Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
TAC-CORP VIP Access›Events›TUNNEL DIVERS v0.8.2 is now available + Gather is coming
Game update

TUNNEL DIVERS v0.8.2 is now available + Gather is coming

TAC-CORP VIP Access · published 8 years ago

All eventsPlayers around this dateRead on Steam

Dev Log


This update adds the final campaign missions, bringing the campaign development nearly to a close. While I will make changes and fixes to the missions, this pretty much marks that I have achieved all the goals I set out for this game, so we can really start moving towards release.

I humbly ask all players to help me test all campaign missions. If you think a mission is too hard or too easy, if the par time needs adjusting, and so forth. I just wanted to get the rough drafts for each mission out, then we can work together to polish them up.

The Game Maker bug that would cause servers to lag has also been fixed, so I'd like to schedule a gather for next weekend, on March 24th. I need a lot of people too join, at least enough to fill 1 server so we can stress test and see if the memory leak fix was really the issue. Once we can confirm that the problem is solved, then I'm going to schedule gathers a lot more frequently, without a fear of seeing a small player turn out.

Lastly, this new Game Maker update got really wacky with the audio, so the audio quality may sound bad. This will be fixed later in the week.

Added

  • Added last 5 campaign missions, including the final boss and ending
  • Added Ironman mode for the campaign, where you only have 1 life and can only use 1 load out. Unlocked by beating the campaign.
  • Added 3 more achievements
  • Added Damage Numbers option to the options menu
  • Added “E-Brake” key binding. Holding down this key will significantly increase your ship’s friction. (Default: R)

Balance Changes

  • Increased the Sting Ray’s EMP wave radius
  • Sting Ray is now immune to being EMP’d
    -- These buffs make the Sting Ray's passive abilities more useful, and offers a counter to EMP spam if necessary.
  • Concussion rockets now fire from the center of your ship
    -- This makes the concussion a lot easier to boost yourself with..
  • Pulsar projectile is no longer destroyed when shot by energy weapons too much
    -- It felt like the Pulsar module would get destroyed too quickly in combat, so now it's a lot more deadly.
  • Reduced knockback when taking damage
    -- This should make the game feel a lot less chaotic, you can still get pushed around but not as much by primary weapons..
  • Changing weapons is no longer blocked mid-fire for fast paced weapons
    -- This was a suggestion and it made sense since the cooldown visual effect never appears on short fire rate weapons.

Campaign Changes

  • Nerfed some campaign enemies (Less accurate, shoots less, etc)
  • Increased mission 10’s par time to 3:00
  • Lowered mission 9’s par time to 3:30
  • Added a secret to mission 6

Fixed

  • Fixed the evac timer in mission 11
  • Fixed secrets hidden inside secret walls not showing up on the map when you have the map upgrade
  • Fixed the memory leak for sending UDP packets (GMS v1804)

Tunnel Editor

  • Added a object properties menu, hover over an object and right click it to edit it’s properties (Button timers, angle, etc)
  • Fixed logic lines in the map editor displaying incorrectly
  • You can now drag objects with left click if no object is selected from the left menu
  • Alt key now functions backwards when you are dragging an object
  • Changed middle mouse click from dragging objects to dragging the camera in the map editor
  • Explosion logic events will now explode again if they are deactivated by logic gates and activated again.
  • Reduced damage of the hurt logic area
More from TAC-CORP VIP Access

Other announcements

All events
TAC-CORP VIP AccessGame update28 Feb 2019TUNNEL DIVERS v1.0.1 is now available- Added a Dialogue toggle option, which will hide character dialogue but still require the player to wait for dialogue to finish so logic gates can still work - Added a Dialogue Volume option, which will adjust the volume of the beeping when a character is talking. - Fixed some objects being displayed in the wrong colors due to a bug in Game Maker Studio - Fixed an instance where two music trac…TAC-CORP VIP AccessCommunity6 Jul 2018TUNNEL DIVERS is released + Free DLC weekend until 7/9Tunnel Divers is released! Thank you for helping me see that my game was finished. I learned a lot, and I hope it provides at least some fun for those that play it. The DLC will be free for the weekend! If you like the ship painting or level editor, please consider buying VIP Access. I'd also like to thank Gergely Kovács for the soundtrack for the game, and all the voice actors who offered thei…TAC-CORP VIP AccessCommunity21 Jun 2018TUNNEL DIVERS will be released on July 6thHi! Here's a release date for you. Once the summer sale has passed, I'd like to release this game and call it finished for now. I have a few ideas for content updates, but I think the game is in a really good spot for release so I'd rather do that first before breaking something. I'm not expecting a huge rush of players, but it'd be certainly be cool to see one. I enjoyed making this game and I…