Wednesday, April 16, 2014

First TLF Let's Play Videos Surface

Wanted to quickly post and share the first trio of TLF Let's Play videos from Pewpewchewchew, Kailvin, and th_pion. They popped up over the past day or so, and all three are generally positive (exciting!):






Only two days away from The Last Federation's official release!




Friday, April 11, 2014

AI War Beta 7.019-7.020 "Oops MkII" Released!

This one is partly a hotfix to deal with a fairly serious AI bug I introduced in the previous version, but there was a fair bit of other work in the hopper ready to go out as well.

Not a huge release, overall, because we're basically in the last week before the April 18th official release of The Last Federation. The AI thinks you should go take a look. It'll watch your defenses while you're gone.

Speaking of the AI, some background on the main bug this release fixes:


Whenever AI threat ships (unlike guard ships, threat ships are free to attack you wherever and whenever they please) are on a planet there's a basic decision tree that gets checked repeatedly on the AI thread:

I) Is there an interesting human presence here? Basically this means anything over a token force, or the presence of a human command station, or the presence of a human irreplaceable (fab, etc).

I.A) If so, are we seriously overmatched by the local forces, and have we been here long enough to run away?
I.A.1) If so, pick a random planet an run for it.

I.B) If we're not overmatched, do we seriously overmatch the local human forces?
I.B.1) If so, generally focus on knocking out any irreplaceable units and the command station (if any).

I.C) If we're pretty evenly matched, then let each ship pick the targets it's best against in an effort to win the fight.

II) But if there is no interesting human presence here:

II.A) If we're Special Forces:
II.A.1) Go to the currently designated Special Forces rally point (which could be its "waiting area" a few hops deep into AI Territory if there's nothing suitable, or it could be a sufficiently-important AI planet with human forces it wants to crush).

II.B) If we're Threatfleet (not just normal threat, but threat that got stuck waiting somewhere for over half an hour and thus joins the coherent Threatfleet)
II.B.1) Go to the currently designated Threatfleet rally point (which could be its "waiting area" a few hops deep into AI Territory, or it could be an AI planet under attack by human forces the Threatfleet thinks it can take, or it could be a neutral/human planet it thinks it can take)

II.C) If we're just normal threat, look at all the planets and sort them by a combination of Desirability (command stations and irreplaceables have various values of this) and Difficulty (based on the local forces there and the forces in the way from here to there), then get on the road to the best looking target. Later on, at each wormhole, each ship will check whether it should wait before proceeding due to an unfavorable local strength balance.


And normally all this works pretty well. Except when a certain boneheaded programmer (yours truly) is renovating the AI code and accidentally makes it so it thinks the answer to the question marked "I)" above is ALWAYS "no".

So the AI threat would get to the target planet, surrounded by hideously powerful human defenses protecting a pile of irreplaceables, and ask itself "is there an interesting human presence here?" ... "Nah. Where to next, Bob?".

If I ever add that behavior back to the game as a legitimate AI Type, I'll probably call it "Inebriated". Three sheets to the wind. Yet strangely still effective in many circumstances.


In other news, the AI is now much smarter (theoretically, see above) about factoring in your mobile forces: specifically, when looking at a planet to see if it can win a fight there, it considers not just the local mobile and static human strength but also human mobile strength within 3 hops. This makes it much more difficult to lure into attacking a planet with relatively light static defenses by just pulling your mobile stuff back to the other side of a wormhole, only to bring it back in immediately after the AI takes the bait. There are a few nuances to when mobile human strength counts in this way, and some other new rules about how it evaluates "can I take that planet?" to help embolden the AI to attack on multiple fronts once it's in a serious fight with you anywhere.

There's also a few other changes in there, like MkV Spirecraft Jumpships becoming immune to Black Hole Machines, the Core Guard Post on-death exos now always spawn on the post's planet (making it less mandatory to split your fleet during a high-difficulty AI Homeworld assualt), and Remains Rebuilders are a bit better about prioritizing Energy Collectors and stuff currently in their range, etc.

Update: 7.020 hotfix for some performance problems (i.e. 10 second freezes, in some cases on some machines) recently introduced into the reinforcement logic.

Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.

The Last Federation Launches April 18th

We're very excited to announce our PC/Mac/Linux title The Last Federation will launch next Friday -- April 18th -- on Steam, the Humble Store, GOG, GamersGate and directly through our website. It'll be priced at $19.99, with a discount planned for the first week.

TLF is a grand strategy campaign with turn-based tactical combat, and like all of our games -- you won't find anything else out there quite like it! The game marks Arcen's return to the space strategy genre, where we first made a name for ourselves with AI War: Fleet Command.

Features:
  • Turn-based tactical combat, with up to 5 factions competing at once.
  • Extremely deep simulation of an entire solar system and its billions of inhabitants.  Even just watching everything unfold in Observer mode is entertaining, as nations rise and fall.
  • New-player-friendly ramp-up of complexity as you play, which you can disable if you're already a veteran.
  • Eight races each have very distinct personalities and attributes.  Each one even has its own completely unique political system.
  • Difficulty levels split between the grand strategy and turn-based combat portions of the game, both ranging from quite casual to incredibly hardcore.
  • Save and reload your game with ease any time, or tough it out in ironman mode.
  • Composer Pablo Vega's best soundtrack to date, featuring 54 minutes of music and the vocal finale "Lay Down Your Arms."




Monday, April 7, 2014

AI War Beta 7.018 "Troubleshooters" Released!

This one is another fairly small release while we're focused on the last few weeks before releasing The Last Federation,

So we shot some troublesome bugs. Some old, like some missing art assets for non-steam installs. Some new, like the Heroic AI using its newfound ability to buy more champions for its waves... a little too enthusiastically.

But the AI's also gotten better at shooting troublemakers. In the kneecaps (or suitably analogous regions). Mainly as a quality-of-life improvement, we've removed the AIP-on-death from Special Forces Guard Posts, so they're now autotargeted and won't clutter up your backfield with enemy units that trigger various "ah! There's an enemy on the planet!" logic in sub-optimal ways. Since that AIP (or increased special forces size, if left alive previously) was a significant (albeit small) part of the overall balance, however, a corresponding buff was made to the SF. Specifically, they now spend a portion of their strength on Riot Control Starships. Some of you may not be familiar with how much havoc Riots can cause. You'll probably know soon.

Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.

Monday, March 31, 2014

AI War Beta 7.017 "Ominous Rumblings" Released!

This one isn't as packed as some of ther other recent releases. During normal working hours I'm focused on The Last Federation, and even moreso right now as we're in the last few weeks before releasing that.

But there's some important player-facing changes and fixes in 7.017. Hacking an Advanced constructor no longer also charges you for a fab-hack, and the cost of sabotage-hacking is back down to 5 from 10 (was 2 until recently). Also, in light of Reprisal making fleetwipes more dangerous, the AIP cost of killing a Black Hole Machine has dropped from 10 to 5. Speaking of salvage, minor faction stuff dying on player planets now contributes to the player's salvage (the AI still doesn't salvage from minor faction deaths, as then they could lead to aggressive AI units with no player involvement).

One of the changes that snuck into 7.016 (because it was already done before the need for that hotfix became apparent) was to make the Starship component of waves scale much better with wave sizes. In this version other special parts of waves (like the Mad Bomber's extra bomber starships, Heroic's in-wave champions, etc) are using similar scaling logic. I expect that the Spire Hammer, in particular, just got a lot nastier once the AIP cranks up. Especially on higher difficulties you might find yourself on the uncomfortable end of a Spire capital fleet. What could go wrong?

Most of the actual work went into a very substantial code refactoring (primarily of AI Reinforcements) that didn't mean many player-facing changes... this time ;)

Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.

Thursday, March 27, 2014

AI War Beta 7.015-7.016 "Cleanup, Aisle 3" Released!

This one is mostly a maintenance release, but there's some important iteration on Salvage and other features.

The salvage-reprisal waves were working pretty well but feedback showed they ultimately needed to be separated from normal waves into their own thing. Now they probably won't happen nearly as often (unless your fleet is an accident-waiting-to-happen permanently on the offensive... though I guess that's actually pretty accurate in some cases) and won't displace the normal wave mechanic. They'll also be much less of a threat in the early minutes of the game, to avoid the need for building serious defenses before you even start to attack.

The Neinzul Enclave Starship is hilariously powerful. In fact, hilariously over-powerful. And the hilarity is great particularly given the unit's past where relatively few players really wanted to use them. So we're not nerf-hammering it into the ground (indeed, the first two marks are getting a bit better), but ultimately it's not good for a single line of units to allow you to take heavily-defended systems without significant casualties. Further balance feedback (up or down) is quite welcome.

Hacking costs have seen another pass, with the ARS-redirection and design-corruption actions getting cheaper and the fab-hacking and sabotage actions getting more expensive.

And there's some important bugfixes, including one for the issue where the first two Showdown CPAs would imitate the third (and launch everything).

Update: 7.016 hotfix for a goof I made that had all mark-levels of enclave only getting mark-1 drones. Also some other changes from last night, but no time for a full blog post for just a few things, focused on TLF during the day.

Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.

Monday, March 24, 2014

AI War Beta 7.013-7.014 "Revised Salvage" Released!

This one's visible changes mainly focus on improving the salvage mechanic introduced in 7.011 based on feedback during the week.

That largely takes the form of excluding various ship-death situations from generating salvage: zombie-mode ships dying no longer give the AI salvage, and reclaimed ships no longer give anyone salvage. More importantly, the AI no longer gets salvage from neutral planets unless it still has a guard post (that isn't a wormhole guard post or a special forces guard post) on the planet. Previously if the AI destroyed one of your command stations it would proceed to rack up the salvage killing the rest of the stuff on the planet. A good deal for it, and not bad as a kind of Shark plot, but definitely not suited for a core mechanic. Anyway, that bit's under control now.

Under the hood, there's been a metric ton of code changes to wrangle the on-ship-death logic into a more manageable form. Previously there were over 90 distinct ways for a ship to die, many with slight variations on exactly what order the on-death logic was checked. That's a natural consequence of 5 years of development (with little time for doing things quite as "cleanly" as we would prefer) and just needed to be brought back under control so that new rules like "reclaimed units don't cause salvage" can be added in one place rather than... well, over 90.

There was also a fairly thorough rewriting of the wave-building code to allow for future... experiments ;)

Many of you will be happy about the ability to right-click a planet in the lobby to change its bonus-ship-type. That's a perennially-beaten dead horse around here, but the time's come for the computer to stop fighting the player in the pre-game lobby. Or else just make the starting bonus ship types always uncontrollably random (and not revealed before the game) to remove the "workaround-by-tedium" situation. But since I couldn't find a sufficiently safe distance from which to observe the results of the latter...

There's a few other changes in there too, and I hope the one aimed at the "too many heap sections" error will at least make that one less frequent). We'll see.

Update: 7.014 hotfix for some unhandled errors in an edge-case of ship death where salvage was assuming the ship had a CurrentPlanet when it didn't.

Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.

Saturday, March 15, 2014

AI War Beta 7.011-7.012 "Salvaged Resources" Released!

This one carries a number of rather significant econ-related changes that have been brewing for a while:

Now that hacking has been around long enough and seems to be welcome, we've moved ahead with the combination of metal and crystal (into just metal) so that hacking can move up into the main resource bar. Crystal as a separate mechanic had some impact on the game, but ultimately we could do better.

The other main thrust was to nibble at both ends of the refleeting problem. To a large extent there's no problem if a major player fleet wipe takes a long time to recover from. Actions should have consequences. But if it _only_ takes time (specifically, the player's real wall-clock time), then that crosses the line from "reduced player ability" to "reduced player interest", which is not cool. So now the AI can "take the ball and throw it back" proportional to your offensive casualties. That nibbles at one side (making post-fleet-wipe more interesting, possibly terminally so). On the other side, when the AI takes casualties in your territory you get bonus metal-per-second while your command stations gather up the salvage. That nibbles at the other side (speeding up the refleet, if you survive).

Along with that, the resource cap (aside from updating for the m+c combination) now increases a bit with each command station and thus keeps up better as the scale of the conflict increases throughout the game.

Finally, there are a few bugfixes including a rather important one to the core timing of the simulation. Previously (as many of you noticed) the sim actually ran faster when you moved the mouse around like a crazy person. No longer :) But now the + and - speed settings have a more pronounced impact and the +10 speed (renamed to "+!!!") has been repurposed as a genuine "go as fast as you can" (while still drawing a few frames per second) setting. In the early game (before the sim load gets serious) that can let you pass a tremendous amount of sim-time very quickly if you want to.

Update: 7.012 hotfix for some unhandled errors on the Economy tab of the Stats window. Apparently it was still in denial about crystal.

Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.

Wednesday, March 12, 2014

AI War Beta 7.010 "Oops!" Released!

This one is a small bugfixing update to deal with some critical issues that came to my attention just this morning. Between working on The Last Federation (and, before that, Bionic Dues) and a third daughter coming along in September there hasn't been room in my schedule for AI War coding.

That said, I fully intended to fix any major problems that came up (the latest versions being beta releases after all), and I figured such stuff would bubble up to me without my needing to personally take time from new project coding to check mantis on a different project and such.

I was wrong (and should have verified my assumptions earlier), and there's been a few unhandled-errors/save-corruption reports sitting out there since at least late September. Very sorry about that, I will be more vigilant in the future.

Enjoy!

This is a standard update that you can download through the in-game updater itself, if you already have 4.000 or later. When you launch the game, you'll see the notice of the update having been found if you're connected to the Internet at the time. If you don't have 4.000 or later, you can download that here.

Friday, February 14, 2014

Bionic Dues Headlines Steampunk Bundle (Supports Direct Relief International)

Our tactical roguelike-like Bionic Dues is part of the latest Groupees 'pay what you want' ($1 minimum) deal. It's a Steampunk-themed bundle full of games, music, comics, and e-books -- with a portion of the proceeds will go to charity Direct Relief International. Here's what's included:

Thursday, November 21, 2013

Holiday Guide For Arcen Titles

The holidays are coming up fast, and so 'tis the season to start thinking about gifts for friends and family.  Arcen's catalog of games has really swelled this year, and you may have missed some of our titles.  Or you may be new to Arcen, and may have overlooked our excellent older titles.  Here's a quick guide to finding out more about what we've got to offer:

Bionic Dues (On our site / On Steam)
A fast-paced, tactical rogue-lite that critics and players are calling Arcen's best title since our original hit AI War: Fleet Command.

“What's wonderful about Bionic Dues is that it manages to combine meta-strategy and micro-strategy... It's like a fast-paced, mini-XCOM.”
Andrew Groen, The Penny Arcade Report

“Top game moment: Realising a momentary oversight has condemned you to almost certain doom, but then, with only a perfect set of well-thought long-contemplated moves, you pull everything out the bag, blow the rig, and get the hell out of dodge to receive a hard-earned mission successful.”
8.5/10 – Richard Nolan, Strategy Informer

“Bionic Dues delivers tough decisions, sweeping tactics and enormous mech battles; packing massive replayability and unpredictability into its budget price point. A 'Rogue-lite' to remember and to savour through numerous scorched-earth defeats and hard-won victories.”
8/10, Editor's Choice – Jonathan Lester, Dealspwn

AI War: Fleet Command (On our site / On Steam)
A truly unique blend of grand strategy with traditional RTS mechanics, pitting you against one of the most notable AIs in strategy gaming in a tense, fun, David vs Goliath scenario.  Five massive expansions and counting over the last four years!

AI War breaks most of the genre's rules. Which is precisely why it's incredible... This out-of-the-blue one-man passion project is one of this year's finest strategy games.
- Alec Meer, PC Gamer UK, November 2009

I think I've stumbled across this year's Really New Thing. There's a lot of 2009 to go, but I'll be surprised if anyone else twists the RTS formula this dramatically and this effectively. And I'm hoping it'll be the Next Big Thing, because it's big, different, entirely unprecedented and an exciting way to play an RTS.
- Rush, Boom, Turtle: And Now for Something Completely Different, by Tom Chick (Crispy Gamer)

Having played this title at two distinct points in its life cycle what really stands out is the incredible dedication of Arcen Games in keeping one top of how the game evolves and expands. Even though a great many features have been added and tweaked and refined, it was possible for me to drop back into AI War after more than a year away and not find it to be a confusing mish-mash of feature overload. The post-release support is, quite honestly, the best I've seen for any game.
- Peter Parrish, IncGamers, Reviewing Light of the Spire

Skyward Collapse (On our site / On Steam)
A completely unique subverting of the "god game" genre, this game turns the normal expectation of being able to control everything on its head.  Instead you manage unruly subjects indirectly in this turn-based hilarity-generator.  Also spawned a great expansion pack, Nihon no Mura!

- "It brings real innovation to a genre that’s seen little significant deviation from 1989’s Populous."
9/10 - Rob Savillo , GamesBeat

"I can never play Skyward Collapse again. I work from home. Frankly, having it – and the accompanying temptation – within arm's reach would be detrimental to my productivity."
Richard Mitchell, Joystiq

A Valley Without Wind
(On our site / On Steam)
A sprawling, infinite, procedurally generated 2D sidescroller.  Loosely a "Metroidvania" title mixed with some citybuilding (think Actraiser) and SHMUP elements.  Thanks to our loyal fans, we also include A Valley Without Wind 2 for free when you purchase it!

Every thought of "I'll just give it five more minutes" turned into, "Wait, where did that last hour go?"
- Kate Cox, Kotaku

The thing that struck me first about A Valley Without Wind is that it is absolutely vast. This is a game that you can sink hours and hours into, and still feel as though you’ve only started.
- Amy Nelson, Brutal Gamer

But really, at the heart of what A Valley Without Wind is about, at least for me, is exploration and it does it phenomenally.
Geoff Gibson, DIYGamer

A Valley Without Wind 2
(On our site / On Steam)
A complete reinvention of the Valley franchise, set in a different part of the same world.  Gameplay alternates between two complementary modes: brief, tightly-designed platforming segments with character customization and Contra-like combat; and quick strategic turns on the world map where you order your troops to fight, scavenge, build, recruit, farm, and use special powers.

"
Its unconventional and addictive blend of classic platforming action and basic strategy segments makes every accomplishment more meaningful and every failure more devastating, and the very real possibility that you will fail to vanquish Demonaica raises the stakes enough to make everything more interesting still."

"It’s a minor miracle that Arcen Games could revise Valley Without Wind 1 so completely without simply upgrading it, that they have instead made a completely separate game that plays so differently and creates a unique type of experience based on getting your ass kicked."

Tidalis (On our site / On Steam)
A surprisingly deep block-based puzzle game that for once isn't just another "match 3" title.  Having more in common (vaguely speaking) with Panel de Pon and Tetris Attack, Tidalis includes a wealth of gameplay modes that can keep you engaged for dozens of hours.

"Tidalis is a match-3 game that doesn't feel tired or repetitive: I actually want to play it, which says something considering how many puzzle games I've reviewed. I don't think it's a stretch to say that Tidalis is one of the best puzzle game I've ever played. Simply put, if you like puzzle games (and even if you usually don't), you need to get Tidalis. Right now. Go!"
James Allen, Out of Eight PC Game Reviews (8/8 score)

"I can say with some authority that Tidalis stands apart... The bottom line is that Tidalis is a flexible, smart, refreshingly unique puzzle design, and it's situated neatly into a large generous package. It's far better than any mere puzzle game should be."
Tom Chick, GameShark (GameShark Editor's Choice Award, "A" Score)

"Overall, this is the most robust and interesting casual game I have seen in some time. There is so much to do and so many ways to play I don't even know that casual actually suits it. Yes the gameplay is casual but this is a highly developed, well-rounded, offering from Arcen Games that puts many games of higher price to shame. It's got numerous ways to play and very successfully takes an old genre, turns it on its head, and shows you just what can be done when you think outside of the box."
Christophor Rick, Gamers Daily News (GDN Gold Award, 9/10 Score)

Shattered Haven (On our site / On Steam)
Our biggest undiscovered gem, this top-down 2D action-adventure title is a mixture of atmospheric horror storytelling an environmental puzzles.  Features branching paths to multiple endings, a massive overworld split up into distinct thematic regions, and nearly a hundred hand-crafted levels with multiple difficulty levels and often multiple solutions.

"A different title from their previous games and may be Arcen's strongest showing yet."

Friday, November 15, 2013

Deals Galore: Valley Steam Sale, New Bundles for AI War and Skyward Collapse

There seem to be dozens of downloadable game discounts and promotions running this week, and it so happens that we are involved in a few:

AI War and Zenith Remnant featured in Bundle-in-a-Box -- A bundle full of indie strategy games including AI War for a minimum of $1.99, with extras such as the game's Zenith Remnant expansion. Portions of each purchase goes to charity and the Indie Dev Grant, which helps financially support devs who are attempting to finish their game.

Skyward Collapse featured in Indie Royale Sigma Bundle -- This one offers Skyward Collapse and six other games (plus at least one yet to be revealed title, apparently) for a fluctuating minimum price. Currently right around $6.

A Valley Without Wind Dual Pack (1 & 2) Steam Sale -- The Valley series is 75% off through the weekend on Steam, and note that purchasing either AVWW or AVWW2 will get you both titles. The four pack carries the same discount as well.

Monday, November 4, 2013

AI War: Children of Neinzul donations to Child's Play finalize at $44,597.02

As of today, we have so far raised and donated $44,597.02 for Child's Play! That's $10,102.82 since our last update, all of which has already gone directly to the charity.  Our AI War: Children of Neinzul donation goal was originally $14,000.00, and in the end we were able to reach 317% of that goal

More About AI War: Children of Neinzul and Child's Play
The staff at Arcen has long admired the work done by Child's Play, and was ecstatic to be able to contribute to the cause between 2010 and 2013. Our goal for 2010 was to raise $14,000.00 USD for Child's Play, but over the course of the charity period, we raised and donated $44,597.02!

The charity period has now ended for that expansion, but we're extremely proud of what we've been able to accomplish with your help during that period.  We hope to be able to be able to run our own direct charity support programs again in the future, but for now we're indirectly supporting other causes like Rizeup Gaming and similar via product donations.

Monday, October 28, 2013

Bionic Dues 1.005 "Combined Customization" Released!

This one is our first non-beta-branch update to Bionic Dues since it released, and so it comes with a plethora of goodies from 1.001 on upwards in the release notes linked above.

The biggest thing, by far, are the improvements to the customization interface.  The game supports a minimum resolution of 1024x720, and so our previous customization interface basically adhered to that at the expense of using the screen space of larger resolutions.  Now on resolutions that are 1280x768 or higher, you get a new and easier-to-use customization interface that combines a number of functions into one screen.  If you prefer the old interface for some reason, there is a settings option that lets you re-enable that.

A number of balance improvements are also in this version.  Sentry turrets are no longer OP.  Groups of ClawBots are no longer death on wheels.  Tuck now has an improved special ability.  And the pistol has been buffed quite a bit.  Among other things.

Enjoy!

This is a standard update that Steam will automatically download for you.  However, if you want to force a quicker update and are currently running Steam, just restart Steam.

Tuesday, October 8, 2013

Bionic Dues Now Available on Steam, GamersGate and Arcen Store

Bionic Dues Launches for PC, Mac and Linux
25% off sale to celebrate launch week


Arcen Games is ecstatic to announce Bionic Dues -- our mech-enriched roguelite -- has launched on Steam, GamersGate and the Arcen Store for $9.99. To celebrate the release, the game carries a 25% discount during its first week on sale.

Robot rebellions should be quelled by the best of the best. When the best of the best are killed... it's up to you. Subdue the uprising in time, or your corporate overlords nuke the city.

Bionic Dues is a tactical, turn-based roguelite with mech customization. Guide multiple classes of Exos through a variety of missions filled with enemy robots that are as buggy as they are angry. This is at least as bad as it sounds. Explore for loot, destroy key robotic facilities, and brace yourself for the final attack by your enemies... just as soon as they can pull it together.

“Top game moment: Realising a momentary oversight has condemned you to almost certain doom, but then, with only a perfect set of well-thought long-contemplated moves, you pull everything out the bag, blow the rig, and get the hell out of dodge to receive a hard-earned mission successful.”
8.5/10 – Richard Nolan, Strategy Informer

“Bionic Dues delivers tough decisions, sweeping tactics and enormous mech battles; packing massive replayability and unpredictability into its budget price point. A 'Rogue-lite' to remember and to savour through numerous scorched-earth defeats and hard-won victories.”
8/10, Editor's Choice – Jonathan Lester, Dealspwn

Bionic Dues is available now on PC, Mac, and Linux. Follow the game on Twitter, Facebook, Reddit, and IndieDB for post-release updates and other announcements. Review copies and launch assets available upon request.

Features
  • Out-think wide-ranging tactical situations featuring robots with bad GPS, terrible aim, insecurity, a lack of focus, a tendency to backstab, and dozens of other maladies to exploit.
  • Over 40 unique bots, ranging from the hilariously inept-but-dangerous DumBots, BlunderBots, and BatBots to the terrifyingly effective WyvernBots, DoomBots, and MurderBots.
  • Carve your own path: choose 30 to 50 missions out of the 120 you discover as you explore the city map. Which missions you choose determines how prepared you will be for the final battle against the massing robot army.
  • Missions come in 23 different general flavors, and are entirely procedurally-generated like a floor of a traditional roguelite.
  • Mix and match your squad of four from six classes of Exos: Assault, Siege, Science, Sniper, Ninja and Brawler. Each has its own build and weaponry.
  • Choose an overall pilot from a roster of six to add a powerful perk that lasts your entire campaign.
  • Customize your four Exos with procedurally-generated loot that grants weaponry and defensive upgrades, new abilities, and more.
  • Difficulty levels ranging from quite casual to incredibly hardcore.
  • Save and reload your game with ease any time, or tough it out in ironman mode.
  • Stellar soundtrack by composer Pablo Vega, headlined by the game's title theme "The Home We Once Knew."