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Neom

A new alpha before going on Steam

2016-06-03 General
After these last five month used to prepare the early access, we realized that a Steam release before summer was too optimistic.

Indeed, some features were much more complicated than anticipated, mostly the dungeons (and the dungeons' editor) and the vehicles.
These two features we started in January are gameplay challenges but also and above all technical challenges, because they are closely related to our blocks engine. We got tons of technical issues to overcome that eventually induced a mountain of work.

So, we will go on Steam after the summer, when we are ready. The goal being to bring the most polished product possible on Steam.

But, in a few days, we will be delivering another alpha version. This is not the Steam version yet, some content and improvements are still missing, but you will be able to test the new features.

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In order to be able to give you the best possible gameplay, your feedback will be most welcome as always since the beginning of the project.

Demolition Man

2016-03-29 Development, General
If you are the kind of guy who loves to spice up your tequila with a drop of nitroglycerin, the following video is made for you. Your next best friend will be the grenade launcher. And you can believe that!



Currently, the plasma grenade (the green one) has a higher radius and do less damage than the thermal grenade (the red one). Other types of grenades are planned. And eventually, each technology will deal a particular damage type.

Ready to blow up some bad guys?

(As always, this work is in progress and is not final.)
Neom

A new artist joins the team

2016-03-24 General
Today we double the size of the artistic team!
Finally, yes, Reymantha is no more the unique artist in a team composed mainly of engineers. He will be able to talk about art with someone who has the same sensibility and who will completely understand his language :)

Let me introduce « Crounchann », real name Sylvain Trabut, who joins the team to assist Reymantha on the artistic side of our beautiful project.

/img/newsblog/neom/news_sylvain-trabut.jpg

Sylvain will bring his artistic and technical expertise to the team. Indeed, since 5 years, he showed all his creative talent working as creative and artistic lead at Ankama on the games Fly'n and Island of Wakfu.
He will also be in charge of more technical parts, like the integration of our 3D assets.

I am really glad that he chose to join our team!
More details about him here
Neom

The great Vaalac

2016-02-24 General, Development
He comes from a land, faraway, where men fight with their bare hands to defend their clans. Risking his life, he retrieved the "code" and this allowed him to rise before his peers. Today he decided to join our ranks, to fight the yoke of the machines. The recovered "code" will surely be useful, and the man that found it even more.
Did we make the right choice? We will have our answer soon, when steam comes out of our weapons!



Yeah, I know, I could have simply said that the development team has grown :)

/img/newsblog/neom/Vaalac.jpg
CodingMarmot NeoM Mick BlockBuster Vaalac Altalus Guyk WonderB Reymantha

Please welcome Vaalac (real name Valentin), who joined us seven days ago and who will help us for the technical and gameplay part of the game.

More on him here: http://www.stellar-overload.com/the-team/vaalac/
Neom

Event at Cannes

2016-02-22 General
A reminder about the game event at Cannes this week end.

http://www.stellar-overload.com/news/110/

We will be at stand 0301, named "CreaCannes" (the name of our incubator).
Neom

There is now a marketing expert in the team

2016-02-12 General
I am proud to introduce Matthias Boudier, alias Boo. He joined us as the marketing expert of the team. I was holding this position until now, although it's not among my skills.

/img/newsblog/neom/News_matthias.jpg
Reymantha, Altalus, Boo, BlockBuster and Mick

You can find more information about "Boo" here:
http://www.stellar-overload.com/the-team/boo

We met 2 months ago by mere coincidence at a networking event planned by PRIMI (a local company cluster) at Cannes. We share a passion: video games!

Looking at his resume, I think we are lucky to work with him. And I trust this will be a good omen for the future of Stellar Overload!
Neom

Steam will be our distribution plateform

2016-02-09 General
Today, I am pleased to announce that the game will be distributed on Steam (using the early access program to begin with).

/img/newsblog/neom/steam-logo.jpg

What does this actually mean?
We will migrate all of our services on Steam. There will no longer be a shop on our website for early access. Every player who pre-ordered the game (on Kickstarter or on our website) will get a free Steam key (or several, if they ordered multiple copies of the game).

Why did we make this choice?
For several reasons:
- The large number of players on Steam
- Their confidence in this platform
- Offload onto Steam tedious tasks like user management and billing
- Boost the download speed
- Achieve better security
So that our team can focus on the game development, which is what matters, isn'it?

Why won't we also keep the shop on the Stellar Overload website?
As mentioned above, one of the main reasons to use Steam is to migrate some services to get a better quality. Keeping the store would'nt be compatible with that.

What about the forum?
For now, our forum remains active until the early acces release. But eventually, we'll also migrate it, in order to collect all the content in a single point: Steam. This will be easier for us to handle.
About the gallery : We didn't make any decision yet.

So what about the schedule?
This Steam release has obviously changed our schedule. Some other reasons also made us fall behind the planning.
What this means concretely:
- We hope we'll deliver the early access on Steam before this summer
- The final version will be released on Steam when the quality of the game will meet our ambitions and your expectations according to your feedbacks during Early Access

We are now thinking about releasing an "alpha 3" (not yet on Steam) in 2 or 3 months. But we're not sure about it, we'd rather not delaying the Steam version again. We'll keep you informed about this eventual release in March.
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