# Unity Dev Blog #07 – Steaming ahead to Alpha

1277 views

## Steam

We’ve had a busy few months, but we are now officially on Steam!

Obviously an important place for us to market our game is Steam. Although we are still developing away, it is important for us to get a presence on Steam and start building up a community. A major part of that is getting people signed up to our “Wish List”, so that they can see updates and get notified when the game is ready.

So, if you like the look of our game, click below and add us to your wish list and take a look at our Steam page.

## Enhancements

We’ve been adding lots of new effects, sounds and challenges to all the planets. The game is now 100% playable from start to end, but we still have some things to finish off, polish and refine.

We added lots more particle effects and lighting to make the battles stand out, and some other interesting effects including snow storms, earthquakes and a new device on Lelantos that portals the Aliens around.

There are now lots more upgrades that you can give your Aliens to help them out while down on the planets solving puzzles and fighting with the locals. Including a new weapon, the ‘Bomb Launcher’ that allows the Aliens to fire bombs into tight areas to clear out a horde of enemies.

We worked on some colour-blindness settings to help players to be able to identify where the blocks in the puzzles fit into by having symbols representing the colors. This is an option you can turn on in the settings. Also the ability to ‘zoom’ the view in, so you can get a closer look at things.

In conjunction with starting up on Steam, we have also released a new video trailer showing off the current state and game play. This showed off all the aspect of the game, Puzzle Solving, Digging, Collecting and Fighting! We also updated our main logo and you can see that in the thumbnail of the video below.

## Alpha Testing

We’ve also started public Alpha testing. So if you fancy trying out our game and give us some feedback on what you think, click the link below to go to the forum post about how you can apply to do some testing.

Last month we joined forces with a company called IndieBros, and they will be helping us with Social Media, Steam and general marketing activities. We felt we needed help in this area to make sure our game is a success when we launch.

Over the next few months we will be keeping in contact with our Alpha testers and once we are happy that nothing major is going to change we will move to Beta testing and then onto a launch.

So still some work to do but the finish line is in sight.

This is really impressive. The game looks fluid and fun to play.

Posted (edited)

20 minutes ago, Wcoltd said:

This is really impressive. The game looks fluid and fun to play.

Thanks!

We're still working hard on the Alpha testing, making changes based on what our testers come up with.

Slowly but surely working towards our release

Edited by RoKabium Games

How much is it going to cost? Are you going to have it on Steam?

Posted (edited)

24 minutes ago, Wcoltd said:

How much is it going to cost? Are you going to have it on Steam?

We haven't quite decided on cost yet, but we think around $15-$20.

We already have a page setup on Steam: https://store.steampowered.com/app/1047870/Something_Ate_My_Alien/

And we hopefully plan to be on other stores also

Edited by RoKabium Games

6 minutes ago, RoKabium Games said:

We haven't quite decided on cost yet, but we think around $15-$20.

We already have a page setup on Steam: https://store.steampowered.com/app/1047870/Something_Ate_My_Alien/

And we hopefully plan to be on other stores also

Cool! I hope it does well. It certainly looks polished.

## Create an account

Register a new account

• ### Similar Content

• So. I was recently introduced to the world or RTS games. I think they are the best type of game in existence. Knowing so, I decided to try and make my own. With javascript. Using ZERO graphics libraries. Just plain ol' canvas and fill rect.  😉  My game is called WebRisk. (I had no other names). I've gotten to the point where mostly everything except the units work. The multiplayer works but the units just sit there. Oh and, I forgot to mention what units I have. RIflemen, Snipers, APCs, Tanks, Transport Helis, Attack Helis, and Fighter Jets. Can I get some pointers from you guys? Stuff like how the AI should work and stuff. Nothing too complicated though. I would share my code, but I'm 14 and I was told my code is hard for other to read/build on. 🤷‍♂️ You can email me here: noahgerardv@gmail.com
And one last thing. I've had alot of people tell me that I'm shooting too far. I agree a bit, but I have way to much time on my hands and a stubborn mind. So please, dont try to convince me to not do it. Sorry if I sound demanding. Heres a link to the gfx I've made. http://webriskgfx--helixable.repl.co/ That doesn't include the snipers and the riflemen btw.

• I just recently watched a 4-hour longplay of ATV Quad Power Racing 2 on the Xbox. I wondered, how did they achieve the physics on the quad bikes? Because after analyzing moments in the video where the quad bike landed after a long jump, bicycled, or crashed It seems to me that the wheels are "physical" rather than simply raycasted/shapecasted. I have two hypothesis:
1. The quad is entirely kinematic. The physics acted upon it are simulated through the animation.
2. The quad has a different physics body for collisions and a different one for driving.

So, how could have they achieved such physics in the game?

• The blocks you mine has different hardness and characteristics. The most common type is of a medium strength, and then you can find softer and harder ones while digging. Blocks that cannot be mined at all are distinctively different and also has a red marker around them if you aim at them.