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2020-10-16 10:07 UTC · Community Announcements · GMchris
{STEAM_CLAN_IMAGE}/27750108/f093ec48914e267e173ce90054ad0639a713537f.png There's always an itch to immediately get back in there and keep improving once an update is launched. The release of Powers a week ago being no exception. But I decided, in the spirit of it's Early Access days to let feedback accumulate and accumulate it did. Almost immediately new bugs became known issues, and players way more experienced with VR today than they were back in the original 2017 release date started pointing out inconveniences and things they had grown accustomed to in other titles. With a few days worth o
2020-10-10 17:44 UTC · Community Announcements · GMchris
Launch The time has come for PowersVR to leave Early Access and join the exclusive club of games that were actually released. After years of development and a...small...hiatus the latest and greatest update is now live. To celebrate the occasion a one week discount awaits those who still haven't joined in during Early Access. If you want to head straight into the action you can download it and play it immediately. If however you want to know what's new stick around. The Sandbox The hero of this update is ironically not a superhero at all, but instead the map where it all takes places. Hundreds
2020-09-27 22:56 UTC · Community Announcements · GMchris
Hi. Before I get into any type of details I'd like to announce that yes, PowersVR is finally defying the curse of the indie in Early Access and launching version 1.0 on October 10 2020. Ah yes 2020. This year has frankly been a lot. If there is one good thing it did for me, is created an enviornment in which I can once again spend hundreds of hours working on something I deeply care about. {STEAM_CLAN_IMAGE}/27750108/2ae804664a9ac085c3a5591bf9fffa8041b0c20c.png I don't want to make excuses. Work, life etc. are a factor yes, but I would like to apologize for the long wait, to those who believed
2018-02-10 10:35 UTC · Community Announcements · GMchris
Well, it's been an year since I released PowersVR in Early Access and after a lot of back and forth and community feedback I feel like we're getting somewhere! If you've been following these posts you'll know that after the initial few content patches I've moved on to only working on the story mode, and while progress is slow, it's certainly happening. As maps get bigger and more detailed I've put in extra time to tinker with lighting and optimization. One of the problems with having cities is...well someone has to make the city, and that's quite the task for a one-man team. So I've been worki
2018-02-10 10:35 UTC · Community Announcements · GMchris
Well, it's been an year since I released PowersVR in Early Access and after a lot of back and forth and community feedback I feel like we're getting somewhere! If you've been following these posts you'll know that after the initial few content patches I've moved on to only working on the story mode, and while progress is slow, it's certainly happening. As maps get bigger and more detailed I've put in extra time to tinker with lighting and optimization. One of the problems with having cities is...well someone has to make the city, and that's quite the task for a one-man team. So I've been worki
2017-10-11 21:36 UTC · Community Announcements · GMchris
Been a while since the last update. Work is progressing on the story mode and I wanted to let you know how it's going. Right now I've decided to make a complete playable level, just so I can implement most major systems that will be used in the story. It's one of the first levels in Act I and features some city exploration and combat. Different levels will feature different types of gameplay and this level in particular has a couple of wave defense segments. So some of the work I've done in the last month has involved both the Wave system and improvement for the game's AI. The first step was c
2017-10-11 21:36 UTC · Community Announcements · GMchris
Been a while since the last update. Work is progressing on the story mode and I wanted to let you know how it's going. Right now I've decided to make a complete playable level, just so I can implement most major systems that will be used in the story. It's one of the first levels in Act I and features some city exploration and combat. Different levels will feature different types of gameplay and this level in particular has a couple of wave defense segments. So some of the work I've done in the last month has involved both the Wave system and improvement for the game's AI. The first step was c
2017-09-04 23:37 UTC · Community Announcements · GMchris
You guys know I'm just playin', when I give you update estimates right? No? Well I am. I've missed another deadline, but in my defense I'm quite bad with estimating, and the list of things I wanted to get done just kept growing. But enough of this directionless rant, let's get down to bussiness. After the 0.3.0 update I warned that my primary focus from now on would be work on the Story mode, while keeping the sandbox and challenges updated especially using systems and assets that I've made for the story mode. For the most part that's true, but there were a few things that I felt needed to be
2017-09-04 23:37 UTC · Community Announcements · GMchris
You guys know I'm just playin', when I give you update estimates right? No? Well I am. I've missed another deadline, but in my defense I'm quite bad with estimating, and the list of things I wanted to get done just kept growing. But enough of this directionless rant, let's get down to bussiness. After the 0.3.0 update I warned that my primary focus from now on would be work on the Story mode, while keeping the sandbox and challenges updated especially using systems and assets that I've made for the story mode. For the most part that's true, but there were a few things that I felt needed to be
2017-08-13 22:32 UTC · Community Announcements · GMchris
I'm working on a 0.4.0 release which implements some important gameplay changes, as well as brings a bunch of assets into the game, but that's at least a week away so I wanted to catch everyone up on what I'm up to exactly. First of all, I've been doing work specific to the Story Mode. I'm not gonna talk about it much to avoid spoiling something, but I've evaluated all segments of the story and have worked on the ones that I'm sure I wanna have, and ignored ones that might be rewritten or removed in favor of more sensible segments. Right now Story Mode work mostly consists of drawing the comic
2017-08-13 22:32 UTC · Community Announcements · GMchris
I'm working on a 0.4.0 release which implements some important gameplay changes, as well as brings a bunch of assets into the game, but that's at least a week away so I wanted to catch everyone up on what I'm up to exactly. First of all, I've been doing work specific to the Story Mode. I'm not gonna talk about it much to avoid spoiling something, but I've evaluated all segments of the story and have worked on the ones that I'm sure I wanna have, and ignored ones that might be rewritten or removed in favor of more sensible segments. Right now Story Mode work mostly consists of drawing the comic
2017-07-31 22:35 UTC · Community Announcements · GMchris
Another day, another patch brought on by the object pooling system. I promise you, it's worth it, but as it stands, pooled objects that were supposed to be attached, would appear in seemingly random location when reactivated. The issue was brought to my attention after users noticed the minigun floating around the map after switching to a different power and back to Alloy. The same thing happened to Shield Maiden's shield. Well, that's the main reason you're getting 0.3.6 early, but not the only thing included in this update. If you've read previous announcement, you might know that (as with a
2017-07-31 22:35 UTC · Community Announcements · GMchris
Another day, another patch brought on by the object pooling system. I promise you, it's worth it, but as it stands, pooled objects that were supposed to be attached, would appear in seemingly random location when reactivated. The issue was brought to my attention after users noticed the minigun floating around the map after switching to a different power and back to Alloy. The same thing happened to Shield Maiden's shield. Well, that's the main reason you're getting 0.3.6 early, but not the only thing included in this update. If you've read previous announcement, you might know that (as with a
2017-07-27 23:18 UTC · Community Announcements · GMchris
Another quick update. The main reason I'm publishing this one is a major fix for an issue I noticed recently. If you've been reading these announcements, you'll know that I put in an object pooling system in the game. This lets the game reuse objects without creating/deleting them, which improved performance a lot especially when projectiles are introduced. Well after some testing I realized that despite the game running fairly smootly, it wasn't thanks to my new system. The system didn't work at all! I was still spawning/despawning everything. A day later I had a fix lined up, but since it wa
2017-07-27 23:18 UTC · Community Announcements · GMchris
Another quick update. The main reason I'm publishing this one is a major fix for an issue I noticed recently. If you've been reading these announcements, you'll know that I put in an object pooling system in the game. This lets the game reuse objects without creating/deleting them, which improved performance a lot especially when projectiles are introduced. Well after some testing I realized that despite the game running fairly smootly, it wasn't thanks to my new system. The system didn't work at all! I was still spawning/despawning everything. A day later I had a fix lined up, but since it wa
Full appinfo as delivered by Steam PICS, changenumber 34834610. Also at /api/app/589250/raw.
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