Invisigun Reloaded - Out Now!

Date: Wed, 21 Aug 2024
Invisigun Reloaded Game Banner
Genre: Action, Casual, Indie, Strategy
Developer: Sombr Studio
Release Date: Wed, 08 Feb 2017
https://youtu.be/MyslaUwGCf8
This is the biggest Invisigun update to date, and the culmination of 5 years of painstaking blood, sweat, and tears. I left a large chunk of my soul embedded in the code of this game, and it drops on Nintendo Switch & Desktop on August 22nd – with full PC crossplay for online multiplayer battles! I’m beyond excited, and here’s what you can expect…

The Hero’s Journey



In the massive, all-new Hero’s Journey, you’ll be able to discover each of the 9 original hero’s unique abilities through puzzle rooms, skill challenges, and boss fights. Before jumping into local or online multiplayer stealth battles, you can find a hero that matches your playstyle at your own pace. The Hero’s Journey was developed to be very challenging, but three accessibility modes and secondary objectives ensure an enjoyable experience for everyone.

3 New Heroes





By completing any of the original 9 Hero’s Journeys, you’ll be able to choose one of the 3 all new heroes to unlock for multiplayer battle modes. Djaan-Khe lays invisible traps that can ensnare and slow foes, Zephyr can fake a shot with a decoy and teleport where it hits, and Violet can send and recall a floating orb that she can use as a remote turret.

Reloaded?



An insane amount of work, polish, balancing, and new content creation went into relaunching Invisigun Heroes on consoles (and the PC update will match). Hence, it’s Reloaded! Here’s what’s behind the new name, and changes in the update:


  • Challenge Mode has been removed. The Hero’s Journey essentially replaces Challenge Mode for several reasons. It is designed from the ground up as a proper single player campaign that is challenging and engaging while teaching players each of the 9 original hero abilities. In a game that is all about stealth, bluffing, adaptation, and trickery, the challenge mode was a wrapper around bot matches that frankly did not represent the magical feeling of playing against clever human opponents. It was never as good as I wanted it to be, and rather than misrepresent how the game feels – especially to new players – the Hero’s Journey was carefully crafted as a new separate experience to compliment multiplayer. That said, you can still create battle matches and enable bots for the same experience that was in Challenge Mode.
  • Guest Edition has been removed. The free demo was always intended to be up for a limited time, and it was easy enough to support it through multiple PC updates. However, an insane amount of work went into porting Invisigun for consoles, and maintaining the Guest Edition functionality was becoming a little burdensome in the growing codebase. It may return at a future point, but would require some rework, polish, and testing – no promises!
  • The price will be $19.99, but the update is free. Most of the development effort went into creating what is essentially an entirely new single player game, and the new price reflects this. It amounts to what some games would add on as premium DLC, but with an online multiplayer title I didn’t want to fragment the player base and have multiple “editions” floating around to complicate things. Everyone who owns the game gets the update for free on August 22nd, just like any other update, so this felt like the most reasonable solution to me.


As with any update, you can always view the complete changelog here. Thanks for supporting me on this quest, and spread the word!

The Hero's Journey



  • Brand new single player campaign
  • Series of ability-specific puzzle rooms and boss fights for each of the 9 original heroes
  • Complete a full journey to unlock one of the new heroes

New



  • THE HERO'S JOURNEY: Challenging single player campaigns for the 9 original heroes
  • NEW HERO: Zephyr
  • NEW HERO: Violet
  • NEW HERO: Djaan-Khe
  • UI: You can (finally) change your controls in pause menus, mid-game
  • UI: Destructibles with more than 1 health show damage amounts when hit
  • UI: You can anonymize your Steam name in the UI (for streamers)
  • UI: You can hide the join key in the UI (for streamers, will only show before the lobby)

Updates



  • UI: Ability Boost reference added to Field Guide
  • UI: Cold Breath mechanic added to Field Guide
  • UI: Updated some input icons
  • UI: GIF exporting continues where it left off if you cancel and start it again
  • UI: Instant replays can be rewinded a maximum of twice when online
  • UI: Updated desktop app icons
  • NET: Much improved network behaviors, position syncing, and local client responsiveness
  • GAME: Single player bot challenge mode replaced by The Hero's Journey
  • GAME: Mine carts will explode and stun players if bumped too much between them
  • GAME: Improved mine carts physics and movement feel for remote clients
  • GAME: Selene is her default character color in the tutorial instead of Player 1's default color
  • GAME: Adjusted birds clustering spread and selection of better landing spots
  • MAPS: Chaos Pit reskin
  • CRONUS: Bombs will trigger switches that they land on
  • CRONUS: Bomb impacts will push mine carts
  • CRONUS: Bomb impacts will push carriers
  • CRONUS: Ability uses before spam cooldown increased from 2 to 3
  • PROTEUS: Ability Boost also increases drone zap time from 1.5s to 2s
  • RONIN: Slashing shots will still play FX and display a notice when maxed out

Fixes



  • INPUT: Fixed inverted y-axis
  • UI: Fixed screen visual effects affecting UI when paused
  • UI: Fixed steam vents demonstrations in the Field Guide
  • UI: Better fallbacks if some data can't be read, prevents some edge case lockups
  • UI: New achievements earned are not shown again later if you skip the achievements scene
  • UI: Fixed height of post-match action menu
  • UI: Fixed issue where some scenes could fade out twice
  • UI: Dialog boxes won't go out of focus
  • UI: Fixed end-of-round UI and FX playing when remote clients disconnect leaving 1 host-side player
  • UI: Fixed edit powerups button remaining disabled if changing powerups to not drop
  • NET: Fixed more edge cases when there is no internet connection
  • NET: Fixed soft lockup if a remote client disconnects post-round while others are waiting
  • NET: Fixed soft lockup if a remove client disconnects during the loading scene before the match starts
  • NET: Fixed client stuck in lobby after connecting if transitioning there while the match has moved on
  • NET: More reliable buffered shots online (ex: during Selene's jump)
  • NET: Fixed timing issues with rapid firing and lag
  • NET: Fixed spectator views being stuck if replays are disabled
  • GFX: Player color selections are preserved when rematching
  • GFX: Yeti breath doesn't cause screenshake on impact
  • GFX: Fixed incorrect shadows when shaking tall grass sprites
  • GFX: Fixed mine cart particles sometimes shooting off the screen when shot perpendicularly
  • GFX: Fixed ice bushes not leaving stumps behind
  • GFX: Heroes won't continue their ability start animations if interrupted (stunned)
  • GFX: Fixed sorting of markers (sometimes appearing under snow)
  • SFX: A handful of audio cues were assigned to the wrong mixer busses
  • SFX: Improved consistency and reliability of music fade outs between scenes
  • GAME: Fixed slowdown caused by blast barriers appearing near certain other objects
  • GAME: Some performance improvements
  • GAME: Fixed revealer hiding players if it runs out after a round is over
  • GAME: Fixed revealers slowly moving towards players if the game is paused
  • GAME: Fixed pit beasts spawning on mine cart tracks
  • GAME: Fixed hitboxes on some neon signs
  • GAME: Fixed steam vents glitch when restarting particles
  • GAME: Fixed powerup parachute boxes sometimes not showing up
  • GAME: No respawn if there isn't enough time left (fixes sudden death issues)
  • BOTS: Phoebe bot won't try and use her ability if she's on her own teleporter
  • BEAST TAMER: Fixed beasts spawning and shaking when game is paused
  • EPI: Fixed incorrect hitbox size for real Epi when ghost is active
  • EPI: Fixed ability cooldown bar not showing up when ghost Epi is killed
  • EPI: Ability cooldown bar should omit the spam window flashing time at the end
  • EPI: Fixed real Epi dying if ghost Epi is hit by 2+ projectiles in the same frame
  • EPI: Fixed real Epi not getting hit by a Cronus bomb if ghost Epi is in the same tile
  • EPI: Fixed real Epi being pushed around if a player is bumped into that location
  • EPI: Fixed inconsistent knockback distance of ghost shots (should be 1 tile max)
  • CARMEN: Can't place a block where a ghost Epi is standing
  • CARMEN: Fixed spam cooldown when attempting to build in invalid locations
  • PHOEBE: Fixed being able to teleport into real Epi when ghost Epi is out
  • CRONUS: Fixed running in place if you bump a wall while deploying the target
  • CRONUS: Fixed bombs not clearing out sand piles
  • CRONUS: Fixed edge case leaving a target on the host's side if a client spams ability
  • PROTEUS: Fixed scanner drone beam FX continuing to play when game is paused
  • IRIS: Fixed dash distance and spam window calculations when she is slowed
  • IRIS: Fixed collection of powerups that are between 2 teleporters while dashing
  • RONIN: Fixed being able to slash shots behind him

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