Co-op is coming next Thursday, September 5th!
Grab your favorite friend, sibling, twin, clone or machine learning algorithm and see you then!
We're baaaaaaaaaack! We've been working on some awesome stuff the last few weeks, so figured it's high time for an update post!
Following up on the new Arena design detailed in our last preview, the upgrade room and spawn areas are being given face-lifts of their own.
Can you spot the difference?
The TVs now also show a preview of the next level!
Clone Drone is "TOO EASY", you say? Well, now you've done it. We're adding two new difficulty tiers: Uranium and Insanium. Good luck.
As part of the all-new Arena design detailed in our last preview, we're working through all of the existing endless levels and enhancing them with the power of awesome new art and the last two year's worth of level editor improvements.
We'll be including a Twitch Extension update alongside the next update, and will be starting a beta test of the extension before then. Shoot us an email with your Twitch stream URL and we will send along a link to the experimental beta extension once it's approved for testing by Twitch (late this week or early next week, hopefully!).
The updated Twitch Extension will feature:
These features are still under heavy development, and during the beta will require using a separate test Twitch Extension app, so wait for the extension beta instructions if you'd like to try it early!
We've been having a blast playing co-op, and these arena and level changes have been making it all the more fun.
As always, Doborog is streaming development live on Twitch! https://twitch.tv/doborog
As we noted last time, on the stream page you can also find a link to access the latest experimental builds, which include progress on co-op and the new arena. (As the description notes — these builds are under heavy development and will contain lots of bugs! So proceed with caution :D)
We are aiming to release the co-op update before the end of August. It's going to be a big update!
Happpppy Summerrrr! We've been hard at work on some fun new things for our next major update, so we figured now would be a good time to share some peeks at what's in store.
Co-op has been one of our most requested features since we added multiplayer support last year. Now that we've started building it, we get it -- it's really fun! For the past few weeks we've been working through the various parts of endless mode to make them multiplayer co-op compatible.
Co-op places you and a partner in the arena for some tag-team robot slicing. Clones are shared, and if you run out, your partner's last-ditch combat may be the only thing standing between glory and humiliating defeat.
Our initial "tests" are revealing Co-op is a great mode to play with a friend and jam on for a few hours. Yes... "tests"... (we may have become a bit addicted...)
Gary has been applying his voxel skills to refresh the Arena!
The audience! What is this?
They're doing the SIN() wave!
As part of upgrading spiders-tron to work well in multiplayer for Co-op, we're making their legs smarter! Gone are the days of spider-tron falling over at the slightest gust of wind.
What wonderful inverse kinematics!
We <3 Twitch mode! It's been a while since our last major Twitch-related update, so this update we will be doing a refresh of Twitch mode and the Twitch Extension. If there's something you'd like to see in Twitch mode, now's a great time to let us know, too!
If you're a Twitch streamer and interested in trying out betas of the extension update, email us with your Twitch stream URL and we will get you hooked up to try the latest!
Did you know?! Doborog has been streaming co-op development daily! If you would like to follow along with the latest, check out the Twitch stream here: https://twitch.tv/doborog
On the stream page you can also find a link to access the latest experimental builds, which include progress on co-op and the new arena. (As the description notes -- these builds are under heavy development and will contain lots of bugs! So proceed with caution :D)
We're expecting to ship this update some time in August, and will share more on release as it's closer to complete.
Until next time!
Holy cow, Chapter 4 was a big update!
Between the new enemies, mind transfer mechanic and spear / shield, we decided to put together a quick mini-release to add these elements throughout the game. (We also took this as an opportunity to do some extra bug fixing and optimization!)
Spears and shields... over the network?!?! Yes!
The basic spear costs 1 upgrade point, which introduces many opportunities for interesting spear-combination builds.
All out of upgrade points? There is now also a Max Spear drop in Last Bot Standing!
This update adds a fresh batch of endless levels that feature the new enemies introduced in chapter 4. You'll find these levels are chock-full of spear and fleet command / analysis bots.
Look for these levels in Endless and Twitch modes (and in the workshop challenge below). Keep your head down!
We released an updated Twitch extension (0.0.7) with the new enemies from chapter 4.
No longer must you fear lava causing the game to grind to a jittery halt! (Now you can fear it just because it might set you on fire...)
Not a fan of garbage? There is now a setting to limit the amount of robot garbage the game keeps around the level. This is especially useful for Twitch Mode, or other custom levels with tons of enemies.
We decided Chapters 3 and 4 are levels so big, they deserve their own dedicated loading bars. Now you can cheer on your computer while the bar fills up!
You can now enable any of the following in your workshop challenges:
Set these in the Level Editor under Challenges -> Config! We are looking forward to seeing what folks make with these new modifiers!
To demonstrate the Random Upgrade modifier for Workshop Challenges, Doborog put together a Random Upgrade Challenge 2.0 workshop challenge that features new endless mode maps from this update (including Death Cube 3.0)!
Subscribe on the Steam Workshop and play the challenge it under Challenges -> Workshop!
We hope you enjoy this update, & up next: Co-op!!
Wait no longer, Chapter 4 has arrived!
Note: if you originally purchased Clone Drone in the Danger Zone on itch.io, redeem a free Steam key by following these instructions. If you already installed the game on Steam, all you have to do is update!
With your mind now transferred into the Fleet, make your way through one of the fleet's most heavily defended ships.
With no Clones or business transfer stations in the Fleet, you're going to need a backup plan. Mind Transfer gives you a lifeline and opportunity to fight as a variety of enemies.
Stab enemies in the face with the new laser spear! The spear rewards precisely aimed stabs, and just feels dang satisfying.
Spears are now available as an upgrade in endless mode, the Spear Only challenge (which unlocks the Flame Spear), and in a number of enemies you can transfer in to in Chapter 4.
Grab your gravity boots, we're going outside! Chapter 4 features zero gravity combat, which makes for beautiful floating bouquets of voxel destruction.
One of the major innovations in the development of Chapter 4 is the addition of a Level Editor Animation System. This is also available for use by level editors! Check out this demo video with some more details on how to use it!
This chapter is our first since the talented Gary Lucken joined the team! Gary's incredible voxel art is featured heavily throughout chapter 4.
Look who's talking too! Combat robots in Chapter 4 feature a primitive voice system that allows for dynamic commentary. (This is also now available for use in the level editor!)
Chapter 4 features a number of new enemies, culminating in an epic battle with some fresh new faces. Good luck!
In the Mind Transfer challenge, death is only the beginning. Can you make it to Titanium armed only with the ability to transfer your mind into enemies??
The Spear-Only Challenge puts your spear skills to the test. Beating it unlocks the flame spear.
Today we've already released some bug hotfixes, but if you encounter anything / get stuck in the game and can't continue let us know in the community Discord or at our support email. You can always try going back to the main menu, changing difficulties, or restarting Steam to see if there's been a game update that fixes your issue.
We'll likely put out another mini-release integrating some of these sweet new features elsewhere in the game (like adding the spear to multiplayer!)
Just about two years ago when we first started on Early Access, we included these two puppies on our FAQ:
Turns out, eventually is NOW!
Clone Drone now supports a wide variety of game controllers! You may now lean back and bask in the glory of playing Clone Drone in the comfort of not-with-your-keyboard-and-mouse.
The game's UI buttons are fully navigable by your controller's left stick or D-pad, and they come with visual selection and sound effects to make it clearer which button is selected.
Controller hints throughout the game have also been updated to use icons for the specific controller you are using. It will even swap hints in real-time if you change controllers or move back to using mouse and keyboard:
Thanks to everyone who helped test the controller support while it was in its infancy (shout-outs to Myriad453, AwesomePants, GeekCrafter412, Stealth000, Arcylic, davy jones locker, JustASloth, Jelley, theyummyoyster, RedCreep, X606, Dat Alpha Waffle, Niek_Alexander, LagTeam Leader & everyone from the Discord #controller-testers channel!). This rag-tag crew of brave experimental branch testers was super helpful in tuning the default set of buttons to something that was not just usable, but some may even say preferred!
Let us know what you think! And if you try it out with an esoteric flight pedal or Guitar Hero controller, send us a clip, because that's just awesome.
Dvorak, Colemak, and AZERTY friends! No longer must you suffer the indignation of switching keyboard layouts or using external utilities prior to becoming a sword robot.
With the new Edit Controls menu, you may now remap in-game actions to whatever key (or controller button/axis) you would like. Let us know if there are any actions you would like to see made configurable in this menu!
While Brian was working on getting controller support and key remapping hooked up, Erik has continued adding mind-blowing new mechanics that will be featured in chapter 4, like low gravity combat:
We're anticipating launching Chapter 4 and some new bonus challenges towards the end of April, if all goes to plan.
Until next time!
We figured it’s about time for another UPDATE POOOOST!
We’ve been hard at work constructing a mind-bending Story Mode Chapter 4 with completely new weapons, environment art, interactive story animations and characters. If you thought Chapter 3’s journey outside of the arena was a step up from the first chapters, wait ’til you experience this next chapter 😀
We are expecting Chapter 4 to release some time in April, and we will follow up with more details as we are closer to wrapping up its development.
Controller support (yes, controller support!) should come out some time in the next couple of weeks. See below for more details!
Check out these tubes! Erik has been taking the level editor’s new in-editor animation system and using it to bring Chapter 4 to another level. Watch for even more immersive, surprising moments during this chapter.
One request we’ve gotten from players since we started in Early Access has been to tighten up the graphics a bit. With the incredible Gary Lucken now part of the Doborog crew, Chapter 4 is bringing the game’s visuals to another level!
Another feature of the new level editor animation system added for chapter 4 is the ability to animate LIGHTS!
(Even before Chapter 4!)
One of the top requests we’ve gotten ever since we entered Early Access has been support for game controllers & key remapping.
As fans of playing games with controllers on the PC ourselves, we always suspected Clone Drone would be a great fit for controller support, but couldn’t be sure until we tested it out to confirm. (That’s why we were always careful not to promise controller support, in case it didn’t fit with the gameplay!)
Turns out, it works, and it feels great! (Some may say it’s even better than keyboard and mouse. But those people would be heretics.)
Here’s VastLite slaying at the game while twiddling his thumbs:
No QWERTY? No problem! One of the things we’re adding in the process of adding controller support is the ability to re-map in-game actions to whatever keys or mouse buttons you’d like.
Dvorak, AZERTY, and non-US keyboard users, rejoice!
(Now we haven’t tried it with a Guitar Hero controller yet… but we can’t say that it WOULDN’T work…)
We’re working with some early testers to whittle down a default control set that feels great across the gamut of controllers out there.
For those interested in trying the controller support + key remapping development pre-alpha early, join the #controller-testers room on the community-run Discord and we’ll put instructions there on how to test the controller support branch out. We’d love to hear what controls you find the most intuitive / enjoyable as you play. Note: the controller branch is still under heavy development and not quite feature-complete, so it may change / break your game data, so be sure to back your save data up before trying it out!
For long-requested, larger features like this, it’s taken a bit longer between updates than we’d otherwise prefer. Turns out — constructing a mind-blowing chapter with all-new enemies, environments, animation system, weapons, etc, takes a single developer while! & so does re-vamping the game’s input system and UI navigation to support a variety of controllers. 🙂
Rest assured, we’re well on the way to concluding the game’s epic tale and rounding out the rest of our planned major features for the game!
To all of you who have been with us in Early Access, diligently trying updates as we’ve continued developing the game — who continued streaming, sending in bugs, moderating community spaces, creating incredible workshop maps and blowing our minds with what’s possible with the tools we manage to share — thank you!!
Stay awesome, and watch for updates here soon!
Sounds like you are looking for a different game, I wrote up this guide for Clone Drone in the Danger Zone itch / Steam keys in particular. I'd contact the developer of the game you purchased, they should be able to help you out!
This past weekend we held another Last Bot Standing playtest, it was a lot of fun! Thanks everyone who came to the stream to play test the levels.
In the spirit of the season, we've added FOUR new maps to the Last Bot Standing rotation today, and may add one more over the holidays pending a couple of small level tweaks.
We mentioned for last playtest that our level themes are just suggestions to inspire those who don't have an idea to start with, so you'll see non-METAL-CHRISTMAS-themed maps sprinkled in we think you will still enjoy! So if you have an idea for our next Last Bot Standing playtest, no need to wait for the next theme, you can start building now!
Ho-ho-ho-ly mother of Christmas decorations! Lots of nice Christmas touches throughout this map. Grab a gift from on top of one of the gifts. The combat area is cozier than most maps, so watch your back!
If you like lore, you're going to love this level's background story. This level's unique layout and stylish jump pads make for a fresh new environment to battle in. Watch your step and survive the harvest!
This level has so much character and hilarious elements, we really want to add it to the rotation, so we're circling back with a few tweaks needed to get it ready for prime time. There were many deaths during the playtest caused by gawking in awe of the hilarious level elements.
And in the corner, what is this?! A gift, for me, from Doborog?!?! Aww, you shouldn't have.
You really don't see enough laser-sword-robots hanging around castles these days. This blast from the past level sports a dangerous courtyard surrounded by places enemies could jump down from. This results in a very different feeling combat experience.
I mean, doesn't the name here say it all? (radio) GIFT HAS BEEN PLANTED.
There were a bunch of other fun METAL CHRISTMAS-themed levels we had fun playing on Saturday! These levels were very close to being included as well, and deserve to be mentioned:
Thanks everyone for making such cool levels and participating in the event!
These playtest events have been a ton of fun, so we're gonna keep doing them! Some have asked that we give a bit more time between playtests, so we'll be doing the next one in about a month. We'll announce the next theme in an upcoming blog post, so watch for it!
If you missed our last update post, Erik has been building a brand new weapon and enemy for Story Mode Chapter 4. Watch for another post in the not too distant future on a neat level editing tool he's adding to make the chapter even more dynamic than the others.
Brian's been adding controller support to the game and UI, and some say it might feel even better than playing with a mouse + keyboard (sacrilege!). That will be shipped alongside a change to our multiplayer system to support more regions to hopefully improve pings for those of you in US-West and possibly other regions.
Watch for our next update, and have a very happy holidays & new year! <3
We just released a cheeky update!
Surprise! We were fixing a laser bug this update, so we figured, why not make a challenge that uses it! Practice your laser skills with 10 fresh laser-forward levels.
Will you earn the new laser challenge trophy?
Some of you were asking if you could make and play your own Last Bot Standing multiplayer levels. Now you can!!
With a single click, your work in progress level is on a dedicated multiplayer server and ready to play-test. We now wish this was in every game's level editor!
Once you're happy with your level, upload it to the Steam Workshop. People can then use your levels in...
Create your own private Last Bot Standing matches with up to 15 of your closest friends. Download some new levels from the workshop and try them out!
Don't have any friends to try out new level with? Join our...
You may notice a new countdown at the top of the game.
We're going to get everyone together and test out some of the latest Steam Workshop levels on a Twitch stream together. The first one will be at Saturday November 17th at 10am PST. Load up your game then to try the community-created levels we're testing!
What's better than ultimately futile human combat? Memorable ultimately futile human combat!
Now when you win a public match with more than 5 players in it, your new Win Counter will go up. Once you reach a certain number of wins, your Transport Bot will automatically be upgraded to a new, more intimidating model.
You may notice this includes a macho mustache garbage bot. Are you happy, cogitoergosum?! Look what you've made us do.
As part of testing the new ability to play-test Last Bot Standing workshop levels, we've added a new map to the public Last Bot Standing rotation called Rising Tide.
As lava rises up, the level's combat surface grows progressively smaller. Kill your opponents before you drown in lava!
There's so much we want to do next, we're going to parallelize the next bit of development!
Don't forget to come join our play test on Saturday November 17th at 10am PST! Add it to your calendar, and see you next update!
And remember, all itch.io game purchasers can redeem a Steam key for the game for free: https://itch.io/t/67604/how-to-get-a-steam-key-from-your-itchio-purchase
Thanks THE EMPEROR! Check out the new planning post I just published -- we're planning a lot of that stuff! Great minds think alike :)
BTW, we should have arrow deflection while respawning in respawn area (the spawn shields), did the deflection not work for you, or did the shield not show up at all?
What a fun week! We’re finding Last Bot Standing is so much fun with full 15-player matches! If you haven’t seen it yet, update your game & come play, or check out this fun video from Draegast!
Thanks everyone who shared ideas & concerns with us this week, it really helped us prioritize! We did a bit of planning after this release about what we’ll be working on next, we hope you will like it!
Here’s what we’re planning:
Start taking direct Submissions of Last Bot Standing levels, trying some of them out on live streams! More details on how that will work, soon. :)
Add US-West Support! To do that, we’ll be switching up how we manage our dedicated servers. That will ALSO give us the opportunity to re-evaluate what regions we have. The goal will be to minimize player pings without splitting people into games that are too small!
Laser Improvements! Currently the laser sometimes damages things that are below the beam — we didn’t have time to fix that for release, but we’re gonna fix it now!
(Though it’s kind of cool…)
Your Wins will Matter! We will start keeping track of wins, and display them in cool ways in the game :)
More Variety! Aside from including some Workshop-created levels (see above), we’ll be doing some fun stuff that makes the game even more different to play at times.
Obviously no spoilers but, it’s gonna be coooooool! More details closer to starting it :)
Shower in garbage, human!
Unless, of course, you get smashed to bits in Last Bot Standing, the brand new game mode for Clone Drone in the Danger Zone.
Join as 15 human minds trapped in shiny robot bodies fight to the death! Claim the powerful upgrade drops falling from the sky, but be warned; There are not enough for all humans.
Inform your fellow humans that you will soon shower in their garbage remains. Update your game now, and come fight!
(And all itch.io game purchasers can redeem a Steam key: https://itch.io/t/67604/how-to-get-a-steam-key-from-your-itchio-purchase)
(Steam is required to play multiplayer! If you purchased the game on itch.io and need a Steam key, you can redeem one for free using this guide: http://clonedroneinthedangerzone.com/steam-key-from-itch )
The new game mode will be called Last Bot Standing.
See you Friday!
Holy progress, Commentatron! There is so much new stuff from the past few weeks, we figured it’s way past time for an update post!
We’ve been working hard on creating a super fun Battle Royale game mode, and it’s turning out AWESOME! It’s hitting that point where play testing is becoming fun enough to become an actual development distraction (always a good sign).
The Dash ability will launch with the Battle Royale game mode, and will be available in all game modes (even single-player).
The Dash ability (SHIFT + direction) allows you to perform a quick, short leap in a given direction, provided you have the energy to use it. Combined with a well-timed swing (or used to avoid one), it can become a very powerful addition to your combat toolbelt.
It also makes you look pretty cool.
We’ve already been finding the dash’s quick, punctuated motions make combat feel more dynamic and fun, and helps avoid chase scenarios where both players are running at the same speed — now there’s some excitement to it!
We’ve been continuing to improve the “hit feel” of multiplayer combat, and the Battle Royale update will introduce two major improvements: (1) cranking the server & client-side network send rate up from 20 packets per second to 60, and (2) using a hybrid client/server hit reporting mechanism that should help hits register more often while still detecting cheat attempts.
Erik has been using this cool visualization of sword hit detection to test out different lag compensation techniques:
Maybe in a future game, you’ll just draw flowers with your sword…
Beyond that, we still have even more ideas for how to improve the networked melee hit feel (including getting US-West region support, our provider suggests it’s coming soon!) — & this update should be a nice step forward!
Screw launching with one gigantic map, Clone Drone Battle Royale will will launch with a bunch of medium-sized maps!
These maps will take advantage of some newly added level features, such as…
You may notice some levels have laser cannons on them.
Don’t fall off the edge of the map.
Just because your robot body has been sliced to bits doesn’t mean you can’t keep enjoying the game!
Now you can fly around, follow players and watch the game (starting with whoever killed you).
While we’ve been working on these new levels, we’ve been making some pretty cool additions to the level editor (which will become available to Steam Workshop creators when we launch Battle Royale)!
What’s better than the ability to move an object? How about the ability to move ALL THE OBJECTS?!
Those of you familiar with Photoshop, Flash, etc. will appreciate these other handy tools which will be available in our next release (align, distribute, chain). Here are some outrageous things VastLite has been making with them:
When we added Moving Platforms, we were amazed and a little disturbed by what players were able to accomplish with such a simple feature.
Move Groups takes that to another level. You will be able to move not just platforms, but other objects in the level with these groups.
Look what X606 made using move groups (in the development test branch):
Stay tuned for the upcoming release of Clone Drone in the Dancing Zone.
Otherwise, see you in the arena September 21st!
Will YOU be the last human standing? We're excited to announce that the next major multiplayer game mode will be... Battle Royale!
If you're expecting 100 players to drop from a sky thing and then sneak around a large island with human houses... that is not what we're doing. :)
Clone Drone's take on the popular game mode instead builds on our learnings from Long Live Santa!, the merry Christmas game we prototyped last December.
We're placing a strong emphasis on fierce action, tactical trade-offs and contested upgrade drops.
Powerful upgrades become available after the match starts. To get them you must be the only living player inside of their capture zone for five full seconds!
These drops help drive players together, providing an interesting trade-off between risk and reward. You can avoid the fight entirely with just your starting upgrades, but as more competitors are eliminated, you'll really wish you snagged some power upgrades!
Have you always wanted to ride a fearsome fire breathing robot raptor? Of course you have. Ridable Raptors is the first Power Upgrade in Battle Royale!
We're also thinking about the best way to introduce ridable raptors in singleplayer, but have yet to decide the exact shape that will take.
Tower over your enemies and strike them down with your superior reach! It's fun to be a big bot.
Overpowered? I don't know what you're talking about.
Since multiplayer is way more fun to develop alongside real, live humans, you'll often find us developing it LIVE on Twitch -- and we've set up a beta branch where you can play along with every change we make. It's already getting quite fun -- come play and help us make it even more awesome!
See you in the arena, or for our next update post!
(Note: All itch.io Clone Drone game purchasers can redeem a Steam key to play multiplayer: https://itch.io/t/67604/how-to-get-a-steam-key-from-your-itchio-purchase)
On April 18th, 2018, the average time played for Clone Drone somehow went up from around 20 minutes to an HOUR.
What the heck happened on 4/18/18??
If you guessed "Doborog & co. launched multiplayer after 4 months of extreme game-overhauling development", you'd be right!!
While we've had a blast playing against everyone after launch, and many of you had kind words about the new game mode, the day after launch we were left not-yet-satisfied with the overall feel of combat. Multiplayer hits often felt unfair, random, or surprising. At times, it felt like the best strategy was to swing blindly and pray to the server gods!
Before moving on from 1v1 duels, we wanted to improve client and server performance and responsiveness, and making melee hits feel more fair and predictable.
A few weeks in, we've got a fun update ready with a game feel we are thrilled with. Improving combat feel will be an ongoing effort for us, and this should be a healthy start!
Replacing the old sword in multiplayer, the greatsword is bigger and has a longer windup time.
Why the longer windup? It gives us the power to compensate for lag!
"My sword passed right through them!" was a common reaction to our first version of multiplayer.
Although we used to start showing a swing right away on your computer, the server wouldn't start its swing until after receiving your computer's "swing now!" network event. By the time the server tried to deal damage, your opponent might have moved out of the way!
What's worse -- when your hits did land, your opponent would often get killed before they even got a chance to see your swing start. "How did that kill me??"
Our goal is to make sword swings land at the same exact time. Your head should appear to fly off at the exact moment you see your opponent's sword pass through your neck.
To achieve this, we start with an alternative set of animations with a powerful windup sequence. Each strike takes note of and sends along its synced-up start time -- letting the server and your opponent both skip forward to the exact right time in the swing animation when they learn about it.
The result is that both you and your opponent see the strike land at the exact same time. It's like TIME TRAVEL FOR YOUR SWORD!
In play-testing, we've found it feels much better than before, and results in many more epic moments of "OH GOD THE SWORD IS GOING TO HIT ME" (and then the sword hits you). Let us know what you think!
Since the Greatsword has a longer wind-up and thus a new timing to master, you'll need some practice with it. We've added a new Endless Challenge where every sword is a Greatsword!
We expanded the multiplayer kick collision box and added lag compensation similar to that of the Greatsword!
You can now customize the number of starting clones and skill points for custom duel matches!
We have some exciting plans for the next multiplayer update. :)
If you're feeling extra adventurous and want to test bleeding edge versions of the game before the next update, follow our development on Twitch and watch for opportunities to try out what we're building next, live!
Today we launched 1v1 multiplayer duels on Steam! (And all itch.io game purchasers can redeem a Steam key: https://itch.io/t/67604/how-to-get-a-steam-key-from-your-itchio-purchase)
And look — our servers scaled up without exploding!
So go ahead, tell your friends! Challenge your neighbors!
While many players are enjoying multiplayer, there are a few things we want to do to get pings lower and make the combat feel much more responsive. We’re going to be doing a mini-update next, with:
This was a BIG update (including an overhaul of so much of the single-player tech as well) — so let us know if you come across any new bugs or have issues with the game!
HUGE THANK YOU to everyone who tested the multiplayer beta over the last three months, who is hanging out playing duels this launch weekend, and for generally making this crazy dream of multiplayer Clone Drone a possibility for us!
Once 1v1 is feeling great, we’ve got some fun new plans for multiplayer on deck
Sad to say (largely due to how we need to authenticate players), it will not! But all itch.io game purchasers can redeem a Steam key: https://itch.io/t/67604/how-to-get-a-steam-key-from-your-itchio-purchase
That said, our current plan is to continue updating the itch.io version, just will not include the multiplayer section (similar to how Steam Workshop integration is hidden from the itch version).
Ahoy friends! We’re super hard at work on Multiplayer Duel Mode, but wanted to take a quick second to update everyone on our progress!
tl;dr: We’re making good progress! We’re shooting to officially launch 1v1 in April (later than we’d hoped!), but in the mean-time you can follow along with Erik’s live dev streams and try our bleeding-edge development test version!
We’re zeroing in on a final, fun match structure for duels. Each player starts the match with 3 lives, and after deaths, players get to pick an upgrade!
Picking upgrades after death adds another layer of strategy to the game, letting you react to your opponent’s choices and the map you’re on!
As part of making the game work for multiplayer, we’ve been converting everything over to be multiplayer-compatible, including nearly every upgrade (hammer, bow, jetpack, kick) and hazards (sawblades, spikes, moving platforms over dangerous lava). While you may have kicked a Sword 1 robot or two into sawblades before, we’re finding it’s a totally fresh experience sending real human-controlled robots to their doom. Practice your maniacal laugh, you’ll need it.
When we built Long Live Santa! as a test game, we used a direct peer-to-peer connection for matches. While this worked okay (and cost a good bit less) — players who were acting as the host would sometimes drop, some hosts would have inconsistent internet connections or high pings to others in matches, and in some cases use their position as server host as an unfair advantage!
For Clone Drone’s multiplayer, we’re pulling out all the stops and hosting our own full-on auto-scaling dedicated servers! While the development branch is currently targeting a single region (US-East), soon we will support servers in regions worldwide, so not only should gameplay be nice & fair, but hopefully pings will be buttery-low!
While we’d love to launch right now, we’ve got some things to do before shipping multiplayer to everyone!
The up-shot of all this is — once we’ve developed this core fighting experience, other game modes will become easier and quicker to add! We’re super excited about what’s next for multiplayer (and shared some of our ideas in this other post), and can’t wait to start slicing you all in half with our laser swords.
We’re getting there! Thanks for everyone who has been testing out builds and following along our development!! We can do this!!! YEAHH!!!!
The wait is over, chapter 3 has landed! :D
Here is what's new:
Venture into the Fleet Communications beacon on a desperate quest. This is our most cinematic chapter yet, with many twists and turns!
The main new game mechanic this update is Armor. Protect your limbs from being instantly destroyed by death robots!
Armor is available:
Long did the voices cry out for some sort of boss. The Fleet Overseer is finally here to shoot a giant laser at those voices! BOOM!
While she mainly appears in Chapter 3, other areas you can play with her are Twitch Mode and the Level Editor!
A major new feature in Chapter 3 is playing with your trusty AI companion. Stand back and watch them wreak havoc.
Allies are also available in Twitch Mode! Simply type !spawnally fleetoverseer KappaPride to give your favorite streamer a helping laser beam! We initially restricted this to Twitch subscribers, but decided to open it up to everyone. Enjoy!
Aim time is an awesome upgrade that's been in the game for quite a while now!
We've made it even more useful by making it not trigger automatically when you draw an arrow back. Instead: right click to aim time with an arrow drawn!
This has the great advantage of not wasting energy until you really want to aim, for all you energy-frugal archers out there. Hurray!
As is often the case, we could have easily worked on this update for another month without running out of high priority tasks to do.
But instead WE SHIPPED IT! Being in Early Access we strive to deliver you a rough, but satisfying experience in a timely manner. :)
The result is that we have a few things we wish we would have had time for, that we're gonna scoop up into a delightful update coming out 2-3 weeks from now:
Ahoy!! As Erik mentioned in our last update, we've been super-duper-heads-down-focused on finishing up Story Mode Chapter 3 -- our most ambitious update yet -- a multi-stage adventure chock full of fresh new gameplay elements!
And we've set a final date for release! The Story Mode Chapter 3 update will be available on Steam and Itch on...
Until then, we thought you might appreciate a sneak peek at:
Armor, which will be introduced in chapter 3, covers sections of your body -- stopping blade cuts and breaking apart on impact.
Yes, YOU get to wear it, too!
"But wait...", you might ask. "Can ALL the enemies wear armor?"
We will be hosting a live Clone Drone Twitch Mode stream from our booth at TwitchCon 2017! If you'll be there this year, come visit us!! Otherwise, play along online at http://twitch.tv/doborog during the event!
When: Oct 20-22
Where: Long Beach, CA
On top of exhibiting the game and Twitch Mode there, Twitch has kindly given us two TwitchCon tickets to give away!!
If you stream Clone Drone's Twitch Mode between now and September 25th and tweet out a clip from playing, you'll have a chance to get one of the tickets!
And we'll contact the winners that week! It's a great excuse to try streaming on Twitch, or Clone Drone, for the first time!
Surprise, it's a mini-update!
While Doborog starts in on building Story Mode Chapter 3 (and begins teaching his own clone how to do things), we couldn't help but release our latest batch of Twitch improvements ASAP!
Sharing your sweet workshop levels with Twitch streamers used to be a pain -- you had to:
Not good enough!!
Now you can send levels directly to your favorite Twitch streamer! Just type:
!suggest [workshop ID]
and streamers will instantly see:
When accepted, levels will auto-download and become the next level in the rotation. Neat!
To get your workshop level's ID, go to its workshop page and grab the number from the id= part of the URL:
Tired of Twitch enemies spawning to their deaths or to un-reachable locations on your levels? Now you can configure Twitch spawn areas, so all Twitch enemy spawns on your level will target the areas you set!
What you do: Just drag a few of these areas out, and Twitch enemies will spawn there!
Pro tip: the vertical position of the spawn area is ignored, and spawn positions are found from top-down, so you can put these hints floating above the level if it's more convenient to lay them out like that.
How it works on Twitch: when spawning an enemy, the game will randomly select one of the spawn areas you've laid out, and then randomly select a position within that.
Twitch mode will now tell the audience what level is up next (and if it's from the workshop, a link to the level), and when it's OK to start spawning. Especially on big streams, it used to be hard to know exactly when to begin !spawning to get in before the limit gets hit.
We've included a built-in delay roughly matching the stream delay so it doesn't spoil the outcome of the round you're watching.
Before this update, Twitch Mode on gigantic streams would usually result in streamers being temporarily global-banned from Twitch chat due to high # of messages the bot would send in a short period of time.
With 0.9.1, Twitch mode will queue and throttle messages to keep you under the 80-message-per-30-seconds-in-your-own-channel limit, and when things get busy, enter a high-traffic mode, where:
If you've got a really big stream and still see issues, email us email@example.com and we'll figure out how to tweak it to make it work for you! (And if you'd like to be added to our streaming press list for updates as well, let us know!)
C'mon, you know we can't help smashing at least a few bugs!
Note: If you'd like to subscribe to and play Steam Workshop levels and you purchased the game on itch.io, follow these instructions to redeem a Steam key from your itch purchase:
Hey Drew, are you still having this issue? Can you email me firstname.lastname@example.org and I can tell you how to fix it? This was an issue a few players hit when we used to allow spaces at the end of folder names, which Windows does not like.
This release, we've added FLAME RAPTORS, 2 new raptor-based challenges, and a "repair" upgrade!
Flame Raptors are the most versatile enemies yet -- they breathe fire:
And they'll whip you with their tail!
We added two new challenges featuring the flame raptors:
- Raptor Challenge - Ten fun levels with brand new raptor-appropriate layouts!
You'll also find raptor levels in higher tiers of endless mode, and you can even spawn them with riders on Twitch streams!
Lose your arm, and can't use your bow? Tired of hopping around on one leg?
Well, would you look at that!
Weird -- wonder why there are scare quotes around "Repair"...
We also made a handful of smaller improvements we thought our wonderful fellow players would enjoy!
And as always, we're excited to subscribe to & play the awesome things you make next in the workshop! (If you want to play workshop levels, follow the guide to get a Steam key from your Itch purchase!)
Have fun with the raptors, and watch for our next post about what's next!
An unannounced update?? Wha-a-a-a-t?
We decided to put out an update with some of the smaller bits and bobs we've been fixing since 0.8.1 so you can enjoy them NOW!
This update includes: Level Editor Improvements, Bug Fixes, and "Now Playing" interfaces!
Now you can re-style any re-skinnable level item with the new Custom Color picker!
Unassuming yet powerful, the Corner Wedge is perfect for smoothing out the sharp edges of level elements.
Resize it, and it still looks good. Wow!
It's light, in that it is lighter than the dark pillar. And it emits light.
We smashed a bunch of bugs!
Find a new bug or the recurrence of one we thought we fixed?! Upset we didn't fix the one that is bugging YOU? Send it along to us! We'll make sure it's in our bug tracker, prioritized relative to everything else we want to add to / improve in the game, and Erik and I may even get around to SMASHING IT!
It used to be impossible to tell what workshop endless level you were playing, let alone rate or unsubscribe from them quickly.
Now you can just check the TV:
Open the Escape Menu...
Beat the challenge:
Or just wait for the insta-voter to slide out after you beat the level! (Vote quickly using your keyboard!)
Subscribe to a bunch of endless levels and challenges to try it all out, and share your opinion on workshop levels!
Note: If you'd like to subscribe to and play Steam Workshop levels and you purchased the game on itch.io, follow these instructions to redeem a Steam key from your itch purchase:
We wanted to get this mini-update out ASAP so you can start playing with it all now, but this is not all we've been working on. The next major update launches on June 25.
And we're posting a preview of it... very soon! Watch out for it!
(gif from The Cats’ Arenas by Deside)
WOW! In the two short weeks since we launched the Level Editor and Steam Workshop integration, FELLOW CREATIVE HUMANS created over 1,000 challenges and 1,000 endless levels!! Many even took the new enemy wait and move platform trigger elements from last Friday and made mind-blowing contraptions.
Note: If you'd like to subscribe to and play Steam Workshop levels and you purchased the game on itch.io, follow these instructions to redeem a Steam key from your itch purchase:
In the Clone Drone Steam Workshop, you’ll now find beautiful creations:
The Dark Knight by FrafMonster
Mini-Bow Challenge by SiggiSuffkopp (even has a YOUTUBE TRAILER!!)
Level Pack 1 by Random Commander
Unique gameplay challenges:
The Gauntlet by DarkEmperor118
Ring of Fire Challenge by VastLite
And some simply all-around fun, well-crafted challenges!
The Factory by Pudding (with an ENEMY KILLING MACHINE)
The Cats’ Arenas by Deside
The Lava Temple by Silva (with a BOSS BATTLE!)
Wanna play some awesome new challenges and endless levels?
And when you try levels, don’t forget to:
Made or found a level or challenge you’re really excited about?
Share it here! I’d love to take a look!
We’ll continue to improve the level editor going forward, including making some improvements in our next small update (especially since we’re using it to make levels too, now!).
And we have some some pretttttt-ty exciting non-level-editor things in the works, so stay tuned!
Note: If you want a Steam key and you purchased the game on itch.io, follow these instructions to redeem a Steam key from your itch purchase: