Isomer is an isometric realtime strategy game inspired by classic XCOM and other more recent sandbox style games. It's open ended, designed to be played in a variety of ways with world exploration, survival, crafting and strategy all blended together. Build up your forces by trading resources for reinforcements with passing resupply ships and mutate your troops into specialist units from scouts to warriors. Enemy forces attack periodically in an attempt to destroy your bases and facilities. How long can you survive? The worlds are procedurally generated, large and teeming with hostile forces, enemy bases, deep catacombs and life. On some worlds, extensive enemy facilities have sprung up and the inhabitants don't take too kindly to new arrivals attempting to poach resources from their backyard. Mined resources can be used to build structures, traps or fortifications as well as traded periodically.

Post news Report RSS We need guns, lots of guns...

The next update is coming along nicely with many many new weapons being added to the next build!

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Yes weapons fans the next update is coming along nicely with many many new weapons being added to the next build. Rather than units being limited to the single weapon their class dictates (Blaster Pistols for workers and Heavy Blasters for warriors .. etc) instead, units will be able to equip different weapons based on a feature of each class - their weapon capacity.

Each unit type can support a certain class of weapon (Light, Medium or Heavy) and will soon be able to equip any weapon that doesn't exceed this. For example, a Worker can support light weapons so will be able to equip pistols and scatter pistols (and any other equipment in the 'light' category later) whereas Scouts who can equip anything from the medium and light categories from the multiprojectile scatter weapons to auto cannons.


The number of weapons in the game is being dramatically increased from 5 in the current build to around 20 with potentially more to come in the future.

There are also new weapon mechanics - each weapon has its own base accuracy modifier (meaning some weapons are more accurate than others) with, for example, scatter weapons firing multiple shots per weapon blast being less accurate than sniper class weapons. Every weapon now has a unique 'cool down' which governs how quickly it will fire and a magazine size. Once the weapon magazine has been depleted the unit will stop firing momentarily to reload, the reload time unique to the weapon.

All this and more will be available soon in the next build so keep checking back and posting suggestions/bugs etc on the forum!

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