A project that utilizes physics based game play to propel the player’s ability to overcome obstacles, environment hazards and other enemies. Each player will have to move fast, think with split second decisions, and be aware of their surroundings to truly dominate the field. Stream across the landscape with grapple abilities, devastate with a powerful push, reach in for the kill with pull mechanics and rack up that damage multiplier that will increase the severity of your mind shattering abilities. Each battle will never be the same as you customize your character with different abilities and weapons, facing against your foes in ever evolving deadly environments. Every battlefield will have it's own style from the skylines of tomorrow, energy containers spewing electricity everywhere or tons flying aircraft that will kill you on contact , prepare yourself if you can, it's going to be XTREME!

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Blog RSS Feed Report abuse Latest News: First Fatal Velocity Public Appearance - Day 2 of 2

0 comments by RangePlusOne on Apr 6th, 2014

Round 2 of 2

After what happened yesterday with the false start (Click link to read up: Alturl.com) along with how we lost such an opportunity to get countless people to play/demo Fatal Velocity in the beginning; Oscar and I were extremely determined to make the most of today.  Unfortunately, things didn't exactly go as planned.

Expect the Unexpected
1) Fewer People Than Yesterday: I literally had to go hunting for League of Legends tournament players that were waiting between rounds.  Hoping that I could get them volunteer a few minutes of their time to tell Oscar/myself their thoughts of FV.  It again, was expected that some would be very resistant and wouldn't try the game whatsoever, however, and thank fully - most were more than willing.  It helped as I told them Range Plus One was aiming for full commercial release, the dreams to get on Steam Greenlight, and running a successful Kickstarter.  As I've previously said,  you just have to be humble, ask 'em and they will be more than willing! 

2) The Dead Zone: This was an ideal spot in the campus (if everything went as planned), we had a flat screen TV running our trailer on loop, some sofas for people to chill around while they wait and it was placed right beside as the spectator theater!  (People going in or coming out would see FV in action, and we would have been able to bag a few)  BUT because they were having some issues with the overhead projector - that killed it, the room was empty.

Event Day 2

3) We did our best to make sure we could get eyes on the product.  I made a small questionnaire (5) simple 1 liner questions eg:

- What was your fav ability in the game?
- What was your least favorite ability in the game?
- Would you support us on Kickstarter?
- How much would you be willing to spend for this kind of game?
- Want to leave your email to stay in touch with the team?

The results? : 24 out of 27 that filled these out said they would support AND provided their emails!

 YAY! Initial mailing list officially started!

Tomorrow is the team lunch!  Will be sure to vlog that! 

Ps. Here's a sample piece of some of the upcoming concept art this week!

Gottliche Concept Armor


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Fatal Velocity Official Kickstarter Build 1.1

Fatal Velocity Official Kickstarter Build 1.1

Apr 12, 2014 Demo 0 comments

Hello all! This is our official Fatal Velocity Kickstarter build. We hope you check this out and give it a go. The dev team will have hosting sessions...

Post comment Comments  (0 - 10 of 20)
PunchingStuff Apr 12 2014, 9:20pm says:

I played the UDK build yesterday it was really awesome i hope i to see alot of people at the dev session.

+1 vote     reply to comment
RangePlusOne Apr 13 2014, 10:43pm replied:

Hey! We hosted a session but I don't think you were there today? We had 9 in total today :D We'll be having another session this Tuesday at 11am hopefully you can make it out then OR I can host one when you're available and get some of the devs to join! Let me know :)

+1 vote     reply to comment
PunchingStuff Apr 14 2014, 9:09pm replied:

It's a bit hard for me because i live in australia and i had to go to school during the dev session, but i think i can make it to the one on friday. I think your team is doing a great job.

+1 vote     reply to comment
RangePlusOne Apr 16 2014, 4:07am replied:

Thanks for coming out to play with us buddy! We hope to keep growing :D

+1 vote     reply to comment
ChickenDelight Apr 2 2014, 3:29am says:

The fact that I waited for this game for so long, just to see that all it is, is a flappy bird rip-off!?

+2 votes     reply to comment
RangePlusOne Apr 3 2014, 3:46am replied:

Yeah! The past 4 months, this was the everything we worked on. We hope you enjoyed it and tell all your friends about the incredibly thrilling experience you had! :D ;)

+1 vote     reply to comment
Guest Apr 2 2014, 8:31pm replied:

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RangePlusOne Apr 3 2014, 3:47am replied:

shhhhh it's the real deal... for realz!11 ;)

+1 vote     reply to comment
Borzi Mar 30 2014, 11:22am says:

For the delay, make sure your Network/PhotonView is on "Unreliable on Change". This will make positioning a bit less accurate, but makes things a lot quicker (which is fine for player movement or, in this case, a grenade exploding). Unreliable on Change doesn't delay the time that an RPC is called or anything like that, its purely movement or reaction related. Hope this helped! Looks interesting :)

+1 vote     reply to comment
RangePlusOne Mar 30 2014, 2:17pm replied:

Thanks a lot Borzi! I'll definitely forward this on to our programmer :D

+1 vote     reply to comment
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