Phobos Down 0.0.13 alpha released

Next alpha update to Phobos Down is out!

This time the change log is a little shorter than usual but I wanted to get this update out sooner to fix some minor issues found in Steam review. There is a good amount of other improvements and additions too.

Two new weapon modifiers have been added. Gliding projectiles modifier makes projectiles glide along the ground instead of hitting it, making it possible to shoot enemies while hiding behind hills. Directed explosion fragments modifier makes missile explosions launch a number of projectiles aimed towards nearby enemies and cause extra damage:

Weapon modifier stats display logic has been changed to handle additive properties better. Previously the change percentages felt too random. Now 100% always means the value added by one maximum quality modifier for that property:

Here are the changes since version 0.0.12:

This update is now available on Itch.io and Steam.

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Posted on 2025-03-17

Phobos Down on Steam Early Access

The time has come. Phobos Down is now available on Steam Early Access too! The game has been designed with Steam Deck in mind from the start so it's really good to finally have a version officially installable through Steam.

The current build on Steam is identical to the latest version 0.0.12 on Itch.io with added minimal Steam API integration. From here on, I plan to release updates to both versions simultaneously.

Now that I had to set a price (5.99€) for the game on Steam I have also enabled payments on Itch.io and set the default price to match the price on Steam. Itch.io purchases do not include Steam keys because there is no support for setting a minimum price for the keys.

You can now get the game on both Itch.io and Steam:

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Posted on 2025-03-03

Phobos Down 0.0.12 alpha released

Another alpha update to Phobos Down is here!

Many of the items in the change log are fixes and improvements based on the feedback I got from people playing the Phobos Down arcade cabinet. For example, the extract zone appearing at end of mission is now delayed because most new players forgot to pick up their rewards and just ran to the extract zone when they all appeared at the same time. Also, medical devices are now spawned in the direction of player's movement so that the player is more likely to notice them.

Another issue that I have long known is that new players tend to unintentionally destroy their first weapon modifiers because the trash button is located at the center of UI and is conveniently selected when the joystick is centered. I have tried all kinds of double click requirements and confirmation steps but the problem with those is that they become unnecessary hindrance after the player learns what the button does. The new solution is very simple: The game now shows a warning message if the player tries to destroy a weapon modifier while there are no modifiers installed yet. It stops nagging once the player successfully installs the first modifier.

I have spent a lot of time digging through Godot source code. I finally managed to fix the long-standing issue where missiles bounce off targets without exploding. This required changes in Godot engine physics contact handling code.

My trusty custom particle system was originally written in GDScript and it has long been a major CPU performance bottle neck. Even with a very performant CPU, the worst case particle system update took well over 6 ms per frame. Since I already have to build my own version of the engine, re-implementing the particle system as a native C++ module was the logical solution. The peak update time dropped to 0.15 ms. So far it is a direct port to C++ without any optimizations that are now possible. In practice, this should fix the stuttering when there are a lot of particles flying around, especially on slower CPUs.

The game now keeps track of statistics over multiple game runs. So far this information is only used to control the appearance of confidential document fragments in the data storage devices. The documents in the first few games runs are mostly useful tips about the environment and lifeforms. As more runs are completed, more documents with backstory details start appearing.

Here's the full change log since version 0.0.11:

Download the game on Itch.io right now or wishlist it on Steam!

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Posted on 2025-02-03

Phobos Down arcade cabinet

Years ago I built a bar-top arcade cabinet for my older local multiplayer game called Hyper Ultra Astronautics. I have been in the process of transforming the cabinet into Phobos Down cabinet and now the work is mostly done.

The hardware inside is mostly the same. I only changed the WiFi adapter to a newer one compatible with 5GHz networks. I initially thought that I would have to upgrade the GPU because the game ran only at about 40 fps which is definitely not acceptable. After upgrading to a modern Linux distribution and installing proprietary NVidia drivers, it was able to run steadily at well above 100 fps. The display has refresh rate of only 60Hz, so this is more than enough.

On the outside, there are two changes. I built a new control panel with two analog sticks with buttons and only one other button for accessing the game menu. That's about as minimal as I can get. Obviously I also needed a new marquee with the new game's logo on it. When I originally built the cabinet, I had already ordered duplicate parts for the control panel MDF board and the acrylic/polycarbonate pieces for the marquee.

Behind the control panel, there is an Arduino Micro microcontroller reading the four analog axis measurements from the sticks and three digital input signals from the buttons. The Arduino is connected to an USB port on the PC. I wrote a simple software that reads the inputs and appears as a gamepad HID device to the PC. There's a hidden button underneath the panel for entering a calibration mode which records minimum and maximum values for each analog axis and then uses those to calibrate the stick axis readings later.

Last week I took the cabinet for the first test run at a local IGDA gathering. A lot of people played the game and most of them seemed to really enjoy it. There were some frame rate drops and stuttering during the most hectic gameplay but this is something I have to address on the software side. I likely have already fixed the worst ones.

One thing with the cabinet that still bothers me is that the control panel soldering is really embarrassingly bad. Both because lack of skill and crappy equipment. The latter has improved since then, so I'm tempted to resolder all the wires back there. Otherwise I'll have to constantly worry that a soldering fails and renders the whole cabinet unplayable.

Despite this cabinet building project, Phobos Down is still primarily a PC game. You can download an alpha test version right now on Itch.io or wishlist it on Steam:

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Posted on 2025-01-23

Phobos Down 0.0.11 alpha released

It's time for another Phobos Down alpha update!

The most noticeable addition in this update is the procedurally generated plant clusters. They are purely decorative but together with one new large tentacle plant type, they add much needed visual variation to the mission sites. I have made some improvements to the site generation too. For example, it is now guaranteed to place at least some elements with dynamic lights in every site. This avoids generating bland-looking sites with no dynamic lights at all.

Another significant change is that the explosive plants no longer harm the player at all and their damage radius has been increased considerably. This makes them a lot more useful.

After long consideration, I decided to add an all-time high score table for the unique random game runs too. To make the maximum possible score less dependent on the procedural generation I set the total number of enemy waves constant. The waves are randomly spread over 6-8 missions. In practice, this shortens the average game run length a little.

If things go according to the plan, Phobos Down will be in Early Access on Steam early next year.

Here is the full change log since version 0.0.10:

All feedback is again welcome! You can contact me through the contact form here or leave a comment on Itch.io page.

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Posted on 2024-12-16

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