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AI Olympius News

Base Building (Update 0.8.25)


I've spent the last month developing a new game mode that will give you the opportunity to be creative in setting up your base. There's still a bit of work to be done, and not all of the planned items can be built yet, but I hope you'll like it.

Also, a lot of time was spent on the equipment system, now there are quite a few armor elements (7 in total), but we will gradually add more and more new armor elements, and they will have different effects on the player's parameters.

  • Added new game mode (as an additional mission in the first sector)
  • Added new story level. (the plan was to release three missions at once, but the priority shifted to additional game mode)
  • The equipment area has been added to the inventory on the left, and the equipment system has been implemented.
  • Added two storage chests to the HQ near the stairs and portal.
  • In the first mission, an abandoned building was added, there you can find one of the first leg equipment.
  • In the second mission in the interior of the cafe, the first headgear has been added for equipping.
  • The extractor can now be equipped in a slot (make more free space in inventory).
  • The "heavy armor" suit upgrade has been replaced with "stability" which gives you a chance to stay on your feet after explosions.
  • Old Heavy Armor Plates can now be found as spare parts at HQ and in the bridge mission.
  • Added difficulty selection in the loading / starting a new game menu.
  • Updated save system to introduce new functionality, spent a month of thinking and a day of implementation so it will not harm player's data...
  • Limits of items in the inventory have been revised. Now almost everything in the inventory has no limits, but after a certain amount - it begins to occupy an additional slot. So now you can fill the entire inventory with a bonfire, first aid kits, and energy capsules.
  • When approaching the portal, if the player has not crafted/used upgrades - a warning will be displayed.
  • The bow is drawn faster to maximum strength.
  • Arrows can now be re-picked.
  • Save indicator is now more visible.
  • Once again changed walking mechanics (it was annoying that in battle, accidentally hiding a weapon, the player started to walk slowly). Now walking works only until the first sprint, and also turns on again after 15 seconds of inactivity.
  • When jumping/falling, you can now slightly change the flight direction.
  • About 50 small adjustments to collisions, and game mechanics, according to detailed feedback from the user “someone”. special thanks for that ;)
  • Reworked worm behavior. Now they chase the player more aggressively, have a smaller detection radius of the player, and miss a bit.
  • In the "Desert" mission, the behavior of stingrays has also been redesigned, they behave more stably, and spin less.
  • Added new setting: sensitivity of the camera when aiming.
  • Fixed a bug where the implosion explosion did not pull objects into the center of the explosion.
  • Additional optimization.

Update 0.8.24


I'm still polishing the controls and UI. I had to change something to make it possible to implement more classic control solutions.
  • Olympic Rifle modes are now displayed differently, better showing the additional three modes. Shooting from additional modes is no longer activated by holding down both mouse buttons, now it works as usual, this allows me to free the right mouse button and put classic aiming at it.
  • Aiming now works as classic, both holding the mouse button or toggle on/off)
  • You can now fire while jumping or falling.
  • Added ability to switch camera side left/right, (E key). The key is usually not busy and has a comfortable position both on the keyboard and on the gamepad.

More music!

  • New ambient music has been added, and the musical system has been redesigned. (automatic activation with battle)
  • Fixed a bug where the music in the intro was missing.
  • Changes in control: the spacebar does not make a slide, but performs a normal jump or climb on obstacles.
  • Slide is now performed when pressing crouch while sprinting.
  • The standard key for inventory is now Tab instead of I (applies to new players only)
  • Removed the automatic zoom return after reloading. It seemed like a good idea, but in practice it's annoying. Later, aiming will classically zoom while the holding button.


I would appreciate any feedback regarding the current changes in controls. Or recommendations from experienced players of this genre. I'm currently considering adding a shot-while-jump option, but I'm still figuring out how to overcome some of the issues.
P.S. Normal animation of using ladders is also on the way.

AI Olympius roadmap

To make it more clear what will be ahead, I created a road map of the development:

Update 0.8.23

  • Slightly changed the first level with antennas, a bit more enemies, less delays in story scripts.
  • On the "old path" level, the balance has been slightly changed. In the first temple, the player is now attacked by 1 Scout III, instead of two. In the city, the park part has been changed, and more healing places have been added. Scout in the city does not attack together with the turrets, but after the player clears them. So there should be less chaos.
  • In coop mode, it is now impossible for both players to enter a dialogue with the same character.
  • Fixed a critical bug on the “Old Path” level where the cutscene blocked the playthrough for the second player.
  • Plasma Turret crafting cost reduced. The required number of clips is 2→1.
  • Slightly improved auto-aiming system for gamepads. (aiming at barrels, weak spots of enemies)
  • It is now possible to ride on robot cleaners again.