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A member registered May 17, 2016 · View creator page →

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So.... it looks like the battleMETAL version of darkplaces is from 2018 and the darkplaces version I was getting from the repo is from 2014: 20140513+svn12208-7. I thought you had modified the engine. I didn't realize it was just a newer version. This is on Linux Mint 19 though. Mint 20 and Ubuntu 20 are using newer repos, so on these distros, apt would install the newer version of darkplaces: 20180908~beta1-2. On these newer distros, you can probably run the game with "darkplaces" from the terminal or use the version that comes with the game and neither method would cause any problems.

On Linux, the app tries to run the battleMETAL_server.bat file for some reason when you click "launch" for battleMETAL, so you have to run the engine from the game folder or with the "darkplaces" terminal command and point it to the game directory with -basedir. On my laptop, the newer version of darkplaces crashed with a segmentation fault on startup. Only the 2014 version would start. So, I would probably try to use the older one like I did with beta 1, but that would cause the mini-map to flicker with beta 2. My desktop does not have the same problem. My laptop isn't much of a gaming machine anyway, so not a big deal.

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Wow! I really like the UI refinement and cohesive appearance of the artwork demonstrated in the screenshot here. On missions 3 and 4, the UI, mechs, terrain and buildings all blend together in some sort of neon, sci-fi, Borderlands meets Mechwarrior mash-up and it's awesome! The mission objectives were fun to complete also. The only problem I had was a drop in frame rate when I try to look across the entire map from one side to the other on these larger maps.

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Here is an updated linux bash script to run battleMETAL beta 2 on linux:

The script installs dependencies if needed and starts the game.

I removed the screen resolution stuff I put in the bash script for beta 1 because it's not needed anymore.

The script also uses the custom darkplaces executable that comes with the game now. 

Using the darkplaces engine from the Ubuntu repository causes the mini-map to flicker on and off constantly which can be pretty annoying, so you need the modified engine. The modified engine caused a segmentation fault on my laptop with beta 1. I haven't tried it yet on beta 2. There is no issue on my desktop computer.

I tried hosting a dedicated server on a linux cloud compute instance and it seems to be working great, so I left it running for now.

To start the server, I opened port 26000 and used a command like this:

These are actually all the same version, uploaded on May 17, 2020. The numbers just indicate the number of uploads for each channel. So I have only uploaded to the Mac channel 16 times, but it is the same version as the other two. I am working on another update but i'm not sure when it will be ready. When it is ready, all 3 channels will be updated on the same day. I will try to remember to append the version number with butler this time.

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I made some maps for battleMETAL in TrenchBroom.

If anyone wants to try them out, download them here and follow these instructions.

Here is a short clip showing the maps:

Edit: These maps were updated to latest game version on 07/18/2020:

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The way I wrote the command assumes that you have installed the game with the itch app and it is located in /.config/itch/apps

If the game is sitting in your Downloads folder, the command would be darkplaces -basedir $HOME/Downloads/battlemetal/battleMETAL_Beta_v1.0.1_linux/

If you use the itch app, you will get automatic updates for the game when he releases them.

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Sure, you can use the script if you want. "Droog71" is fine for credit. I think just some simple instructions might be better than the script though. The script is currently limited to apt package manager and 3 possible display resolutions. I could do some more work on the script so it determines the users installed package managers, installs the dependencies using whichever one is found, determines their available display resolutions and choose the best one, etc. If I do that, I will let you know. Otherwise, some instructions like this should probably be enough to get the game running for most Linux users pretty quickly.

You can also open the console with ~ key and type "gl_texturemode GL_NEAREST"

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I made a bash script for running this game on Linux if anyone needs it.

This will install dependencies using the apt package manager, then, if necessary, adjust your screen resolution so the width is greater than 1600 (otherwise, you won't see the "next mission" button), then it will run the game and revert the screen resolution when the game exits.

Edit: -No need to change screen res anymore, that was fixed.

You can also just read through the script for informational purposes if you have any issues running the game in Linux and don't use apt or don't want to use the script to run the game.

So, the problem with the "next mission" button had to do with the screen resolution.  The button is off the screen for me at 1360x768 but is visible at 1600x900 on my laptop and 1920x1080 on my desktop.

Thanks for the quick fix! I think the reason Merlin couldn't get the game to start is that on some Linux PCs we get a segmentation fault when trying to start the game. I posted a work around for that in my other comment here along with whatever gdb reported about the crash.

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I think I may have a solution for you Merlin1846.

Try this and see if the game runs:

sudo apt-get install darkplaces

darkplaces -basedir $HOME/.config/itch/apps/battlemetal/battleMETAL_Beta_v1.0.1_linux/

The game would not start on my laptop due to a segmentation fault and this was the only way I could get it to work. If the mouse cursor is moving very slowly, launch the game with the command line parameter -bpp 16 like this:

darkplaces -basedir $HOME/.config/itch/apps/battlemetal/battleMETAL_Beta_v1.0.1_linux/ -bpp 16

I am now on the mission "Damage King" on my laptop and have not noticed any problems.

Here is what i got from gdb backtrace about the segmentation fault:

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After installing libjpeg62, the game seems to work pretty well for me in Linux (Linux Mint 19, xfce4, gtx 750 ti, nvidia driver 430.14, intel i5). I played long enough to complete the tutorial. Only issue I had was when I entered the repair bay about halfway through the tutorial, the game opened the console. I wasn't sure what to do, so I just typed "quit" in the console and started over, avoided the repair bay and completed the tutorial. I went back and tried the repair bay again to see what was written to the console. There was a crash related to the function building_repair_touch. Here is a screenshot of that:

Edit: After completing the training refresher mission of the campaign, I was stuck at the debriefing screen. There were no buttons to click and no key press resulted in a response. I had to open the console and type "map o1m1" to continue.

Sorry about that. Thanks for letting me know. Should be fixed now:

Yes, that bug should be fixed. The fix listed in the patch notes: "Fixed control+click not properly checking inventory space when transferring items." is the same bug and it should be fixed now.

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Hello. Thanks for the feedback and thanks also for trying my game. 

You can change key bindings from the menu. "Escape -> Options -> Bindings". 

To start building with the default control scheme, use the mouse wheel to scroll through objects that can be built, then press B to begin building. 

In addition to the "I" key, by default, the inventory screen will also open if you press the C key because it opens the crafting menu which is part of the inventory screen. 

I will be around and more than happy to answer any questions that come up as you play the game. Thanks again.

Conduits are easier to use overall, so I would recommend them for something like an alloy smelter early in the game. You should be able to find resource deposits for an alloy smelter not too far apart from each other.

Rail carts would work well for delivering coal and iron to multiple alloy smelters. The cart could fill with coal and then drive to a series of alloy smelters, dropping off coal for each one which would be much more efficient than searching for a coal and iron deposit for each alloy smelter.

Rail carts are mobile storage containers, so they are good for consolidating things. They can go around the world, collecting wires, gears etc. and bring them to a central location where auto crafting machines can build solar panels, extractors and other machines. 

Once you are producing all the basic components such as wire, plates and gears of all types, it is a good time to set up a rail cart. 

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From the terminal, run the game as follows "./Redshift7.x86_64 -screen-fullscreen 0". The game should start up in a window and the mouse should be working as intended. After that, you can go to the options menu and change the screen resolution to your native desktop resolution and  check the box to return to fullscreen mode.

If you walk out onto the landing pad and press "I" to open your inventory, you will see a "ships" tab in that window. Open the ships tab and click "request" next to the ship you purchased.  A big arrow will appear allowing you to place the ship on the landing pad wherever you want. Left click to place the ship.


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Important Information

Player ID 

If you would like to play Abica Luna on multiple machines and maintain your progress, you will need your player ID. A unique ID is generated the first time you enter your name and password and is stored in the directory "/itch/apps/abica-luna/players/". After playing Abica Luna, copy this file to your second machine in the same directory. Enter your name and password correctly on the second machine and the correct information about your in-game progress will be retrieved from the server.

Xfce Desktop Environment 

Abica Luna doe not cooperate well with the Xfce desktop environment. The game window may become minimized inappropriately during gameplay. If this becomes bothersome, I recommend installing the Cinnamon desktop environment to use while playing Abica Luna. This will allow the game to function as intended. 

Java and Pulse Audio in Debian 9

There is an issue with Java and Pulse Audio in Debian 9. 

If you notice some sound effects are not playing in Abica Luna, do the following:

Begin editing your Java file with the following command: 

sudo nano /usr/lib/jvm/java-8-openjdk-amd64/jre/lib/ 

Look for the following lines:

javax.sound.sampled.Clip=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider javax.sound.sampled.Port=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider javax.sound.sampled.SourceDataLine=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider javax.sound.sampled.TargetDataLine=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider 

Comment out the first four lines shown above with # and remove the # from the second four.

The result should look like this: 

#javax.sound.sampled.Clip=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider #javax.sound.sampled.Port=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider #javax.sound.sampled.SourceDataLine=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider #javax.sound.sampled.TargetDataLine=org.classpath.icedtea.pulseaudio.PulseAudioMixerProvider 

Press ctrl+X to exit and save the file, overwriting the original. 

All of the sound effects in Abica Luna and other Java programs will now work on your Debian OS.

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Hello. The current build of Redshift 7 was made using Unity 2017.1.0f3. The bug is not present with Ubuntu but does occur with Debian 9. I think that maybe the bug with Unity was never completely fixed for all operating systems.

Thanks for the video. I believe I have a solution for you. From the terminal, run the game as follows "./Redshift7.x86_64 -screen-fullscreen 0". The game should start up in a window and the menu should be working as intended. After that, go to the options menu and change the screen resolution to your native desktop resolution. You can then check the fullscreen box to return to fullscreen mode and the menu buttons should continue working. This is apparently an issue with the game engine as you can see here: and here: I was able to reproduce the problem in Debian 9 with Oracle VM and the above solution worked for me. I hope this helps. Thank you for your patience. If you need any info about other command line arguments such as -screen-fullscreen 0, all the information is here:

I booted up Ubuntu 14.04 LTS to try this out and did not experience any issues. What OS are you using? To reiterate, you just have to enter something in the name & password fields and click login, then enter a world name and click choose world, you can then start the game by clicking the single player button.

  • Fixed wrong skybox applied if the player dies and respawns after entering the wormhole spawned by NPC near the planet Igneus.
  • Fixed atmosphere not visible around the player's home planet.
  • Removed access to NPC spawned wormholes in multiplayer.
  • Fixed reticle not working in Vex Cruiser starship.
  • Fixed distress signal investigation event not triggering on Magmos planetoid.

Hello baldesar! Thanks for playing Axion. I think I can address at least two of your suggestions, I will list the info here so it is easy to read.

1. The way the ranged weapon AI works is that the enemy will run towards you until they are within firing range. Once within firing range, the enemy will begin to repeatedly move in lateral directions to get a different angle on you. You can observe this behavior while hiding behind a tree or similar object and watching the enemy try to shoot you.

2. Unfortunately, crouching is something that would involve modifications to the player movement code which is tied into the skill system, stamina, jumping, sprinting, speed, etc. A very long time ago, I created a crouching mechanic for the game, but it was disappointing and was eventually abandoned in favor of the more fast paced over the top combat the skill system provides later in the game. Attempting to recreate a crouching mechanic would likely involve a complete reworking of the player movement.

3. Your data is saved automatically. When you return to the game, you will retain all your progress and items. The only thing that is not saved is your position on the map. You will respawn at one of the four spawn locations, but if you check your items and skills, everything will be there.

  • Improved wormhole functionality.
  • Added anomalous wormhole locations.
  • Added asteroid mining + asteroid mining laser + platinum and iron asteroids.
  • Added deployable outposts.
  • Reduced scanner cycle time by 60%.
Hi Sren, sorry for the confusion. I think it might be easier to show how the menu works rather than attempting to explain it via text, so i've created a short video which is posted below. Please let me know if there is anything I can do to improve the functionality of this menu. Thanks, Droog71
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Hi Sren, to start the game, enter a name and password, then click "log in". Next, enter a world name and click "choose world". This is how the game saves your data. Once you've entered your name, password and world name, click "single player" to start the game. Entering the same information next time you play will allow you to resume playing with your current save. Once in the game, press F1 for guidance at any time. To view or customize the key bindings, press escape and choose options-controls-bindings.



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  • Replaced 2D cockpit with professional artwork.
  • Added Mercenary Guild XP and level information to character sheet.
  • Added friendly warhawk ships that can spawn during combat when your guild level is above 3.
  • Added reflective glass to ship cockpits and space station windows.
  • Added scaled distance information to autopilot and warp drive menus.
  • Added server side date & time with accurate scale in respect to distance.
  • Improved newtonian physics / flight model
  • Improved AI flight and combat between multiple AI
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  • Improved flight model.
  • Added a single low power cannon to the Vex Cruiser starship.
  • Fixed camera not aligning correctly after entering ship in space.
  • Fixed projectile impacts interfering with ship controls.
  • Fixed overlapping text when viewing equipment for Vex Cruiser.
  • Fixed autopilot not shutting off when entering space from the surface of a planet.
  • Added information to the tutorial window (F1 key) when placing mining equipment.
  • Fixed projectile collision bug that would occasionally cause AI to deal more damage than intended.
  • Rebalanced weapon damage and shield recharge rates.
  • Adjusted AI ship's rate of fire.
  • Added a way to exit the lower level of cities on Centura in case the player becomes stranded there without a ship.
  • Lowered space suit oxygen capacity.