Assume the role of a young woman who gains control of a powerful weapon after a mysterious group of assailants nearly kills her with it. Now she must fight from street to street against forces that will stop at nothing to recover the weapon. During the course of the adventure, players will piece together the Transistor’s mysteries as they pursue its former owners.
Transistor invites players to wield an extraordinary weapon of unknown origin as they explore a stunning futuristic city.
Supergiant is designing their next game to seamlessly integrate thoughtful strategic planning into a fast-paced action experience, complete with studio’s signature melding of responsive gameplay and rich atmospheric storytelling. All people from the Bastion development team are working together again on this new project, with the aid of a handful of talented new people who’ve joined Supergiant since Bastion’s launch.
Transistor is expected to be released in early 2014. It has been not yet decided on which platform or platforms the game will be available for.
v0.4 and the new launcher (v0.2_ZL) are dropping tonight!
First of all, there's the brand new launcher. I got a lot of feedback from all of you about the old launcher, so I rebuilt the mod manager from the ground up with a new UI and your requested changes.
There's plenty more coming for the launcher, too. In future updates, I'll continue adding UI improvements and animations (I'm thinking that I'll format the launcher to look like an OVC terminal), re-adding the sounds from the old launcher, and including any other settings you'd like me to include. Right now, that Hyperthread() Details button doesn't do anything, but in the next update, it'll give an overview of the changes Hyperthread() makes to the base game. Overclock() and Pipeline() will have buttons too.
The settings screen is a work in progress, but everything you see here is functional! As you've requested, the mod manager now supports custom resolutions, custom install paths, and launching Transistor automatically on mod installation! Let me know if you'd like any other settings added (and don't worry, the UI on this screen will be cleaned up soon).
Hyperthread() mostly received code updates in the background that prepare for the new version of Switch() (which is being completely replaced and recoded to more accurately fit Hyperthread()'s gameplay style) and Royce / Copycat (both of whom currently don't work, unfortunately). There were also numerous bug fixes, text updates, UI changes, crashes removed, and function tweaks.
You can read the full changelog for this update right here.
As always, thanks for playing, have fun, and feel free to leave me feedback, comments, or suggestions!
You've asked me how Hyperthread() encourages real-time combat, what changes are actually made, and how Transistor works without depending on Turn(). I...
The names for the other two mods are set, and the mod manager is being re-skinned to be much prettier and cleaner. Now, what's left to get Hyperthread...
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