lol, not really, esp when out of no where. Reminds me of when Doom 3 was released.
Hope these kinds of shooters make a comeback, even UT is showing its head.
I have decided to back the game, but it seems extremely unlikely that they're going to make their goal, so I guess it's nothing lost and nothing gained. It's still going to be a bit disappointing though.
They have decided to pull the plug on the kickstarter, but luckily they're not quite giving up yet.
SourceSo as even our most optimistic fans are starting to realize, our Kickstarter isn't going to hit its target (barring some very wealthy miracles). This update will be entirely dedicated to explaining why we're not upset and why you shouldn't be either.
Right now, Reflex feels good. We think it feels good, pro-gamers think it feels good, new players think it feels good. We've succeeded in capturing the best parts of the arena shooter genre in a new, lean engine. Unfortunately, this is something that's hard to sell through videos and marketing bullet points.
The best way to get people excited about Reflex has always been to give them a copy to try for themselves. This has always been the approach we'd prefer to take. We want to grow the game alongside the community, we want to watch people's twitch streams, play their maps, download their frag films and jump on their servers to get our asses handed to us.
So to bring that scene together sooner, we're going to be shutting down the Kickstarter, focusing all of our development towards getting the game ready for Early Access. This work has already started -- that's why we've been a bit quiet the last few days. We've got a little bit more time than usual that we'd set aside for the Kickstarter and we're now cramming as much development into that time as we possibly can.
And we're excited about the change. It's much closer to the approach we've always wanted to take. So why didn't we do it this way in the first place?
Well, Kickstarter was our shot at full-time development with an unrestrained feature list. At least for the short term, Early Access will be a return to developing out of hours which means progress will be much slower. We won't be able to promise release dates and we won't be able to guarantee features without the financial backing we were hoping Kickstarter would bring. But this project page still works as a list of things we want to do (and will do as soon as we have the resources).
The game is now available in Early Access on Steam for only $9.99
About This GameWhy Early Access?
“Early access allows us to work with the community while we are developing the game. It allows players to begin making maps, host their own competitions and make frag films while assisting with development costs.”
How long will this game be in Early Access?
“Reflex will remain in early access as long as it takes to bring the game up to the standard both we and the community expect.”
How is the full version planned to differ from the Early Access version?
“We will be actively updating the early access version right up until the full version ships.”
What is the current state of the Early Access version?
“The current version is very much a prototype. We have a start on solid feeling gameplay, and a proof of concept shown. The game is fully playable in multiplayer, has a multiplayer map editor, replay editor, ffa/duel/tdm gamemodes.
We don't yet have customizations, bots, stats, matchmaking, multiview, CTF/arena/other gamemodes and training.”
Will the game be priced differently during and after Early Access?
“Yet to be decided.”
How are you planning on involving the Community in your development process?
“We'll be listening to all feedback given by the community to tweak gameplay, add features, and squash bugs. We'll be involving the community in the map development process, we'll be prioritising features based on community demand.”
Reflex is a competitive Arena FPS that combines modern tech with the speed, precision and freedom of a 90s shooter. If you sunk countless hours into the Quake or Unreal series, Reflex will feel like a welcome return of the old school shooter feel. If you didn't experience classic arena FPS gameplay, you should immediately reclaim all those unwasted years by being part of Reflex!
The game is currently at a prototype state. We don't have all the modes. The weapons are not final. The UI is ugly and basic. Most of the art is missing. We don't have matchmaking. We don't have bots. Game development is a slow process, especially for a small team. Reflex is not yet competition ready.
For now, it's fun. It's playable, with a couple game modes. You can build maps on-line. You can watch replays.
We plan to be updating the game on a regular basis, bringing more features and improvements to it.
Current Features
Old School Gameplay - A return to fast paced, arcade FPS!
Game modes - 1v1, Team Deathmatch and FFA
In-game, multiplayer map editor - Build maps with friends then smear those friends across the walls.
In-game replay editor - Easily create frag films and highlights.
LAN support - Grab your computer, your friends and a case of something caffeinated and enjoy the lowest pings possible through a tangled mess of CAT cable.
Dedicated Servers - Run your own servers, with your own settings. Just one of our completely obvious features that should be in every game but for some reason isn't anymore!
Responsive input - Input sampled 1000 times a second to provide an ultra smooth experience. If you miss, it's your fault, not ours.
Planned Features
More game modes - Capture The Flag, Control, Arena, Juggernaut, Midair + more.
Matchmaking - Quickly find games of any type or simply jump on a server with friends.
High Performance - Reflex uses a custom built engine targeting 120fps (and we don't cap framerates so melt your GPU if you want)
Advanced spectator features - Multiview, casting overlays, on-screen live statistics, spectator vs spectator interaction.
Statistics - Wins:Losses, per-weapon accuracy, kill/death ratio, player comparisons, item control, attractive bar graphs.
Steamworks - Friends, achievements, player invites + more.
Training and coaching - In game, step-by-step breakdowns with key-presses and timings.
and more!
idk...more inclined to back the new UT tbh.
Jump mechanics are cool sure, but that doesn't look anywhere near as polished as the UT
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