Phobos Down 0.1.0 beta released

This update to Phobos Down is a big one! Although the development slowed down during the summer, the list of changes is exceptionally long.

There are many small visual improvements like added variation for the vegetation, lightning arcs for stun effects, shadow issue fixes and improved anti-aliasing in the UI. First version of the full intro sequence has also been created. This update also adds three completely new enemies and a minefield creating device.

One change worth a special mention is the target movement prediction for the auto-aiming. This makes hitting fast-moving enemies much easier, especially when they move up or down hills. This is something that should have been there from the start. Better late than never, I guess.

I have made some significant changes to scoring. The maximum amount of enemies per wave has been decreased which shortens the average mission duration and lowers the maximum possible score from direct enemy kills. Enemies now drop a bit more score items and all score rewards have been almost doubled to compensate with the lower number of enemies. This should lead to more variation in the final scores as lining up enemies for multi-kill and kill streak events is much better rewarded.

Here are all the changes since the last alpha version:

I decided that the game is now ready enough for beta testing phase. In practice, this does not change much but from now on I will be focusing more on balancing and issue fixes. There will be new content like more enemies, modifiers and devices, but I'm not planning to make any big gameplay changes anymore. Now is a good time to report all those issues and annoyances you've encountered.

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

See full post

Posted on 2025-09-08

Phobos Down 0.0.14 alpha released

Another alpha update to Phobos Down is out! A lot has changed under the hood and there are some significant visible changes as well.

The input handling and weapon UI implementations have gone through major refactoring. This should not cause many visible changes but makes further development easier and enables touch input for a mobile version. The weapon wheel UI now uses more traditional point-and-click style interaction when playing with mouse.

A lot of the work since the last alpha update has gone into adding support for ballistic weapons and aim assist that makes hitting moving targets with them possible. The old "laser sight" weapon feature has been changed into a "trajectory display" that can visualize ballistic trajectories as well. The result of all this is a new "grenade launcher" modifier for the launcher weapon.

Another addition is a "fragmenting explosive" device. It is similar to the existing timed explosive device but shoots directed fragments at nearby enemies, dealing extra damage and extending the area of effect.

To add more ways to earn extra score, I have added hit streak bonuses. Extra score is rewarded for continuously shooting enemies with the rifle or shotgun without missing any shots. This can be combined with the usual termination streak score bonuses.

A couple of weeks ago I took my Phobos Down arcade cabinet to a local IGDA gathering and got a lot of useful feedback. Some minor issues were also found and most of them have already been fixed in this update.

Here are the changes since version 0.0.13:

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

See full post

Posted on 2025-05-19

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.

See full post

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:

See full post

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!

See full post

Posted on 2025-02-03

See older posts