@Lambdanaut It's a simple 6-degrees-of-freedom shooter in procedural mazes. If you squint, you might see some puzzle elements.

Did this quick and dirty test to see how a visible cockpit would look in my game. It's not going to happen because the game's view is supposed to be a virtual helmet view.

I've been working on a for level completion teleports that activate when all hostiles have been cleared. I think it's good enough for now. This is the last new feature before next alpha update.

I've been testing different ways of using a lot of dynamic lights but limiting the number of concurrently active lights (for performance and dealing with rendering limitations)

Added guide icons to touch areas on mobile. Any ideas on how to make it clearer that you shoot by double tap (and hold) anywhere on the right side?

Sorry, I can't wait for : I added a simple dithering to fix the ugly banding on the walls, and holy crap, it made a difference! See uncompressed image here: u.cubeupload.com/fractilegames

First Polychoron public alpha version is out now (Windows/Linux/Android). The game is far from complete but it's playable and I need your feedback.


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