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.

Isomer is evolving constantly as we add more features and content.

Early access to Isomer is available on our website, current features and progress can be found on here and on the development status page!

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Screenshot from build 0.8.8.1 Screenshot from build 0.8.8.1 Screenshot from build 0.8.8.1
Blog RSS Feed Report abuse Latest News: Going deeper underground..

0 comments by Ionising on Aug 15th, 2014

After a few days of downtime following the crunch involved in getting Isomer ready for Steam, I have just released a new Isomer build. Build 0.8.9.1 focuses on enhancing enemy bases in a number of ways and fixes bugs reported on the forums from the last build.

So, what's new with enemy facilities? Firstly there's a new block called an alarm control core - this block can be found in some enemy bases and controls all the alarm sensors throughout this facility. Destroying a base alarm control will disable all the sensors and alarms in the building making it easier to assault the powercore without interruption.

Secondly, enemy bases can now extend underground! Previously no enemy base could have any part of it below the ground, as of this build several buildings have extensive underground rooms and corridors adding to exploration and discovery.

Aside from this, two entirely new enemy buildings have been added and more than ten others have been tweaked and updated. Below is the complete changelog for this build:

  • New: Enemy units are now damaged by touching biomass plants.
  • New: Added new enemy buildings.
  • New: Enhanced enemy facility generation by allowing buildings to have an underground facilities.
  • New: Game version is shown on title screen.
  • New: Added new transition screen with stars rather than tiling scrolling background.
  • New: Enemy bases can now have their alarms disabled by destroying the alarm control block.
  • Improvement: Updated player dropship.
  • Improvement: Player spawn points can now be built and now require minipowercores.
  • Improvement: When a new game is generated the local world around the starting dropship area is automatically revealed.
  • Improvement: Steam achievement 'Cut the red wire' (related to disabling alarms) now can be achieved.
  • Improvement: Enhanced a large number of existing prefabs.
  • Bugfix: Fixed bug where enemy units would loot resources for the player!
  • Bugfix: Fixed bug in launcher which would enable the non-Steam update option if it failed to read the locally installed version number.
  • Bugfix: Fixed crashing bug with generating 2D selection block that goes off the edge of the screen.

As with previous new builds, you can update Isomer either via the Launcher (if using the non-Steam version) or by letting Steam handle the process for you automagically!

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Post comment Comments  (70 - 79 of 79)
Bomtaker01
Bomtaker01 Nov 29 2012, 4:56am says:

You sir earned my watch, i love this idea!!! is it like one level after another or is it one big expansive world?

Edit:Nevermind looked at the devlog XD

+2 votes     reply to comment
Ionising
Ionising Dec 2 2012, 11:11am replied:

Cool! It's one big expansive world rather than lots of smaller incremental levels.

+2 votes     reply to comment
Bomtaker01
Bomtaker01 Dec 7 2012, 12:53pm replied:

GREAT!!! i loved the original X-com and i love dwarf fortress!!! the fact that its one huge world just puts the icing on the cake :D

+4 votes     reply to comment
Death9Angel6
Death9Angel6 Nov 23 2012, 2:32pm says:

Wow nice. Looking it will be great game in the futuer :p

+2 votes     reply to comment
HabitueGames
HabitueGames Nov 20 2012, 10:22am says:

Very interesting looking keep up the work!

+2 votes     reply to comment
Ionising
Ionising Nov 21 2012, 11:38am replied:

Thanks :)

+1 vote     reply to comment
Insolent.
Insolent. Nov 5 2012, 11:55am says:

This sounds great! I love the way you leave it up to the player whether to explore, hunker down and fortify, or agressively expand. For some reason I get the vibe of that 1999 game, "Outcast", from a gameplay perspective, in addition to XCOM. There is that freedom to explore, coupled with a defined mission.

+2 votes     reply to comment
Ionising
Ionising Nov 7 2012, 7:11am replied:

Thanks Insolent! :)

The idea of having a responsive open world is a really important one for me when developing Isomer. I want the player to be able to feel that, no matter how they interact with their surroundings, anything is possible and the world will challenge them in response to their actions. If they want to build up a fortress of defensive units and walls around their drop ship they can, if they want (and have the firepower) to attack and rip apart a nearby enemy barracks for resources they can, if they want to probe deep tunnels and mines to see what perils await them that's awesome too.

I had a look at Outcast and somehow I completely missed this game back in the day - I like some of the ideas there!

+1 vote     reply to comment
Ionising
Ionising Oct 25 2012, 7:50am says:

Currently in heavy development, the devlog over at TIGSource forums gets a lot of progress updates :)

Forums.tigsource.com

+2 votes     reply to comment
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Isomer
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Windows
Developed By
Ionising
Engine
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Ionisingsoftware.co.uk
Release Date
Released Aug 29, 2013
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