Share this project

Done

Share this project

Done
Single player/co-op RPG in a retrofuturistic world. Explore a half deserted metropolis, slowly making its way through the universe.
Single player/co-op RPG in a retrofuturistic world. Explore a half deserted metropolis, slowly making its way through the universe.
Single player/co-op RPG in a retrofuturistic world. Explore a half deserted metropolis, slowly making its way through the universe.
1,698 backers pledged £58,776 to help bring this project to life.

Fighting Arena is out!

18 likes

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)

Comments

    1. Studio MONO 3-time creator on October 27

      2Mat Fleck
      Regarding your suggestion about the sound of "when a shot actually hits". You mentioned BioShock as a reference. Which one?

    2. Studio MONO 3-time creator on October 24

      2Jo Wilson
      Ok, got it, won't use 4shared for mirror purposes anymore.

    3. Jo Wilson on October 24

      Sorry just saw the bit about Mac client. Thank you! Looking forward to it.. Finished all of Shadowrun and need another cyberpunk RPG to replace them. ;)

    4. Jo Wilson on October 24

      Cannot get Mirror 2 to work, it is all spam! Any way is this other mirror also a Mac version? Or is Windows as well? Thank you :)

    5. Studio MONO 3-time creator on October 23

      2Mat Fleck
      Thank you for your feedback! We are taking notice of all comments we see and will try to improve the next build in all possible ways.

      2Angel Rua Amo
      Thank you! We are working hard to bring you Mac and Linux version as well.

      2Lars Schiefelbein
      As most file sharing services 4shared can trick you to press the wrong download button. We've made that mirror just as an option, you better use the first link that is based on our own server. Sorry to hear this turn out that way. It's a version for WIndows - the Mac version might be available when the next iteration of Fighting Arena is out.

      2cb.spike
      Yes, we do. Might be next version of Arena will be Mac friendly as well.

      2GoblinPriest
      Супер, спасибо!

    6. Mat Fleck on October 23

      Played the demo for a little while this morning and I'm impressed. First of all, it runs great on my machine. The controls are different from what I used to play before, but I got used to them within seconds. Combat feels great and I love the taking-aim-mechanic. Mowing down enemies one after the other doesn't work and getting out of cover is risky. Great.

      Since the weapons work so well already and feel convincing, I would really like to get some kind of feedback (audio and / or visual) whenever a shot hits the barricade instead of the supposed target. Also it would be nice to get a more prominent feedback when a shot actually hits (a specific sound, like e. g. in BioShock). AI made a fine first impression on me. Will play some more later today! Thanks :)

    7. Missing avatar

      Angel Rua Amo on October 22

      Since I don't use Windows I can't get it running. Anyway, thanks you for the screen captures. It seems pretty amazing!

    8. Lars Schiefelbein
      Superbacker
      on October 22

      Dudes, tried to download from 4shared and now I don't have anything from you but tons of scam. Thanks for that...
      Is that version at least a version that runs on Mac?

    9. Missing avatar

      cb.spike on October 22

      Not a big deal but are you planning a mac version?

    10. Missing avatar

      GoblinPriest on October 22

      Оставил развернутый комментарий после двух дней теста на форуме Nuclear City. Буду тестить дальше - писать на форуме больше:)

    11. Studio MONO 3-time creator on October 22

      The easiest way would be here in comments :).

    12. Mat Fleck on October 21

      Where do you guys prefer to get feedback (forums, Kickstarter comments)? Please clarify :)