1. Splatter - Zombiecalypse Now
  2. News

Splatter - Zombiecalypse Now News

Finally: the Linux & MacOSX versions are here!

I remember very well being asked about Linux/OSX support on the Gamescom. That was August 2014; and I responded "Should be done in a couple of weeks". How naive :-) Now, nearly a year later, it is finally done.

Unfortunately I had to rewrite the whole input system to make this possible, so Windows players will find their controls reset to the defaults next time they start the game. Maybe this also fixes the input issues which one of you encountered.

What took so long, you might ask. There are several reasons:

a) I did some contract work in the meantime.
b) My publisher went bankrupt.
c) This is not a Unity game, so porting isn't a single click.
d) Mac/Linux were really new to me, but I learned a lot.
e) One lib I was using turned out to be not as portable as it claimed to be.

So here it is :-) It surely still has some rough edges which I'll try to fix in the coming days. Have fun! And if you liked it, why not tell it to your friends? Or send me a message; I love to get mail :-)

And if you're a coder yourself, have a look at the new input library I developed for this port. Look for SNIIS at GitHub if you're interested.

Finally: the Linux & MacOSX versions are here!

I remember very well being asked about Linux/OSX support on the Gamescom. That was August 2014; and I responded "Should be done in a couple of weeks". How naive :-) Now, nearly a year later, it is finally done.

Unfortunately I had to rewrite the whole input system to make this possible, so Windows players will find their controls reset to the defaults next time they start the game. Maybe this also fixes the input issues which one of you encountered.

What took so long, you might ask. There are several reasons:

a) I did some contract work in the meantime.
b) My publisher went bankrupt.
c) This is not a Unity game, so porting isn't a single click.
d) Mac/Linux were really new to me, but I learned a lot.
e) One lib I was using turned out to be not as portable as it claimed to be.

So here it is :-) It surely still has some rough edges which I'll try to fix in the coming days. Have fun! And if you liked it, why not tell it to your friends? Or send me a message; I love to get mail :-)

And if you're a coder yourself, have a look at the new input library I developed for this port. Look for SNIIS at GitHub if you're interested.

Maintenance update

Just a bugfix update coming through.

    Fixed potential getting stuck in Coast level at the storage hall alarm.
    Fixed shadow jump in Coast level when the lighthouse spot comes sweeping
    Hopefully fixed all sorts of non-ASCII install paths, usernames or savegame names.
    Fixed graphics errors in Multiplayer gamemode selection screen

    Plus some internal changes as usual. I'll keep you posted.

    Bye, Thomas

    Maintenance update

    Just a bugfix update coming through.

      Fixed potential getting stuck in Coast level at the storage hall alarm.
      Fixed shadow jump in Coast level when the lighthouse spot comes sweeping
      Hopefully fixed all sorts of non-ASCII install paths, usernames or savegame names.
      Fixed graphics errors in Multiplayer gamemode selection screen

      Plus some internal changes as usual. I'll keep you posted.

      Bye, Thomas

      Optimizations

      A new update awaits! I know you can't hear it anymore, but I'm still pushing for the Mac&Linux version. In its wake I optimized the shadow shaders, improved the render passes, compressed the savegames, pushed the saving to a second CPU core, and much more. So especially those of you with weaker hardware such as an Intel GPU should now have a much more pleasant stay.

      We also put out a Demo version of Splatter. In it you can try the first three levels. And if you liked it, you can continue from that exact spot in the full version.

      Have fun! And I promise, the Mac&Linux version is not far away anymore. Really now.