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Atmospheric single-player/co-op RPG set in a "living" dieselpunk sandbox with real-time tactical gameplay
Atmospheric single-player/co-op RPG set in a "living" dieselpunk sandbox with real-time tactical gameplay
Atmospheric single-player/co-op RPG set in a "living" dieselpunk sandbox with real-time tactical gameplay
3,559 backers pledged $92,268 to help bring this project to life.

Fighting Arena is out!

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Hello everyone! As we promised last week today is the day: the stand-alone Fighting Arena build is out and can be downloaded and played now. Need more details before starting out? We have them!  

What is Fighting Arena

"I'm here to chew bubblegum and kickass".
"I'm here to chew bubblegum and kickass".

First of all it is a test scenery for you to try the updated combat system. Playing it and giving us feedback regarding your experience will help us improve the mechanics and give you the best gameplay on day one InSomnia is released. So, what exactly you will have an opportunity to test?  

  • close/ranged combat 
  • enemies AI 
  • the mechanics of different weapons and equipment 
  • updated controls system 
  • updated interface 

What we are trying to achieve 

We want to have interesting and engaging close combat mechanics with different types of attacks and weapons. Each one of those should have both strong and weak sides, so you won't have an ultimate way to kill and destroy. Combat should feel realistic and brutal: each attack and block you perform matters, and each action drains energy bar of your character. This mechanism should bring more tactics to what you do and how you do it, although we still need to work on this and your feedback is crucial.

Take cover!
Take cover!

When it comes to ranged combat it's all about almost physical feeling about it: each weapon has its own sounds and recoil power, and whenever you hit someone you hear the impact between bullets and armour, you see sparkles etc. It's very difficult to fight someone who uses ranged weapons against you without taking an advantage of the nearby covers, so don't hesitate to use them whenever it's possible (unless you are using heavy armour and just don't give a sh*t about anything haha). Each gun we worked on has its own special features and functions. This is something we have put much effort into so hearing your opinion would really help.  

As we have mentioned before, we introduced an updated interface as well. In this game build you will be able to see new pointers, health bars, weapon slots and quick items slots, the way impact is visualized etc. Our goal is to make UI as light as possible to minimize the distraction from the InSomnia world itself. However some parts of the interface still have to give you enough information to know what is going on: the necessity to reload, critical health status, the type of the weapon you've equipped etc. Any comments regarding this are welcomed as well!

"Let's see what you are made of"
"Let's see what you are made of"

The controls system should be easy and intuitive. And this is exactly what we were trying to achieve after all the feedback you gave us about InSomnia Prologue. Try the updated controls and tell us what you think!  

Artificial Intelligence should bring more diversity to enemies behaviour. Generally we have 3 types of foes: weak ones that usually find themselves in groups of 3-4 (they can't really hurt you but might make you move from cover to cover when striking all together); strong ones that can join their weaker comrades to pursue a very specific goal (give you hard times with powerful machine-gun fire for example); bosses and mini-bosses who will be a problem on their own, and the only way to defeat them would be searching for their weaknesses and use the right equipment while doing so.

The contents of this build

I need guns. Lots of guns.
I need guns. Lots of guns.
  • ranged weapons: SMG "Storm", Linear Rifle T4, Short Shotgun DB20 
  • close combat weapons: Gladius (one-handed sword), Combat Knife, Mace (one-handed club) 
  • armours: Scout (medium protection), Army Padded Chausses (light protection), Heavy Mercenary Chausses (medium protection), Army Padded Vest (light protection), Combat Helmet 
  • ammunition: standard 9mm for guns, standard 7.6mm for rifles, standard 12mm for shotguns, army regen 3, and M30 frag grenades 
  • enemies: Outlaw Fighter, Outlaw Gunner, Outlaw Rifleman, Tyrang Gunner, Tyrang Rifleman 
  • allies: Tyrang Gunner, Tyrang Rifleman 

Throughout next months we will include more content in this test build for you to fiddle with: new types of weapons, enemies, armours and special equipment. Next time you can expect to try your fortune with T6 Sniper Rifle against RG-200 Security Bot and Mill Bot.

Testing suggestions

It's show time!
It's show time!

The best way to to test things is with 2-4 enemies if you are fighting alone or with 3-6 enemies if you decided to bring 1-2 allies with you. If you encounter any bugs please feel free to contact us about them in any possible way (via comments or personal messages at Kickstarter, our forum, website, Facebook etc). Adding screenshots or even short videos will certainly help us to fix everything.  

One last thing before you start  

The interfaces for inventory, character and journal are being actively updated and what you see now is not final. We will provide you with the better version soon.  

Quick reference to controls  

  • WSAD - moving 
  • Shift +A/W/D - sprint left, forward or right 
  • Left Mouse - close combat attacks 
  • Left Mouse Hold - power attack 
  • Right Mouse (ranged weapons) - aiming 
  • Right Mouse (melee weapons) - block 
  • R - reload 
  • 1 - small weapon 
  •  2 - big weapon 
  •  3 - 1st slot 
  •  4 - 2d slot 
  •  5 - 3d slot 
  •  С - sit 
  • WSAD + Space - roll 
  •  E - interaction 
  • Tab - close menu 

Download links 

 Mirror #1 (direct link to Windows version, our server) | Mirror #2 (4shared)

Jeffrey Williams, iqSoup, and 20 more people like this update.

Comments

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    1. Studio MONO 3-time creator on October 24, 2016

      We are not happy about this either, all we can do is to continue the work and fulfill new time frames of InSomnia release we talked about in previous update.

    2. lokiracer on October 24, 2016

      Campaign update: 22 months behind schedule.

    3. Studio MONO 3-time creator on October 23, 2016

      2Sgt. Killstreak
      Thanks for you your feedback! This goes straight to the dev team.

      2Rob Crowther
      Yes, we are working on it.

      2SteveW
      Yes, Windows version only for now. We are working to bring you Mac and Linux asap.

      2meganothing dread bard of torment BOSB
      There might be some hints, however sometimes you just happen to meet them while exploring the ship. This way you can't be prepared unless you are lucky and happen to carry something that will win you the fight. Save load tactics should work as well.

    4. Sgt. Killstreak on October 23, 2016

      This. I like this. Especially looking forward to that sniper. One thing I'd ask is to rebalance melee, because I got rushed by a fighter and got stagger-locked by him until I died. I like the new interface and the controls did seem a little better (it's been a while since I played, though) so keep it up!

    5. Rob Crowther
      Superbacker
      on October 22, 2016

      Is there/will there be a Linux version?

    6. Missing avatar

      SteveW on October 22, 2016

      Windows only?

    7. meganothing dread bard of torment BOSB on October 22, 2016

      How does that work with mini-bosses? Searching for a weakness through failed combat (similar to fight games like dark souls) means you are building reloading of save games into the game as a game mechanic (rather unusual for an RPG). Or do we get hints before the fight? Or is a fight so long that you can find the weakness while fighting a single fight?