We are pleased to announce that online leaderboards are now live! We are looking forward to competing with you all for the highest score! Other minor improvements have also been made. Read on for the full list of changes.
Global Online Leaderboards. Leaderboard displays the top 9 players and where your best score falls globally.
Updated configuration options. Settings for antialiasing level and bloom can now be configured.
Simplified score GUI to remove unnecessary information and focus on score.
Drone reactivity has been improved. Inflicting damage yields more satisfying reactions.
Added a screen effect indicating when the player receives damage.
Added a special effect to make dealing headshots more noticeable.
Improved laser sight VFX, new version is easier to see where shots will land.
Fixed a minor bug with some shaders that caused mesh outlines to appear less clear.
Multiple minor performance enhancements.
We hope you have fun, and good luck getting the highest score!
Today DFE Studios is undergoing a name change. We will now operate under the name Skunkape Interactive.
We feel the new name better fits our design principles and our studio’s roots (no pun intended!). The Florida skunk ape has been our logo and mascot since the first Steam launch of ROOT 1.3 back in September 2015, so the name feels fitting.
Don’t worry, our name is the only thing that is changing. We are still the same 4 man team who brought you ROOT and DEADLOCK, and moving forward we continue to work hard to create the highest quality experiences possible.
Hello Steam community. Today we are happy to announce that ROOT 1.4 is live! Your feedback during the open beta really helped us balance features and squash bugs. Almost all elements of the game have been improved since version 1.3. A brief rundown of improvements:
New higher quality meshes
Rendering and lighting improvements
Layout changes and visual improvements to all ten levels
Improved enemy navigation AI
Smoother and more intuitive melee combat. Using the Blackjack and Kick are more intuitive
Stealth gameplay is more flexible and faster paced. Enemies now display an alert GUI before noticing you
Added dificulty settings (Easy, Normal, Cyber Terrorist)
Added more intuitive attack animations to Final Sentinel
Many miscellaneous fixes, improvements and optimizations
We hope you have fun! And as always,
Happy Hacking, Cyber Terrorists!
Hello ROOT community. Tonight we are releasing another update to the 1.4 Beta. Compared to previous updates this one is relatively minor, but significantly improves the core experience. Most notable improvements are performance optimizations and fixes to antialiasing.
– Optimizations to AI and level rendering result in significant performance gains
– Fixed a small but noticeable AI navigation bug
– Antialiasing now works as expected
– Small layout change to Level 5 based on results from playtesting
– Balance tweaks to Final Sentinel
– Added visual feedback to the “Apply” button in the configuration GUI
– Fixed some minor rendering bugs related to transparency and depth sorting
ROOT 1.4 overhauls many features of the game including melee combat, enemy AI, lighting, graphics rendering and the game’s difficulty. In today’s update all ten levels are now available and have been rebalanced and updated for better visual quality and smoother gameplay.
– Extensive layout changes and visual changes to levels 3,4,7,8 and 9
– Slight changes to levels 5 and 6
– Fixed some issues with enemy navigation AI
– Fixed some rendering bugs
– Smoothed collision geometry in fight with Maxwell’s Daemon
– Balance tweaks to Final Sentinel and added more intuitive attack animations
– Overall performance tweaks
Thank you for playing ROOT, and be sure to keep giving us feedback about the game.
In an effort to widen the horizons of First Person Shooters in Virtual Reality we have been developing a first person movement system for room scale VR. In our system you can use the touch pads on the Vive controllers to move your character in 3D space, while still being free to move about your playspace as you normally would. This system comes with some drawbacks, namely it can be difficult to adjust to and may cause motion sickness. Therefore we are releasing our training course map so you can jump right in and share your experience with us! We believe that the potential for a system like this is huge. The system supports full world collision as well as falling.
After spending some time with this system, gathering feedback and walking into bookshelves, it is clear to us that large scale FPS style environments are a non starter for VR (at least in it’s current incarnation). Therefore, future updates will focus on more room scale wave defense content for DEADLOCK.
Today we are releasing a small update to DEADLOCK. Changes are as follows:
4 Powerups have been added.
Frenzy: Your weapons will never overheat as long as the Powerup is active.
Overshields: Grants you 1 additional life.
Reflex: Enemy lasers travel in slow motion as long as the Powerup is active.
Quad Damage: Self explanatory. As long as the Powerup is active, your attacks do Quad Damage!
Difficulty can now be set to Easy, Normal, or Hard.
Easy: Easy Mode is good for new players who are getting used to the game and anyone who wants to play a more casual mode. Guns take a lot longer to overheat, enemies have less health and enemy attacks are easier to dodge.
Normal: Normal is the best difficulty for most players who have played a few rounds. Guns take a bit longer to overheat than on Hard and you still have the advantage of Powerups.
Hard: Hard is the way the game was originally balanced. Best for experianced players who want a challenge. Guns overheat quickly and there are no Powerups, so speed, accuracy and dodging are critical.
Player hitbox adjustments make it less likely to hold the Shield so close to your body that lasers can hit you through it.
Made changes to make switching to the Shield easier.
GUI updates: Settings have been divided into tabs. Added a tab for Difficulty and added tabs to the Scoreboard reflecting each difficulty.
Added a visual effect for weapons overheating.
Multiple performance optimizations.
Added a dialog prompt suggesting Player switch to Normal after beating Wave 10 on Easy.
Take a deep breath. No hacker has ever penetrated your defenses, but this foe is on a level you’ve never seen before. Still your employers will not tolerate failure, so you must protect your network from this invasion at all costs.
DEADLOCK is a virtual reality arcade shooter that pits you against waves of enemies who will stop at nothing to destroy you. Face down tactical troopers, flying drones and vicious attack dogs. It’s kill or be killed, and to get the high score you’ll need light feet, fast reflexes and a steady aim.
Multiple Fire Modes
Your pistols are capable of several attacks. Fire lasers or bullets. Keep cool and pace your shots, frantically discharge until you overheat, or charge up for massive damage!
3 Different Enemies
Fight against troopers, attack dogs and flying drones.
Use your shield to protect yourself and reflect incoming fire! Keep it between yourself and the hounds if you wish to retain ownership of your jugular.
One type of enemy get you every time? Practice against waves of whatever you want.
Remember to Dodge!
Enemy lasers travel slow, but not that slow! To get the high score you must dodge and weave. Watch out for the ceiling fan, it is the most dangerous enemy of all.