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Interloper

1.701 for iPhone, iPad
$1.99 · $5.99
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Update Date

2023-06-02

Size

199.5 MB

Screenshots for iPhone

iPhone
Interloper Description
*The* space flight combat simulator, designed for iOS, developed by Anchorite.

FLY like you've never flown before on iPhone and iPad with a full six degrees of freedom. Play it your way in either portrait or landscape.

TAKE HOLD with full support for MFi controllers or get up close and personal to be immersed with intense haptics and on-screen controls.

DEFEND your people against the oppressive COMMONWEALTH. ENGAGE in a selection of fast-paced missions and beautiful environments.

IGNORE THE ODDS and go toe to toe with swarms of fighters, frigates armed to the teeth or hulking capital ships. DON'T GO IN ALONE, bring your own elite fighter squadrons.

CUSTOMISE your fighter with an array of load-out options. BALANCE your choice of weapons, utilities and wingmen. Experiment with new equipment or get comfortable with favourites.

BUILD UP your arsenal with salvage from each successful run. EQUIP potent salvaged items to take on the heavily armed COMMONWEALTH fleets.

KEEP YOUR COOL and you'll make it out alive. Getting wiped out means giving up on your current gear and loot. BAIL OUT early if things are looking tough and live to fight another day.
Interloper 1.701 Update
2023-06-02
1.701
• fix for back button not working in loot manifest
• fix for capital ships drifting out of bounds
• fix for capital ships jittering
• fix for UI filling incorrect screen spaces.

1.700
COSMETICS AND CONTROLLERS

This update brings some long overdue updates for controller users, a slight refresh to some elements of the game's UI and ... drumroll ... achievement based ship cosmetics!


Changes
• Achievement based Cosmetic unlock system added.
• Weapon grouping for left / right fire is now visible in Loadout.
• Menu navigation has been reworked completely.
• New screenshots for tutorial pages
• Home screen has been updated


Fixes
• Fixed: Weapon count is doubled in cosmetic unlocks
• Fixed: headphones logo being crunched
• Fixed: “Back” from in game settings should resume game?
• Fixed: UI overlaps in ship select screen
• Menu tutorial screen fixes
• Loot Manifest Screen Fixes
• Fixed: In game settings menu doesn't use RB / LB navigation.
• Fixed: Controller remapping doesn’t work
• Fixed: back button isn’t universally working with controller
• Fixed: Mission select doesn’t auto pick selectable
• Fixed: If the UI is scaled far enough in, you can’t reach other buttons in loadout when using controller.
• Fixed: Ship VC layout is a little busted on lower UI scales
• Fixed: Missiles launched from the Missile massacre collide with the player sometimes
• Fixed: Collision Warning hangs around too long
• Fixed: nerf Warp timeout
• Fixed: Remove Roadmap button
More Information
Price:
$1.99
Version:
1.701
Size:
199.5 MB
Update Date:
2023-06-02
Developer:
Mathew Purchase
Language:
English
Developer Apps

Safe to Download

AppPure.com and the download link of this app are 100% safe. The download link of this app will be redirected to the official App Store site, thus the app is original and has not been modified in any way.

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1.701 2023-06-02
1.701
• fix for back button not working in loot manifest
• fix for capital ships drifting out of bounds
• fix for capital ships jittering
• fix for UI filling incorrect screen spaces.

1.700
COSMETICS AND CONTROLLERS

This update brings some long overdue updates for controller users, a slight refresh to some elements of the game's UI and ... drumroll ... achievement based ship cosmetics!


Changes
• Achievement based Cosmetic unlock system added.
• Weapon grouping for left / right fire is now visible in Loadout.
• Menu navigation has been reworked completely.
• New screenshots for tutorial pages
• Home screen has been updated


Fixes
• Fixed: Weapon count is doubled in cosmetic unlocks
• Fixed: headphones logo being crunched
• Fixed: “Back” from in game settings should resume game?
• Fixed: UI overlaps in ship select screen
• Menu tutorial screen fixes
• Loot Manifest Screen Fixes
• Fixed: In game settings menu doesn't use RB / LB navigation.
• Fixed: Controller remapping doesn’t work
• Fixed: back button isn’t universally working with controller
• Fixed: Mission select doesn’t auto pick selectable
• Fixed: If the UI is scaled far enough in, you can’t reach other buttons in loadout when using controller.
• Fixed: Ship VC layout is a little busted on lower UI scales
• Fixed: Missiles launched from the Missile massacre collide with the player sometimes
• Fixed: Collision Warning hangs around too long
• Fixed: nerf Warp timeout
• Fixed: Remove Roadmap button
1.603 2022-11-22
various extra fixes
1.602 2022-11-02
1.602
HANGARS

Another little update with mostly bugfixes, and a wee surprise.


Changes
• Fixed inventory management screen for the lucky few who have more than 100 items.
• Fixed AI losing the plot sometimes after a couple rounds.
• Fixed an issue with controller navigation in the loadout screen
• Fixed a bug with the MIRV missile trait that would have them just stop after splitting.
• Fixed issues with Flak being absolutely ineffective as of the latest build. Now it's proper dangerous
• Fixed an issue where Interdictors weren't doing their job. Now, they do. :)
• For the past couple of weeks friendly voice comms have been jammed by Commonwealth Saboteurs. This has been rectified.
• The Marauder (bomber)'s missile massacre ability has been fixed so that it now fires
⁃ it's reload time has also been reduced from 45 seconds to 30.
• Removed the minimal UI option from settings as it only served to make the hull bar look weird.
• and therefore, fixed the issue with the weird looking hull bar.
• Made a couple little changes to the ship select screen in prep for something.
1.601 2022-10-19
1.601
Bugfixin'

Just a quick update to address some issues that cropped up with the 1.6 update.


Changes
• AI missiles and some other projectiles (interceptor auto cannons for instance) had a collision range equal to their flyby noise radius, meaning they'd hit you at extreme ranges. This has been fixed, though I think the game might be too easy now.
• Fixed issue where placeholder UI would appear after winning a round.
• Fixed a soft lock in "Manage attachments" that would send the player into a loop between two screens
• Fixed Lance Frigates and the Arbiter's lance guns.
• Various other small UI fixes
• various fixes to AI Frigates / capitals ability to acquire targets.
• Removed all instances of friendly fire, including on collision.
• Lances do damage to terrain now.
1.600 2022-10-05
1.6
The Big Refactor

So since the game released, I've been adding more and more features to it, and over time that's been forcing the engine to chug a little on even the most powerful devices. I decided to stop that with this patch and go back to fix the fundamentals, bringing the game back to a nice performative state.
The root cause of this was tracking down a nasty bug that caused crashes over extended playtime, which now has thankfully been fixed. Beyond that there's also major performance gains in the games AI, projectile systems, navigation systems and structural fixes across the board that means the game should perform way better than it did in the previous patch.
The flip side to this is that the game isn't quite going to be the same as it was before. Lots of little changes add up to make it feel a little different. I hope it's not too bad, but do let me know!
One major difference is that I've had to turn off Combat Trials for the foreseeable future. They weren't providing the type of gameplay I wanted, and honestly were mostly just a broken cheesy way to grind loot. So until I can figure out how to make them work the way I intended, they'll be disabled.

Thanks for all the patience waiting for this patch, It's been a long time coming, and I hope it was worth it.



Changes
• Objectives tutorial is now a little easier
• Haptics button now isn't visible on iPads
• Yaw can be individually rebound for controllers
• Crosshair has been properly centred in world space
• New explosion effects
• Screen Space Ambient occlusion removed for lower end devices.
• Combat Trial has been shelved for the time being.
• AI fighters no longer have a limited field of view for firing at their target. (read: can fire 360)
• Friendly fire has been turned off. AI ships will no longer accidentally annihilate each other.
• AI has been tweaked in general across the board. Their routines are way simpler, but their function should be clearer now
⁃ For instance, Plasma Frigates now pack a much heftier punch, making them a primary target in earlier waves, where before they were really just a bullet sponge.

Bugs Squashed:
• Memory leak found and fixed. There should be far fewer crashes now.
• AI and player ship performance has been greatly improved. The game should run pretty well on most devices now.
• Tons of fixes to UI glitches and issues.
• Fixed persistent issues with missions in The Beyond (ice)
• Fixed issues with projectiles firing right through terrain
• Fixed AI takeover breaking missions / various issues with AI takeover
• Fixes to Utilities not firing properly under certain circumstances
• Fixes to capital ships movement
• Lots of fixes to a ton of underlying systems
• fixed default UI scale being too small.
• Fixes for soft locks on Control remaps for controller
• Fixes for copy across the game.
1.508 2022-07-04
Nothing fancy for this build just a couple fixes for a couple issues:

* Pilot stats now update properly again.
* Nuke effects got fixed.
* Utility buttons are now functioning as expected again.
1.507 2022-06-29
Hotfix to solve the following issues:

• "Start Game"button in main menu not available for new players.
• Guided Rails should no longer destroy the player.
1.505 2022-05-23
1.505
Performance, Performance, Performance

I've noticed there's a bunch of reports of crashes, so I've been trying to track them down as a priority. There's no guarantee this patch will fix them definitively but it certainly should help the game perform a bit better.

New Features
• None whatsoever.

Updated Features
• niet.

Bugs Squashed:
• Large performance enhancement for the Radar
• Some upgrades to general performance as well.
• hopefully I've fixed the crash issues.
1.504 2022-05-16
Lance Love

1.504 continues the thread of the 1.5 builds with more bug fixes, and more general improvements. It also comes with a new weapon, the Mirrored Lance Weapon.

New Features
• Mirroed Lance, an epic tier lance weapon that can slice through enemy ships at a reasonable distance.
• Freshly rewritten enemy target icons that are cleaner, less bug prone and more responsive.

Updated Features
• Lances general rebalanced across the board. Now have slightly longer range, properly auto target, and have longer reload times to compensate for the buff.
• Railguns have been nerfed a bit. All shots now only penetrate 3 hulls (or shields) and more of their damage is absorbed by shields.
⁃ Auto Railgun has also had its fire rate halved.
• Rewards in Combat trials are now capped to four.

Bugs Squashed:
• Fix for lances not damaging capitals and frigates.
• Player can no longer bail from a combat trial
• Fixed a bug where carriers would forget their max cap of ships with each warp
• Fixed a host of bugs with the radar systems
• Fixed some visual ui bugs and typos.
1.503 2022-04-20
Stabilising course

1.503 includes a host of more bug fixes, and a couple improvements!

New Features
• Terrain is now properly destructible. Most noticeable when using a controller and auto fire is turned off, you can spend your time just waltzing around destroying asteroids, ruined ships or even the space buildings in the Near Orbit terrain
⁃ Try firing a nuke in an asteroid field.

Updated Features
• Made capital lances look way better.
• Added fog to lighting.
• Player missiles now travel 16% faster to make them more of a viable option.
• There's now a refreshed design for the UI for the main menu, including showing off your current ship
• Missile UI has been improved to show how far and how many missiles are chasing you.
• Missiles now appear on Radar

Bugs Squashed:
• Removed some realtime lighting effects to improve performance.
• Tutorial speeds should now be uniform across all system languages
• fixed wonky text in the raid complete screen when the player got wounded.
• Fixed a bug where the activate / deactivate button would yeet off sometimes on perks
• sent mining crews out to cut down the size of some overly large asteroids (like... 1/2 the total area of gameplay... something like 8-9km across)
• Stopped plasma shot trails beginning at world 0 (looked like ai ships were firing lances at the same spot all the time)
• Fixed a graphical layout issue with the tutorial UI that made player responses look identical to all the other text
• Cleaned up the Save Details confirm form
• Save game page should now work with a controller
• Fixed a whole host of potential crash points
• Fixed soupy resolution on lower end devices.
• potentially fixed the bug where perks wouldn't appear after a run
• potentially fixed a whole host of other bugs that stop game progression
• Fix for perk cells not appearing at the end of a run
• Returned the ship select button to its proper place (on screen this time!)
• improvements to the radar rendering
• a couple smaller fixes across the board
• Very large memory leak has been sealed up
• Save game details in settings should now scroll with controller
• Fixed an issue where capital components would just kinda disappear instead of exploding in a fireball
• Fixed an issue with pressing the back button on the endgame screen.
• fixed a ton of bugs for landscape UI on iPhones
• and a ton more fixes
1.502 2022-03-30
Uh whoops

One issue leads to another and rushing out to get the tutorial fixed meant I accidentally also sent an update live that wasn't quite ready for prime time, leading to a host of new bugs introduced.

Annnyyyywayyy. They're all updated and live and in theory... long term stability should be better.

Sorry for the issues! Hopefully this long list of bug fixes helps.

New Features
• Under the hood improvements to performance for this one.

Updated Features
• Bullets now hit asteroids and other terrain elements instead of.... passing... through... them

Bugs Squashed:
• Missile explosions only worked after the first missile fired.
• Fixed a ui issue where editing load outs after viewing a combat trial would make it impossible to go back to combat trials
• Fixed an issue that displayed combat trial results after taking a normal run after dying in a combat trial
• Death screen now properly shows "wounds remaining" again.
• Fixed a bug that showed ship ability buttons during warp in
• Fixed a bug where it was possible to get a soft lock on the game when resetting tutorial.
• Fixed a bug where pressing remap controls button in settings would break the game.
• Fixed a bug where resetting load out in settings would break the game
• Fixed a bug that stopped enemies ships from moving or doing anything at all
• Fixed a bug where capital ships and stations component displays would all show up as "ENGINE"
• Fixed a bug during transport runs where the game could crash after killing the second transport
• Fixed a thing where the transport's direction line wouldn't go away after killing the transport.
• Sometimes when an interdictor died the player would still be locked in combat.
• There was a bug that stopped the player from inspecting an items details from the manage inventory screen.
• Portrait layouts of the Raid Complete could be messed up in certain scenarios, and are now not.
• Didn't completely fix, but definitely worked on the bug with music not quite being zeroed out in settings.
• Fixed a bug where transports would take a hike way beyond the bounds of the game area.
• Several issues with Run complete screen sorted out.
• Some perks were functioning despite not actually being activated.
• Should have reduced the lag spike on the very first shot after opening the game
• Fixed a bunch of UI layout issues in a variety of configurations
• Fixed some non working screen transitions.
1.50 2022-03-23
Combat Trials

The highlight feature of this update is the introduction of the Combat Trial mission type. It'll be a permanent fifth option for missions alongside the regular daily trio, and the Endless run.
Combat Trials will pit you 1v1 against an AI (no, this isn't multiplayer) KRS pilot. Unlike your regular Commonwealth grunts, this enemy will be equipped with the same ships and load outs that you get access to. That means they'll be able to hit you with a railgun from across the map, or dodge out of the way of your shots.
Winning a combat trial gives you a significant loot reward, and keeping a high streak of wins grants you access to more powerful foes, and better loot. Lose, and you go back to the bottom rung.
Alongside the new mission type, there's also a hefty amount of changes to various interface elements, including some quality of life improvements for various screens.
With this update there's also been a ton of under the hood work to make future updates easier ... relatively speaking, including some final steps before implementing localisation, more news on that later.

Also the inventory has been upped from 60 to 400. Enjoy!

New Features
• Combat Trial Mission Type
• Combat Trial "Wireframe" environment
• Accept all / Deny all in game over screen for loot.
• Inventory space increased from 60 to 400.
• New UI graphics for cockpit ui


Updated Features
• iPad Mini 6th gen fullscreen support
• Performance improvements to UI elements across the board.
• Increased minimum level of resolution for lower end iOS devices.
• Moved discord link to main menu
• Many minor improvements across the board.
• Updated credits to include our new tester, and a thanks to a member of the community for helping out with some UI design.

Bugs Squashed:
• An absolute ton of typos have been squashed
• Fixed settings version number so that... it actually shows the right version.
• iPads now have proper UI scaling.... somehow that never got enabled.
• Fixed dodge buttons showing up on the bomber
• ships in the load out screen should properly reflect changes made to them once more.
• Anti Missile systems were completely broken before, are now no longer broken!
• and way more.
1.49 2021-09-16
Missile Cosplay

It's been a minute hey. In Australia we've been back in lockdown since June, and personally I've had to spend a lot more time looking after my kid than I expected I would be, but any who, here's the long promised Feature Drop #4: Ramming Speed.

This update introduces a new ship: The Sabre. Like the Interloper and Interceptor, it has the standard loadout options of two guns, two utils and a fleet beacon slot, unlike these ships it has a high forward momentum, and slightly slower turning rate, and instead of the dodge ability, it comes with the Ramming Speed ability. It drops reinforced plating over the cockpit, making the ship effectively invulnerable for a short duration whilst simultaneously applying a free afterburner. Any ship that's collided with during this period takes massive damage. It's good in a pinch for finishing Frigates or Capital ship components, or to get through a barrage or even to deal with pesky missiles.

Along with the new ship there's also a trio of new missions: In the beyond. These take place in a new icy environment on the outskirts of the system. Keep an eye out for them in the mission rotations.


Updated Features
• New Ship: Sabre
• New Missions
• Updated Collision models
• Updated Capital ship AI
• UI: Dots for ammo per bullet
• Updated Pilot Select screen
• Added [REDACTED]
• Updated some destruction and explosion effects
• Lance frigates should be a little scarier now
• Increased CWTH Fighter and Frigate Shield strength
• Ai now have routine to return to battle if they get yeeted.
• Targeting Capital ships should be easier when close up now.

Bugs Squashed:
• Carriers now have a hard limit on total existing spawned ships. Should solve the issue of Battle Group spawning unlimited fighters.
• Ok definitely certainly fixed the issue where cap ships + frigates randomly jumped around (definitely this time)
• Drastically fixed a lot of colliders on environments + ships
• Ability cool downs should now be visible on Desktop / TV / when using controller on mobile.
• tons more smaller bugs.
1.30 2020-12-18
Remap
Not a super exciting update this week, but like eating veggies, sometimes you need a good bug fix patch.
That said there's one little morsel of goodness in that the UI touch controllers can now be repositioned and scaled as you see fit. Just head into Settings → Remap Controls without a game controller attached and you'll be greeted with a relatively self explanatory screen.

Bugs Squashed:
• On iPad, the touch controller is no longer centred by default (Sorry about that one...)
• Direction indicator no longer gets stuck on minimal UI mode.
• Pressing "back" on a controller in the loadout menu when modifying a weapon will no longer break that menu.
• Cockpit graphics greatly optimised.
• Menu's should properly re-orient again.
1.22 2020-12-01
Quick patch this week to fix two issues

* If you've maxed out your pilot, you can now complete missions still.
* If you try to change controls in the tutorial with a controller, the UI no longer locks up.
1.21 2020-11-25
*quick fix to show the pilot select screen when the current pilot dies

Suit Up

Here we go, Pilots are now a feature in Interloper.
Pilots serve two purposes to Interloper, the first being to increase the sense of progression, and the second is as a stepping stone towards further long term plans for the game.
So how do Pilots do the whole progression thing? Well, when your game boots up, a pilot will be generated, alongside them a record of all the battles, they've (you've) won, ships they've (you've) destroyed, and more. Should you complete a run (that is, complete all waves in said run) you'll be presented with a choice of up to three Pilot Perks. Once selected, this perk will permanently be attached to your pilot.
Perks are abilities that augment the way the game plays in significant ways, from explosive autocannon rounds to cheating death once per run, to increasing loot drops to skewing them towards a particular category. They'll give you a way to further customise your Interloper runs. Perks, like loot items come in various rarities, and once you've gained a perk, you'll not be offered it again.
Now this wouldn't be Interloper if there wasn't a risk involved. When you die, your ship will be destroyed, and your pilot wounded. Wounds are kind of like counter- perks. They're game changing hinderances to your character and playstyle, with effects such as unreliable weapons, to reduced loot drops or becoming a prime target for Commonwealth command.
Gain four wounds and that's it. Your pilot is done for, and a new Pilot will be generated.

Full Update List:

Gameplay Changes

• Pilots added to the game
⁃ Track your career via your pilot.
⁃ Look cool!
• Addition of Perks.
⁃ Complete a run to gain access to a perk
• Addition of Wounds
⁃ Get destroyed to gain a wound
⁃ Pilot can take three wounds, a fourth will kill them.
• Revamped Assault missions to include more interesting stations.
⁃ Relays (weaponised Commonwealth Jump points)
⁃ Resource bunkers, the ones we know and love.
⁃ Battle Stations, Heavily armed and armoured strongpoints.

Other changes

• Performance should be better via optimisation.
⁃ Extended gameplay should still get warm, but in my testing an iPhone 12 mini only got hot after 5 minutes of gameplay on high graphics with high frame rate.
⁃ This is always an ongoing job, hopefully one day I'll get there.
• Lots of little bugfixes along the way.
1.12 2020-10-20
Bug Hunt

This week's update is short and sweet. Lots of bug fixes.


Full Update List:

Bugs Fixed

• Preflight no longer fails at minimum sensitivity.
• Guided rails / any player projectile should no longer collide with and kill the player.
• Waves should appear precisely when they mean to now.
• Cap ship waves should no longer bug out when the timer runs out on survival runs.
• Haptics won't go on for three and a half years with the Mini Warp Drive.
• Daily Leaderboar is not properly spelt on the main menu in all aspect ratios on macOS
• AI Override is no longer capable of capturing Capital Ships / Resource Bunkers / Transports.
⁃ Also has a spunky new effect!
⁃ Also rebalanced it's timing to be more useful.
• Dodging will no longer send you off into the sweet sweet abyss.
• Maybe.. really maybe hopefully the silly bug where cap ships jump has been fixed this time?
1.10 2020-09-21
Grab bag of stuff

This release is mostly a tidy-up and follow up from the last release, but includes two major changes to some of the game's underlying systems.
The first is Drift Flight Mode. It's off by default as it requires an additional layer of awareness, but effectively it means that you will not slow down in your current trajectory when turning. Instead, you can rotate around, and slowly begin applying force in a new direction. It's closer to a proper newtonian model of space-flight (though not accurate by any means) The main advantage is that it feels a lot more fluid, once you get the hang of it.
You can turn on Drift Flight Mode from Settings.
The second is a rework of enemy spawn points and terrain generation. I've added a system to introduce set pieces to the terrain system. These are large, imposing terrain pieces that should provide significant cover to you, and properly introduces the ability to break from combat. The same applies also to enemy AI. In theory this should make combat a little more interesting, and provide you with more tactical choices outside of "kill everything"
I've also rebalanced the game a little bit to be not so brutally difficult in Easy and Medium runs, made some changes to the way Survive runs work, and nerfed friendly AI Lancers.
Beyond that there's been a significant focus on optimising the game's assets in this patch, including a focus on particle systems, transparent objects (which are brutal for mobile graphics) and more aggressive LOD systems.


Full Update List:

• Graphics: Improved Boost effect particles
• Graphics: optimised particle effects across the board.
• Graphics: Optimisation of terrain across the board
• Graphics: More LOD setups.

• Gameplay: Survival runs now only spawn new enemies when there are no more enemies on the field. This will make them generally a bit easier than Transport runs for the time being.
• Gameplay: Epic weapons now have equal drop rates
• Gameplay: Nerfed friendly lance fighters.
• Gameplay: Transport health buffed.
• Gameplay: Terrain massively overhauled
• Gameplay: Drift Flight mode added.

Bugs Fixed

• Throttle no longer zeroes when pausing the game.
• Haptics toggle now works properly.
• Volume no longer clips at max
• Volume sliders now properly save and load.
• Trash sound effect only plays when you actually trash an item now.
• Controllers now work on macOS properly.
• Exit Run and Allies no longer overlap in landscape on iPhone.
• Lance fighters are now properly named.
1.09 2020-09-09
Controll'n

Ok this week's update has two major themes: Controller support, and Graphics.
I've talked about this informally before, but Interloper is coming to macOS and tvOS before the end of the year (hopefully it won't be the only major release I do this year!) and in order for that to work, I've needed to make a couple foundational changes to the game.

The first big one is a full Unity Engine upgrade. I've gone from 2019.2 to 2020.1. It's something I avoided doing prior to launch because of Unity 2019.3+ not quite being mature enough in my eyes, but something I knew I'd have to do eventually (mainly so I could get macOS Xcode support for unity builds... something that literally didn't exist until 2019.3)

The good news: iCloud save sync works across iOS, iPadOS, tvOS and macOS now. (and works better than before!)

The mid news (mid news?): Unity also replaced their post process graphics pipeline from 2019.2 to 2019.3. This meant having to go back and redo all the games pretty bloom, colour correction and other screen space effects. No small amount of work, and nearly impossible to replicate the exact same look 1:1... so yeah Interloper will look a wee bit different from now on.
In my opinion it's better, but It's a look that hasn't had nearly as long to refine or work out the kinks as the previous look. One major upside is that the new pipeline seems to be much more performant, and much less GPU intense than the old one, so yay!

The bad news? This is both taking a lot longer than I expected (always does) and will require a ton of testing before going proper-live. Testflight beta builds are already live, but whether I do a store release depends on that feedback.

The second big thing this week (yeesh I know.. more text) is that controller support has been given a significant amount of love this week in anticipation of both the platform ports, and the Control improvements update later down the line.

Essentially with controllers, during dev I tried to write some smart systems to handle indicator placement and auto scrolling in lists.. and messed them up. Today's patch is a back-to-basics approach to controller support in menus. It should work more reliably across the board.

On top of all that I've rebalanced basic dogfighting to be a little less point at enemy and blow them up and more dodge and weave to fight enemy fighters

TLDR: Yeah some stuff changed, graphics are shinier, game performs a bit better.



Full Update List:

Gameplay Changes:

• Engine: Upgraded to 2020

• Graphics: New post process system
• Graphics: Move effect has been improved
• Graphics: Optimised post effects.

• Gameplay: Shield broken and regenerated visual effects.
• Gameplay: more pronounced plasma hit effects
• Gameplay: Reduced player auto cannon damage by 2pts across all auto cannons + vulcan
• Gameplay: reduced fighter spawns across the board in all missions
• Gameplay: Enemy fighter health has been increased slightly.
• Gameplay: All enemy fighters should now participate in more evasive manoeuvres.

• System: Apple TV is controller only. No siri remote

Bugs Fixed

• More improvements to issues around iCloud save sync
• Controller indicators no longer auto offset.
• Controller navigation improvements
• Enemy fighters rendered player scale weapons, and now render nothing.. this in theory should mean better performance across the board.
• All enemy fighters were simply orbiting the centre of the map? This is no longer the case.
1.08 2020-08-19
Do you know what the word 'Nemesis' means?

Another slogger of a patch this week. Three new missions, a new type of enemy, a ton of performance fixes and a newly updated settings menu.. oh and did I mention a new App Icon?

Still getting a feeling for how frequently I can push out patches like this one, so we'll see if there's another drop next week..

Full Update List:

Gameplay Changes

• Design: Three new scenarios!
• Design: Nemesis Fighters added.

• Settings: Low Health audio cue is now toggleable
• Settings: Minimal UI option added.
• Settings: Bare Minimum graphics options added, for those who are really struggling to play the game.

• UI: Credited my internal tester, Millie.
• UI: Added confirm to item removal in inventory.
• UI: Slight improvements to Item detail page.
• UI: Settings is now paginated.

• Graphics: AI auto cannon rounds now have tracers.

Bugs Fixed

• Audio Cutoff bug should be fixed.
• Detail view should work properly in landscape now
• KRS Blitz changed to standard transport run for now.
• Max reinforcements not showing on fleet detail view
• bare Minimum descriptor text properly describes itself now.
• Player can no longer be killed on run exit or during a midround warp.
• Max reinforcements not showing on fleet detail view
1.07 2020-08-11
Here it is, the post-launch tutorial revamp I've been promising for a whole two weeks!

First up there's the new and improved tutorial experience, I've updated the tutorial flow with clearer graphics and more time for the user to figure out the game. Theres also a controller specific tutorial flow with some minor amends to make it more useful and easier to get through. The tutorial has been mostly rewritten, with less, but more clear wording. And I've had a bunch of people verify that there are zero tutorial bugs or blockers at this point in time.

There's also been lots of balance updates and fixes. The big one being tying control sensitivity to enemy projectile speed, as it turns out, people playing on anything less than max sensitivity were at a significant disadvantage and now this is no longer the case. This should add up to player deaths being more of an "Oh no" moment and less of a "what just happened" moment.

Finally, there's a bunch of UI Changes to Post-run flow. When you die, the game now tells you loud and clear, it has a list of all the items you've lost or conversely when you survive, a list of all the items you've gained. The Swipe to loot card has also been updated with pressable buttons.


Gameplay Changes
• Design: Enemy projectile speed now tied to control sensitivity.
• Design: Removed Rail frigates
• Design: Added Plasma Cannon Frigates
• Design: Mines no longer insta-kill player
• Tutorial: Give player a button to progress to next component (i.e. tell them when they've succeeded, but don't auto progress.)
• Tutorial: Seperate Tutorials for varied input types (Controller, Touch)
• Tutorial: Added Reload section
• Tutorial: Split Health info from Utilities.
• Tutorial: Added specific callout for yaw vs roll as a tutorial step (with graphic highlight)
• Tutorial: Added Earning loot section
• Tutorial: Added Warp out section.
• Tutorial: Several UI Graphic design updates
• Audio: Dodge roll now has a sound effect.
• UI: Post game now shows what the player has lost when they die, and a full list of what they've earned when they survive
• UI: Buttons added to the manifest swipe card for accept and reject.
• UI: Tutorial run title has been changed to Practice Run in the mission select screen
• UI: Improved Incoming missile UX
• UI: Feedback button now points at correct TouchArcade forum
• UI: iPad UI scale adjusted a bit for landscape. (made it so that the text is a wee bit bigger)
• UI Controller: Focused indicator gets lost during tutorial intro, made highlights more obvious.
• Graphics: Increased view cutoff for fighters.. you should see them now.


Bugs Fixed:
• Manifest page not showing on some completed runs.
• Players being instakilled on level entry after X amount of playtime?
• Pitched battles: Friendly ships turn on the player.
• Play tutorial button showing up in settings during the tutorial.
• Tutorial: Thrust now actually works
• Skip tutorial sometimes doesn't work
• Opening settings during warp out will open the main menu without a menu.
• Fixed Missile UX audio-visual sync
• Loadout cards sometimes animate in and out
• Tutorial: Thrust doesn't complete on first try
• Tutorial: Make target ship now respawns when killed
• Thrust still stops between tutorial segments for some reason..
• Tutorial: Warp button stuck on engaged after playing tutorial
• When dying, sometimes the manifest screen goes to loot instead of main menu
• Tutorial: controller: stop thrust, pitch, roll yaw until explicitly needed
• In loot manifest, swiping left right to pick up or discard gear makes the card studder
• Tutorial: Warp button stuck on engaged after playing tutorial
• Tutorial: Not sure that the warp text hangs around long enough. Close thing on complete
• Tutorial: controllers, dodge tutorial doesn't function correctly.
• Controller: Tutorial: Scroll bar is selectable in ui mode, means controller frequently gets lost
1.06 2020-08-04
Hi all, first up a big thanks for your patience with me for the launch. I'm working on a full blown revamp of the first time experience of the game, but that'll take a little while to get in, tested, and working properly, so in the meantime, I've added a couple extra features to help make sense of the games mechanics, and some general changes to the tutorial to help streamline it a little.

As always, feel free to reach out if you're having issues with anything and I'll try to respond ASAP.

Tutorial Improvements:
• Increased font sizes in intro tutorial.
• Slowed down default tutorial text speed a wee bit.
• Reduced text for tutorial, hopefully made it a little clearer.
• Removed some crufty code from the tutorial, should be a little more seamless now.
• New tutorials in the main menu
⁃ Appear the first time you approach each page and give some basic explanation of the page
⁃ Also introduce most of the games concepts and conceits. (I would like to leave some surprises!)
⁃ Will always be available in a (?) button on each page.
• Tips are now in a more useful spot on the mission select page.


Other Improvements
• Loot manifest UI improvements.
⁃ moved instructions to top from bottom
⁃ moved colour change to card background.
• Loadout UI improvements
⁃ Added (i) button to each weapon in either the inventory or slot lists. You should be able to quickly get info on an item, not have to dig for it.
⁃ Changed (x) to a trash icon for clarity.
• Increased Manifest size to 60.
• Removed bombers and frigates from the games tutorials.
1.05 2020-08-02
Two main updates for this patch:

1) Really truly honest to goodness fixed the tutorial*
2) Added automatic graphic settings based on device, to combat any potential issues where the game crashes on startup, but to also give you a chance to tailor the graphics vs performance to your liking.

There's also a couple minor things:
1) Changed copy on the Launch page to state when the user is looking at tutorial vs daily missions.
2) Added copy on the Loot Swipe card to make it clearer which way you need to swipe to accept loot.

Thanks for your patience with getting this game out the door!

* I hope
1.04 2020-07-31
Mo Bugfixin'

Our first post launch patch! Woohoo. Actually was hoping this would be some extra features or something but here we are fixing tutorial bugs! Ahh well, better late than never! :D

Gameplay Changes
• none

Fixes:
• Tutorial should no longer lock up prior to the Roll/Yaw component.
• Potentially fixed a save bug?
• Tutorial no longer refuses to accept controller thrust values.
1.03 2020-07-30
All systems go.

This build is the launch release of Interloper, but by no means the final. Post launch, we’re planning some exiting new gameplay features, ship attachments, scenarios and much more.

Of course I’ll also jump on any bugs or issues as quickly as possible!

Welcome to Interloper, and good luck.

(patch release to fix some controller related issues)
1.01 2020-07-30
Update 1.01: Bugfixin'

Cuising along, fixing a handful of issues with landscape UI on mobile, clearing out some ui for iPhone-X style devices, and maybe just maybe a final fix for that persistent "guns rotate through cockpit" issue.


Gameplay Changes:
• None

Issues Fixed:
• Guns rotate inwards on cockpit ( hopefully fixed! )
• Mission select looks broken in landscape 16.9
• Text and UI generally too small 16:9 landscape
• Control test looks bad landscape 19:9
• Landscape manifest view is broken
• Loadout view UI is not great in landscape
1.0 2020-07-30