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Techtonica News

Techtonica is 34% off right now!

Techtonica is officially 34% off here on Steam, which is our biggest discount. v0.5 launches this coming Monday, so it's the perfect time to grab the game and get ready for lasers.

https://store.steampowered.com/app/1457320/Techtonica/

Grab the game, tell a friend, and experience 4-player co-op. Together, you’ll plan your factories, dig into the terrain, and on Monday, fight each other to the death respawn in Laser Games.

Let’s get to work!

Welcome Our New Marketing Director, Becky!

A few weeks ago Becky joined the team at Fire Hose Games as our new Director of Marketing. She is a veteran in the game industry, working at studios such as Tencent, Riot, and 3D Realms. She’s been busy behind the scenes helping the team on Techtonica with its future marketing efforts and working closely with Lauren to learn about our community.

Soon, she’ll be hopping on a livestream with Lauren and answering your questions!

What is your favorite game, and why is it Techtonica?
I grew up playing strategy and simulation games like StarCraft, Age of Empires, and any Sim game I could get my hands on. I also played a lot of sci-fi themed action games, such as Solar Winds, Delta V, Robot City, and Half Life. Combining sci-fi and strategy/simulation into one, I absolutely fell in love with Techtonica.

Okay, seriously, do you have a favorite game or genre?
It's hard to choose a single favorite game or genre. I love survival horror games like 7 Days to Die, Left 4 Dead, and Killing Floor, but I also love RPGs like Baldur's Gate, Fallout, Elder Scrolls, and the Yakuza series. I'm also horribly addicted to simulation games like Anno and Stardew Valley. :)

What’s the most interesting game you’ve played recently?
The most interesting game I've played recently is Baldur's Gate 3. I loved playing Baldur's Gate 1 and 2 back in the late 90s/early 2000s. I loved Larian Studios' additions to the Divinity games - so I was happy to hear it was them doing the latest game in the series. They did a fantastic job with Baldur's Gate 3, and I loved all the small details and easter eggs they put into the game. I put well over 100+ hours into it.

How did you hear about Fire Hose Games? What made you apply for this gig?
I've known some of the folks at Fire Hose Games since the early 2010s. I used to work at Tencent Boston and was very active in the Boston game studio scene before I moved away. I've had great respect for the studio for years, so I was really grateful to be able to jump at the opportunity to work with them.

What are you excited for with the future of Techtonica?
The team at Fire Hose is incredibly passionate about their work and the narrative behind Techtonica. I’m really excited to share future game updates with the community and hopefully become better at laser games!

How do you spend your free time when you’re not gaming?
If I’m not gaming, you can usually find me working on my car or at the car track with my Supra. Additionally, I enjoy doing outdoorsy activities such as hiking or fishing. I also spend a lot of time with my obnoxiously derpy German Shepherd named Bandit.

Bandit, on a very important dog mission.

We're very excited to have Becky on the team! Make sure to give her a big welcome!

Techtonica v0.5 Patch Preview

The Laser Games Update launches next Monday, June 17th, at 1pm ET!

Let’s dive into what’s coming in v0.5. Next week, you’ll get more in-depth Patch Notes with the full details.

So, what can you expect in v0.5 of Techtonica?

  • New character and main story narrative
  • Disco floors, glow floors, and concrete ramps
  • Fast travel
  • Ping tool
  • Laser mini-games
  • New laser arena map


[previewyoutube][/previewyoutube]

Have questions? Want to chat about the update with devs and the community? Looking for a place with other spaghetti aficionados? Join our Discord at https://discord.gg/techtonica.

See you on Monday!

Techtonica v0.5 Release Date & Future Update Reveal

Over the past few weeks, we’ve explored the content coming in v0.5, the Laser Games update. As a refresh, this update includes:

  • New character and main story narrative
  • Disco floors, glow floors, and concrete ramps
  • Fast travel
  • Ping tool
  • Laser mini-games
  • New laser arena map


[previewyoutube][/previewyoutube]

Without further ado, the release date for v0.5, the Laser Games update, is…

[h3]June 17, 2024![/h3]

Want to check out Laser Games? We’ll have Rob, Allie, and our new QA team member, Bruno, joining us for a special dev stream this Thursday, June 6, from 1-2pm ET!

[h3]Future Update Reveal[/h3]

I mean it when I say this is the most exciting update title I’ve had the honor of revealing. Keeping this a secret has been like, really really difficult.

The next major update for Techtonica will be…

[h3]Going Up[/h3]

You heard it here first, folks! I can’t share any details yet, but we weren’t kidding when we said there are big things comin’. We're really trying to elevate your Techtonica experience so stay tuned for more info!

Want to freak out with other belt-riding cowboys? Hop into our Discord at discord.gg/techtonica. See you next week!

Nexus concept art and balancing the asteroids mini-game

Greetings, Groundbreakers!

Today, we're going to pull back the curtain and give you a glimpse into the complex process of how we designed the new Nexus and balanced the heart-pounding action of the new Asteroid game mode in Techtonica.

[previewyoutube][/previewyoutube]

[h3]The Nexus[/h3]

The Nexus is more than just a pretty structure in Techtonica. You'll use it for fast travel throughout your subterranean world and to host the new laser minigames. We envisioned the Nexus as both functional and visually unique, drawing inspiration from the existing Production Terminals (like the LIMA terminal below) while incorporating elements unique to its role.



Our primary goal was to ensure the Nexus seamlessly integrated into the existing Techtonica aesthetic, particularly since it would be located near Production Terminals as fast travel points. To achieve this, we drew inspiration from the Production Terminal design while adding our own unique twist.

We also wanted the Nexus to reflect its connection to the new laser minigames, which utilize holographic vector-inspired graphics. This led us to incorporate projector lenses into the design, adding a futuristic touch that complements the minigame aesthetic.

[h3]The Design Process[/h3]

Three structural mockups were created to get ideas about scale and usability. Version 3 was chosen because it had a balance of being visible at a distance and having an open pedestal which was necessary for Loot the Nexus. Having the arms was also helpful for adding the holographic projectors and lighting.







We then created a refined greybox of version 3. We wanted the Nexus to have brightness and a lot of lighting.



After the Model was finalized, a quick paintover helped us visualize the materials and their arrangement before diving into the final textures and effects. You can see the evolution of the Nexus in the images below, culminating in the final model with textures and captivating holographic effects.



Here is a look at some quick concepts and various effects for the final textured Nexus model:







[h3]Asteroids Mini-Game: Striking a Balance Between Challenge and Survivability[/h3]

First things first, the Nexus health. We started with a small number but quickly realized it didn't allow much flexibility. So, we cranked it up! This gave us some breathing room to adjust the damage dealt by those pesky asteroids and the power of your health packs. More than just keeping you alive, we wanted to give you a chance to strategically manage your resources, utilizing health packs at the right moments to weather the asteroid waves. The higher Nexus health provides this opportunity, allowing for a gradual recovery rather than an instant game-over. It's all about striking a balance between challenge and survivability, ensuring a challenging, but also engaging and rewarding gameplay experience.



[h3]Crafting the Perfect Asteroid Onslaught[/h3]

Now, let's talk about those space rocks. Every asteroid in the game is carefully crafted and tested. We've got spreadsheets (yes, spreadsheets!) full of calculations for things like asteroid speed, distance from the Nexus, and even the time you have to react before they make impact (which we call "Time To React" or TTR). We use the horizontal (X) and vertical (Y) distances from the Nexus to calculate the actual range (Z) of an asteroid. This, combined with the asteroid's speed, allows us to precisely determine the TTR.



[h3]Reload Time and Accuracy vs. Wavelength[/h3]

We also factor in your weapon's reload time and accuracy. We want to ensure that you can feasibly defend your Nexus against incoming threats. By analyzing wave lengths and potential asteroid quantities, we can adjust spawn timers and enemy parameters to create a fair but thrilling challenge.

Let's say an asteroid has a speed of 10 units per second and spawns at a range of 10-50 units from the Nexus. This means you'll have between 1 to 5 seconds to destroy it before it hits. This might be a bit too difficult, so we need to adjust the parameters here.



By comparing how much time there is for the wave and how many asteroids you’re given per wave, and assuming an accuracy rating of 45% (aka how well you shoot), let’s take a wave length of 60 seconds with 33-60 asteroids.



This means the reload time of the gun doens’t need to be below 0.4, and above 0.8 is more than enough. This helps set the quantity of asteroids by ensuring it isn’t utterly impossible to beat, but still challenging.

The chart below shows the maximum asteroid kills a player can get between the gun reload time and time between asteroids. Anything below a 1 is impossible to beat, so that’s where we cap it



All of these numbers (if you’re still with us, it’s a lot of numbers) helped us create borders on the edges of charts that all of the asteroids needed to fall between.

[h3]Testing, Testing, 1, 2, 3...[/h3]

Once we have the numbers crunched, it's time to playtest! We run countless simulations, tweaking enemy types, wave lengths, and asteroid parameters. We're looking for that sweet spot where the game is challenging, engaging, and most importantly, fun.

It's a bit of an art, really. But hey, that's what makes game development so exciting! Want to give us feedback on how you think Asteroids is balanced? Hop into the Public Test Cave branch on Steam right now to test out v0.5! This branch closes Monday, June 3rd, so check it out now and give us feedback before v0.5 releases.

We hope this gives you a better understanding of the thought and effort that goes into balancing the Asteroid game mode. Stay tuned for more updates as we chug closer to v0.5 launch!

​​Have questions? Want to chat about the update with devs and the community? Looking for a place with other spaghetti aficionados? Join our Discord at https://discord.gg/techtonica.