What changed
1 fix1 addition0 changes0 removals
addedTake a look at the new game icon! Wowie!
fixedSteam post image Anyway. Full steam ahead on the Campaign, save+load systems, vehicle controls, destruction systems and more! I've been hard at work fleshing out the campaign and ironing out bugs. I estimate the total playtime for the campaign should be about 2 hours, but less if you know the most efficient routes to all of the objectives. Plus the Horde Mode, I'm hoping players can aim to get at least a handful of super enjoyable hours from this game. Curse modifiers are currently being reworked to add more exciting gameplay scenarios beyond "make game harder". If you have a pre-release key to Cube Crusaders, you can launch the game, and play though most of the campaign. There are still some save + load bugs relating to collision issues and level streaming but those are fairly minor and easy to fix. UI has some bugs as well so be aware of that, it will not be perfect! I am currently aiming for an August release date this year, in addition to participation in Steam Next Fest for the summer. Anyway, lets get to what's actually changed: - After the demo level, you can now continue the campaign - Added 8 new areas of the campaign beyond the demo level - Added prototype for mech controls and operation - Fixed intro cutscene customization bugs - Added the rough-out of the Captain intro cutscene - Fixed bug where stat upgrades wouldn't initialize properly after save load - Added an objective indicator to the HUD, which updates as you progress through the campaign - Added some NPCs through the world to help guide you and fill narrative - Fixed numerous NPC targeting issues - Optimized AI Spawning behavior to prevent hitching - Ripped out lighting from individual levels, and we are now using a World Lighting Master Manager to determine the lighting scenario for the currently loaded level. This help load times and reduces hitching when moving from one level to the next. - Added a WORKING settings menu that no longer LIES to you about changing settings. It actually does it now. wow. - A bunch of other minor QoL things that are barely worth mentioning, but are still really good. A known softlock issue: Pausing in the campaign will cause the game to lockup. Alt+f4 to get out of this. Pause menu works fine in Horde Mode though. I will be deploying a hotfix later this week to fix it.
Cube Crusaders changes
addedTake a look at the new game icon! Wowie!
fixedSteam post image Anyway. Full steam ahead on the Campaign, save+load systems, vehicle controls, destruction systems and more! I've been hard at work fleshing out the campaign and ironing out bugs. I estimate the total playtime for the campaign should be about 2 hours, but less if you know the most efficient routes to all of the objectives. Plus the Horde Mode, I'm hoping players can aim to get at least a handful of super enjoyable hours from this game. Curse modifiers are currently being reworked to add more exciting gameplay scenarios beyond "make game harder". If you have a pre-release key to Cube Crusaders, you can launch the game, and play though most of the campaign. There are still some save + load bugs relating to collision issues and level streaming but those are fairly minor and easy to fix. UI has some bugs as well so be aware of that, it will not be perfect! I am currently aiming for an August release date this year, in addition to participation in Steam Next Fest for the summer. Anyway, lets get to what's actually changed: - After the demo level, you can now continue the campaign - Added 8 new areas of the campaign beyond the demo level - Added prototype for mech controls and operation - Fixed intro cutscene customization bugs - Added the rough-out of the Captain intro cutscene - Fixed bug where stat upgrades wouldn't initialize properly after save load - Added an objective indicator to the HUD, which updates as you progress through the campaign - Added some NPCs through the world to help guide you and fill narrative - Fixed numerous NPC targeting issues - Optimized AI Spawning behavior to prevent hitching - Ripped out lighting from individual levels, and we are now using a World Lighting Master Manager to determine the lighting scenario for the currently loaded level. This help load times and reduces hitching when moving from one level to the next. - Added a WORKING settings menu that no longer LIES to you about changing settings. It actually does it now. wow. - A bunch of other minor QoL things that are barely worth mentioning, but are still really good. A known softlock issue: Pausing in the campaign will cause the game to lockup. Alt+f4 to get out of this. Pause menu works fine in Horde Mode though. I will be deploying a hotfix later this week to fix it.
Take a look at the new game icon! Wowie!
Steam post image Anyway. Full steam ahead on the Campaign, save+load systems, vehicle controls, destruction systems and more! I've been hard at work fleshing out the campaign and ironing out bugs. I estimate the total playtime for the campaign should be about 2 hours, but less if you know the most efficient routes to all of the objectives. Plus the Horde Mode, I'm hoping players can aim to get at least a handful of super enjoyable hours from this game. Curse modifiers are currently being reworked to add more exciting gameplay scenarios beyond "make game harder". If you have a pre-release key to Cube Crusaders, you can launch the game, and play though most of the campaign. There are still some save + load bugs relating to collision issues and level streaming but those are fairly minor and easy to fix. UI has some bugs as well so be aware of that, it will not be perfect! I am currently aiming for an August release date this year, in addition to participation in Steam Next Fest for the summer.
Anyway, lets get to what's actually changed
- After the demo level, you can now continue the campaign - Added 8 new areas of the campaign beyond the demo level - Added prototype for mech controls and operation - Fixed intro cutscene customization bugs - Added the rough-out of the Captain intro cutscene - Fixed bug where stat upgrades wouldn't initialize properly after save load - Added an objective indicator to the HUD, which updates as you progress through the campaign - Added some NPCs through the world to help guide you and fill narrative - Fixed numerous NPC targeting issues - Optimized AI Spawning behavior to prevent hitching - Ripped out lighting from individual levels, and we are now using a World Lighting Master Manager to determine the lighting scenario for the currently loaded level. This help load times and reduces hitching when moving from one level to the next. - Added a WORKING settings menu that no longer LIES to you about changing settings. It actually does it now. wow. - A bunch of other minor QoL things that are barely worth mentioning, but are still really good.
A known softlock issue
Pausing in the campaign will cause the game to lockup. Alt+f4 to get out of this. Pause menu works fine in Horde Mode though. I will be deploying a hotfix later this week to fix it.