27 June 2017

Tomorrow we will show the beta of one of the multiplayer modes of Edge Guardian, Edge Guardian Rivals. More info on the Oniride Showcase at the link! https://www.facebook.com/events/472884466386346/

23 May 2017
Still Working, Guardians

Hello, It’s Marco and I wanted do share with a list of the new feature of the updated version of Edge Guardian we are working on.

  • Oculus and oculus touch support
  • Automatic switch between different HMDs (vive and oculus at the moment)
  • New Interactions/animations of the hands
  • Updated “energy wall” animations
  • Updated Enemy animations
  • Rewrited audio source management system to improve performance
  • Updated enemy movement system to avoid some annoying bugs and streamline management.
  • Enemies that hook up to “the core” are more hit-responsive (new spring system)
  • Fixed some problems with the “shot” and collision of enemies.
  • Updated the particle smoke system in the desert to improve performance
  • Implemented FXAA Filter and Replaced Bloom Effect by - Postprocessing Counterparty (Low Impact on Performance/Improved Graphic Performance)
  • Optimized desert scene for better performance
  • VR rendering is now set to “single pass” with updated effects and full support (it translates into better performance).

Keep in mind that Vincenzo, the new programmer, have rewritten the game from ground up so we need more time to finish the product and be out of the Early Access.

I hope I can share some video of the new version in the next update and some to have good news in the next month. Thanks everyone for the support.

6 April 2017

I need to clarify to everybody that we are still working on Edge Guardian and Unlimitris. The team changed and we are working on the games from the ground up again.

The truth is that the previous version of Edge Guardian was a giant, huge mess and we cannot update or rely on that code and part of design anymore. I was searching for someone to help me in the development since november and now we are working steady to bring back the game on the track.In the meantime,

I wrote the design document again for make it more consistent and the result is that the new version of the game has already a reworked control system, Oculus Rift compatibility and we are working on some options for other VR systems.

There will be a free Demo of the game as soon as it’s ready and we will update to the new version for free for everyone that already bought the game on steam and viveport.I’m so sorry for being quiet all this time but the last 3 months were very difficult for Hypothermic Games but I don’t want to give up on projects anymore.Not this time.

Thanks for supporting us and have a nice day, we will give you more news next week. In the meantime, see you later, Guardians.

-Marco

http://steamcommunity.com/games/518000/announcements/detail/486793695400986855

1 February 2017

Do you have some spare time next week? Come in Berlin to fight a new enemy before the public release of #EdgeGuardian 0.3!

store.steampowered.com/app/518000

24 January 2017

A game made in 48h, we were @ the Global Game Jam Rome for 3 days break from #EdgeGuardian so… we made another game! Now back to work on punching cubes!

Download here
http://globalgamejam.org/2017/games/boo-chi

29 November 2016

We are heading to Berlin this Febraury, thanks to Indie Prize!

29 November 2016

We went to Codemotion last weekend, was a lot of fun!

15 November 2016
Commercial Licence for Edge Guardian is Available on Steam!

if you have a cybercafe, an arcade or want to use our game in other public settings give it a shot! Grab the game here! http://store.steampowered.com/app/518000

10 November 2016
Road to Update 0.4
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Hi Guardians, we are here to take all of you on the road trip to the updates 0.3 and 0.4

We are working on the first “boss” enemy of the game, of which you can spot a glimpse in the very end of the latest trailer Edge Guardian Update: Bugfix, a little change of the Roadmap and a glimpse of the new stages!

https://www.youtube.com/watch?v=3RmeTB1dRJA

this will take a little longer to be made: he changes some game mechanics, we need you to understand this or the fun on this experience is screwed!

So here is the catch: the enemy/boss will be implemented in a new tutorial that will take place in the arena

this is the naked model of the bonus stage from the version 0.4 of the game, so we think that with a little more effort we can bring the bonus stage and the new powers earlier in the roadmap.

Next step is the Sky level

this level gifts you with a new enemy that you must deal with. It’s a flying level so you have (almost) no possibility of gaining corpses to shot back at the foes!

Again, we need time to make the cloud layers work, the new enemy work and make some random things spawn to create an experience that is appealing, fun and somehow unconmfortable!

So support us if you can, and wait for these updates. Thanks and see you later!

steam update link

Bugfix

  • no more invisible enemies
  • fixed enemies behavior on energy sucking
  • no more combo breaks on Crowd enemies
  • fixed an HEX line

P.P.S Store page link! store.steampowered.com/app/518000

3 November 2016

A little bugfix update is live now! In this update we’ve got rid of these three nasty guys:

- Emitter enemy was not spawning correctly sometimes
- Sometimes taking down the Emitter was incorrectly resetting the multiplier
- And finally… NO MORE CUBES OUT OF PUNCH REACH! (we guess… let us know if it still happens)


Meanwhile, as you can see from the image above, we are working on some bigger updates. Please, bear with us, as this will require a bit more time than usual. 


Thank you all for your support!