Hi everyone, a little while ago we released the 1.4 update for Dystopia. It's been in the works for a long time and contains a ton of changes - just about every weapon received balance tweaks, almost every map has been updated to be more fun and streamlined, graphical improvements, sounds, optimizations, you name it.
As always, Dystopia is a free mod for the Source engine and can be grabbed on Steam here.
Check out the massive changelog below!
THE DYSTOPIA 1.4 CHANGELOG
Bug fixes:
Animation is no longer carried over when changing weapons, firing or reloading (so a player firing a weapon and then switching to the katana will no longer make it look like they swung the katana, or a reload animation hiding an attack etc.) One exception to this is katana swings, which continue to play through weapon change.
Looping spider grenade sound effect should be fixed
Better lag compensation between fast moving players
Cyber players will now always transmit their position to one another (so map optimization will not interfere with cyber trail visibility)
Players should no longer briefly appear floating somewhere in the map when they're respawning
Infinite stealth bug fixed
Client command that would make stealth more visible removed
Floating HUD icons now fade in opacity when getting very close (so your screen won't turn blue when being very close to a breakable objective etc.)
Fixed some stat tracking inconsistencies with implant energy use
Improved weapon attachments on player backs so there should be less clipping
Fixed some implant icon color inconsistencies (coldsuit, IFF info)
Switching to the rocket launcher while it's reloading no longer causes it to spam the draw weapon animation
Decreased the comically large size of ejected shells from machpistol, smartlocks, assault rifle, mk808 and minigun
dys_ragdolls console command now actually works to hide bodies and gibs to improve FPS, and has been added to the multiplayer advanced options menu
Holstered weapons no longer float in the air for a short time after killing someone
Disabled primary weapons from being holstered as they were causing a huge FPS loss
meatspace.cfg now execs when you respawn (so if you're dumpshock killed, you won't be running around meatspace with cyberspace cfg executed)
Fixed rare end of map crash
Fixed bolts seeming to vanish in mid-air when landing a direct hit
Fixed cyberspace/meatspace microphone not working (being able to hear meatspace sounds while in cyberspace -- a super old feature that broke a while back)
Cyber microphone now has 384 range and volume scales as the source is further away from your meatspace body
Fixed FPS drain involving muzzleflashes
Fixed various beam weapons not showing up with r_drawviewmodel 0
Fixed old graphical issue involving sparks, blood and ragdoll dissolve effects using the wrong materials
Weapon model sway should no longer cause jitters with high ping
All hitscan weapons should no longer play multiple clientside effects (i.e. multiple ion cannon beams) with high ping
Fixed looping sound bug if player jacks out while ICE mine is tracking them
Jumping up and down ramps is now much more consistent with regards to velocity reflection (i.e. bouncing down ramps or jumping high up off of a ramp)
Fixed cyber bubbles not showing up if you were spectating a player in cyberspace
Fixed a bug where the spectator GUI would go away for spectators on round change
Fixed leg boost charge being on the same sound channel as spawn sound effect
Fixed bug where cyber movement code locks you on the ground, and velocity impulses (i.e. explosions) wouldn't launch you into the air unless you're already airborne
info_target entities now reset on round_restart (this was causing issues with env_laser and other entities breaking on round change)
Double-clicking or pressing Enter will now properly load the selected preset
The defending team is now correctly declared the winner when a round ends due to timelimit, so the right info_camera will be chosen
Fixed screen jitter when spectating a player who is crouching and bunnyhopping
Can now change loadout after spawning even if the spawn point has it's model disabled
Fixed bug where stealth would render improperly if a ragdoll of that class type existed
Fixed server crash involving removing or killing a cyber_ice
Fixed looping sound bug when firing tesla with 1 ammo left
Features:
Dystopia has been ported to Source SDK 2013
Radial damage indicator for both meatspace and cyberspace
Implemented soft collisions for teammates
Weapon ammo icon now changes color to reflect weapon status. If you can't fire a weapon due to cooldown, reloading, or switching weapons the icon becomes darker.
Cyberspace sound effects for jumping and bouncing off of walls
Many objects in the maps can now be "cracked" with a cyberdeck in meatspace, see the map changes for more information for which ones and how they behave
Made crouching faster (time to crouch/uncrouch from 400 ms to 150 ms)
Added crouch sliding: landing while crouched and over your class speedcap lets you slide along the floor for a bit.
Changed chat colors to stand out a bit more
Lowered mp_startdelay default from 90 to 40
Players no longer emit weapon pickup sound effects on spawn
net_graph's graph is disabled when cheats are off as it could be used to detect a spawn wave or other important events
Inflicting self damage now causes full knockback as if you had no armor
Escape or movement keys now close the loadout menu
The HUD spawn timer now plays short beeps when a spawn wave is coming
This can be controlled with console command dys_spawnbeep
The Voicecomms Globals menu now has Sorry, Thanks, Affirmative, Negative
Team spawn wave timer now caps at 18.0 seconds
Spawn timer now sits at 5.0 seconds if there isn't anyone in the spawn queue
Removed the redundant (and now broken) spectator bar that was brought up via +duck
Improved spectator controls (+jump will no longer go into a spectator mode that relies on a player if there is no player)
Added energy usage to the HUD energy bar
New sound effects for almost every weapon in the game
Toned down distance volume for AR and Smartlocks
Chat macros (such as $H, $a, etc.) can now be used in global chat
Added Ukrainian translation
The "Spectators:" text on the scoreboard now shows how many spectators there are total
Added server command and callvote "forcespec" which forces all players on teams to spectator (requires mp_stopwatch 1)
zoom_sensitivity_ratio should now store it's value between sessions
Graphics:
Implemented weaponbob. Can be controlled via the dys_weaponbob cvar, accepts values from 0.0 (off) to 1.0 (full bob)
Weaponbob effects can be fine-tuned with dys_weaponbob_jumpkick and dys_weaponbob_velocity, both of which also accept values 0.0 to 1.0
Made the cvar for the Half-life 2 weapon sway non-cheat protected (cl_wpn_sway_scale)
If turret is both thermal and invincible it is now named "invulnerable turret"
HUD icons (objectives etc.) now rest on a circle on the hud when not visible, pointing in the icon's direction, this can be controlled with dys_draw_hudicons_offscreen
HUD icons now "pop" in when appearing on screen, this can be controlled with dys_draw_hudicons_pop
Added muzzleflashes for Boltgun, GL, Basilisk, and tweaked some existing muzzleflashes and tracers
Boltgun bolts now have a tracer trail
Disabled dys_ragdolls_firstperson by default
Ragdoll and gibs now respect gravity properly and don't act floaty
Weapons now apply velocity to ragdolls on kills, so deaths look more visceral
Gibs now look more burnt/bloody
Added dys_cyberbloom to enable or disable cyberspace bloom effect
Teammates health bars are now green by default, can be set back to red with dys_draw_relative_healthbar_color 0
ICE mines now actually animate (after all these years!)
Cyber projectile weapon now uses the ICE mine model since the combine ball one is gross (temporary?)
Cyber trail texture improvements (hard edge softened when being created, new texture, width reduced to 36)
All guns and projectiles with trails (basilisk bomb, GL grenades, cyber projectiles) no longer have a visible "squiggly line" effect near their creation point
Cyber hitscan beam now fades out and looks better
Gun firing effects now only play once on a client regardless of latency (so no more multiple ion beams)
Ion Cannon and Laser Rifle have new impact particles (since fading decals broke)
New Thermal Vision effect on players and weapons as the old shader was causing a crash
Updated player hands/arm materials
Toned down white flash spawn effect and shortened the duration
Round end cameras should now display the proper angle and orientation
New rocket launcher rocket model
Some slight IFF tweaks/improvements:
Teammates energy bars are smaller
IFF corners no longer overlap with players names/bars
Implant icons above players heads 25% smaller
Thermal vision implant now displayed above players heads with IFF info
IFF box corners now shrink if very far away so they don't overlap
HUD tweaks/improvements:
bright gray borders are now dark corp blue/dark punk red
removed the "Zoom" text on radar
Made the spawn timer and dead teammates icons higher resolution, and punks now have punk red icons instead of yellow
Weapons:
Katana:
Block timings tweaked to allow for faster katana fights:
Delay before next attack/block after releasing block reduced from 0.5s to 0.25s
Stun duration without WR from 1.25s to 0.5s
Stun duration with WR from 1.0s to 0.25s
Light katana now swings 25% faster and deals 25% less damage
Shotgun:
Each shell now fires 10 shots for 5 damage each (previously 7 shots for 8 damage each)
No longer has a random amount of recoil
Now reloads automatically (can be controlled via dys_autoreload)
Laser Rifle:
Slightly better at shorter range (minimum optimal range from 768 to 700, lowest possible damage up close from 10% to 20%)
Ammo dispensers now dispense 30 ammo at a time
Starting ammo increased to 120, max ammo increased to 150
Improved weapon screen, now displays damage of last shot and charge bar is back
Can now specify zoom fov with dys_zoom_fov_laserrifle
Boltgun:
Reload speed reduced from 1.5s to 1.2s per bolt
Bolts no longer have a 0.1s delay before they can be discharged
Now reloads automatically (can be controlled via dys_autoreload)
Added tracer trail to fired bolts
Smartlocks:
Secondary fire now easier to hit (uses a 2 unit wide hull rather than a zero width line - half the size of an ion beam)
Made the smartlocks more "uzi" like: they fire twice as fast and have half damage, half spread, 48 ammo per clip
Lowered starting and maximum smartlock reserve ammo to be in line with AR (2 extra "clips" to start with, maximum of 3)
Now applies maximum stealth penalty when firing (same as other weapons)
Maximum angles before the pistols stop tracking a player increased
Gun positions now transition smoothly when losing/tracking a target (visual only)
Ejected brass now uses standard bounce sound effect, not shotgun shells
Assault Rifle:
Firing sound effect now pitch shifts upwards as rate of fire increases
Added a cool-off sound effect when rate of fire resets
Secondary fire is now a shotgun attack that fires 5 bullets at once in a wide spread (WIP/prototype)
Now has a slight viewkick while firing (as with all weapon recoil, it's visual only)
Grenade Launcher:
Detonate delay reduced from 0.4s to 0.3s
Max ammo reduced to 16
Grenades should no longer stop you dead when hitting you in the air (still seems to happens rarely). EMPs and Frags have this same functionality.
MK808:
Can now fire constantly by holding down the fire button
Can now set zoom fov with dys_zoom_fov_mk808
Tesla:
Ammo changed to 120 starting, 200 max, 40 given at a time from ammo dispensers
Tesla ball max ammo used reduced to 20 (from 30)
Tesla ball max delay reduced to 3.0 (from 6.0)
Primary fire range reduced from 1024 to 768
No longer applies knockback on either of it's attacks
Cooldown after firing secondary is now the same regardless of whether you hit a wall or actually fire the weapon
You can now primary fire 0.25 seconds after firing a tesla ball regardless of charge amount (max primary fire delay was 2.0 previously)
Primary fire beam effects improved, they don't lag behind the weapon as much
Primary fire leaves particles and scorch marks where they hit
Added sound effects for error when trying to shoot secondary (too close to wall, out of ammo)
Added sound effect for ball recharge/ready
Added startup sound effect for when the gun begins firing (like how Quake 3's LG works)
Secondary can now be activated by just holding down +attack2 on cooldown
Ion Cannon:
Can now set zoom fov with dys_zoom_fov_ioncannon
Beam and impact particle is now team colored
Now renders a badass railgun style swirl effect. Can enable or disable it with dys_draw_ion_swirl
Rocket Launcher:
Rockets will now lock onto stealthers if the user has thermal active
Rockets that are not being guided by either laser or fly-by-wire now have their velocity doubled
Changed rocket cam FOV from 50 to 90, making it easier to aim FBW rockets
Rocket now locks on for 0.33 seconds (up from 0.25) upon touching someone with the laser (NOTE: Rockets still cannot lock onto stealthers)
If the rocket is locked on to someone, it's turn rate is quadrupled from 120 to 480 (FBW turn speed remains a constant 250)
If the rocket is locked on to someone, it no longer cares about line of sight for tracking (previously, if the rocket was behind someone, and the laser dot was on the front of them, the rocket would think the laser is behind a wall or something and not lock on!)
Like FBW, you can now blow up laser guided missiles by +attack, or stop laser guiding by +attack2
Rockets now "ignite" instantly (down from 0.3s)
Fixed rocket launcher being unable to fire for a short time upon a new missile being ready, and a few other bugs that could happen as a result of this
Fixed the last missile not guiding towards the laser dot if you're out of ammo
Fixed holding secondary attack to dumbfire making you stop moving for a short time
Improved weapon screen visuals
Rocket smoke trail looks better
Minigun:
Can now be spun up and fired while in the air at 75% speed
Slightly reduced speed penalty while spinning minigun (112 speed at max spin to 128)
Recoil amount lessened, but made more random (doesn't actually affect aim)
Base spin time reduced from 1.5s to 1.0s
Wired reflexes no longer affects minigun spin time (used to reduce it to 0.75s)
Basilisk:
Increased clip size to 15
Ammo changed to 30 starting, 60 max reserve
Increased total shot damage to 50 (center bullet now does 20)
Increased secondary fire velocity from 700 to 1000
Ammo screen implemented
Secondary fire now properly animates the weapon
Spider grenades:
Now respect player view when thrown, and are thrown with 512 velocity (makes it so you can choose where and how to throw spiders, i.e. up onto ledges)
Max damage now set instantly upon touching the ground rather than upon deployment (spiders start with much lower damage so when they blow up in the heavies face, it's not as painful)
Health reduced to 15 (from 25)
Cyber:
All cyber damage is now counted 3x for stats to make it more on par with meatspace damage
Shaft now has particles at the end making it easier to judge distance
Cyber projectile explosion knockback tweaked for enemies: it now applies less base velocity from the explosion, but adds upwards velocity (relative to the victim's gravity -- yes, you can now do perpendicular juggling)
Programs now no longer add a small random amount of energy usage each frame
Implants:
TAC Scan now has 10,000 range (up from 2,048)
Mediplant:
Range increased from 256 to 512
Self heal cost 7 -> 0
Self heal amount 7 -> 4
Other heal cost 10 -> 8
Other heal amount: 17 -> 16
Heavies now receive more per mediplant heal than the other classes (24). Energy cost remains the same as healing any other class
Removed some obsolete mediplant preferential logic (it wouldn't heal teammates if your health was too low, and it wouldn't heal yourself if your energy was too low)
Coldsuit:
Now gives +25% more energy regeneration (+0.5/second) to promote use in competitive play and give more variation in decking vs. meatspace loadouts
Wired Reflexes:
Now reduces machpistol spread by 20%
Now disables screen shake inflicted by pain, weapon recoil viewkick, and hard landings (disabled when EMP'd)
IFF Info:
Now displays enemy energy
Cortex Bomb:
Removed delay between checking for enemies and cortex exploding, this should result in more accurate cortex checks
Cortex no longer looks for line of sight when checking for enemies in a 384 radius
Now searches for func_breakables as well as enemy players when exploding
Leg Boosters:
Can now boost you horizontally in the direction you're moving. If you're moving slowly, aiming >30 degrees upwards or >45 degrees downwards, you'll do a "classic" vertical boost.
You can control the degrees specified with the console commands dys_legboost_threshold_up and dys_legboost_threshold_down
Added a new sound effect to differentiate vertical boosts from horizontal boosts, and both sounds scale in pitch with the more charge you have
Vertical boosts jumps with lower charge now give you more height (max height has been unchanged)
Removed the "whistling" at the start of the legboost charging sound effect
Stealth:
Stealth is now less visible while moving, but more visible while shooting and taking damage
The sound effect stealth emits is now more audible at distance
You can now be fully invisible moving while crouched
Shortened the period of time stealthers are visible when firing when looking at them while EMP'd
SWT overhauled:
SWT weapon range reduced to 2048 (range is 1536 for everything else still, and implants are 768)
Projectile weapons now show up on SWT (Boltgun, GL, Basilisk, Rocket)
Tesla primary and secondary now show up on SWT
Smartlock tracer shot now shows up on SWT
Explosions now show up on SWT.
Rockets flying through the air show up on SWT.
Grenade bounces and spider walking now shows up on SWT.
Stealth, Cortex activation, and Leg boosters being charged all emit implant SWT blips now.
Mediplant and TAC scans now emit implant SWT blips.
SWT colors made more vibrant, and new colors added (Purple for implants/misc, White for grenade bounces/rockets)
Sound Suppressor hides all of the new SWT blips
Maps:
Door functionality normalized on the follow maps: Fortress, Vaccine, Broadcast, Assemble, Undermine, Fusion, Detonate, Silo
Common doors now function as follows: 2000 speed, opened via a trigger 48-64 units in front of and back of the door, and the trigger activates every 0.1 seconds.
Assemble:
Rearranged punk spawn to be more fluid
Changed one of the routes towards Objective 1 to be lower
Objective 1 side top route now needs to be hacked open
Objective 1 bottom trap route now exclusively allows upper level access, and also lets the punk exit closer to the JIP
Corp objective 1 exit split into two entrances
Longer delay before Objective 2 is accessible
Punks now need to capture an item from the lower area to turn off a Corp frostwall blocking access to the objective screen (security is taken offline for 60 seconds on capture, the item takes 20 seconds to respawn when dropped)
Corps can now take a gravshaft up to objective 2 punk JIP, this is disabled when punks capture the item
Fixed Objective 2 laser random delay
Fixed punk spawn pads to be solid
Added a new JIP for Punks on Objective 3 with a new hackable: the giant glass screen can now be raised or lowered. Punks can also shoot at Corps who are closing data stores via this node through a big frostwall (ICE that can be shot through).
Broadcast:
Objective 1 sewer exit now leads to the objective room rather than the street, placing more emphasis on controlling cyberspace
Street market is now open to run around in on objective 1
Added a door to cyber cafe exit, making Corp deckers safe on objective 1
Removed turret from fire escape alley so punks can put more pressure on corps there now that corp deckers are safe
One of the punk jips on objective 1 (or corp obj2) is now inside the spawn and safe, but it disables if a corp jacks into the other JIP to capture the objective (to prevent node camping)
Objective 2 doors now start locked by default
Removed intruder detected system when Corps are lingering around server room after Punks have recapped 2nd
Removed vent system that exits above obj2
Added breakable wall from bathroom into obj2, it has 3000 health and either side can break it.
Added doors to the bathroom that closes when Corps are capturing or own obj2 (to prevent punks from abusing the breakable wall for recaps)
Objective 2 cyberspace reverted to the simpler old geometry
Huge amounts of detail, optimization, texture alignment, lighting improvement, collision work, player clipping, door overhaul, etc. Map should now look better and run better.
Coast:
Initial map creation (still dev-textured), objectives are as follows:
Objective 1: Punks bring explosives from their spawn to 3 points on the map and trigger them via cyberspace
Objective 2: Punks capture a corp key card at their spawn enabling them to take objective in cyberspace. There's hackable turrets, and a hackable/crackable conveyor belt hatch
Objective 3: Punks capture a certain amount of data from cyberspace, meatspacers capture a button that make getting data easier
Objective 4: Punks create viruses in their spawn via cyberspace and bring them to a location in meatspace, hackable turrets and hatch
Cybernetic:
Hostage cart bugs should be fixed
Detonate:
There's a gate that can be cracked open or closed by the objective 1 JIP now
First objective door subobjective and logic fixed
Added lower exit for corp 1st spawn
Made punk 1st objective roof a little more open
Added a vent from 1st objective roof to 1st objective lobby area
Removed turrets on the dumpster/fence side of the Corp spawn on 1st, allowing punks to jump down and enter the lobby via this direction as well
Obj1 doors, Obj2's green door, and the "NO ENTRY" doors leading to Obj4 can all be cracked open temporarily
Removed outer turrets in last obj area so the area is safe for punks to be in
Obj4 turrets now disable on obj3 and stay disabled
Removed kill trigger that activates at the final objective on obj2 recap. Now there is no defense for final once obj3 is taken regardless of recap, and Corps can freely attack it without necessarily having to recap 2nd if they took 3rd.
Changed the buttons for meatlock, you shoot them at a distance now
Added extra turret in last corp spawn to prevent a potential spawn camp
Detailing: HDR lighting tweaks, elevator room and basement work done, etc.
Fusion:
Objective 1 punk JIPs are now in a more sensible location
Objective 1 turrets now start active, and are closer to the objective door
Redesigned objective 2 piston vents above JIP a bit so you can't sit in them and emp/shoot deckers from above
When containment door is closed on objective 2, a gas leak is enabled at the only available exit that does 40 damage
Lowered health of fuel rods from 120 to 20
Made parking garage area more weathered/detailed, more optimization
Injection:
First punk spawn layout now more sensible, less turning and ladders to get out of spawn
Bridge turrets relocated to be inside the facility a bit more
Bridge turrets can now be shot down
Removed turrets outside corp first spawn
Removed turret from corp evacuation tunnel (opens after first is captured with a 5 second delay) so punks can use this route now
Added alternate route to code room on first that can accessed via crackable ladder from outside the arcology entrance
Added caution tape decals to objective 1 code room to display exactly where the triggers are that show the code screen
Lobby (tutorial):
Timing pass on all helpers so they play out more smoothly
Added some game_text to help explain more about complicated concepts
Made some parts block your path so you have to listen to the information and don't accidentally charge ahead and override it
Silo:
Added 10 second delay on objective 2 JIP activating to try and stop super fast-caps
Objective 3 corp JIP is now disabled at all times unless punks own objective 2
Silo doors now open on objective 2 capture (and close during the countdown)
Added new objective 3 hackable route that goes past objective 2 JIP and leads to a vent that you can drop down from, landing at the hallway opposite final corp spawn
Objective 2 spawn redesigned and a second exit added
Objective 2 vent hackable is now in the yellow node (contestable) and now controls whether or not the electricity is on. You can jump through the fence gap even if the electricity is on as long as you don't touch any metal parts.
Vent system heavily simplified, now the only vent is from storage room to control room (last corp JIP), and the vents have been raised so you can run/jump through them
Flush vents now clear the entire vent system with a fan kill trigger
Restricted corp access in cyber on obj1/obj2 so they can't go open obj3 doors
Playerclips, optimization, detail pass, lighting pass, etc.
Undermine:
Objective 2 can now captured by cracking the screen in meatspace (even if it's disabled). It takes 20 seconds.
The doors leading to objective 2 that can be hacked open or closed can be cracked open temporarily
Raised the delay before Obj3 ports re-open after a corp decker leaves an EU node to 15 seconds (so there is a minimum 15 second delay between a corp exiting an EU and re-entering)
Added a bunch of cyber crystals in obj3 cyberspace on the floating cubes
Moved turrets in final corp spawn to allow easier access to corp deckers by punks
Obj1 gas should no longer be really dark/hard to see sometimes
Vaccine:
Removed foyer door buttons on objective 1, you can now open these doors normally
Added turret to Corp 1st spawn to prevent potential spawn camping
Dock and back door are now separate nodes/screens in cyberspace (back door is in the node previously used for foyer door control)
Airlock room now has a wall blocking line of sight from the two corp exits
Detailing: redesigned punk first spawn, floor detail made more interesting, window showing visibility from objective 2 room to airlock, decals textures and lighting updates, toned down meatspace colorcorrection
Map creation:
Added trigger_crackable, a trigger that lets players "crack" objects with their cyberdeck. While inside, the trigger updates the players HUD as to how he can interact with it. While cracking, a progress bar will show how long until the crack is complete.
Added cyber_gravity_volume, which replaces the old point entity and is much more consistent and easier to use
dys_item and trigger_item are now fully functional and can be used in a variety of ways
Added cyber_gravity_align, a trigger volume which sets a players gravity alignment to a specified angle (allows for much more control than cyber_floor, useful for areas where players need to be a certain angle)
Added cyber_crystal, a "medpack for cyberspace". By default restores 5 energy and respawns in 30 seconds, although these values can be changed
Added func_brush_colorblend, which acts like a func_brush but can blend from one color to another over a period of time
cyber_drain with negative values (which restore energy) now plays a cyber heal sound effect
cyber_speedpad can now be used by players who have gravity, and emits a sound
Added "Bullets pass through" flag for cyber_ice which sets if the ICE can be shot through or not (defaults to off)
dys_ammodisp now respects angles as a valid keyfield (will no longer appear in map problems list)
dys_forceloadout no longer plays spawn effects
point_spotlight changes:
width can now be up to 500
halo now uses: sprites\dys_point_spotlight_glow for its material
glow now uses: sprites\dys_point_spotlight_beam for its material
Maps should no longer crash when missing certain entities (this should make early map work and cordon compiles easier to work with)
infodecal entity is now serverside only and cannot be toggled on/off. This reduces the entity data overhead and allows for many more decals to be placed on maps.
NOTE: SDK 2013's Hammer has a lot of issues and you may want to keep an SDK 2007 install handy. Known bugs I've run into:
All donations that normally go to help Puny Human create and sustain free games like Blade Symphony and Dystopia, are going to charity until the end of...
It's the end of the week and we've released our third major build in two days, things are speeding up for us. If you're interested in playing Blade Symphony...
This coming Friday, February 4th, we will be releasing Blade Symphony to our loyal P.H.A.N. Club, which include future members and past Dystopia Supporters...
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This is a 10 min interview with Fuzzy, Teddy and Termi from Team Dystopia. They came with modDB to the recent Free Play conference in Melbourne, Australia...
This is a 10 min interview with Fuzzy, Teddy and Termi from Team Dystopia. They came with modDB to the recent Free Play conference in Melbourne, Australia...
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It's not as active as it once was, not even close to back in it's day.
There are however about 7 servers that are currently up. Game-monitor.com
There's also a Pick Up Game group that holds games every night. Steamcommunity.com
There are a usually a few people playing during key hours, mostly on the on same server though.
Currently I see 5 servers with 0 players involved. It's a shame that this game was great and active back in the day. Now it's empty with little to no activity. I hope this game will be revived some day, but I highly doubt about it.
Gotta love the use of Adobe Flash. Unfortunately its been discontinued so I'm not sure what that originally was as I obviously can't view it.
This game was so dope back in the day. RIP.
Looks awesome!
Hey is this mod still alive?
It's not as active as it once was, not even close to back in it's day.
There are however about 7 servers that are currently up. Game-monitor.com
There's also a Pick Up Game group that holds games every night. Steamcommunity.com
There are a usually a few people playing during key hours, mostly on the on same server though.
Currently I see 5 servers with 0 players involved. It's a shame that this game was great and active back in the day. Now it's empty with little to no activity. I hope this game will be revived some day, but I highly doubt about it.
Aaaah, the sounds, my poor ears ! Playing as a heavy was quite pain inducing
the only mod ive seen that's still alive till this day
NeoTokyo is still alive too ! Particularly fridays nights.
One of the most underrated mods right here, play it, love it^^