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

Phobos Down 0.0.10 alpha released

A new Phobos Down alpha update is here! The change list is a bit shorter than usual but this update still brings many important improvements and some new content. This version should also be ready for the Steam Deck compatibility verification.

There are many new weapon modifiers like reflective and explosive projectiles. Existing modifiers have been fine-tuned to make them more balanced by adding secondary effects (usually damage) to the otherwise less useful modifiers.

There is one new device drop pod: Sentry missile system. That is basically a missile launcher variant of the classic sentry gun.

Here is the full change log since version 0.0.10:

Let me know what yout think! You can contact me through the contact form here or leave a comment on Itch.io page.

Downloads are available on Itch.io:

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Posted on 2024-10-14

Phobos Down 0.0.9 alpha released

It's time for another Phobos Down alpha update!

I had a very loose plan for the content of this update. Some changes are based on tester feedback, others are random things from my task list and as usual, there are changes I never planned at all. Despite the lack of planning, this update brings many significant improvements.

Score items dropped from killed enemies are now always automatically picked up, so there's no need to go collect them manually.

There is a completely new enemy type called "tank" with differently sized variants. It's a quite rare boss type enemy with special weak points that can be destroyed in order to deal huge amount of damage and to slow down the enemy.

Another noticeable addition is data storage devices fallen from the wreckage that contain confidential data and can be destroyed for additional score reward. These devices also reveal tiny bits of backstory as text excerpts.

You'll also notice that drop pods have changed. They have a new model and instead of exploding on ground they now return to the support ship in orbit. This makes more sense than having an infinite supply of drop pods on the small ship. The devices delivered by the drop pods have different models now to make it easier to tell them apart.

Weapon management UI has also changed a bit. It now shows the total change in weapon properties when assigning a modifier to a weapon, taking into account the original modifier that will be replaced.

Here is the full change log since version 0.0.8:

As usual, all feedback is welcome! You can contact me through the contact form here or leave a comment on Itch.io page.

Downloads are available on Itch.io:

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Posted on 2024-07-31

Phobos Down 0.0.8 alpha released

This update to Phobos Down comes sooner than usual because I needed a new version for Game Development World Championship 2024 submission. Despite the fast schedule, there are some significant improvements.

I have made some changes to reduce the idle waiting time during the missions. The idle time between enemy waves has been shortened and messages are now shown when waves start and end.

Previously there were indicators at screen edges that guided the player to stationary enemies. Now the same indicators are shown for all enemies. This might make the screen edges a bit more "busy" than I'd like but it removes the need to track down the first wandering enemies and gives a better view of the overall situation. Storywise it also makes that the support ship in orbit provides this information.

There are now random crystal formations growing from the ground. They act as simple obstacles that provide some cover and add visual variation to the mission sites.

Here is the full change log since version 0.0.7:

You can contact me through the contact form here or leave a comment on Itch.io page.

Downloads are available on Itch.io:

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Posted on 2024-05-27

Phobos Down 0.0.7 alpha released

It's time for another Phobos Down alpha update!

Once again there is a long list of bug fixes and improvements. Probably the most visible additions is the glowing waving "trees". In practice, they are just simple static obstacles but they bring some much needed variation and more dynamic lights to the mission sites.

Another small but important visual change is that the player now turns into the direction of movement while not aiming instead of walking backwards long distances and looking stupid.

The character controller has received a lot of improvements. Walking up steep hills should now finally be smooth. This applies to the player and especially to the larger enemy types.

While there are no new enemy types added this time, I have made some changes to the existing ones. Relative enemy appearance frequencies have all been adjusted and fixes made so that the rare enemy types actually appear as infrequently as intended. One bigger change here is that the "spawner" enemy (the floating egg-like thing that spawns other enemies) has been turned into a rare special enemy type that appears at most once per wave. I did this because multiple simultaneous "spawners" were very tedious to fight and made the mission last way longer than intended.

As for new content, I have added stun projectile modifier that makes a weapon stun enemies for a while. There is also a stun device drop pod that can be used to stun a large number of enemies within range. The stunned enemies are then an easy source of kill streak or multi-kill score rewards. Stun projectiles make hitting fast-moving enemies a lot easier.

Here is the full change log since version 0.0.6:

You can contact me through the contact form here or leave a comment on Itch.io page.

Downloads are available on Itch.io:

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Posted on 2024-05-06

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