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Omega Strikers News

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

Omega Strikers -- Nov 17th Update Patch Notes

[h3]Hello gamers![/h3] Long time no patch, eh? Aesop here as usual with Sotere and Wav3 bringing you a fresh update to your favorite game of all time ever to exist, Omega Strikers. We changed a couple of things a few weeks ago in our... "Halloween" patch, but we've got a couple more coming your way with this.

Before we get started, I'd like to take a moment to discuss our refocus on release. We're going to be slowing down on some planned updates and push them towards our official release.
We've gone into FULL detail about everything here:

https://steamcommunity.com/games/1869590/announcements/detail/3482999795537991648

^^ [h2]VERY IMPORTANT PLEASE READ[/h2]

Things are coming along nicely on the development end, but we want to ensure a level of function and polish that we can be happy with at release. While this means there will be a longer wait for new Strikers, new skins, and other "big" things added to the game, we'll continue to adjust and iterate on things like Striker balance, maps, trainings, etc.

With all that being said, let's take a look at some of these aforementioned balance, maps, trainings, etc. right now!

SYSTEM CHANGES

[h2]GAME[/h2]
We went a little too far with respawn timers and made power plays slightly too difficult to capitalize on.

  • Respawn Timer :: 7s → 8s

    • Overtime respawn is unchanged.

[h2]MAPS[/h2]
As promised, we have a new map for you that should feel pretty different. This new map, Narrows, should create some obvious momentum swings, change up your decision-making in clearing, and for those in desperate need, act as a safety bumper!

  • [NEW] Narrows

  • [TEMPORARILY REMOVED] Funnel


[h2]UI Improvements[/h2]

  • Your window will now come into focus when Striker Select begins. You can tab out safely!
CLASH OF CLONES

  • Clash of Clones is gone for now! Thanks for checking out our first new mode and leaving us feedback on it! Stay tuned for more 4fun modes in the future. :)
STRIKERS

[h2]AI.MI[/h2]
"Various Bugfixes". ← That's what every app writes in the update notes.

  • [HALLOWEEN PATCH BUGFIX] :: Firewall Sentry (Special) should no longer have its turret be invisible

[h2]ASHER[/h2]
Slowing the immovable object down, making her... less immovable? More movable???
Arc Beam [PRIMARY]

  • [NEW] :: Now slowed by 30% during the cast time of the ability

  • Sourspot hit type :: MEDIUM → LIGHT

  • Sourspot penalty :: 30% → 40%

    • Sourspot Damage and Player Knockback ::140 (+70% Power) → 120 (+60% Power)

    • Sourspot Core Knockback :: 644 (+242% Power) → 552 (+201% Power)

[h2]ATLAS[/h2]
As a goalie, Atlas has been living in the giant round shadow of Dubu and now has been overtaken by other Strikers as well. Even his dear younger sister might be better in the net - debatable, we know. He will now do what he does uniquely better: save his allies. This time, he lets them get back into the action quicker.

  • Celestial Intervention [SPECIAL]

    • Healing on rescue :: 15% of Stagger → 25% of Stagger

[h2]DUBU[/h2]
Dubu? Dubu! Duuuubu! Dubu? Du...bu?? Translation: Dubu has remained the stalwart defender of the goal. While he may not be as flashy as Kai, King Tofu has been consistently getting the job done since the start of the Beta. We're giving him a slight tap down so his opponents can opt into knockouts and give a few more windows to get around his abilities later in the game.

  • Cooldown gained through levels :: 0-50 → 0-40

  • Base Stagger :: 1,350 → 1,250

[h2]ERA[/h2]
She's fallen a bit behind her canon teammates (Kai and X) so we're giving Era's Power Buff a little love so she can get off the bench and be more POWERFUL.

  • Bewitching Beam [PRIMARY]

    • Power Buff and Debuff :: 40% → 60%

[h2]ESTELLE[/h2]
Whether she's stacking damage for a brawler teammate or defending from afar, Estelle has been a staple in several team comps. We're reducing the frequency of her Crystal Thorns as it plays into both of her strategies slightly too well.

  • Crystal Thorns [SPECIAL]

    • Cooldown :: 12s → 14s

[h2]JUNO[/h2]
Giving our best friend and her blobbos some extra punching power. Damage Juno is back on the menu!!

  • Friend Fling [PRIMARY]

    • Player Knockback :: 170 (+85% Power) → 180 (+90% Power)

    • Player Damage :: 170 (+85% Power) → 180 (+90% Power)

    • Core Knockback :: 930 (+350% Power) → 940 (+355% Power)

[h2]KAI[/h2]
True to his lore, Kai was the champion of last patch. Best goalie. Top tier forward. Always zooming. Always looking clean. We're nerfing his pace a little bit and also making him a bit more vulnerable. If you happen to catch him, he'll be easier to punish.

  • Base Stagger :: 1,100 → 1,000

  • Blazing Pace [SECONDARY]

    • Duration :: 4s → 3s

    • Cooldown :: 14s → 16s

  • Barrage [PRIMARY]

    • [BUGFIX]: Now appropriately shows as a valid choice for 'hit' trainings like Stinger

[h2]LUNA[/h2]
Luna tinkered with her big rocket to make the extended blast radius that much more potent. Did you see that?!

  • C.R.A.T.E.R.

    • Sourspot penalty :: 60% → 50%

    • Sourspot Player Knockback and Damage :: 144 (+72% Power) → 180 (+90% Power)

    • Sourspot Core Knockback Unchanged


[h2]RUNE[/h2]
Rune has been introducing many of you to Obscura. And while great Rune play is hard to achieve, his options at the highest level of play are aplenty. We're toning down his mobility a tiny bit and we're keeping our eyes on him. You can't hide in the shadows from us, Rune.

  • Shadow Swap [SECONDARY]

    • Cooldown :: 9s → 10s

  • Banish [SPECIAL]

    • Tooltip now states Banish duration (1.25s)
TRAININGS
Some of our new trainings were far too Hot (Shot), while the more aggressive options have been a bit too niche thus far. That, combined with some slight tweaks and small tunings, will hopefully make it so that no trainings are dominating the meta. THAT MEANS YOU, UNSTOPPABLE.
[h2]Adrenaline Rush[/h2]

  • Persistent Speed :: 15 → 20

  • HASTE on Takedown :: 60% → 75%

[h2]Hot Shot [/h2]

  • [BUGFIX] :: Now appropriately grants the cooldown for a number of instantly hitting abilities (most notably Estelle Piercing Shot (PRIMARY) and Era Bewitching Beam (PRIMARY))

  • Core hits :: 12% harder → 8% harder

[h2]Prime Time [/h2]

  • Primary ability hits harder:: 7% (3.5% to Core) → 5% (2.5% to Core)

[h2]Prize Fighter[/h2]

  • Stacks lost on K.O. :: 2 → 1

[h2]Strike Shot[/h2]

  • [HALLOWEEN PATCH BUGFIX] :: Range indicator is now more accurate and does not scale based on Striker size

[h2]Unstoppable[/h2]

  • [CHANGED ON HALLOWEEN PATCH] :: Knockback Resist :: 40% → 30%

  • [BUGFIX] Strikers can no longer "equip" Unstoppable without actually equipping it.

[h2]Well Fed[/h2]

  • Knockback Resistance at full stacks :: 10% → 15%

Ending Open Beta and Preparing for Full Launch



[h3]The short version:[/h3]
  • Our PC Open Beta will end on January 1st, 2023 and our next two Strikers will be delayed.
  • We’re investing big into gameplay improvements in preparation for our full launch in February 2023*.
  • You’re invited to join our iOS and Android mobile beta test in December! Signup link here.

Now on to the full post.

__________________

Two months ago we revealed Omega Strikers to the world and kicked off our PC Open Beta, and the passionate reaction from you amazed and inspired us. You see the potential for what Omega Strikers could become, and we see it too.

But we’re not there yet.

It’s no secret that our playerbase is small. We had a really strong start, but in recent weeks there have typically been just a couple thousand people playing Omega Strikers at any given point.

To be clear, this is totally okay. As a new studio, we always meant for our Open Beta to be a learning opportunity. The whole point is to make the game better in preparation for our full multiplatform launch. And one of the most valuable things we’ve learned from the Open Beta is that many players aren’t seeing great reasons to stick with the game after their first few weeks of play. This is the case even for players who tell us they really enjoy the game, and it’s a pattern that holds up even when we release new Strikers and balance patches on a regular cadence.

This tells us something critically important: We have to make serious improvements to Omega Strikers if the game is to achieve its full potential. One more new Striker, one more map variation, or a new set of balance changes isn’t enough. However, we believe our core gameplay is fun at its core, and we want to build on that with major investments that achieve two main goals:

  • Increase variety from game to game. Every match should feel fresh and interesting, always with something new to learn or experience.
  • Add appreciable moment-to-moment depth to gameplay. Matches should not simply come down to who’s better at winning strike wars.

If we can make meaningful improvements in these areas, we see huge potential for Omega Strikers to succeed as a competitive, cross-platform game across PC, mobile, and console. Our goal is combine all this in a major update next February that’s backed by a serious new investment into marketing and promotion efforts.

We previously announced that we expected development on the game to slow down somewhat after early December, but over the past few weeks we've realized we should put all of our small team's focus into making our full launch as good as it can be. That’s why we now intend to formally end the Open Beta and take the game temporarily offline starting January 1st. We’ll also be holding the release of our next two Strikers for until our full launch, as we need more time to get these right.

The end of Open Beta may come as a disappointment, but we’re making this decision because we care about this community and we want to deliver something great for you. We don’t want to disappoint you by dripping out small quality-of-life updates while the game’s playerbase slowly fizzles. We want our full launch to be a new foundation for the future of Omega Strikers, both for our existing players and all the new players to come.

In the meantime, we have a few things to announce that should spice up the last few weeks of Open Beta:

  1. In the second half of December, we’re planning on running a test of the iOS and Android versions of Omega Strikers that all current players are invited to join. To register for a spot, just fill out the form here.
  2. We’ll be funding more community-led tourneys and are also partnering with a couple of tournament organizers to run large-scale cash-prize tournaments for our Discord community in December. Exact timing and signup details will be announced in our Discord channel soon. To join our Discord, check this link.
  3. When Omega Strikers comes back online with our full launch in February, you’ll keep all your unlocks and account progress from the Open Beta. We’ll also have some cool cosmetic flair for Open Beta players so you can show off your status as OG strikers.

We love this community and all you’ve done for Omega Strikers—you are the reason we're in game development. We hope that with our full launch in February, we’ll deliver something that makes you proud.

—The Odyssey Interactive Team

*We say “February 2023” because we’re still locking in the exact date for full launch—we’ll update you once we know it for sure.

Omega Strikers Halloween Event!

New skins, new emotes, new VS event, and more!!

Pick your team, complete missions, unlock cool stuff!

[previewyoutube][/previewyoutube]

Additional fixes:

  • Unstoppable:: 40% Knockback Resist -> 30% Knockback Resist.
  • Hot Shot: Now works for all correct skills.
  • Can no longer occasionally knockback enemies with Strike.
  • Ai.Mi: Firewall Sentry [SPECIAL] turret now correctly appears