Space Dingus
Playing now
—First samples arriving
—of peak
All-time peak
—Tracking since the first sample
Playing now
—First samples arriving
All-time peak
—Tracking since the first sample
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Community | Space Dingus Developer Log #10 Trying out a slightly new format for how I do these developer logs. I'm going to have a steady format of one top news item, then a summary of highlights from the past month, then what we're currently or soon working on. This might be nicer than the previous big lists of what we did last month. Plus, things like that will get covered anyway once we start posting public change notes for build upd… | — | |
| Community | Space Dingus Developer Log #9 Still crushed with work! We ended up devoting a lot of work time this month to a new location type. It was one that has a lot of new technology involving multiple entrances/exits and multiple floors. We did this because it will make future location types easy. Particularly things like multiple building cities and colonies, with multiple story buildings being possible. We're still hoping to hit… | — | |
| Community | Space Dingus Developer Log #8 We're still really busy. We're shooting for something big for Space Dingus in late July, to coincide with Death Road to Canada. I can't say what it is yet, but it's keeping us crushed with work. This developer log will cover our work last month, which covered a large amount of ground. There are also bonus sections for the Loadout Lockers and some new Character Customization options! Development… | — | |
| Community | Space Dingus Developer Log #7 We've been swamped! We keep having to shift back and forth between small parts and big new systems. Network code, UI, game logic, character customization work, and a revamped Mission Select menu. As I've said in previous developer logs, our original plans changed. At first, our plan was to shoot for really simple tests. Instead of that, we decided to go for the full playable game loop. This mea… | — | |
| Community | Space Dingus Developer Log #6 More playtesting, more tweaks. We've expanded playtesting a bit since last month, but have not opened the floodgates yet. A lot of our time has been responding to feedback, so we ended up working on a wide range of smaller things this month. Due to this, this devlog will mostly be notes and random experiments from what we've been developing. Development News Since last month: · More work on thr… | — | |
| Community | Space Dingus Developer Log #5 We have been very busy this month. Testing with new players has pointed out a lot more work that we needed to do. Lots of tweaks, lots of optimization and fixes, mostly related to online multiplayer. This month's devlog will be about some thoughts on the current Friends and Family Playtesting, and what we've learned from stress testing. We're still pushing towards the Steam and Discord Playtest… | — | |
| Community | Space Dingus Developer Log #4 This Developer log is a little late! It was supposed to come out Friday. I got really sick for awhile, and am just recovering. This post will be a little shorter than normal. After the news from this month, I will be talking about a few monster types we are implementing, and some general thoughts on how I want to implement our goal of having a ton of monster variety. Things were slow last month… | — | |
| Community | Space Dingus Developer Log #3 In this Developer Log, I am going to talk about our progress towards the Steam Playtest and what we're doing next. Then below that, a big section on the current state of our Space Stations. Road to Playtest New things since last month: · Massive optimizations. 120+ FPS with 200 zombies onscreen + tons of gore. We still want to do further optimizations, but this is a really big breakthrough · Mo… | — | |
| Community | Space Dingus Developer Log #2 In this Developer Log, I am going to talk about our plans for how the controls in Space Dingus will work. This includes sections on how the Special Weapon Slot will work, which is tied to the Right Mouse Button. But first, I am going to have a section for progress towards the Steam Playtest. Road to Playtest Since last Developer Log, we did a lot of work on the Special Weapon System. I will tal… | — | |
| Community | Space Dingus Developer Log #1 Hello! As promised, this is the start of our monthly news updates for Space Dingus development. I'll be posting big summaries of what we've done in the previous month. This update was on the last Thursday of the month, but future Developer Logs will be on the last Friday of each month . The next one will be on November 28th. You can also see more frequent news posts in the #future-preview chann… | — | |
| Steam news | Space Dingus Playtest Signups Available! We've been really busy at work with a planned alpha version Playtest for Space Dingus! You can now sign up for a chance to play it in the future. Just go to the Steam Store page, and there will be a link at the top where you can request access to the Playtest. Some notes: · After you sign up, Playtest access will be given by random chance. Steam's Playtest system is set up to allow this. Closer… | — | |
| Community | Space Dingus Early Q&A We've got a lot of questions asked from Discord, Steam comments, and the Youtube comments for the trailer. I thought I'd answer a bunch of them in one place! I've separated them into sections, for easier reading: · Multiplayer · Release and Price · Controls and Gameplay · Localization and Modding · Bonus Questions Multiplayer 1. Will Space Dingus have couch co-op, or online multiplayer? A: We a… | — | |
| Community | Space Dingus Announcement + What's Next! Welcome to SPACE DINGUS! We're developing this game as a followup and Spiritual Successor to Death Road to Canada. We're going to be keeping a lot of familiar gameplay compared to Death Road, such as the Choose your own Adventure Events, general structure for picking your locations, and giant swarms of enemies. There will also be a lot of differences from Death Road. Here's a short list: · Onli… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.