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Black Ice News

Coming Soon (July!) to Black Ice!



Thanks for checking out Black Ice! I've got another big patch coming up soon, but I want to playtest it first at RTX (July 7-9) before I post it. I should be posting the patch around mid July, but you can already play it on the Indev beta branch right now if you'd like a sneak preview!



Major Features
  • A new enemy - the Super Duper GITSfish with a frontal shield and massive scale!
  • Shooting Mechanics Upgrade - Headshots, Projectile Spread, and Proper Hitboxes, oh my!
  • Wild Enemies roam the map, making it much more dangerous to run around
  • Fort Servers - these crenulated servers keep a few enemies around to guard them. Hack it, and the guards will spawn as friendlies to help with nearby servers!
  • Brand new UI, with a virtual cursor for controller making it a lot easier to use
  • Brand new custom sounds from awesome sound designer Jocelyn Reyes, who also worked on Overland and Looty Dungeon
  • We've started work on quests!




Thanks for reading!

In addition to all that, there's multiplayer enhancements, new icons, tons of bug fixes, and the whole game runs on C# now. Even the tutorial is getting updates. We've been busy!

As always, I'd love to hear your suggestions, so please post on the forums, email me, or check out the Black Ice Twitter for the latest updates!



That's all, folks!

Black Ice Patch 0.8 - A Whole New World



I think y'all are going to really like this one! This update has been months in the making, with updates to many of Black Ice's core systems, a ton of added content, and literally too many bug fixes to list. Let's get into it!



Major Features
  • World Overhaul - The world is now hand-crafted, with lots of verticality, secrets to find, and lots more fun areas to kill things in. More details in the patch preview.
  • Arena Servers - Two boss arenas in which you must fight
  • inside* the server! More to come!
  • Drastically Enhanced Mobility - Double Jumps are now standard, and you can grab ledges and climb up on anything!
  • AI Update - The AI have never been better at climbing, chasing, jumping, and hunting you down.
  • UI Overhaul - The UI is in the process of being completely redone, by a real artist instead of me this time!
  • Powerups! - The world now has fun little powerups or items to discover, including a 2-minute movespeed buff, items, and XP!
  • Controller Vibration
  • When multihacking, enemies can kill each other and level up, retaining XP
  • Motion Blur - try turning this to about 8 (or max!) in video options. Off by default.
  • Ranged enemies try to hide after firing
  • Melee enemies try to flank
  • Enemies can be seen through walls after a hack is completed
  • Increased the number of supported controllers
  • Aim Assist is drastically enhanced
  • Tutorial Overhaul
  • Added Triple Jump unique
  • Lots of little visual updates!




Changes
  • The player now automatically gets +5% damage per level (up to level 50)
  • The Damage Returned perk now also increased DR range
  • Hack Links are no longer visible except for Lasbreakers (to account for the new terrain)
  • Leveling is faster! Talents are twice as effective, but the limit is now at 50 points
  • Condensed talent list to six options (much less confusing for new players)
  • Aimbot projectile slowed to encourage dodging
  • Reduced Aimbot and Scorporation damage
  • All icebreakers have longer range
  • Homing is drastically enhanced
  • Reduced the number of affixes per rarity on items (so each feels more unique)
  • Reduced the number of items dropped by dropping XP instead of a third item
  • Shotguns fire more projectiles
  • Shotguns and Snipers are now slower and have an attack speed cap (making them feel more like shotguns and snipers)
  • Shotguns now have damage falloff, but do much more damage at close range
  • Rocket splash radius increased to 2m
  • Normal lasers are now sometimes Orange, green, purple, and blue, in addition to red
  • Teleport items no longer go through buildings, but can still go through enemies/players
  • Teleport visual upgrades (which are disabled during Photosensitive mode for those who get motion sick)
  • Servers stay solid after hacking (so you can still climb on them!)
  • Added a few new random hacker names
  • Piercing projectiles now only go through enemies but not walls (except for railguns, for now)
  • Enemies will respawn if they get stuck
  • Knockback effects on the player have been reduced (to prevent the player from clipping through some walls)
  • Loot now drops toward the player
  • Other minor balance changes




Fixes
  • Multiplayer stability improvements
  • Aimbots can now properly fire all machine gun / sniper / weapon projectile types
  • Hardcore mode should function properly
  • Disco Deathball now syncs properly in multiplayer
  • Holding tab in a multiplayer game now properly pauses all items
  • Monitor resolution should make more sense
  • Toggle sprint option works a lot better now
  • Music now properly resets on death and going to the main menu
  • Loot cubes from shops and missiles from shotguns are no longer deafening
  • Many more!




Known issues:
  • The game sometimes crashes on quit. I'm still working on figuring this out, but it doesn't affect your save.
  • The SHARK is on a vacation, but will return!


Would you like to know more?

As always, I'd love to hear your suggestions, so please post on the forums, email me, or check out the Black Ice Twitter for the latest updates!



That's all, folks!

Black Ice Patch 0.8 - A Whole New World



I think y'all are going to really like this one! This update has been months in the making, with updates to many of Black Ice's core systems, a ton of added content, and literally too many bug fixes to list. Let's get into it!



Major Features
  • World Overhaul - The world is now hand-crafted, with lots of verticality, secrets to find, and lots more fun areas to kill things in. More details in the patch preview.
  • Arena Servers - Two boss arenas in which you must fight
  • inside* the server! More to come!
  • Drastically Enhanced Mobility - Double Jumps are now standard, and you can grab ledges and climb up on anything!
  • AI Update - The AI have never been better at climbing, chasing, jumping, and hunting you down.
  • UI Overhaul - The UI is in the process of being completely redone, by a real artist instead of me this time!
  • Powerups! - The world now has fun little powerups or items to discover, including a 2-minute movespeed buff, items, and XP!
  • Controller Vibration
  • When multihacking, enemies can kill each other and level up, retaining XP
  • Motion Blur - try turning this to about 8 (or max!) in video options. Off by default.
  • Ranged enemies try to hide after firing
  • Melee enemies try to flank
  • Enemies can be seen through walls after a hack is completed
  • Increased the number of supported controllers
  • Aim Assist is drastically enhanced
  • Tutorial Overhaul
  • Added Triple Jump unique
  • Lots of little visual updates!




Changes
  • The player now automatically gets +5% damage per level (up to level 50)
  • The Damage Returned perk now also increased DR range
  • Hack Links are no longer visible except for Lasbreakers (to account for the new terrain)
  • Leveling is faster! Talents are twice as effective, but the limit is now at 50 points
  • Condensed talent list to six options (much less confusing for new players)
  • Aimbot projectile slowed to encourage dodging
  • Reduced Aimbot and Scorporation damage
  • All icebreakers have longer range
  • Homing is drastically enhanced
  • Reduced the number of affixes per rarity on items (so each feels more unique)
  • Reduced the number of items dropped by dropping XP instead of a third item
  • Shotguns fire more projectiles
  • Shotguns and Snipers are now slower and have an attack speed cap (making them feel more like shotguns and snipers)
  • Shotguns now have damage falloff, but do much more damage at close range
  • Rocket splash radius increased to 2m
  • Normal lasers are now sometimes Orange, green, purple, and blue, in addition to red
  • Teleport items no longer go through buildings, but can still go through enemies/players
  • Teleport visual upgrades (which are disabled during Photosensitive mode for those who get motion sick)
  • Servers stay solid after hacking (so you can still climb on them!)
  • Added a few new random hacker names
  • Piercing projectiles now only go through enemies but not walls (except for railguns, for now)
  • Enemies will respawn if they get stuck
  • Knockback effects on the player have been reduced (to prevent the player from clipping through some walls)
  • Loot now drops toward the player
  • Other minor balance changes




Fixes
  • Multiplayer stability improvements
  • Aimbots can now properly fire all machine gun / sniper / weapon projectile types
  • Hardcore mode should function properly
  • Disco Deathball now syncs properly in multiplayer
  • Holding tab in a multiplayer game now properly pauses all items
  • Monitor resolution should make more sense
  • Toggle sprint option works a lot better now
  • Music now properly resets on death and going to the main menu
  • Loot cubes from shops and missiles from shotguns are no longer deafening
  • Many more!




Known issues:
  • The game sometimes crashes on quit. I'm still working on figuring this out, but it doesn't affect your save.
  • The SHARK is on a vacation, but will return!


Would you like to know more?

As always, I'd love to hear your suggestions, so please post on the forums, email me, or check out the Black Ice Twitter for the latest updates!



That's all, folks!

Black Ice Updates and Work in Progress

Hi everyone! Want to know about what’s coming up in Black Ice? I’m planning on releasing a big new patch pretty soon, but first, I’m going to playtest it at PAX South (come see me!) and then release it shortly thereafter. The patch should be out in early February. Until then, I wanted to tell y'all about all the cool stuff I've been working on. I'm doing a level overhaul, adding crazy mobility to the player, a UI update, and laying the groundwork for even further improvements. Check it out!



Level Overhaul

For a number of reasons (that we have discussed in detail on the forums), I need to switch the level generation from procedural to hand-designed. That means the geometry of the world will look more or less the same each time you log in, instead of randomizing, although things like corporation types (and therefore loot, enemies, and colors) will still be randomized. This means I can spend time on more interesting places to fight in, and, crucially, a lot smarter AI. The updated AI that can handle overhangs, complex climbing paths, and catwalks! Here are a few shots of some new geometry:



UI Overhaul

I’ve been talking about this for a while, and it’s finally happening. I have been working with Metkis (the same artist who did the logo) for a while, but he’s the one actually creating the new UI. This UI will retain the usability of the current UI, while also scaling correctly for up to 4K, and just look way better. Check out some of the work in progress:



Mobility

I’ve added the ability for the player to mantle up onto surfaces, and also made all Jump items work as double jumps. The result of this is that the player is *massively* more mobile, and able to navigate the much more complicated and interesting game space. It’s really fun to see how high up you can get, especially as enemies are chasing you. We should talk about the jetpack, though - I am planning on removing it (although you will still be able to cheat to get one). Jetpacks make it too easy to get away from the enemies, which makes them a lot less scary. Plus, if players can’t fly, I can make all sorts of cool walls and barriers that the player might have to fight their way around, and that makes the world a lot more interesting to traverse. Here’s what it looks like running across rooftops *without* a jetpack.



Further out

I’m also working with my friend Nonadecimal on a quest system that will not only have hand-written cyberpunk stories, but also procedural quests! For instance, to take down a particular corp, you might need to recruit a physical security expert to work in tandem with you, but first, you’d need to free them from another corporate prison where they’re being held. Exciting stuff!



After that patch, I’m thinking about doing a weapon overhaul, so that you’ll actually be able to see the weapon you are holding, although because of that, I will need to limit it to only one weapon used at a time. Mayyyybe two. This part is still in the concept phase, but the nice thing about that is that it’ll make it easier for me to balance enemy health, so that you won’t need to use a bunch of weapons at once just to kill things.

Would you like to know more?

That's all for now! It’s been a heck of a year for a lot of reasons, and progress hasn’t been as fast as I’d like, but I’m really excited about the direction that Black Ice is moving. I think y’all are going to love the changes.

By the way, you may notice a lot of red and green servers in Black Ice this week. This is normal. Happy holidays!

As always, I'd love to hear your suggestions, so please post on the forums, email me, or check out the Black Ice Twitter for the latest updates!





Black Ice Updates and Work in Progress

Hi everyone! Want to know about what’s coming up in Black Ice? I’m planning on releasing a big new patch pretty soon, but first, I’m going to playtest it at PAX South (come see me!) and then release it shortly thereafter. The patch should be out in early February. Until then, I wanted to tell y'all about all the cool stuff I've been working on. I'm doing a level overhaul, adding crazy mobility to the player, a UI update, and laying the groundwork for even further improvements. Check it out!



Level Overhaul

For a number of reasons (that we have discussed in detail on the forums), I need to switch the level generation from procedural to hand-designed. That means the geometry of the world will look more or less the same each time you log in, instead of randomizing, although things like corporation types (and therefore loot, enemies, and colors) will still be randomized. This means I can spend time on more interesting places to fight in, and, crucially, a lot smarter AI. The updated AI that can handle overhangs, complex climbing paths, and catwalks! Here are a few shots of some new geometry:



UI Overhaul

I’ve been talking about this for a while, and it’s finally happening. I have been working with Metkis (the same artist who did the logo) for a while, but he’s the one actually creating the new UI. This UI will retain the usability of the current UI, while also scaling correctly for up to 4K, and just look way better. Check out some of the work in progress:



Mobility

I’ve added the ability for the player to mantle up onto surfaces, and also made all Jump items work as double jumps. The result of this is that the player is *massively* more mobile, and able to navigate the much more complicated and interesting game space. It’s really fun to see how high up you can get, especially as enemies are chasing you. We should talk about the jetpack, though - I am planning on removing it (although you will still be able to cheat to get one). Jetpacks make it too easy to get away from the enemies, which makes them a lot less scary. Plus, if players can’t fly, I can make all sorts of cool walls and barriers that the player might have to fight their way around, and that makes the world a lot more interesting to traverse. Here’s what it looks like running across rooftops *without* a jetpack.



Further out

I’m also working with my friend Nonadecimal on a quest system that will not only have hand-written cyberpunk stories, but also procedural quests! For instance, to take down a particular corp, you might need to recruit a physical security expert to work in tandem with you, but first, you’d need to free them from another corporate prison where they’re being held. Exciting stuff!



After that patch, I’m thinking about doing a weapon overhaul, so that you’ll actually be able to see the weapon you are holding, although because of that, I will need to limit it to only one weapon used at a time. Mayyyybe two. This part is still in the concept phase, but the nice thing about that is that it’ll make it easier for me to balance enemy health, so that you won’t need to use a bunch of weapons at once just to kill things.

Would you like to know more?

That's all for now! It’s been a heck of a year for a lot of reasons, and progress hasn’t been as fast as I’d like, but I’m really excited about the direction that Black Ice is moving. I think y’all are going to love the changes.

By the way, you may notice a lot of red and green servers in Black Ice this week. This is normal. Happy holidays!

As always, I'd love to hear your suggestions, so please post on the forums, email me, or check out the Black Ice Twitter for the latest updates!