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Omega Strikers News

Official Launch Date Reveal and More Sneak Peeks



We’re back with an official release date and more sneak peeks at in-progress Omega Strikers updates!
  • In today’s Nintendo Direct, we announced that Omega Strikers will officially launch April 27, 2023 for Nintendo Switch via the eShop!
  • The game will also launch April 27th on PC, iOS, Android, and other consoles (details TBD!) with full cross-platform support.
  • You can pre-register on iOS, on Android, and Nintendo Switch starting today.

[previewyoutube][/previewyoutube]
The footage above was captured on a Nintendo Switch using an older, stable build of Omega Strikers, and doesn’t reflect new content we’re building. However, we’ve been making steady progress since we last shared big upcoming changes to the game in December.



Below are sneak peeks at 6 more things we’re cooking up for launch!

[h2]1. New Maps - Sakura Blossoms and Atlas Arena[/h2]



We want every map in Omega Strikers to have a meaningfully different vibe, and that means showcasing different cities with vastly different color palettes. Above, a map called Sakura Blossoms.



We also think maps should flesh out the narrative world of Omega Strikers. The map shown above is an early look at Atlas’s scientific laboratory. When finished, it’ll feature a rotating ring and a gorgeous view of the starry beyond.

[h2]2. Rotating Goal Mode (RGM)[/h2]

Above: A “two-lane’ map layout where the goals are facing away from each other! A speed gate in between encourages rapid rotations and surprise attacks.

Throughout our Open-Beta, we heard feedback that Omega Strikers could use a lower stakes “just-for-fun” mode for when you aren’t looking to grind or sweat too much.

Thus we present the all-new Rotating Goal Mode - a mode where the map is dramatically increased in size, much crazier hazards appear, and the goal’s position and shape can be much wackier. In this mode, matches will end much more quickly and Strikers will move faster and hit harder.

Above: a “diagonal” map layout where the goal has two smaller access points on its corners. Fights tend to get incredibly explosive around these condensed goal zones.

Our hope is that this is a queue where players can more easily team up with their friends (especially newer ones) in a less intense setting, and also one that everyone can simply enjoy as a change of pace from the classic format. We’re still nailing down the final map designs, but above are some early looks at two map layout concepts.

[h2]3. New End-of-Game Sequence[/h2]



Interface and UX has been a focus area for improvements since our PC Open Beta. Making things look more polished is of course important, but we also want to add extra functionality to screens like the end-of-game sequence.

When our full launch hits, this screen will highlight progress made on missions and allow you to immediately queue up again with teammates, even if they weren’t already in your party.

[h2]4. Improved Menu Design[/h2]



Instead of having to dig through a bunch of different menus to track your Striker Affinity progress, read character abilities, or set your Reactions, you’ll be able to tune all these settings in a single menu with easy-to-navigate tabs.

[h2]5. Animated Reactions[/h2]



We want to keep giving players better and more satisfying ways to express themselves in-game. Whipping out animated reactions like “LET’S GOOO DUBU” should feel like the gaming equivalent of ripping off your jersey and doing a victory dance for the crowd after a clutch goal. Spam responsibly.

[h2]6. Evolved Podium Animations - Raindrop Era[/h2]



We showed an early version of this one last time. Dynamic camera movements, splash effects, and background animations have leveled it up considerably since then! High-tier skins like Raindrop Era will let us push the boundaries to make Strikers more expressive.

[h2]Coming Soon: Trainings and Match Flow Overhaul[/h2]

In our next big dev blog, we’ll share a bit more about some planned updates that will dramatically improve game depth and variety from match-to-match. These include major changes to Trainings that will address players feedback about their price, as well as a rethink of match structure in ranked. These changes aren’t quite ready to show in detail yet, but we’re excited to say more soon.

We’re only two and half months away from launch! Join our Discord to follow along on our journey to launch Omega Strikers. See you soon.

–The Odyssey Interactive Team

Meet the Strikers - Juliette

[previewyoutube][/previewyoutube]
Next week we plan on posting another dev blog sharing in-progress dev work. (See this one from December, if you missed it!)

In the meantime, though, we want to share a fun trailer we cooked up that highlights a little more of Juliette's personality and abilities. We plan on posting a new "Meet the Striker" trailer every Friday until we've covered our entire existing roster. We'll share those here as we get them ready.

Another special treat we've got planned is original theme music for each Striker. These will be dropping alongside each Meet the Striker trailer as well on both YouTube and Spotify. By the time we launch in April, we'll have a full album of original music for you to enjoy.

Juliette's theme is one you're already familiar with: GO STRIKE! is also the overall theme for Omega Strikers.

Listen to the Japanese, English, and karaoke versions of Juliette's theme on YouTube and on Spotify.



And of course remember to follow us on Twitter, join our Discord, and Wishlist us on Steam if you haven't already!

See you again soon, Strikers.

—The Odyssey Interactive Team

7 Big Upcoming Changes to Omega Strikers



WHAT YOU NEED TO KNOW: The Omega Strikers PC Open Beta will end at 11:59pm ET on January 1st, 2023.
  • Omega Strikers is now scheduled to launch in April 2023 for PC, iOS, Android, and consoles with full cross-platform support.
  • All your account progress will carry over when we come back with our full launch.
  • Full launch will bring a new ranked season, battle pass, and major content updates.

Read on if you’d like to see a sneak peek at some of our in-progress work, including new features and content that’ll arrive alongside full launch.

But first, let’s talk about changes to our release plans.

[h2]WHY WE’RE DELAYING TO APRIL[/h2]
Let’s not beat around the bush. We’ve pushed back release dates a couple of times now, which can be frustrating—for both you and us. We’re a small team with big ambitions, so we’ve had to go through a bit of a learning process with this PC Open beta.

Now, though, we’ve got an incredibly strong roadmap for features and content that we think players will love, and we want to be realistic about the level of work it’ll take to get all this stuff ready. Pushing back to April gives us needed time to develop and polish these major changes to the game, which makes us confident we’ll be able to hit this new launch target.

Okay, so now it’s time to actually show you some of the cool stuff we’re working on.

[h2]7 UPCOMING CHANGES TO OMEGA STRIKERS[/h2]
We previously shared that we want to make some big improvements to Omega Strikers before we go forward with our full launch. The most important of these changes will be targeted at adding appreciable depth to gameplay and increasing variety from match-to-match.

Today we’d like to show off some progress we’re making in these areas, ordered roughly in order of the impact we think they’ll have on the game.

[h2]1. Goal Barriers[/h2]

To make playing as (and against) goalies more interesting, we’re developing a new environmental obstacle called goal barriers.



These are destructible energy walls that must be struck by the core before your goal gates open. Since they must be broken down piece-by-piece, the arena gets re-shaped and broken down in different ways over the course of each round.

[h2]2. Core Flip[/h2]

Another major gameplay change is a new ability for all Strikers called Core Flip (final name TBD!):



The Core Flip will be a new action that gives Strikers a moment to shine. When used, your Striker will knock away nearby foes, become unhittable for a short while, and launch the Core into the air. While the Core is airborne only you can hit it and your next hit against it will be greatly empowered.



In playtests, we’ve seen this combination of mechanics create some very impressive plays. For example, Strikers can now make the Core dodge a critical hit from an incoming ability and reverse a scary situation by hitting a very powerful angled shot back at the enemy. We’re still tuning the mechanic, but we’re feeling really good about how it’s coming together. We hope to share more about it soon!

[h2]3. Map Hazards and Buffs[/h2]

By introducing environmental hazards into the arena, we hope to more meaningfully differentiate maps from each other. One small example would be new areas where you can get knocked out. This map concept has a deadly hole in the middle of the arena.



Another concept we like is a “gravity anomaly” device that sits in the middle of the arena and sucks in both players and the core if they get too close.



Environmental buffs like “speedgates” will increase both the speed of both Strikers and the core. Here’s a closer look at a map which features speedgates along its edges.

[previewyoutube][/previewyoutube]
We’re also developing “game buffs” that differ from match-to-match. For example, on Super Surge all players will get a buff that grants huge match-long buffs to dashes, hastes, and blinks.



Another map grants the “Gigantify” game buff, which makes you much bigger after using your special.



Some of our other experiments with game buffs have arguably gone too far:

[previewyoutube][/previewyoutube]

We plan to have five different game buffs at launch! What buffs would you like to see added?

[h2]4. Striker Affinity System[/h2]

We've heard that players want more ways to achieve progress in-game outside of ranked and the battle pass. So here’s a peek at “Striker Affinity,” a new character-specific progression system that rewards you with cool cosmetic rewards as you master new Strikers.



Striker Affinity also has a leaderboard component, so you can track your progress on that character against other players.

[h2]5. Visual Improvements[/h2]

We want maps to play and feel different from each other, so we’re working on new background environments. Here’s an in-progress concept for a “night market” background:



We’re also taking to heart your feedback about the UI/UX around the game. In general, we want to polish up menus and make the game look more “done.”

Here’s an early look at a new “VS.” screen that appears between Strikers Select and the start of a new match:



And a mock of the new End-of-Match screen:



[h2]6. Reporting and Quick Chat[/h2]

Along with purely visual UI/UX changes, we’re adding new features like better player reporting:



We’ll also launch with a party chat feature which lets you quickly shoot pre-made messages to each other, including your Discord info if you’d like to set up a call or talk with more freeform text. The idea here is to make it easy for people to party up without requiring people to pull up a keyboard if they aren’t playing on a PC.



[h2]7. New Cosmetics[/h2]

Finally, we want to level up our game when it comes to skins and cosmetics. Put bluntly, we want to keep funding the development of this game by making awesome skins that explore new fantasies for our Strikers.

So here’s a sneak peak of some upcoming skins, including original goal score art that will come alongside certain premium skins:

Raindrop Era



[previewyoutube][/previewyoutube]

Wizard Prodigy Luna



Orbital Force Estelle



[previewyoutube][/previewyoutube]

[h2]THIS IS ONLY THE BEGINNING[/h2]

We hope that if there’s only one thing you take away from this post, it’s how serious we are about making Omega Strikers as great as it can be for you. Instead of rolling straight from our PC Open Beta into launch with no time to breathe, we want to actually take the necessary time to implement big changes based on what we learned from the beta.

Your feedback has been so crucial to help light the way for us. Over the coming weeks and months we’ll be sharing more sneak peeks of our progress in our Discord, which you can join here. We’ll talk soon!

–The Odyssey Interactive Team

The mobile beta for Omega Strikers starts now!

[previewyoutube][/previewyoutube]
It's time to touch glass. You can play Omega Strikers on mobile right now.

Like the PC Open Beta, this test will run from now until Jan 1, 2023.

Cross-play with PC is enabled, and so is cross-progression via account linking. This link explains how to set up account linking when you start playing on mobile.

Sign up to play on iOS here.

Sign up to play on Android here.

REWARDS FOR MOBILE TESTERS


To show our appreciation for those of you who help us test the mobile versions of the game, anyone who plays two consecutive days of the mobile beta will be permanently granted the Comfy Juliette emote in-game.



Playing for seven consecutive days will earn you a blobbo goal explosion!



Please let us know your thoughts about how the game is feeling on mobile. We've got more work to do before it's fully ready, so your feedback will meaningfully impact the changes we make before launch.

Ody team out

Omega Strikers -- Dec. 8th Update Patch Notes

Hello Gamers! Welcome to the one and only Omega Strikers Patch Notes with your hosts Aesop, Sotere, and Wav3! We're well into December at this point, which means our full launch is just a couple of months away. Exciting!!

In the meantime, we've cooked up a small patch with some tweaks to characters and trainings that could use it. It's relatively light as we're still holding off on all the fattest changes for launch, but y'know, read it anyway! Read it, absorb it, live it. That's the Omega Strikers slogan. (No it isn't, I made it up just now.)

STRIKERS

[h2]AI.MI [/h2]
Ai.Mi isn't far off from where we'd like her to be, so we're giving her just a few more chances to Glitch.Pop off.

  • Glitch.Pop

    • Base Cooldown :: Reduced from 7s → 6.5s

    • Player Knockback :: Increased from 180 + 0.9 → 200 + 1.0

[h2]ATLAS[/h2]
He's been lackluster for a little, so we're giving Atlas some solid buffs to help him find more reliability as a defensive and supportive goalie.

  • Astral Projection (PRIMARY)

    • Base Cooldown :: Reduced from 8s → 7.5s

  • Celestial Intervention (SPECIAL)

    • Base Cooldown :: Reduced from 60s → 50s

    • Base Duration :: Increased from 3s → 3.5

[h2]DREK'AR[/h2]
The Shotgun Lizard's combos were pretty strong, so we are looking to add some counterplay and ensure players think about committing to each of his shots. We are also tuning down his Max Stagger to bring him in line with the rest of the cast as we've found this differentiation to not be particularly compelling for his power budget.

  • Base Stats

    • Starting Max Stagger

      • Reduced from 1200 → 1100

        • Stagger at Max Level :: Reduced from 1700 → 1600

  • Lock and Load (PRIMARY)

    • Total Channel Time :: Increased from 0.15s → 0.25s

      • Hit box and missiles still become active in the first 0.15s

      • Animation adjusted to better fit the 0.1s extra time Drek'ar must stand still after firing.

[h2]JULIETTE[/h2]
In the same vein as Drek'ar, we are also bringing down Juliette's Max Stagger. We're aiming to match other Strikers to further even out the combat playing field for brawlers and other characters.

  • Base Stats

    • Starting Max Stagger

      • Reduced from 1350 → 1250

        • Stagger at Max Level :: Reduced from 1850 → 1750

[h2]X[/h2]
In the same vein as Drek'ar and Juliette, we are also bringing down X's Max Stagger. We're aiming to match other Strikers to further even out the combat playing field for brawlers and other characters. (Yeah, I copied and pasted that, wanna fight about it?!)

  • Base Stats

    • Starting Max Stagger

      • Reduced from 1350 → 1250

        • Stagger at Max Level :: Reduced from 1850 → 1750

[h2]ASHER[/h2]
Asher's gameplay pattern seems to have been reigned in with the removal and addition of particular mechanics. Overall, it looks less compelling for her to be balanced around a weaker Max Stagger compared to other Strikers, so we are bringing her late game Max Stagger up to match others.

  • Base Stats

    • Stagger at Max Level :: Increased from 1500 → 1600

      • Starting Stagger :: (UNCHANGED) 1100

[h2]KAI[/h2]
Kai continued to be too STRONK so we're hitting the up-time of his other abilities to hopefully bring him back into a fair playing field.
Barrage (PRIMARY)

  • Cooldown :: Increased from 9s → 10s

Giga Blast (SPECIAL)

  • Cooldown :: Increased from 12s → 15s

[h2]RUNE[/h2]
You've all gotten better at Rune, so we've started to see players pull off plays with little to no counter play when it comes to combo-ing his Pillars together. While we like rewarding players who have mastered their characters, this combo in particular was just a little bit too hard to react to, so we are adding a bit of delay to his Pillar to make this combo less reliable.

  • Unstable Anomaly (PRIMARY)

    • Activation time for Anomaly :: Increased from 0.25s → 0.35s

    • Cast Time for Rune :: Unchanged (0.25s)
TRAININGS

  • Strike Shot

    • Recharge Time increased from 6s → 7s

  • Hot Shot

    • Cooldown Reduction For Ability that hits the Core :: Reduced from 35% → 25%

      • Max Reduction Amount :: Reduced from 3.5s → 2.5s

    • Core Hits :: Reduced from 8% → 7%

  • Unstoppable

    • BUGFIX :: no longer reduces the knockback of the hit that would put the Striker into the Staggered State