Isomer is an isometric realtime strategy game with world exploration and survival elements, where the player controls alien forces hell-bent on conquering human worlds for their resources.
The worlds are large, teeming with catacombs and life, procedurally generated with gameplay inspired by classic XCOM and dwarf fortress style games. Each play through is unique presenting different challenges and requiring different tactics.
At long last I was able to spend some time working on the weapons system in Isomer! This has been something I've wanted to do since the start of the year, if not sooner, but other development priorities kept coming up and it was not until this build (0.8.4.1) that I was able to devote the majority of my development time to this task. I'm really pleased with the results, units can now equip a variety of weapons greatly adding to the variety of play. Each new weapon has different characteristics but first let me say a little about the new mechanics.
Each weapon has a number of extra attributes as can be seen from the unit weapon selection screen above. New in this build are 'rate of fire' which relates to how quickly the weapon cools down between shots, the number of 'shots per blast' that each weapon emits - some weapons like the scatter rifle fire lots of smaller projectiles making them great for clearing small areas. Each weapon now has an 'accuracy' rating which is used in the overall hit/miss calculations alongside the skill of the unit. Lastly, each weapon has a set number of shots before the unit must pause to reload (the magazine size), the reload speed will also vary depending on the complexity of the weapon.
So as you can see, there's a big difference between the new weapons with some being rapid firing autocannons and others having a lower rate of fire but blasting out a number of projectiles in a shotgun like fashion. There are also dangerously accurate and heavy hitting sniper weapons available to both sides, and of course you can loot and use enemy weapons should you wish to!
As an added quirk, enemy units can loot alien weapons from your fallen units and may swap their own equipped weapon if they like the alien one better!
Not only are there many new weapon mechanics, but the Lancer weapon types finally appear (they've been in the code since before the first public alpha build but disabled), Lancer weapons deal slightly less damage than Blaster weapons, however the power of the weapon blast is not degraded by the armour rating of the enemy unit the weapon blast hits! That makes these weapons very useful against enemy Heavy units.
This build sees the start of the equipment store with weapons being bought from the supply ship and looted from enemies. This concept will be built on for the next update which shall greatly improve trade, economy and the supply ship mechanic. It will also be able to sell looted weapons in the next build and biomass will play a much bigger role in the game, becoming the primary currency as well as a resource. Much is planned for 0.8.5.1, but I'll talk more about this in the future.
Games saved in this build will be not able to be played in previous versions due to a bump in the save file schemas.
The full change log is below:
As usual, the update can be downloaded through the Isomer launcher.
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