Final Days now available on Steam Early Access!

Final Days is now available to buy on Steam Early Access!

As a solo game developer, community support and feedback has a huge impact and means a lot to me. I believe Early Access is a great way to allow fans to play now while helping shape development. Your feedback will help me improve Final Days and make it a better game!

So if you’re interested in getting involved with the Final Days alpha, then I’d love to have you on board! There is a 20% discount for the first week as a reward to early adopters. For more information, please check out Final Days on Steam.

And to coincide with the Steam Early Access launch, I’ve also updated the demo version (to v0.16.0 alpha). There’s no major changes, just a few small fixes and changes. Here’s what’s changed since the last release:

  • Added “more info / contact” menu
  • Added main menu entry to buy Final Days on Steam
  • Changed: Updated exit screen to include links to buy and give feedback
  • Changed: When a player dies, they now drop up to 3 ammo power-ups randomly chosen from what they had (anything with at least half a clip left is counted)
  • Changed: Rankings are now displayed at the top of the screen (instead of centred)
  • Fixed: Logs are now written to “App Data” (specifically “%USERPROFILE%\AppData\LocalLow\+7 Software\Final Days”) instead of “My Documents”. This should stop false detection by ransomware protection products (e.g. Bitdefender) which think that Final Days is trying to mess with the users documents.
  • Fixed: Final Rankings would only display for a couple of seconds after surviving the hordes, before continuing on with the game
  • Fixed: Local players score would be zeroed in the Final Rankings if another player continued playing

Final Days coming soon to Steam Early Access!

I’ve decided to release Final Days in it’s current alpha state on Steam as an Early Access title! It will be available in a few weeks time on Windows initially, with Mac and Linux versions coming later.

As a solo game developer, community support and feedback has a huge impact and means a lot to me. I believe Early Access is a great way to allow fans to play now while helping shape development. Your feedback will help me improve Final Days and make it a better game!

So if you’re interested in getting involved with the Final Days alpha, then I’d love to have you on board! There will be a 20% discount for the first week as a reward to early adopters.

For more information, please check out Final Days on Steam.

Final Days demo: “Difficulty” update (v0.15.7)

I’ve just released a minor update to the Final Days alpha demo (v0.15.7).

Some new players were finding the difficulty of Final Days to be a bit too full on. So I’ve added a difficulty option when starting a game which should help with that. So if you’ve been struggling a bit, try changing the difficulty to “Easy”. And if you’d like more of a challenge, you can bump it up to “Hard” or even “Insane”!

I’ve also made a few other changes, tweaks, and fixes which are detailed in the changelog below.

If you already have the demo installed, you should be prompted to update when you next launch the game. If not, you can download the Final Days demo from here.

v0.15.7 Changelog

  • Added difficulty option (easy, normal, hard, or insane)
  • Changed: For single player, further reduced the delay after game over before the player can respawn (2.5s instead of 4s)
  • Changed: For multiplayer, the player can now choose to spawn much sooner after the final rankings are displayed (2.5s instead of 10s). The final rankings will also remain visible for the player until they choose to spawn.
  • Changed: Added lighting to power-ups so they stand out better in the dark
  • Changed: Colour code ping times in server browser
  • Changed: Made the dedicated server UI a little more friendly
  • Changed: Made some minor performance improvements
  • Changed: Games hosted in this version are not compatible with older versions
  • Fixed a rare crash which could occur when browsing servers

Huge update to Final Days demo! (v0.15)

I’ve just released a huge update to the Final Days alpha demo (v0.15)! There’s quite a long list of changes, so I’ll try to give you a quick overview of the main ones.

The biggest change is the addition of split-screen local multiplayer support. Up to 4 people can now play locally on the same computer. In addition to that, split-screen games can also join online/LAN games. So for example, if you have 2 computers, you can have up to 8 players playing in the same game! Or 3 computers with up to 12 players! And so on.. 🙂

The next biggest change for the demo is that I’ve replaced the old “House” map with a new one called “Crossroads”. It’s a bit more open and should allow for a little more in regards to tactics and strategy. I hope you like it!

In addition to the above, there has also been several gameplay tweaks, a bunch of controller related improvements, heaps of aesthetic improvements, and many other miscellaneous additions, changes, and fixes! You can read the complete detailed list of changes below.

If you already have the demo installed, you should be automatically prompted to update when you next launch the game. If not, you can download the Final Days demo from here.

Changes:

Split-Screen Local Multiplayer

  • Added support for split-screen local multiplayer (for up to 4 local players)
  • To add another player, press “shoot” on the other players controller. (Other accepted inputs are “Start” or “A” on controller, and “Enter” or “E” on keyboard.)
  • To drop a player out of the game, open the in-game menu using their controller (e.g. by pressing “Start” or “Esc”) and select “Player Drop Out”.

Gameplay

  • Increased field-of-view to roughly 180 degrees and gave it a wider gradient
  • Player now moves faster when running forwards, and slower when running backwards
  • Player turning speed is now much faster
  • Reload changes:
    • Made reload a little faster
    • Added progress meter for reload
    • Shoving now cancels reloading, but it automatically continues reloading after shoving (from 1 of 4 stages)
    • When reloading, the clip is now emptied after the first stage
    • Can now cancel the first stage of a reload by firing if there’s still rounds in the clip
    • Don’t auto-switch when picking up new ammo types if currently reloading
    • Improved reload animation
  • Changed player indicator to a health/armour meter
  • Added ammo level indicator above crosshair
  • Made a few improvements to the crosshair and target indicators
  • Power-up changes:
    • Power-ups now appear on the mini-map
    • Power-ups now flash when they’re about to despawn
    • Added glow effect to power-ups to make them stand out more
  • Added highlight to crates to make it more obvious they can be interacted with
  • Illuminate players more to make them easier to see in the dark
  • Enemies now flash red for a bit when they enrage

Controller / Controls

  • Changed how controller aiming and zooming works. The player now has full control over the crosshair position (which determines the zoom level).
  • Can now hold “shoot” button to continually fire with non-automatic weapons
  • Improved controller aiming sensitivity and added option to adjust it
  • Added option to change controller auto-aiming mode. Can choose between full, partial (default), and none.
  • Added “Sticky Aim” option for controller which lowers aiming sensitivity when the crosshair is near a target (on by default)
  • Added controller vibration support (can be disabled via options)
  • Added option to specify the controller dead zone
  • Can now move in 16 directions with the controller (instead of only 8)
  • Input device used to play the game (e.g. keyboard/mouse or controller) is now determined based on which input device was used to start the game
  • Changed controller “interact” button from “X” to “A”
  • Can now scroll credits with right thumbstick of controller
  • Fixed: Menu navigation with controller thumbsticks was too sensitive

Aesthetics

  • Improved the in-game UI
  • In-game UI is now scaled based on resolution
  • Improved view scaling method which reduces texture shimmering and scaling artifacts (only enabled when graphics quality is “medium” or higher)
  • Added dynamic shadows (only enabled when graphics quality is “medium” or higher)
  • Added muzzle flare and explosion lighting effects
  • Added graphics quality option (under video options). Settings are:
    • Low: Lower quality view scaling, Shadows disabled
    • Medium (default)
    • High: Higher resolution lighting
  • Improved blood effects
  • Gore chunks now fly out of enemies and players when they die
  • Increased blood spray on death
  • Bullet trail size and muzzle flare animation is bigger for more powerful ammo types
  • Added bullet hit animation for objects and walls
  • Added a different firing animation for heavy ammo types
  • Added an animation for the player when changing ammo types
  • Made a few improvements to walking animations
  • Improved player shove animation
  • Made map darker
  • Added random debris, gore chunks, and stains to maps
  • Added some shading variation to debris
  • Changed Bloat sprite so that its face only looks up during attack
  • Tweaked enemy rotation speeds (now different per enemy type)
  • Highlight local player in player lists and rankings
  • Ammo power-up text now follows player
  • Improved appearance of large sprites (less jagged/uneven pixels)
  • Reduced scaling artifacts in sound wave visual effects

Miscellaneous

  • Removed Steam Greenlight prompt (Thanks for helping get Final Days greenlit!)
  • Changed the minimum required OS to be Windows 7. Unfortunately, Windows Vista does not work.
  • Replaced “House” map with new “Crossroads” map
  • For single player, reduced the delay after game over before the player can restart
  • Reduced display time of final rankings from 15s to 10s
  • Can now change the display resolution while in-game
  • Changed “frame rate” video option from “full/half” to “60fps/30fps” to be clearer about its effect
  • Enhanced stereo effect on 3D sounds
  • Changed default music volume to “5” (50%)
  • Changed “bullseye” bonus to “crack shot”
  • Added clickable links to website, Twitter, and Steam to title screen
  • Made options to quit the game more user friendly
  • Tried to make spawn message clearer
  • Changed the message when continuing after surviving the final wave
  • When starting a game, “max players” and “bandwidth required” is now hidden for private games
  • Several performance improvements
  • Made some improvements to the crash reporter screen

Fixes

  • Fixed: On rare occasions, other players would be invisible when joining an in progress game
  • Fixed: Made interaction with doors a lot more reliable (no more opening doors through walls)
  • Fixed: Sounds were occasionally inaudible when they were actually close enough to be heard
  • Fixed a few things which didn’t pause when the game paused (i.e. reload, invincibility, spawn timer)
  • Fixed: When joining a game, the “press shoot to spawn” message would not be displayed in some circumstances
  • Fixed a few glitches with the mini-map sonar range finder
  • Fixed a bug in MonoGame which resulted in a crash when running from a UNC network path
  • Fixed: Try to gracefully handle an unsupported graphics device/driver (instead of just crashing)
  • Fixed: Gracefully handle errors when launching the updater or opening a web page (instead of crashing)
  • Fixed: Reload animation was not cancelled when other players switched weapons
  • Fixed debris animation speed for 30fps mode

Final Days has been Greenlit!

Greenlit

Final Days has been Greenlit on Steam after 16 days! I’m not sure if that is good or not these days, but I’m super stoked about it regardless! 😀

Thank you so much to everyone for your support and helping to make this happen! It’s much appreciated and means a lot to me!

Now it’s time for me to get back into some serious development on Final Days so that I can get it finished and ready for release!

Minor update to Final Days demo (v0.14.3)

I’ve just released a minor update to the Final Days alpha demo (v0.14.3). It’s mainly just to make hosting a game a bit more straightforward.

If you already have the demo installed, you should be automatically prompted to update when you next launch the game. If not, you can download the Final Days demo from here.

v0.14.3 alpha changelog

  • Changed: When starting a new game, the game type is now specified in the same screen
  • Added: When starting a new public game, a prompt is now shown about UPnP / port forwarding requirements
  • Added prompt about Steam Greenlight when exiting

And for completeness, here are the changelogs for the previous updates I released also:

v0.14.2 alpha (2016-02-16)

  • Changed: Feedback screen now also supports clicking of the submit/cancel labels
  • Added hovering help text for doors and crates
  • Fixed: Cancelling out of the “manual connect” address entry could cause a crash
  • Fixed crash at startup when in a region using decimal commas (e.g. European countries)

v0.14.1 alpha (2016-02-03)

  • Fixed a GDI leak in MonoGame which occured when running in fullscreen and could eventually lead to a crash
  • Changed: Try to gracefully handle the rare possibility of the crash reporter crashing
  • Changed: Improved server crash handling

For future reference, you can view the complete changelog in the Final Days installation directory (normally “C:\Program Files (x86)\Final Days Demo”). The file is named “DemoChangelog.txt”.

Help Final Days on Steam Greenlight

I’ve just put Final Days up on Steam Greenlight! For those that don’t know, Steam Greenlight is where the community votes for the games they’d like to see on Steam.

As a solo indie dev, I need all the help I can get! So if you want to show your support, please vote “Yes” for Final Days on Steam. And please feel free to share this with your family, friends, and anyone else you think might be interested. Every little bit helps 🙂

Thanks for your support! 🙂