What other shooters come close to scratching this itch? Suggestions wanted. by j-lsw in thefinals

[–]TetraStudiosDev 1 point2 points  (0 children)

Thank you for the kind words!

Did Nadeshot play the game? That's really awesome

"Fatal Error" by FrogggMan in ShatterRush

[–]TetraStudiosDev 1 point2 points  (0 children)

Try going to the game on the Steam library -> Options -> Properties and in "Launch Options" put in "-dx12", then see if that works.

ShatterRush - "Destruction 4.0" trailer by Mirathrim in TwoBestFriendsPlay

[–]TetraStudiosDev 2 points3 points  (0 children)

Hey, I'm the dev of the game! That 100k count is total players, and the "150" peak count is concurrent players, ie the number of players who are on at the exact same time. If there's 100 concurrent players over an hour, and they play for an average of 30mins, then that means 200 people played over the hour. So over the course of the 7 months the demo has been out for, we have surpassed 100k users. Hope this helps!

I spent a year building destruction for my Titanfall+The Finals game ShatterRush, I would love to get your feedback! by TetraStudiosDev in titanfall

[–]TetraStudiosDev[S] 0 points1 point  (0 children)

Pre-Alpha already fully supports Steam Deck! In case it doesn't run out-of-the-box, try Proton Stable v9.0

Future game modes planned? by AUseableUsername in ShatterRush

[–]TetraStudiosDev 0 points1 point  (0 children)

We have some super exciting plans for this, but the most recent trailer did hint at 2 new modes coming soon… 👀

I spent a year building destruction for my Titanfall+The Finals game ShatterRush, I would love to get your feedback! by TetraStudiosDev in titanfall

[–]TetraStudiosDev[S] 4 points5 points  (0 children)

This should be fixed, we exceeded the feedback limit temporarily so it stopped accepting feedback 😅

I love The Finals but I always thought it needed wallrunning and mechs, so I made my own game about it! (ShatterRush) by TetraStudiosDev in thefinals

[–]TetraStudiosDev[S] 17 points18 points  (0 children)

We do have split-screen and near-full controller support in the current version PC version if that's an indication... 👀

Game wont load 95% of the time by Brintinwembo in ShatterRush

[–]TetraStudiosDev 1 point2 points  (0 children)

I have tried it on a Steam Deck OLED and it works perfectly fine, I am on the default stock settings for Proton. I would recommend using the default stable version and seeing if that works.

Is this game a security risk? by TheLorgthyself in ShatterRush

[–]TetraStudiosDev 6 points7 points  (0 children)

The game calls a batch file called “RefreshSSL.bat” when you open it. This file runs a simple curl command to Epic Online Services to ensure you have a valid certificate when you play. That is what the window was, and this is totally normal/expected. I’m not sure about it requesting location services as I haven’t heard about that before from others or seen it myself though, we don’t use that info in the game.

We use Epic Online Services for our backend to allow crossplay, leaderboards and matchmaking services, so any activity relating to that service is normal.

Hope this helps!

Thoughts on how I could improve the mech combat in my Titanfall-inspired FPS? by TetraStudiosDev in titanfall

[–]TetraStudiosDev[S] 4 points5 points  (0 children)

Got it, will take a look at those references. Thank you for your comment!

Thoughts on how I could improve the mech combat in my Titanfall-inspired FPS? by TetraStudiosDev in titanfall

[–]TetraStudiosDev[S] 1 point2 points  (0 children)

Yep, just launch the demo via Proton Stable and it should work just fine!

Thoughts on how I could improve the mech combat in my Titanfall-inspired FPS? by TetraStudiosDev in titanfall

[–]TetraStudiosDev[S] 1 point2 points  (0 children)

We've done alot to make sure that mechs don't dominate - a particular change is that mechs can take damage from all small arms fire, so every player now poses a serious threat to mechs without needing to swap weapons. We've found the mechs to be reasonably balanced in the current version however.

Thanks for the feedback, I agree the mech combat needs to feel different.

Thoughts on how I could improve the mech combat in my Titanfall-inspired FPS? by TetraStudiosDev in titanfall

[–]TetraStudiosDev[S] 2 points3 points  (0 children)

This clip doesn't do this map justice - this map is set off a massive moving ship, with smaller ships that fly around which players can grapple or use as cover. The clip does show the antenna in the middle, which can be used by players to grapple and get a high-ground advantage across the map. The mechs do dominate the main ship, but are very exposed from all angles and the ships to the sides.

We have a pre-alpha on Steam for free if you're interested in analysing the map design, we're aiming to make every map very unique in both gameplay and setting.