Frontiercoven
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Testing grounds for experimental builds of Hypercoven
Current experiment
- No longer runtime-dependant on SDL2 at all
- Fall back to WebGL if WebGPU is unavailable
- Mouse cursors are system-styled everywhere
Hypercoven General Roadmap (Maybe)
- More Units
- Document Mapedit
- Add sound effects for unit deaths and orders accepted
- More game modes
- Configurable Solo Experience / Achievements
Updated | 1 day ago |
Status | In development |
Platforms | Windows, Linux, HTML5 |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | Filmstars |
Genre | Strategy |
Made with | SDL |
Average session | About a half-hour |
Multiplayer | Local multiplayer, Server-based networked multiplayer |
Player count | 1 - 8 |
Download
Install instructions
Windows:
Run LaunchHyperCoven.exe
When warned by Windows - click "More Info" and then "Run Anyway"
Linux:
./launch_hypercoven
Development log
- Windows fixes31 days ago
- WebGL fixed41 days ago
- Graphics fixed below 1080p45 days ago
- To New Frontiers84 days ago
- Demo Day 54 résuméJan 08, 2024
- V13Dec 25, 2023
- V11 Progress & FSDec 21, 2023
- V11 - Double ClickDec 15, 2023
Comments
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what do you call that artstyle
»Potpourri« I guess. Some units are "pre-rendered 3D," but most are regular hand-made sideview sprites. The phenomenon specifically of having uneven upscaling across spritesheets (like e.g. the Giantess Firewitch is far more pixelated than the Botrol) is called "Mixels."
why did you mix it so much ?
I am collecting what cool assets I can find. There is not enough affordable quality of any single style, to fill the game.
Maybe in the future I can collaborate with an artist, or find enough money, to un-mix it.
are you up to join a dev team as lead programmer ?
idk, send me a message on reddit with more info. username Tilmsfars
based yes dev