B-12
Playing now
0+0 vs. yesterday
0.0%of peak
All-time peak
14 Nov 2026
Playing now
0+0 vs. yesterday
All-time peak
14 Nov 2026
| Published | Title | Build |
|---|---|---|
| 1.1 - Difficulty tweaks A small update to address some recent difficulty feedback. I definitely plan to keep tuning as more players find the game and offer their input. Please swing by the discussion board if you have any feedback or suggestions. Thank you, and have a pleasant day! -Phillip -----1.1--------------------------- -Decreased B-5 (little bug-bots) attack damage -Decreased enemy firing ranges in general. The… | 4033897 | |
| 1.0 !!! Well, here goes! It's not quite everything I wanted to do before my self-imposed deadline (the 12th of course!), but this release is truer to my original vision for B-12 than anything else would have been. Twelve robots. Twelve levels. A somewhat minimalist, often frantic action game for short sessions with decent replay value. I never thought it would take 6.5 years, but I started with little… | — | |
| 0.5.2 - UX & Combat Improvements Here's a minor update as I try to polish the game up for leaving Early Access. Also, B-12 is on sale! This will be the least you can get the game for until late 2020. Shortly before leaving Early Access (6-8 weeks hopefully) the price will increase to reflect the quality and amount of content in the game at that time, plus I still plan to add some alternate game modes, secret levels, and bunch… | — | |
| 0.5.1 Change-log for quick update 0.5.1 -Rearranged the switches and instruction pictograph at the hub a little bit -Added B-2 gun and an initial upgrade to the hub to teach these mechanics a bit faster -Some changes to level 1-1, trying to bring up the action and difficulty at the start of the game -Secondary attack button no longer does melee attack when you have no secondary weapon. Input is ignor… | — | |
| 0.4.2 - Finally some background lore! This update is mostly about getting some of the background lore behind B-12 out of my brain and into the game itself. I've had all of this planned for a while, but I wanted to focus on gameplay above all else. -- Does the game feel like a 3D version of Mega Man X? Yes? Good! That was always the idea. Building an audience for an action game without a 'story' has been extremely difficult. I'm ver… | — | |
| 0.3.1 CHANGE LOG --------------------------------------------------- ---0.3.1------------------- -Weapons touch-up: Various improvements and tweaks. -In third-person view, B-12 will now keep facing forward while player is actively engaged in combat. Added backward dash/jetpack and run animations to make movement look more natural with this change, also helps with first-person player animations. -Made… | — | |
| 0.2.0 ---0.2.0---------Change-log---------- -Replaced default Unity Arial font for stats and helpscreen -Increased shadow resolution -Added appropriately colored accent lights to teleporters, maintenance pads, switches, etc. -Improved desctructive crytals (They used to just sit there, exploded when shot. Now act more like proximity mines.) -Some changes & additions to HUD -New and improved crosshair… | — | |
| Presenting 0.1.0 -- The first beta! Here I am on the two year anniversary of putting B-12 in early access, reflecting on more than six years (off and on) working on a single project: A simple 3D action game to help me learn Unity. Obviously it's become more than that, and there have been a lot of ups and downs. A few weeks ago I was actually very close to abandoning the game... But it turns out that a long break was good for me.… | — | |
| Back After Some Downtime - 0.0.52 After some downtime due to the untimely death of my primary development machine, I am finally continuing the push toward finishing this game. Today's patch (0.0.52) is a small update to get things rolling again, but the next one (0.0.6) will add the final three levels and enemies for the normal game mode, including the showdown, B-12 vs. B-12 ('Evil' B-12?). I'm shooting to get that finished in… | — | |
| 0.0.51 - New level and boss (World 3 fully playable) This one took MUCH longer to finish than expected. I suppose it comes with the territory of being a solo developer with a full-time day-job, etc. Thankfully I'm finally getting my pace back to where it was, and I should still be on track to have all the main content in the game before the end of the year, if not sooner. Then it will be time to add some extra levels and the alternate game modes.… | — | |
| 0.0.5 -Added a new level (3-2) -Added a new enemy robot (B-8) with corresponding weapon and achievement -Added some more info to the help menu -Various other small fixes and tweaks -Started working on Mac and SteamOS/Linux support, but ran into too many unforeseen issues to get it ready in time for this build. Hopefully I can get things smoothed out and get those platforms supported soon. | — | |
| 0.0.44 -----0.0.44------------------------------ -Finished 3-1 level-gen setup with the initial set of modules and removed 'preview version' text. -Made some tweaks and fixes to a few of the exising level-gen modules. -Made destructibles more melee-friendly and easier to destroy in general. -Decreased charge-time (between colors) on primary plasma-cannon. (Was: 1 second between each, Now: green at 06.… | — | |
| Update 0.0.42 Hello everyone! Today's changes come in response to a bit of very constructive feedback I received from @FPS_DB. (Thank you!) Most of these were things I'd been pondering and wanting feedback on, so it was fun to go ahead and get them implemented. The controls feel tighter, and I don't think anyone will complain about having an FOV slider. Let me know what you think! -Phillip ------------------… | — |
| Date | Day | Time | Patch title | Build ID | Branch | Depots | Download Δ |
|---|---|---|---|---|---|---|---|
| 22 Jul 2019 | Mon | 17:57 | 1.1 - Difficulty tweaks | 4033897 | public | 1 | — |