Last week we released a huge update where we transformed skins into real ships with different stats and unique weapons. Hopefully this will create a more diverse gaming experience and retain players in the game.
New patch! This time we have added an upgradable cargo, to upgrade it you need to find specific space junk in the game or with the expensive flux currency.
Read more @ http://forum.astroflux.org/index.php
Check out our new awesome crew portraits available in Astroflux. They were painted by the talented Daniel Walsh.
The last month we have been working on a new solar system and a redesign of the artifact view. We have also planned for the future.
New solar system:
- 2 new bosses
- 3 new weapons
- 7 new enemies
New artifact view:
- Mass recycle
- Better overview
- Better summary
Vibrilian is open! Load of new enemies, how about some Blood planktons? Or Blood Macrofags? Also Deamons, Locust Eggs, Fire Moths, Electro Blobs, and the new boss Chelonidron.
We will reward first player 1000 Flux to take down Chelonidron and posting a video on Youtube showing it. Just make sure to post a link on the Astroflux forum to the video. Let the bug hunt begin!
Before / After on our Starling port
This is what we have been working on the last couple of weeks and now you can see a preview in a before and after shot. Hopefully you will notice which one is after ;-)
Porting the game to Starling was not that difficult, but it took time and we had to choose whether or not to keep the native vector graphics or not. We chose to go all in for Starling and removed almost every native flash component. Which in the end will be a good decision because every piece of graphics end up in a sprite sheet and thus reducing memory costs and messy code.
Stay tuned and we will post more previews!
Last week we released timed missions and it turned out to be a huge success with over 2500 missions played within 24 hours. Timed missions creates a time limit on regular game play and is an unlimited resource generator. You can also earn 0-3 flux by completing timed missions, the amount of flux is not set in stone and we might tweak it in the future.
So far there are missions for level 1-15. The next step will be to implement more high level missions, within level 15-30. After that we will see what happens.
Watch our new gameplay video from the Mitrillion solar system with both PvE and PvP gameplay.
We have so much going on here, the Astroflux team is working like crazy these days. So, today we have one the the biggest updates to Astroflux since the dawn of time.
1. Mission system
2. Weapon changes
3. Improved experience for new players
You can check the patch notes here: http://forum.astroflux.org/viewtopic.php?f=6&t=217
And you can of course play the game here: http://www.astroflux.net
We have a brand new design for the crew selection page when starting a new explore. We made a more compact, business card like design for the individual crew members to let you get a better overview of what they are up to. The levels is hopefully more highlighted with the highest one in the brightest colour.
We also made the sorting better by now starting with the available crew members on top. Before we did not even show the crew members out on a mission (to save space) but think this give you a better view of all of them.
Also, we added a test version for you to try that uses the whole browser space to let you view more of the game at once. This is a big step for us towards a full screen, graphic accelerated version of the game that should dramatically boost graphic performance and making it possible to add even more particle effects and such.