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Squirrelmageddon! News

v1.07.667 - Back Squirreling the Code

Back into the code this week and have pushed some major bug fixes and some small gameplay changes.

  • FIXED: moveable barrier knocking player into the skybox on pickup from above
  • FIXED: stopped allowing move of destroyed barriers (always triggered above bug)
  • FIXED: stopped removal of collectables required for mission completion
  • FIXED / FEATURE: backspace on game over screen removes HUD
  • GAME PLAY UPDATE: continuing a mission adds PTSD recovery time to soldier
  • GUN TWEAK: AK-47 slightly slower auto fire rate + faster reload times


[h2]Currently working on: [/h2]
Dynamic mission objectives based on Hive Health... think along lines of player survival needs but at hive level.

E.g. Energy / Food / Materials / Weapons which affect Hive Strength / Health / Population / Happiness.

Still working out the details, but what you collect during your mission runs will affect your Hive. I don't want the new system to be overbearing, but enough to highlight resource collection / exploration as a factor in winning the meta game. If your hive 'dies', the game ends...

[horror]

v1.07.648 - Mr. Squirrel Takes A Holiday

I've been ironing out some bugs and making collected items persistent when continuing a mission.

Squirrel spawn difficulty has also been carried over to continued failed missions.

Continuing a mission will no longer be a walk in the park, you are going to have to fight hard for those last few objectives!



[h2]v1.07.648 - Patch Notes[/h2]
  • GAMEPLAY: continuing mission no longer spawns collected items
  • GAMEPLAY: continuing mission retains squirrel sizes / difficulty level
  • GAMEPLAY: continuing mission spawns larger squirrels first
  • GAMEPLAY: squirrel speed now scales up over time
  • BUG FIX: frame rate drops when too many squirrels are spawned late game
  • BUG FIX: hats sometimes not being added to inventory on mission completed
  • MAPS: tweak here and there with Training Level getting a new paint job
  • LORE: minor changes to lore / images


HOLIDAY TIME! I'm pretty excited as I will be attending some really cool sessions at the annual GDC 2023 conference in San Francisco.

So I've been working on Squirrelmageddon! now for about 3 years part-time, and while currently I'm letting the game sort of drive itself ever forward; I thought something like this might be just what I need for some more perspective and focus... will be interesting... I expect a lot of laughs for sure!

Hope you all enjoy the new difficulty / changes!

GLHF! Back in 6 weeks!

v1.07.627 - The State of the Squirrel

Have added a few lore and image updates and fixed a few issues. Some tweaking of gameplay rules / scoring. Maps are starting to get more attention / squirrel love. I will be replacing the large open world maps with arena style smaller maps over time.

[h2]v1.07.627 - Update Log[/h2]
  • FIX: squirrel hats and mask inventory item images
  • FIX: KAWAII toggle button (old input mapping conflict)
  • FIX: main menu ESC key stuck squirrel screen
  • FIX: shotgun reload sounds
  • FIX: weapons dropped by Ultra now count toward objectives on pickup
  • FIX: barrier rubble (reduce size)
  • MAP: Summer Squirrel - de-forestation (improve FPS)
  • GAMEPLAY: squirrel score ranges
  • GAMEPLAY: squirrel speed increases with level
  • UI: scoreboard re-located
  • TUTORIAL: free look and KAWAII 4000 controls added
  • LORE: intro sequence updated with KAWAII 4000 lore


I will be pushing 1 more patch next week before I leave on a long overdue holiday! Steam should be quiet for about 6 weeks while I'm running around top-side in Cali.



Stay Squirrely!

Twitter: @SBGamesHive42

v1.07.601 - KAWAI 4000 AR CHIPSET

- toggle KAWAI chipset with default key [k]
- game option to enable KAWAI 4000 skin / hats / masks
- updated Training Gauntlet with new features
- reworked training level

v1.07.590 - Kawai 4000 AR Chipset + Squirrel Turrets

Ceiling mounted turrets that fire live squirrel ammunition have been added to the Training Gauntlet maps. (pushes the pacing and keeps players on their toes)



Dance rookie, dance!

To the BLUE DANUBE!
https://www.youtube.com/embed/BngKAIWAptI


[h2]Patch Notes[/h2]
  • SQUIRREL TURRETS: added to Training Gauntlet
  • DIFFICULTY SELECT: added difficulty explanation text
  • ULTRA BLUE: less horny (fewer horns)
  • MULTIPLAYER FIX: window destruction replication
  • GLIDING FIX: added checks so no more ADS glitches
  • TUTORIAL: new spawn and longer tutorial path (environment work ASAP!)
  • HATS & MASKS: default inventory item icon [just hat for now]
  • HATS & MASKS: cyber cop and steampunk utility hat positioning adjustments




[h2]LORE IN PROGRESS: KAWAI 4000 AR CHIPS[/h2]

Those that were lucky enough to survive, returned not with wounds of the flesh, but with wounds of the mind. The sheer horror of the enemy quickly drove most soldiers clinically insane moments after entering combat.

“Woe and madness upon those who would gaze upon the true nature of Ratatosk…” – New Brethren Testament

With a few modifications to soldier HUD displays and tapping into AI driven augmented reality overlays, extreme levels of insanity could be averted.


[h2]LORE IN PROGRESS: Ancient Ratatosk[/h2]

Meanwhile, the ancient council convenes...

"Humans have destroyed the paradise given to them, and used their science to corrupt the bodies and minds of our now earth bound cousins. It is time we took action! Perform the rituals!"



[h2]OTHER NEWS[/h2]
I have been updating the https://squirrelmageddongame.com/ site with posts and info about the game, lore, general madness, videos and more!

GLHF, stay squirrely and I'll see ya top-side!