1. Invisigun Reloaded
  2. News

Invisigun Reloaded News

Coming soon - The Cronus Update



In a few days, the Cronus update will drop - a brand new hero, the planet Cerebrus to house the new Kickstarter backer-created maps, and full Spanish localization! Stay tuned...

v1.5.70 - The Pumpkin Patch

Grab it now! This update includes 2 all new powerups (Cluster Shot & Guardian), as well as more game updates, fixes, and spooky content for this spooky season. Thanks to everyone for their continued feedback and support.



New Hero Coming Soon

The anticipated new hero is imminent. Stay tuned!

New
  • New powerup: Cluster Shot
  • New powerup: Guardian
Updates
  • GAME: Blizzards vary in intensity, with max intensity slighty reduced
  • MAPS: Adjusted Zone Control area on The Long Run
  • GFX: Updated frozen player visuals
  • GFX: More efficient pooling & performance for sprite trails (dash, jump, etc)
  • SELENE: Added a subtle jump trail
  • UI: Updated some sprites to reduce buzzing on contrast-sensitive monitors
  • UI: Updated discord URL to the verified official address: discord.gg/invisigun
  • UI: Minor update to Epi's character image
Fixes
  • GAME: Fixed being able to act on an already-existing shot after picking up Split Shot
  • GAME: Fixed resistance & diagonal shot interactions
  • GAME: More reliable slow-motion timing for end-of-round moments
  • AI: Fixed several path-finding errors for bots
  • AI: Fixed bots staying in place momentarily while soft-stunned
  • SELENE: Fixed buffered shots still firing when landing on another player
  • RONIN: Slashing a player shouldn't remove their shield
  • MAPS: Fixed asymmetrical issue on Snowergrown

v1.5.50 - Join invite Steam friends, better gamepad support, and more!



The 1.5.50 patch is now live and the standout new feature is Steam friends support! This means that you can invite or join your friends to online matches, either directly through your Steam friends list, or within the game from the lobby menu. There is also better fallback handling for controllers and gamepads that aren't officially supported, so if your device didn't work before, chances are it will now.

As usual, there are plenty of balance changes as well to address the latest community feedback and input from high-level players. Aether has received the most notable changes, and is more cohesive and focused with care put into his risk/reward ratio. Here are the full patch notes:

New
  • NET: Join & invite your Steam friends through the in-game lobby menu or Steam friends list
  • GAME: Experimental fallback for unsupported controllers & generic USB gamepads
  • GAME: Added an achievement for completing the training
  • UI: Your Steam nickname will show at the top left of the title screen
  • UI: New lobby chat message: "I'm going to spectate this match."
  • PREFS: Set your own data export path in the "config.json" file in the game directory
Updates
  • GAME: The shield is only lost when dealt actual damage (not via stuns, Yeti breath, etc)
  • GAME: Lower chance of character repetition when choosing random heroes
  • GAME: More obvious shocked/soft-stun effect and audio
  • GAME: Bubble Suit removed
  • NET: Online play requires the latest version if there's an update available
  • AETHER: Aether is immobile for 0.3s after a ground pound
  • AETHER: Aether's spam cooldown increased from 0.5s to 0.7s
  • AETHER: Aether's pound has a circular radius of 2 units from his center
  • AETHER: Pound hard stuns for 1.25s
  • AETHER: Pound pushback force is uniform
  • CARMEN: Destroyed block rubble remains for 3s instead of 0.5s
  • PROTEUS: Tagged players are slowed more (multiplier changed from 0.65x to 0.45x)
  • PROTEUS: The Scanner Drone can't be self-destroyed while pulse-revealing players
  • IRIS: Spam allowed reduced from 3 to 2
  • EPI: Epi has an ability cooldown of 2s if the ghost is killed (no self-imposed cooldown)
  • UI: "Join Public Match" is now "Quick Match" with an icon update
  • UI: Searching for a public match in "Any" region is faster
  • UI: More fun title screen news
Fixes
  • GAME: Fixed projectiles having no velocity if split while being reflected
  • GAME: Fixed controller lockup in lobby when switching from previously chosen player slots
  • GAME: Fixed perma-visibility after teleporting while revealed
  • GAME: Fixed disappearing revealer if it's pursuing a teleporting player
  • GAME: Fixed possibility that a Beast Tamer pit beast could spawn outside the map
  • AETHER: Aether no longer gets stunned if walking into a player that he pounded
  • EPI: Fixed real Epi teleporting to ghost Epi if inputs are triggered twice in a frame
  • UI: Fixed some lobby UI initialization before an online match is created
  • UI: Fixed edge cases that could cause a client to be stuck "waiting for host" in the lobby
  • UI: Fixed pause menu "Return to Lobby" button for Challenge Mode
  • UI: Fixed color & bloom values in field guide

v1.5.20 - 5 all new maps, balance updates, bug fixes



I'm happy to announce that the latest patch is now live! There are many important balance changes, updates, improvements, and bug fixes contained here, so please peruse the full changelog below if you're interested in all the details.

New
  • MAPS: New Nemoris map: The Orchard
  • MAPS: New Glaciarii map: The Outpost
  • MAPS: New Arx-515 map: The Nerve Center
  • MAPS: New Arenae map: The Chasm
  • MAPS: New Craterus map: The Catacombs
  • UI: New lobby chat message: "Are you ready?"
  • UI: New lobby chat message: "Waiting for more cadets..."
  • UI: The scoreboard shows a progress bar while a player is waiting to respawn
  • UI: Redesigned the battle mode select interface
  • CARMEN: Destroyed builder blocks leave rubble for 0.5s that prevent new blocks in the same spot
Updates
  • GAME: Base reload speed increased from 0.5s to 0.75s
  • GAME: Resistance distance reduced from 5 to 4
  • GAME: Reload Speed powerup stack increased from 2 to 3
  • GAME: Updated death animation sprites to show Invisigun dropping
  • GAME: Respawn time for respawn game modes scales up with player count (4s, 5s, 6s)
  • GAME: Beast Tamer diameter increased from 3 tiles to 5 tiles
  • GAME: Zone Control default time reduced from 60s to 45s
  • NET: Split shots for laggy clients is more accurate to local projectile position
  • NET: Reduced some bandwidth usage
  • NET: Smoother player movement
  • UI: Added new victory phrases from tournament winner (Scaltra)
  • UI: Brightened player nicknames on scoreboard a little bit
  • UI: Achievements earned scene can be skipped
  • PROTEUS: Scanner drone movement speed increased from 6.5 to 7.5
  • PROTEUS: Scanner debuff time increased from 1s to 1.5s
  • PROTEUS: Scanner drone shock effects match debuff duration
  • PROTEUS: Scanner drone does not stop moving when shocking tagged players
  • EPI: Epi no longer fakes a step effect when toggling the ghost
  • IRIS: Improved dash feel & visual smoothness online
  • CARMEN: Bumping blocks 5 times also damages them instead of just removing the reflector
  • AETHER: Projectiles in range are no longer damaged on the first windup frame
  • GFX: More color variation in bird flocks
Map
    Updates
  • The Great Hall: Removed 4 trigger walls to open up channels into the center
  • Carte Blanche: Updated to have 2 carrier tokens at top & bottom centers
Fixes
  • UI: Fixed some color tinting issues with hero images
  • UI: Fixed cooldown indicator orientation for mirrored spectator rounds
  • UI: Fixed initial scoreboard values in time-delayed spectator mode
  • UI: Fixed time-delay icon showing up when there are no spectators
  • GAME: Fixed carrier starting positions on Red Rob's Border
  • GAME: Fixed carrier starting positions on Ring of Fire
  • GAME: Fixed head start visibility when host is spectating
  • GAME: Fixed stall if the round ended early while a host specator was in time delay
  • GAME: Fixed carrier token positioning while teleporting
  • GAME: Fixed zone colors being too washed out for bright color palette choices
  • GAME: Fixed soft lockup if starting a public online match after exiting challenge mode
  • PROTEUS: Fixed potential scanner drone movement due to nearby physics collisions
  • PROTEUS: Fixed scanner drone targeting behaviour for tags that are out of bounds
  • PROTEUS: Fixed edge case that could prevent drone destruction & cause double-shocking
  • AETHER: Fixed windup FX staying onscreen in profile demo
  • IRIS: Fixed dashing perpendicularly while moving between two tiles
  • IRIS: Fixed sorting of dash trail
  • IRIS: Fixed trim color tinting of dash trail sprites
  • PHOEBE: Fixed sorting of portals and zone control effects
  • AUDIO: Fixed chained audio events not compensating for spectator mirroring
  • AUDIO: Fixed match over audio cue playing early for delayed spectator matches
  • AUDIO: Fixed hard panning of audio cues at horizontal map boundaries
  • SYSTEM: Added fallback handler for corrupt stats data
  • SYSTEM: Added fallback handler for corrupt challenge data

v1.5 - The Spectator Streamer Update

It's time for another BIG patch, once again bringing more fixes, map adjustments, balance tweaks, and two huge new features: Spectator support and Streamer instance support. I'm extremely excited about these in particular because they allow for exciting and unique match perspectives for viewers of live streams.

Spectator Mode


Simply join a lobby and don't choose a hero, and you'll be spectating that match! Spectators can choose to view the game as the players do - but also through a new visibility mode that shows invisible players as silhouettes.



Streamer Instance


Activate the "eye" button on the title screen to launch a second copy of Invisigun alongside the first - and it has a completely unique set of preferences. Coupled with spectator mode, this lets you participate in matches in the first game while streaming a separate spectator copy for your viewers in the second game. Public matches are time-delayed to prevent abuse, while private matches are real-time.

For an in-depth overview of a common streaming + spectating setup, check out LEmental's detailed overview here: http://steamcommunity.com/sharedfiles/filedetails/?id=1107056480
This hopefully opens up a whole new world of sharing the game's action with others, and I hope you enjoy the slew of other updates with the patch. Here's the full changelog:

New
  • NET: Spectator mode with visibility options! Simply join a lobby without a hero.
  • NET: Streamer mode lets you launch a 2nd game copy from the title screen with its own persistent preferences
  • UI: Rock paper scissors added to the lobby chat messages :)
  • UI: More game preferences are available in the match pause menu
  • UI: More game preferences are available in the training pause menu
  • UI: You can bring up the options/pause menu in online matches, but the match keeps running
Updates
  • UI: Fullscreen and window sizes change immediately rather than after exiting options
  • UI: Inputs are processed only if the game is in focus
  • UI: Notice when instant replays begin
  • UI: Miscellaneous UI presentation updates (logo, Invisigun)
  • UI: Most vertical menus now wrap around when selecting items
  • UI: Outlined some small labels for readability
  • GFX: Hero profile demos show silhouettes for invisible players
  • EPI: Real Epi matches the animations and facing direction of Ghost Epi 1:1
  • GAME: Proximity doors shots to jam reduced from 4 to 3
  • GAME: Proximity doors jam time increased from 8s to 15s
  • MISC: Guest Edition preferences are separate from full edition - some prefs may be reset
Map Updates
  • Pacmanesque: layout adjustments around the center
  • Split Decision: reduced the size of the sand pits
  • The Woods: positioning adjustments of boundary light shafts
  • The Thicket: Side paths created along left and right borders
  • Jungle Tomb: Entrances added to left and right edges of center
  • Edward's Snowed In: Removed snow patches under bushes and blocks
  • Carte Blanche: Removed top and bottom center mine carts
  • Chamber of Time: Removed center light shafts at left and right boundaries
  • X-Claim: Reversed polarity of two trigger walls to open up quadrant dynamics
  • Crypt Creeper: Opened up area surrounding powerups a bit
  • The Crate Divide: Opened up left and right channels a bit
  • The Great Hall: Trigger switches add to top and bottom centers
  • Dual Tracks: Moved spawn points out of the way of mine carts
  • Red Rob's Border: Created nooks in the top and bottom center regions
Fixes
  • UI: Fixed character images sometimes over-tinting in lobby selectors
  • NET: Fixed timing edge case that could stall a match if a client disconnects
  • EPI: Revealer will continue to reveal both Real and Ghost Epi for its duration
  • IRIS: Fixed her dash trail sprites sometimes facing the wrong way
  • AETHER: Fixed not being able to ground pound sand piles
  • RONIN: Fixed not being able to slash sand piles
  • PHOEBE: Fixed sorting of portal counter label with other objects
  • MAPS: Fixed up some collision issues with neon signs on Arx-515 border walls
  • MAPS: Fixed some doubled-up tiles on Crypt Creeper that caused extraneous bumping
  • MISC: Much more efficient memory allocation of video buffers, less resource churn
  • MISC: Fixed interaction between Split Shots and Resistance
  • MISC: Firing when walking halfway off a portal will not cause you to teleport again
  • GAME: Fixed shots not colliding with their owners after being resisted