Archive for the ‘Cobalt’ Category

March 4th, 2014

Cobalt v124b Alpha Change Log


Cobalt is now at v124b! The bullet time change in the last version has gotten a tweak and a number of small bugs are fixed. Read more for full change log!

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March 3rd, 2014

Cobalt v124 Alpha Change Log


We have updated Cobalt to v124! This time we have focused on bugs, tweaks and some content. The biggest and most interesting change has to do with bullet time. Here is why:

The Problem

As you may know, bullet time is a big part of Cobalt. Lately I’ve been feeling that the combat in Cobalt has started to get a slightly too focused on timing defensive moves, while offensive moves are executed haphazardly or without much effect on the end result. Because of this, I’ve been looking for a long time to a way to put timing back into attacks.


The idea to adjust bullet time came from being inspired by the difference between the first rounds of Team-Strike where there were no reaction enhancer, and the later round when there were. I really liked that you in the beginning had to keep an eye on your enemies to see what they were doing, not just stare at your own character and react to threats. These first rounds would be quicker, and more about doing precise timed attacks when the enemy didn’t expect them. The later rounds would be more about reacting to situations and executing well timed defensive moves. However, i did not like the inconsistency. It was hard to explain and it also felt like a contrived way to cater to both playing styles.

The Solution

I decided to change how the reaction enhancer is activated.  Instead of snapping directly to the incoming threats, the reaction enhancer, when detecting a threat, smoothly activates over time, faster for more dangerous items. The maximum slowdown for a threat was also increased. This changed a number of things:

  • Bullet time is more predictable and smoother and easier to time correctly  and adapt to.
  • It also means that being cool and timing accurate shots against your opponents is more effective than before.
  • It also means that keeping enemies at a distance is more important, because you want there to be space between you and your threat to give your reaction enhancer space to activate.
  • It also means that when attacking, you might not want to attack right away, but hold off on the first shot until you get a little closer, as to not activate the enemy’s reaction enhancer too early.
  • It also means that you don’t get trapped in bullet time as easy by single or few bullets.
  • It also means that when bullet time actually starts to really kick in, it can go even slower and allow even more control than before allowing for a far greater range of gameplay.

Let me know what you think!



In other news!

The community map making is really starting to gain some momentum again! In a future update we want to include more maps made from the community but we have not figured out how to do that from a “legal” standpoint yet. In the meantime, head over to and start downloading all the goodies!

Personally I can especially recommend trying out Janeators Challenge Week (Map Pack) v1.0! Good stuff!! (follow for updates)


Hit to jump to read the full log.

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February 28th, 2014

Intel Report: Community Carnage

The Hero returns.

…The Hope? The Hoarder? I need some sort of code name. The Helixian?

I’ve been absent for a while! After my vacation secret alpine mission, I was met by some mysterious men with lab coats and syringes! I’m not really sure who they were or what they did, but I seemed to catch some sort of illness after their experiment!

I’m getting back in action, however. As promised, there’s some community craft in this week’s report. Tons of it. Am I forgetting something important? Definitely not. Let’s play the community game.

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February 25th, 2014

Sand in the Gears

Here comes a community update:

Hi all!

Apparently a metalface has been marooned on a tiny island in the middle of nowhere. Surviving in harsh environments with no food or water is not an issue for cyborg metalfaces but how will it avoid succumbing to insanity? How can it trust what it sees with its own two eyes/light bulbs? How will it return to civilization? These questions needs to be answered! (Looking at you Fabio).

February 21st, 2014

Radio Cobalt #3 – Singleplayer

The third episode of Radio Cobalt has been posted on YouTube!

February 18th, 2014

Four Years of Alpha

… and counting!

It has been a long time now, but Cobalt is shaping up to be an awesome game! The game modes are great, we’ve got a bunch of maps, and the single-player adventure is well in progress. We’ve also got an Xbox 360 and PS3 release in the pipe with the help of FatShark and Mojang. Yes, it means…

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February 11th, 2014

Radio Cobalt #2 – Multiplayer

The second episode of Radio Cobalt has been posted on YouTube!

February 7th, 2014

Intel Report: The Empire Strikes Back

Quit asking every day, please. You know that the answer remains the same.

…Hold on. I just felt a great disturbance in the Oxeye download repositories.

There’s a new update for your favorite warranty–voiding robot combat simulator, and if you’re still reading this instead of playing, chances are that you want a quick briefing of the major changes. Chances are also that you’ll get one.

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February 7th, 2014

Cobalt v123 Alpha Change Log


We have updated Cobalt to v123! Here is the change log!

Also, check out Radio cobalt episode 1! It gives an overview to some of the new things!


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February 4th, 2014

Radio Cobalt Episode One – The Basics

Owen Hill, Mojang’s word smith and office love bear, has posted the first episode of Radio Cobalt on Youtube. Listen to him interviewing Kinten and thewreck on the basics of playing Cobalt!

More episodes coming soon!

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