and the comments have been overwhelmingly positive. Thanks to everyone who’s voted on our greenlight page so far. As of the time of writing this (approximately 17 hours into our campaign), we’re 12% of the way towards achieving a spot in the top 100, so we still have a long way to go.
If you haven’t already, please vote on our greenlight page using the link below and tell your friends about it. We need your help to get Astray on Steam.
Thanks for all the support! We’ll be posting updates on Astray as well as some tutorial-style posts in the coming weeks. Any news is usually posted to Twitter first and new blog posts are tweeted about, so if you’d like to keep up-to-date with the news regarding Astray, please follow us on Twitter.
So, we’ve returned from an extended vacation in purgatory. Much longer than we had anticipated, but we’re finally back.
We’re re-submitting Trave to Steam Greenlight. Trave got a huge spike in the percentage of ‘Yes’ votes it got after the graphics overall we did before release. Unfortunately, it was after the initial flood of visitors to our Greenlight page and we weren’t able to capitalise on it. We’re a lot more confident that we’ll get through the Greenlight process this time. At least we’ve learned something for our next project: graphics may not be everything, but good graphics make a bigger difference in how appealing a game is than people might be willing to admit.
So please, consider voting for Trave on Steam Greenlight, it’ll really help us out. Thanks!