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Invisigun Reloaded News

Invisigun 1.8.7 Performance Patch

Invisigun Reloaded v1.8.7 Has been released for Steam, itch.io, Nintendo Switch, and iOS Please update to enjoy online crossplay.

There have been some issues with the Nintendo Switch release that affected several things during online play, and this patch focuses on fixing that! This should resolve all issues with Land Grab and Carrier, as well as stuttering and hitches that occurred with 3+ players. In general, this optimizes a lot of things under the hood and performance should be more consistent in all areas of the game, including offline multiplayer and the single player journeys. If you have a PC with limited specs, these performance improvements should benefit you as well.

On the new features front, this release also includes full Russian localization! As usual, here are the detailed patch notes:

[h3]New[/h3]
  • New localization: Russian


[h3]Updates[/h3]
  • GAME: Performance optimizations
  • GAME: Faster startup
  • GAME: Framerate locked at 60fps to prevent timing drifts
  • GAME: Vsync disabled and setting removed due to sync timing issues
  • UI: Adjusted some button target visuals for clarity
  • UI: Much improved UI performance in online lobbies
  • UI: Warning when time-based modes are almost over is more clear
  • JOURNEY: Aether's boss shows shields on all body segments instead of just the head
  • JOURNEY: Regen shield time on Carmen stage 6 increased from 0.5s to 0.75s


[h3]Fixes[/h3]
  • UI: Fixed letterboxing shadows in middle of screen
  • UI: Localization corrections
  • UI: Fixed some text labels' display in Japanese
  • UI: Fixed offset scrolling positions in options menus
  • UI: Possible fix for blank interface elements (sanity checks when data loading on startup)
  • INPUT: Fixed some instances where control would be lost
  • NET: Fix for some disconnection cases when returning to the lobby after a match
  • NET: Fixed degrading network performance as a match progresses
  • NET: Fixed online stuttering and hitches after the first round
  • NET: Fixed incorrect shot style being set on clients
  • NET: Fixed freezing that can occur in Zone Control and Carrier modes
  • NET: More accurate framerate-independent timers for online modes
  • GFX: Fixed Selene's jump shadow showing in the wrong location for 1 frame
  • GFX: Fixed Phoebe instantly showing at her teleport destination for 1 frame
  • IRIS: Fixed being able to dash over Djaan-Khe's traps
  • EPI: Fixed not triggering footstep effects if activating ability midway to the next tile
  • DJAAN-KHE: Fixed not triggering footstep effects if activating ability midway to the next tile

FREE WEEKEND!

Invisigun Reloaded will be free this weekend on Steam from November 7th - 10th, giving everyone a chance to try out the full game! Add it to your library and jump in the single player campaigns or multiplayer battles with no strings attached. Be sure to hop in the official Discord server to chat with other players organizing matches and talking about the game:

http://discord.gg/invisigun

Invisigun Reloaded - Out Now!

https://youtu.be/MyslaUwGCf8
This is the biggest Invisigun update to date, and the culmination of 5 years of painstaking blood, sweat, and tears. I left a large chunk of my soul embedded in the code of this game, and it drops on Nintendo Switch & Desktop on August 22nd – with full PC crossplay for online multiplayer battles! I’m beyond excited, and here’s what you can expect…

The Hero’s Journey


In the massive, all-new Hero’s Journey, you’ll be able to discover each of the 9 original hero’s unique abilities through puzzle rooms, skill challenges, and boss fights. Before jumping into local or online multiplayer stealth battles, you can find a hero that matches your playstyle at your own pace. The Hero’s Journey was developed to be very challenging, but three accessibility modes and secondary objectives ensure an enjoyable experience for everyone.

3 New Heroes




By completing any of the original 9 Hero’s Journeys, you’ll be able to choose one of the 3 all new heroes to unlock for multiplayer battle modes. Djaan-Khe lays invisible traps that can ensnare and slow foes, Zephyr can fake a shot with a decoy and teleport where it hits, and Violet can send and recall a floating orb that she can use as a remote turret.

Reloaded?


An insane amount of work, polish, balancing, and new content creation went into relaunching Invisigun Heroes on consoles (and the PC update will match). Hence, it’s Reloaded! Here’s what’s behind the new name, and changes in the update:

  • Challenge Mode has been removed. The Hero’s Journey essentially replaces Challenge Mode for several reasons. It is designed from the ground up as a proper single player campaign that is challenging and engaging while teaching players each of the 9 original hero abilities. In a game that is all about stealth, bluffing, adaptation, and trickery, the challenge mode was a wrapper around bot matches that frankly did not represent the magical feeling of playing against clever human opponents. It was never as good as I wanted it to be, and rather than misrepresent how the game feels – especially to new players – the Hero’s Journey was carefully crafted as a new separate experience to compliment multiplayer. That said, you can still create battle matches and enable bots for the same experience that was in Challenge Mode.
  • Guest Edition has been removed. The free demo was always intended to be up for a limited time, and it was easy enough to support it through multiple PC updates. However, an insane amount of work went into porting Invisigun for consoles, and maintaining the Guest Edition functionality was becoming a little burdensome in the growing codebase. It may return at a future point, but would require some rework, polish, and testing – no promises!
  • The price will be $19.99, but the update is free. Most of the development effort went into creating what is essentially an entirely new single player game, and the new price reflects this. It amounts to what some games would add on as premium DLC, but with an online multiplayer title I didn’t want to fragment the player base and have multiple “editions” floating around to complicate things. Everyone who owns the game gets the update for free on August 22nd, just like any other update, so this felt like the most reasonable solution to me.


As with any update, you can always view the complete changelog here. Thanks for supporting me on this quest, and spread the word!

The Hero's Journey
  • Brand new single player campaign
  • Series of ability-specific puzzle rooms and boss fights for each of the 9 original heroes
  • Complete a full journey to unlock one of the new heroes
New
  • THE HERO'S JOURNEY: Challenging single player campaigns for the 9 original heroes
  • NEW HERO: Zephyr
  • NEW HERO: Violet
  • NEW HERO: Djaan-Khe
  • UI: You can (finally) change your controls in pause menus, mid-game
  • UI: Destructibles with more than 1 health show damage amounts when hit
  • UI: You can anonymize your Steam name in the UI (for streamers)
  • UI: You can hide the join key in the UI (for streamers, will only show before the lobby)
Updates
  • UI: Ability Boost reference added to Field Guide
  • UI: Cold Breath mechanic added to Field Guide
  • UI: Updated some input icons
  • UI: GIF exporting continues where it left off if you cancel and start it again
  • UI: Instant replays can be rewinded a maximum of twice when online
  • UI: Updated desktop app icons
  • NET: Much improved network behaviors, position syncing, and local client responsiveness
  • GAME: Single player bot challenge mode replaced by The Hero's Journey
  • GAME: Mine carts will explode and stun players if bumped too much between them
  • GAME: Improved mine carts physics and movement feel for remote clients
  • GAME: Selene is her default character color in the tutorial instead of Player 1's default color
  • GAME: Adjusted birds clustering spread and selection of better landing spots
  • MAPS: Chaos Pit reskin
  • CRONUS: Bombs will trigger switches that they land on
  • CRONUS: Bomb impacts will push mine carts
  • CRONUS: Bomb impacts will push carriers
  • CRONUS: Ability uses before spam cooldown increased from 2 to 3
  • PROTEUS: Ability Boost also increases drone zap time from 1.5s to 2s
  • RONIN: Slashing shots will still play FX and display a notice when maxed out
Fixes
  • INPUT: Fixed inverted y-axis
  • UI: Fixed screen visual effects affecting UI when paused
  • UI: Fixed steam vents demonstrations in the Field Guide
  • UI: Better fallbacks if some data can't be read, prevents some edge case lockups
  • UI: New achievements earned are not shown again later if you skip the achievements scene
  • UI: Fixed height of post-match action menu
  • UI: Fixed issue where some scenes could fade out twice
  • UI: Dialog boxes won't go out of focus
  • UI: Fixed end-of-round UI and FX playing when remote clients disconnect leaving 1 host-side player
  • UI: Fixed edit powerups button remaining disabled if changing powerups to not drop
  • NET: Fixed more edge cases when there is no internet connection
  • NET: Fixed soft lockup if a remote client disconnects post-round while others are waiting
  • NET: Fixed soft lockup if a remove client disconnects during the loading scene before the match starts
  • NET: Fixed client stuck in lobby after connecting if transitioning there while the match has moved on
  • NET: More reliable buffered shots online (ex: during Selene's jump)
  • NET: Fixed timing issues with rapid firing and lag
  • NET: Fixed spectator views being stuck if replays are disabled
  • GFX: Player color selections are preserved when rematching
  • GFX: Yeti breath doesn't cause screenshake on impact
  • GFX: Fixed incorrect shadows when shaking tall grass sprites
  • GFX: Fixed mine cart particles sometimes shooting off the screen when shot perpendicularly
  • GFX: Fixed ice bushes not leaving stumps behind
  • GFX: Heroes won't continue their ability start animations if interrupted (stunned)
  • GFX: Fixed sorting of markers (sometimes appearing under snow)
  • SFX: A handful of audio cues were assigned to the wrong mixer busses
  • SFX: Improved consistency and reliability of music fade outs between scenes
  • GAME: Fixed slowdown caused by blast barriers appearing near certain other objects
  • GAME: Some performance improvements
  • GAME: Fixed revealer hiding players if it runs out after a round is over
  • GAME: Fixed revealers slowly moving towards players if the game is paused
  • GAME: Fixed pit beasts spawning on mine cart tracks
  • GAME: Fixed hitboxes on some neon signs
  • GAME: Fixed steam vents glitch when restarting particles
  • GAME: Fixed powerup parachute boxes sometimes not showing up
  • GAME: No respawn if there isn't enough time left (fixes sudden death issues)
  • BOTS: Phoebe bot won't try and use her ability if she's on her own teleporter
  • BEAST TAMER: Fixed beasts spawning and shaking when game is paused
  • EPI: Fixed incorrect hitbox size for real Epi when ghost is active
  • EPI: Fixed ability cooldown bar not showing up when ghost Epi is killed
  • EPI: Ability cooldown bar should omit the spam window flashing time at the end
  • EPI: Fixed real Epi dying if ghost Epi is hit by 2+ projectiles in the same frame
  • EPI: Fixed real Epi not getting hit by a Cronus bomb if ghost Epi is in the same tile
  • EPI: Fixed real Epi being pushed around if a player is bumped into that location
  • EPI: Fixed inconsistent knockback distance of ghost shots (should be 1 tile max)
  • CARMEN: Can't place a block where a ghost Epi is standing
  • CARMEN: Fixed spam cooldown when attempting to build in invalid locations
  • PHOEBE: Fixed being able to teleport into real Epi when ghost Epi is out
  • CRONUS: Fixed running in place if you bump a wall while deploying the target
  • CRONUS: Fixed bombs not clearing out sand piles
  • CRONUS: Fixed edge case leaving a target on the host's side if a client spams ability
  • PROTEUS: Fixed scanner drone beam FX continuing to play when game is paused
  • IRIS: Fixed dash distance and spam window calculations when she is slowed
  • IRIS: Fixed collection of powerups that are between 2 teleporters while dashing
  • RONIN: Fixed being able to slash shots behind him

This spring: console releases, Journey, 3 new heroes. Now: 2-year anniversary sale!

https://youtu.be/wjYl0wN18T8
I'm overjoyed to finally be able to discuss everything that's in been development - but secret - for the past year. This spring (release date TBD), Invisigun Heroes will launch on consoles (Switch, PS4, Xbox One), with a massive amount of new content. The update will go live for all desktop players at the same time. Many more details will emerge in the near future, but here's a quick overview of the new content:
  • The Hero's Journey: This brand new single player campaign presents you with a challenging set of puzzle rooms for every hero that culminate in a boss fight. The rooms and boss will require that particular hero's ability to solve, and they provide a ton of offline content to enjoy while at the same time better preparing you for multiplayer strategies.

  • 3 New Heroes: Completing the new single player journeys will unlock the new heroes: Zephyr, Djaan-Khe, and Violet. The specifics of their identities and abilities are still a surprise.

  • Unlockables: Completing the journeys will also earn you a brand new shot style you can choose when selecting heroes. The rooms also have collectible microchips that provide an additional challenge on top of just completing it, and picking them up will unlock more and more scoreboard emotes for use in multiplayer battles.


To commemorate such a joyous occasion and the 2-year anniversary of Invisigun's desktop launch, it's 50% off for the next two weeks - and all the content above is on the way for free!