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I'll say first that I never put much time into Cortex Command back in the 2010's, but this did spark an interest in giving it another attempt.

I did make some effort to spread the word about this project, although I have found people have either past their enjoyment of the original and moved onto (or back to) Noita,Forts or Worms, or just can't break into the unusual controls and wobbly dynamic physics to really get invested in the first place.

Unfortunatly, this game just seems too niche to garner enough attention, and I'm sorry to hear you haven't had much success despite your efforts.
I hope your finacial situation is stable at the moment despite this.

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Thank you.

I originally worked on the project in Windows 7, but after trying it more on Win 11 I noticed it has a lot issues trying to run it. Sometimes it works, but its finicky. That pretty much ends up killing this project's future since I can't affect that.

The Community Project exist and its really good, certainly worth playing and recommended, but I don't see a future for that project either since its a far departure from the older version of the game in how everything about it works, and its still stuck with design issues that were inherent with Cortex Command from the very start.

As much as I love CC, its better to start over with a new design and tech entirely. There the new game 'Territory Control 2' that looks interesting, albeit it feels even more niche than CC. I haven't really seen other games on the horizon that are accessible, use data driven content, systems driven gameplay, easy to mod and make assets for...

I'm trying to work on something, but its slow going.

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Hi, Reactorcore. Mad respect to you for trying to revive a classic. 

I have stepped into CC just a month ago (don't know how I've never stumbled upon it since I played a lot of Soldat and Liero back in the early 2000s). 

 I know the prospects of this project are near zero, but do you happen to know if somebody ever tried to fix the movement of this game? Because that's the only thing it stops me from forcing my friends to play it: the "physics based" (aka total inconsistent jank) movement. I don't understand why they didn't go for a style of movement like Soldat had (given they are both from the same era, same genre and both use jetpacks as main part of the movement).

I'd love if someone manages to bypass the "physics" of the feet of each unit and make them behave as a normal elliptical hitbox as far the terrain is concerned. 

Anyway. Cheers and hope you the best for your current and future endeavors. 

You can try the Community Project version of the game, its very different, but one of the mini mods I saw for it allow for player movement to be more snappy and arcade like than hard physics driven.

Thank you for your quick reply, buddy. Will do. Take care!