Unvanquished is a fast-paced, futuristic FPS with RTS elements, pitting technologically advanced humans against hordes of highly adaptable aliens. The player can choose from either team, providing a fresh gameplay experience on both sides of the conflict. The game is under highly active development, with a new alpha release being made at the beginning of each month.

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Blog RSS Feed Report abuse Latest News: Alpha 30: Project of the Month Edition

1 comment by kharnov on Aug 5th, 2014

Unvanquished Alpha 30 Universal

Hello friends, and welcome to the latest installment of Unvanquished. We were nominated as project of the month for July by Linux Game Awards, and we've taken note of the feedback that everyone gave us over the last release. There are many fixes in this one, along with some new content. We are grateful for the nomination and the attention we have received. Thank you!

New armory!

The new armory model is now in this release. As you can probably tell, it looks absolutely nothing like the old one, and presents a more circular design. It's taller than the previous armory, and you'll need to be a bit more creative if you intend to camp on top of it. We are open to suggestions as to what to display on the screens that you can see in the shot.

New hive!

Everyone's favorite late-game alien defense structure now has a new model, too. The model lies closer to the ground and has a face to ensure that you will feel guilty when firing upon it. For the moment it still fires a swarm of buzzing things, but in the near future it will fire off individual flies.

Beacons!

We now have a cool new beacon system that will lay the foundations for many future changes, but they are already usable as-is. It is now possible to mark things with a variety of beacons visible to teammates, including attack, defend, pointer, repair, and time beacons. They are also visible on the minimap. We tried our best to make them unobtrusive, and in the future, we will use the system for team radar. Give us feedback!

Vertex data optimization!

For this release we've merged in our ‘vertexpack’ branch, which adds some efficiency to our renderer in the form of more efficient vertex attributes. This should result in less GPU memory usage per model, and depending on the graphics card in question, faster vertex shader invocation should result in some users noticing a degree of performance increase. We will have an article soon on the more technical aspects of it, as well as future plans regarding it.

Weapon inertia!

As part of what will be a series of changes in making the first-person weapons behave more realistically, human weapons now all have inertia behind them. This means that they will now lag slightly when following your motions.

Bug fixes!

We spent a lot of time going over the new libRocket interface and fixing things, so it should be a lot better than it was on its debut last month. For instance, we've reorganized many things in the interface, including many small things like adding a new team selection box. We also fixed long-standing issues like the weirdness with first-person models while spectating, assorted console strangeness, and the abundance of dynamic light created by marauders for no reason.

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Unvanquished Alpha 30 Universal

Unvanquished Alpha 30 Universal

Aug 5, 2014 Full Version 0 comments

Everything you need in one package, for Windows, Linux, and Mac. Check our website for the release post and/or Linux distro-specific packages.

Post comment Comments  (60 - 70 of 82)
Rhyl3yMaster
Rhyl3yMaster Nov 18 2012, 5:31pm says:

\your weapon models, Are they the ones announced in Tremulous, but never added?

+2 votes     reply to comment
Predalienator
Predalienator Nov 14 2012, 9:11am says:

Been playing Trem since it was released but sadly things have been quiet. Glad someone took up the mantle and continued Trem's legacy

+3 votes     reply to comment
Rhyl3yMaster
Rhyl3yMaster Nov 18 2012, 1:00pm replied:

even my favorite servers in trem closed now.
The Zombie Mod closed too.
Aleast Trem lives on here.
Trem was even going to get a XBLA port at one point though...

+2 votes     reply to comment
Expack
Expack Nov 12 2012, 9:18am says:

Great looking open-source game, but I'm curious - why did you choose to use ioquake3 version of the Quake 3 engine when the slightly superior Quake 4 engine is now open-source?

+4 votes     reply to comment
kharnov
kharnov Nov 12 2012, 12:50pm replied:

At the time we started development, the Quake 4 engine wasn't open source yet. When it was released, we had already spent many months getting the game to a relatively stable state, so we decided it wouldn't be worth it, especially since we already have renderer improvements from XreaL.

+3 votes     reply to comment
Rhyl3yMaster
Rhyl3yMaster Nov 11 2012, 10:55pm says:

Man this reminds me so much of T.R.E.M.U.L.O.U.S. Maybe its cause your a fan of Trem? Anyways, Thats a GOOD thing.

+4 votes     reply to comment
rocknroll237
rocknroll237 Nov 12 2012, 3:57am replied:

I thought Unvanquished was a fork of Tremulous in the same way Xonotic is a fork of (old) Nexuiz?

+3 votes     reply to comment
kharnov
kharnov Nov 12 2012, 12:49pm replied:

Yep!

+2 votes     reply to comment
ceriux
ceriux Nov 5 2012, 12:56pm says:

tracking!

+2 votes     reply to comment
Insolent.
Insolent. Sep 4 2012, 11:16pm says:

This is free and open source? You, sir, are a gentleman and a scholar. Thank you for this game. :D

+5 votes     reply to comment
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Unvanquished
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Engine
ioquake3
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Released Feb 28, 2012
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