Here comes Unvanquished 0.55.5, our 6th release in the Unvanquished 0.55 development cycle! We expect this to be the last 0.55 point release. The next, major 0.56.0 release should come in the near future. This point release only updates the engine and the game code. This release polishes the existing features and prepares for greater … Continue reading Unvanquished 0.55.5, polishing it→
The next version of Unvanquished will run on SDL3! Our release will also run natively on Wayland, and many libraries will be updated! Wait, what? Today we offer you a dive into an underestimated topic of game development: the building of redistributable engines and the related infrastructure! An overlooked topic It’s a topic often overlooked … Continue reading Living in the future!→
It’s time to update to Unvanquished 0.55.4! The purpose of this release is to fix a bug that disconnected some clients from servers when some maps were loaded (as a nasty side effect of bad BSP data not being filtered out). Being disconnected is not the purpose of an online multiplayer game, isn’t it? 🤭 … Continue reading Unvanquished 0.55.4: spring cleaning→
Here comes Unvanquished 0.55.3, our third point release in the 0.55 cycle! More game merges, and some vampires As stated in the 0.55 blog post in October, we want to focus on the gameplay for the 0.55 cycle, especially merging what’s currently implemented on game servers that acts as a kind of staging areas for … Continue reading Unvanquished 0.55.3, tonemapped vampires→
Here comes the second update of our 0.55 release cycle! Just in time for Christmas! 🎄️ Only the engine, the game code and the main game package are updated. There is no map or texture update. The update will then be very fast to download if you use our updater & launcher! Dancing and flying … Continue reading Unvanquished 0.55.2: bots in the sky→
Unvanquished 0.55.1, let’s polish it! First bunch of fixes and improvements for 0.55! It’s time to update! We made this update quickly because we identified annoying bugs in some maps. Those bugs went unnoticed before, as there were some dormant mistakes in the brushwork that surfaced only when using a newer version of the map … Continue reading Unvanquished 0.55.1, let’s polish it!→
Unvanquished 0.55 is now there! It was long awaited, but now it is real! Download it now! Fast! Fast! Fast! The engine and the game are now much more faster than ever! Sky simplification: Reaper brought a cleansing fire to the archaic and bafflingly baroque sky rendering code. That old code could generate over 1000 … Continue reading Unvanquished 0.55: Awesomeness has arrived→
We are now very close to releasing Unvanquished 0.55! It’s now only a matter of days! We have published a first release candidate (see the thread in the forums). Let’s give some news about the project before the release day comes! Updated updater updating the updater We already rolled out our new updater! The Unvanquished … Continue reading Awesomeness is coming!→
We are pleased to announce the release of Unvanquished 0.54.1! This release is mostly meant as a technical update. The purpose is to deliver to people various much-needed and long-overdue fixes, especially the following engine ones: Some rendering fixes. Some fixes for memory leaks. WebP update to address a security issue. A fix for a … Continue reading Unvanquished 0.54.1 is here→
We are looking for OpenGL wizards with C++ abilities! 🧙♂️️ We are looking for someone who can help us to finish our portal implementation, especially the blending of portals with other textures. The Dæmon engine is a game engine written in C++ historically based on id Tech 3 (the game engine that powered Quake III … Continue reading Looking for an OpenGL and C++ developer (let’s do portals!)→
A free, open-source first-person strategy shooter, pitting technologically advanced human soldiers against hordes of highly adaptable aliens