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Solaroids News

Monthly High Scores - June 2019

June has come to a close and with that another set of high scores! I didn't think the top scores could get much higher, but the two elite players at the top have proven me wrong yet again blasting through the previous ceiling.



I thought Flu Orid was going to take and keep the lead with his new best of 436M. After all, that is quite a jump up from 257M, an increase of a whopping 179M. Still an absolutely amazing score.

So... drum roll please... With a score of over 577M, up an astounding 282M points from 294M, and achieving a new milestone for Solaroids of over 1/2 a billion points, the champion and our reigning champion for the last three consecutive months is... Grey Wolf!! .



Just when I thought I was "almost" getting competitive with my 205M 3rd place score I find out that Flu Orid's and Grey Wolf's increases alone are in the ballpark of my best effort.

While the best players have held quite a lead ahead of the rest of us mortals, there are some budding players that have been getting some respectable scores in what I would consider the next class on the leaderboard, those in the double-digit millions. I'd like to specifically mention Kugelblitz with almost 50M, who I've noticed increasingly higher and higher scores over time, newcomer Ezekiel with 36.5M playing with the simplified Modern Dual-stick control scheme, and Morg556 with 31.5M.

Come join the (Solaroids Discord Server), exercise some much needed bragging rights, say high to other players, share some tips, and give me your thoughts about what would make the Best Asteroids Style Space Shooter on the planet.

Sign up on my Early Access Page to be notified at full launch across all platforms, not just Steam.

Cheers and as always Happy Blasting!! You are our first and defense!

Chad (kiates)

Early Access V1.2.4.5 - Vector Mode Improvements!

Hello classic and nostalgic modern gamers. Hope you are enjoying the summer so far and the steam summer sale. I've decided to put Solaroids on sale for a steal of a price to bring in more competition for you all ;) In addition, I’ve made some significant progress on the Vector Mode, added a 3rd background "Stage 3", as well as the usual collection of smaller tweaks and requested options.



The work on Vector Mode has made a new milestone with the completion of conversion of the fonts to 80s style vector fonts. These will also smoothly transition when switching back and forth between the regular graphics and the vector mode graphics. This includes the main menu, option menus, leaderboards, stats, and in-game prompts and scores. They still could use some additional optimization, so if you’re playing on a modest system, you may notice a loss in framerate when things get serious. This will improve over time as I squeeze out additional performance. Only basic characters are supported at the moment as well, so you may notice some missing punctuation, or in the case of fancy non-ASCII characters, missing characters.



I've incorporated a 3rd background accessible under "Stage 3" in the options under the Gameplay category. In addition, there is now a "Random" setting (the new default) that will give you a random background each play. You can still set it to a specific one if there is a favorite. I have some other backgrounds designs available and will be hopefully incorporating them real soon.

Finally, worth mentioning is there are a few other little features that have been added. One is a requested Reset Options feature is now available under the Miscellaneous category that will reset all the options back to the defaults, not just the controller bindings. Another is when accessing the "exit to main menu" dialog, you can do a quick restart instead of returning all the way to the main menu and then restarting from there.

Many thanks to the great players that have helped shape things with feature requests and stay tuned for more enhancements based on your feedback.

Come visit us in real-time on the recently Discord approved (Solaroids Discord Server) and give me your thoughts about what would make the Best Asteroids Style Space Shooter on the planet. Also, don't forget to sign up on my Early Access Page to be notified at full launch across all platforms.

Cheers and happy blasting!

Chad (kiates)

New Features
Vector mode now supports vector fonts which replace all in-game fonts, with the exception of keyboard key images.
Vector shapes now support multiple colors.
Scores on periodic leaderboards now fade out based on the age of the score.
Optimizations to level generation.
Added a restart option to the menu used to exit back to the title screen to quickly start a new game. This is equivalent to exiting to the main menu and then re-entering the game mode you were in.
Moved some non-control based options from the Controls category to the Player category.
Allow binding keyboard controls to TAB, Backspace, and Caps lock.
Add a Reset Options command to the Miscellaneous category. This literally resets every option back to the defaults, including resolution, full-screen, etc.
Add another "Stage 3" background.


Issues Addressed
  • Reticle in vector mode now works for the most part. It still doesn't match the size of the non-vector version exactly but it's usable.
  • Fix issue where the lens flare on the sun would disappear when returning to the title screen and then starting a new game.


Known issues
  • Vector mode is still very much an experimental mode. For example, some power-up prompts aren't showing the vector equivalents and keyboard keys, buttons, controllers, backgrounds, explosions, and missile trails/smoke do not yet have vector equivalents.
  • Borderless window option is only implemented for Windows right now.
  • Disconnecting an external audio device being used by the game will cause a crash/freeze on Linux/OSX.
  • Some options and more recent prompts are English only or machine translated right now. If machine translated, they are indicated with an asterisk (*).

Monthly High Scores - May 2019

Another month of competition with both some old and new names in the ranks. Grey Wolf and Flu Orid went head to head leap-frogging each other earlier in the month. Both crushed their previous bests, with Grey Wolf (MizzKitty on the Solaroids Discord) securing the lead for a 2nd month while almost breaking 300 million!



There was a good mix of Classic and Modern control styles in play during the month with Ezekiel and Crysyn leading the Geometry Wars style players with what used to be pretty respectable scores in the double digit millions. I learned that Crysyn actually holds an achievement of his own. At a game developer conference, and playing on a 30ft screen none-the-less, he was able to achieve over 1 million in Geometry Wars. It's no surprise that he took to the twin-stick controls so quickly.

Come join the (Solaroids Discord Server), exercise some much needed bragging rights, say high to other players, share some tips, and give me your thoughts about what would make the Best Asteroids Style Space Shooter on the planet.

Sign up my Early Access Page to be notified at full launch across all platforms, not just Steam.

Hope you in the northern hemisphere are enjoying the spring weather. I know we are!

Cheers and Happy Blasting!!

Chad (kiates)

Early Access V1.2.4.4 - HUD Improvements!

Greetings pilots! A potpourri of new features and corrections for this release, but mostly centered around enhancements to the HUD.



Many of you will be happy to know that Solaroids now has a health bar for player ships. Previously the amount of smoke and sparks emitting from your ship was the health indicator, and was meant to be a soft indicator, introducing a little uncertainty to whether you really can take another hit. But by popular demand, the ships computer system has been upgraded to be able to take more precise measurements of the hull integrity. I've decided to introduce an inner ring just inside the current reticle, allocating the back half to health. As you take hits, this "bar" will shrink from both sides and the color will go from happy green through yellow and orange to unhealthy red. I expect this will also help to get a better understanding of how much damage different hazards and enemies inflict.

But wait, that's not all. Since I've allocated a whole new ring to the reticle, why use it all for health when I can use the front semi-circle area to add another requested feature... Ammo indicators. Rather than having to always glance back up to the corner of the screen to assess what kind of ammo you have available and about how much, I've added some mini ammo "bars" for all three weapon types: primary, secondary, and defensive. The area is divided up into thirds, with primary front and center, secondary to the left, and defensive to the right. Each is color coded based on the weapon slot, and in the case of Xbox controller users playing with the default classic controls, also matching the colors of the controller buttons they are assigned to.



Following with the interface changes theme, I've added some additional indicators to help provide additional useful information.

First, Whenever the multiplier moves by a whole increment, an indicator will be shown near the player ship. The multiplier goes up incrementally as you destroy things, down incrementally when you're not destroying things, and by a lot when you take damage. Now you'll see these changes as the multiplier goes up and down.

Second, most things have a score adder associated with it, and that score is further adjusted by your current multiplier. In this version, the final score adder will now show up at the point where the score was accumulated. This also helps to see the exact score value for point pick-ups since I don't show the exact value on the pick-up itself, but you're guaranteed the points are at least that amount. I expect to add an option in the future to turn showing score adders on/off if it's too distracting - let me know.

Finally, how many times have you started flying towards a power-up only to find it "expire" in a pop of sparks right before you're about to pick it up. This last feature is for you. Now a count-down timer will show up near the power-up/pick-up if it has less than 10 seconds before it expires, giving you a chance to decide if you've got the skill to swoop in and grab it in the nick of time.

A huge thank you to twitch streamer Drakkett and his devoted community for testing out many of the above features last weekend and for the great feedback in shaping them!! Also, many thanks to Ultra C for taking Solaroids for a spin on their YouTube channel and providing feedback/bug-reports.



Work continues on Vector Mode as well. With this version, the configured player ship colors are now rendered, which includes incorporating the player stripe color into the missile fins. Power-up icons now render at the correct size in the HUD as well. Like I've mentioned before, Vector Mode is still very much an experimental feature and is incomplete. Reticle, fonts, and other bits are still missing and/or incomplete.

Come visit us in real-time on the recently Discord approved (Solaroids Discord Server) and give me your thoughts about what would make the Best Asteroids Style Space Shooter on the planet. Also, don't forget to sign up on my Early Access Page to be notified at full launch across all platforms.

Cheers and happy blasting!

Chad (kiates)

New Features
Vector mode now supports player primary and secondary colors. You'll be able to tell each other a part when playing with friends again.
Added a Max Multiplier statistic, which replaces the less useful Small Asteroids Destroyed stat in the statistics display.
Added a Discord menu-item to join the growing official Discord server. You can always join using https://discord.gg/solaroids.
Add an audio/visual cue to the larger mines. They now chirp and the center light will blink faster the closer you get like the small mines. However, the distance is further.
Add a heath "bar" to the reticle. It is displayed in the back half of the reticle and decreases in size and transitions to red as you take damage.
Add primary, secondary, and defensive weapon ammo indicators to the reticle. These are shown in the front half of the reticle, and are color coded to the weapon slot type. For example, primary=green, secondary=blue, and defensive=red.
Adjust mouse idle time from 2 to 3 seconds. When the mouse goes idle (isn't moving), the ship will orient to face the direction you are thrusting for cruising as opposed to strafing mode.
Added indicators for when multiplier changes (in integer increments). When the multiplier goes up the new value is shown in green at the player ship's location. When the multiplier goes down by 1x (usually due to normal multiplier decay) it will show the new value in orange. When the multiplier drops significantly (due to taking damage to your ship), the delta is shown in red.
Added indicators for score adders. Now when something of value grants you points, you'll see the actual total points awarded (with multipliers accounted for).
Added indicators to power-ups that are about to time out. When a floating power-up has 10 seconds or less before it will be removed from the game, you will see an indication of the time that remains.
BETA and VECTOR MODE IS EXPERIMENTAL text is now less in your face when playing.


Issues Addressed
  • Fix issue where having keyboard and gamepad bound to player one doesn't toggle the PRESS # FOR KEYBOARD / CONNECT CONTROLLER messages for other players.
  • Fixed issue where up on the D-Pad was switching the theme when trying to pick your secondary (stripes) ship color.
  • Fixed issue where ship would briefly stop tracking the mouse target when flying in certain parts of the arena. This was at seamless wrap points.
  • Fixed an issue where some components of a boss were not granting the intended score value.
  • Fixed an issue with rapid fire where when picking up one it finishes firing the last burst of 5 (mis-fires).


Known issues
  • Vector mode is still very much an experimental mode. For example, the Reticle still has issues. No support for fonts, and power-up shapes are not optimized.
  • Borderless window option is only implemented for Windows right now.
  • Disconnecting an external audio device being used by the game will cause a crash/freeze on Linux/OSX.
  • Some options and more recent prompts are English only or machine translated right now. If machine translated, they are indicated with an asterisk (*).

Monthly High Scores - April 2019

The end of April marks the first complete month since the periodic leaderboards were added. The competition was pretty fierce resulting in two new all-time high scores and the emergence of a new top player using the Classic control scheme.



Congratulations to Grey Wolf for a zero to hero show, and Flu Orid, the reigning champion for some time, for putting up a good fight to try and hold the title!

Talking to Grey Wolf on the (Solaroids Discord Server) a few days prior to the achievement, it sounds like they play inertia based shooters almost exclusively, and have spent a lot of time honing their piloting skills playing the famous Subspace.

Come join the (Solaroids Discord Server), exercise some much needed bragging rights, say high to other players, share some tips, and give me your thoughts about what would make the Best Asteroids Style Space Shooter on the planet.

Sign up my Early Access Page to be notified at full launch across all platforms, not just Steam.

Hope you all had a good April and I look forward to what May will bring!

Cheers and Happy Blasting!!

Chad (kiates)