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Squirrelmageddon! News

v1101 - Upskilling

I've updated Squirrelmageddon! with character level up, skill points and some starting training skills.

- character level up
- character skill points
- skill points can be spent on modifiers
-- health
-- sprint speed
-- turret firing rate
-- turret turn rate
-- turret recharge rate
-- more soon

COMING SOON
- suit upgrades

v1077 -Hotfixes, Tweaks & Balance

- repeated same weapon drop and re-pickup bug fixes
- improved dropped weapon re-pickup
- dropped weapon now has a locator light
- quad point orb pickup HUD message added
- more mushrooms on Summer Squirrels map

v1074 - Hotfixes

- squirrel distance hud fix
- quad enter more responsive / less fiddly
- selling a found weapon removes it from unit weapon inventory (mag rifles and pump shotguns always available)
- sold equipped items replaced with mag rifle or a pump shotgun.
- squirrelball scoreboard updated

v1067 - Squirrel Missions, Merchants & More!

A lot has been happening with Squirrelmageddon! since launch almost 3 months ago.

What started out as a simple mental squirrel action shooter, has evolved into a RPG lite with moveable world objects, playable squirrels, squirrel soccer, shops and items, persistent unit inventory, character weapon proficiency levels... with more to come!

Squirrelmageddon! is continually evolving and growing. I appreciate your feedback and support for the game! Post your screenshots in the community forum - I would love to see what you all are doing with Squirrelmageddon!



UI updates include rearranging some buttons, interface borders in player HUD, transparent menu style on mission prep screen, button style changes and other minor changes.

[h2]UPDATES:[/h2]
Players can move turrets, barricades and large crates around the world. The improved interaction 2.0 system seems to be working well, though still has a few quirks which I am working on ASAP.

Placed objects are persistent and will remain where they are on the map for all missions in that zone.

You can reset the positions of all moved or placed objects with a button option on the mission selection screen.



A persistent inventory for your unit has been also been added with the Merchants feature. Most pickups such as weapons, medkits, ammo, points pickups will be added to your unit inventory at the end of a mission. More items soon! You can sell and trade these items later back at the Hive.



The squirrel brain has been tweaked a little and they sometimes climb trees and can better navigate the world. They still don't climb vertical surfaces, so you can still get away from them in high places if you're scared... or can't play shooters well.

NOTE: it's easier to hit the squirrels when shooting from ground level... but cheese away if that's how you like to play :P



There is more gore / blood in the game than early versions. I am thinking I will add a 'gore level' option... maybe something like no gore - blood gore - blood n guts gore. How soon depends on how freaked out people are about it - omg those cute squirrels! Yeah, they are cute - but remember, they are weaponized and genetically modified... and hungry, always hungry... apparently humans taste better than walnuts n acorns.



Squirrel missions have been added to Single Player mode and the Squirrelball mini-game is evolving. NOTE: teaching squirrels to play ball is tricky business !!! Expect the squirrels to play much better once they've trained more.

Let me know what you think of Squirrelball! Developing Squirrelball for multiplayer will be coming ASAP. That should be some hilarious fun!



[h2]WORKING ON / COMING SOON:[/h2]
- Difficulty system. Some people were saying the game is too difficult, others say it's too easy... so the only answer is to add a difficulty system. This should hopefully not take me too long to add.

- Adding more missions. Now that we have 'squirrel missions' in single player, I will be creating more and uploading them ASAP.

- Adding more achievements. More is better yes?

I hope you are having fun with the game and more than a few laughs! That's why I made the game. In this crazy mad world, what could be crazier except a future planet ruled by bloodthirsty squirrels!

Let me know what you think in the community forums. See you top-side!

v1028 - Playtest Updated + Interaction 2.0



For those of you in our play testing group, I have updated the download to the latest 1028 version. Please do report any issues or suggestion for improvement in the community forum. Thanks heaps!



The new SquirrelTech Interaction 2.0 system is now live.

- traced items are outlined
- easily drop and re-pick up the same object
- messaging / hint system re-worked (a little buggy still but functional)



Squirrel Brains
- squirrels will sometimes run up trees.
- if there are no squirrels around they are probably up a tree somewhere, hunt them down!
- squirrel is stuck resolver updated
- squirrel AI double jump removed
- less air control so more natural air time



UI Updates
Have added some backgrounds to elements. I had to rework the UI layout structures to add the backgrounds. More UI work coming soon.

- Lobby / Hive menu updates (reverted back to borderless)
- character select / loadout screen (new header backgrounds)
- in-game player HUD (element backgrounds)
- game over screen (tweaks to layout and added backgrounds)



Other Updates
- character jump height reduced. (allows for meaningful suit upgrades)
- general map work
- mission tweaks
- weapon names and handling tweaks
- weapon proficiency reduces time between fire for trigger based weapons

I have a week off my from my day job so will be working hard to get the inventory and shop system working ASAP for you all!



Thanks for playing! See you top-side!