• Watch PC Gamer play Cobalt!

    Cobalt

    Hello!

    Something cool happened yesterday. The nice chaps at PC Gamer hosted a Battle Royale of competitive one-screen fighting games, and they opened proceedings by playing Cobalt - a game developed by Oxeye Game Studios and published by Mojang.

    You can watch the showdown on their twitch channel (skip to around 12 minutes in to for the action). If it wets your appetite for Cobalt videos, check the first episode of Radio Cobalt - a series of videos featuring developers Daniel and Pontus. Episode 2 will be out soon!

    Have a great weekend everyone!

    Owen - @bopogamel

  • Radio Cobalt Episode One - The Basics

    Look! It’s the first episode of Radio Cobalt!

    Radio Cobalt is a series of videos featuring Pontus and Daniel of Oxeye Game Studio. Watch, listen and learn about Cobalt - a game made by Oxeye and published by Mojang. It’s coming to PC, Mac, Xbox 360 and PS3 this year.

    We’ll be releasing more episodes over the next few weeks where we go into more depth on Cobalt’s features and the development process. We hope you enjoy them!

    Owen - @bopogamel, Pontus - @Kinten, and Daniel - @vraket

  • Cobalt is coming to Xbox 360 and Xbox One!

    Ann2

    Hello!

    We’re extremely proud to announce that Cobalt - the first third-party game published by Mojang - has just been confirmed for Xbox 360 and Xbox One. You might have heard the news at Microsoft’s event at Gamescom in Cologne this morning. The game is being ported to console by FatShark AB.

    Cobalt is a game about cyborgs, weapons and super slow-mo evasive manoeuvres, including combat rolls, rail slides, rocket punches and wall jumps. If you want to get one step ahead of the curve, you can download the Cobalt alpha for PC and Mac from playcobalt.com.

    Pontus Hammarberg, one of the developers of Cobalt is well-chuffed with the news: “Since we started developing Cobalt it’s been obvious that the game would feel right at home on a console. We’re working on a hefty single player campaign, but there’s nothing quite like experiencing the slow motion ballet of violence that is Cobalt with friends. Yeay!”

    Ann1

  • Cobalt now got Mac support in v121!

    CobaltApple500

    Now I know it was quite a while ago we wrote something about Cobalt. That is becuase the guys have been working hard on putting all them nuts and bolts into the right places and now you can play Cobalt on your Mac! About time some would say, but we are really happy with this :)

    I know that kinten and vraket have been working like crazy lately and it is finally paying off. The level editor has gotten crazy new features for you map creators and tonnes of bug fixes. And we will soon have a video of what more they have been working on (the adventure mode, this one is going to be epic!)

    To buy/download Cobalt please go to playcobalt.com - when you click on the store link it says that it is Windows only, but that is because the Mac version is so new that the rest of our sites haven’t reacted to it yet.

    For full change log and what more has been worked on, please visit this link

  • Cobalt v107a and Minecraft 1.3.2

    Today Oxeye are updating Cobalt to version 107-ALPHA, and we’re pre-releasing Minecraft 1.3.2!

    v107a

    Cobalt 107-ALPHA has a long list of changes:

    • Gas flames are not non-instant in the extension of the flame which makes them work better with bullet time.
    • Button and Sensor triggers can now require both an id, or just an actor or item type, or both.
    • Shield belt logic has been reworked. It now takes equal damage from all direction and instead of just deflecting all damage less than 1, it now has a fast recharching buffer which all weapons
    • damage, and when the buffer runs out, the panic charge is issued giving a temporary high damage resistance.
    • Beam gun ammo drain is less exponential at higher powers.
    • Plasma weapons used to insta-gib shield wearing characters due to a bug, now the yellow shield correctly reports the damage done to the plasma bullet reducing its energy by the correct amount.
    • Plasma weapons do less damage and more heat damage, meaning only hurting enemies will leave them with more relative health if left to cool off. (used to be equal amounts which rarely contributed to any strategy)
    • when starting a new map directly from an old one through menu, teams and players are remembered as good as possible.
    • 3 different activate_physics actions have now been merged to 1, and added the “grouped” boolean that will activate them all and glue them together.
    • The double jump has been changed. It is now a “kick” and you can perform the kick once per jump, but it gets stronger if you charge it up by running. You can now double jump (kick), while rolling which will give you a speed boost in the direction you are facing in the roll.
    • … and 31 more changes on Oxeye’s blog: https://www.oxeyegames.com/cobalt-v107-alpha-change-log/

    Bug fixes:

    • Split screen now plays sounds correctly for both views
    • Localization files are now loaded from the my documents location too.
    • Jet shoes had acquired a strange bug in some version which made jumping with it sometimes jerky (is now smoother)
    • fixed the difference between placing snap and drag move snap.
    • Menu now howevers on where it was left after going to menu instead of being misaligned by the “return to game”
    • Hints for keyboard keys has been extended, now includes numpad keys and some other missing buttons.
    • Teleporting 2 people no longers gets them stuck in perpetual teleportation
    • Scoping long range weapons could make the aimer fall off the camera bounds, fixed!
    • … and 8 more bug fixes on Oxeye’s blog: https://www.oxeyegames.com/cobalt-v107-alpha-change-log/

    Cobalt is available for Windows only (but Mac and Linux are in the works). You can download and check the non-playable demonstration on www.PlayCobalt.com, or pre-order the game to get access to the alpha development versions.

    You can follow Cobalt’s development on twitter:

    132

    Minecraft update 1.3.2 is a bug-fix update that aims to fix the following:

    • Fixed the falling-out-of-Nether bug
    • Fixed the random-suffocation-damage bug
    • Various uncommon crash bugs

    Get the pre-release here:

    The update will be put live on Thursday, August 16. This pre-release is mainly intended to prepare server admins and mod makers. If you are running a server, this 1.3.2 release is compatible with 1.3.1 clients, so you can update your server when-ever.

    If you haven’t downloaded Minecraft you can grab it here: www.minecraft.net/download

    // The Minecraft Team

  • Cobalt Updated to v104 Alpha

    Cobalt has been updated and is now at version 104 alpha! Changes in versions 103 and 104 are,

    • Custom levels placed in maps with either ctp dm or sur_ will now be loaded into the menu.
    • Removed all girders from cannon arena and tweaked design and weapons.
    • Improved head flying off rendering, also made all body parts be colored by the original actor.
    • Objects and items that are destroyed (by explosions and heat for example) now have better feedback
    • Tweaked object healths
    • Added new deathmatch map, Gladiator
    • Added new ctp map, Frozen
    • Added new ctp map, Volcano
    • Added new bounty map, Rumble in the City
    • New preference in profile for always showing your player name under your actor
    • Plug now has health and will die from sustained explosions and lava, and will respawn when destroyed.
    • Jet shoes now do less damage initially, but also do heat damage over time.
    • Extended the map filters for future use.
    • Added bounty AI and better bounty hud.
    • Profile names can now contain numbers as well as a number of special characters

    … and lots of bug fixes! Also, the map editor is now unlocked and available from the menu.

    If you want to access the Cobalt development builds you can pre-order the game at https://www.playcobalt.com. If you already own Cobalt you can update the game by logging in to the launcher.

    You can read more info about the map editor in Oxeye Game Studio’s blog post!

  • New Update for Cobalt is Out!

    The guys over at Oxeye have worked liked machines and they have released a new update for the alpha! It contains gazzillion of fixes and tweaks. You can read the full change log after the jump.

    If you have the installer just start it and it will update automatically.

    You can grab Cobalt here: www.playcobalt.com

    v102 ALPHA

    **Alterations:**

    • Jet shoes are now additive instead of reaching speed. Jet shoes can be used while rolling in the air. While using jet shoes while rolling, you will slow down your roll a lot making you vulnerable, but it also gives you very interesting control mechanics.
    • Throwing has been reworked. Charge time is now variable depending on how long you press which makes it snappier, throwing will try to push the throw towards your actor trajectory, giving more power over throw direction, as well as throwing in itself is more physical making up/down/backwards and strange middle of roll throws possible.
    • reworked scope to be a bit more useful, as well as giving a little better bullet time bonus.
    • auto aim now doesn’t snap back and forth frantically. If you have auto aimed against a target, and it goes behind a wall, you will keep aiming towards the last visible position.
    • Rolling now slows down reloading by a significant amount..
    • Simply moving against a conveyor belt will now move you, even if you are not grabbing it like a wall grab.
    • Added more upgrades to slugger revolver, slugger cobra, slugger pipe and slugger breacher.
    • Slugger revolver now starts as it should with no extended barrel, so there are now 2 levels. Tweaked it so that starting point is lower than normal, and ending point with max is higher than before.
    • Tweaked all upgrade prices so that more expensive guns have more expensive upgrades. This is because I want it to be less obvious to get them, so that alternative spending possibilities are considered, and also follow better with the economy that you have when being able to afford expensive guns.
    • increased price of matter army issue from 250 to 275.
    • switched price of spike bow and price for spike bow repeater
    • Sliding backwards up walls is now possible.
    • Made air rolling backwards as easy as rolling backwards.
    • Changed weapons on smooth jazz.
    • The Plus can now be moved with explosions and applied force.
    • Bomb is now called Thermal Bomb and has had its effect reworked. It is now not instant kill, instead it has damage over time. This makes is less good against tough foes like hamsters and predators. It will also not instantly kill you with shield but will wear your shield down faster than normally. Cost is 50 Volts.
    • Stick Grenade and Grenade now cost 15 instead of 16.
    • Improved the handling of the boomerang, also made it harder to hit with bullets.
    • Tweaked waves in survival house, as well as added 3 new tiers.
    • Added color blind modes to compensate for Protanopia, Deuteranopia and Tritanopia.
    • Reworked bird movement to be more fluent.
    • Added bird wing and breathing sounds and animations for when out of energy
    • Activated tile physics can now hurt actors!
    • Elevators can now crush enemies if squished by them.
    • Increased reload times for bird and shroom as well as lesser recoil recovery speed.
    • Altered layout and weapons and ai paths on cannon arena.
    • Missles have slightly more bullet time associated with it.
    • new map by frall called voodoo!
    • Safest Gate has been extended
    • Klonk now deals a small amount of heat damage

    • Blowing up by a bomb no longer screws up the next life.

    • Fixed crash with trying to join a controller with a removed preset
    • Plasma assault upgrade names
    • Fixed stage selection loading everything too early.
    • Shop windows could be outside of level
    • laser pointer getting smoke as laser pointer.
    • fixed enemies being included in the aim over mechanic cause you to raise the gun above enemies instead of pointed against them.
    • Bounced and deflected projectiles now correctly generate bullet time
    • Fixed left gas bouncer in position on windy valley.
    • Added repair broken weapon ai.
    • Fixed hanging cords gathering speed invisibly, making them jump like crazy when activated. This would often make them render incorrectly too.
    • Max upgrade level upgrades could be left in the upgrade bench.
    • Did some optimizations for larger scale actor and ai code which in practice should mean smoother fps at later survival tiers.
    • Fixed not being able to arrange bots into teams a second time without restarting the game.
    • Sound at volume 0 now actually doesn’t play the samples. Also, made the sound volume curve exponential so that it has greater precision at low values.
    • Strange rolling down wall and then not being able to slide up it again bug fixed.
    • fixed buying weapon, buying upgrade, and then buying the same type of gun again.
    • improved transition to main menu with transparent menu disabled.
    • fixed upgrades not being buyable with many of the same gun. Still a bit iffy, but at least it works.
    • added suicide distance ai to grenades.
    • Bots should not drop plug for the purpose of throwing it against projectiles now.
    • Hud elements are now adapted to screen resolution which fixes things like shops being outside of the screen.
    • reload animations to shroom and bird.
    • shroom not sticking to ground after punch anymore as well as wall climbing more reliable.
    • the switches for the doors on the survival maps are now only usable by players.
    • fixed mouse being visible when it shouldn’t
  • Say hello to Cobalt

    Since MineCon, the Oxeye team and the Mojang web team have been working day and night to make Cobalt available before Christmas. That’s what we promised . Today we’re thrilled to announce that Cobalt (Alpha) is out!

    The game is still under heavy development and will be so for a long time. Just like Minecraft, Cobalt will be discounted during development and increase in price as it reaches Beta and finally the 1.o release. The Oxeye team posted an overview of the different milestones leading up to release along with some additional info, that you can read here. The full game will sell for €20 (≈ $26) and it will be discounted 50% to €10 (≈ $13) during Alpha. The Beta will have a 25% discount tag.

    This release marks a big step for Mojang, entering a new phase for the company. Cobalt is the second game to be publicly available for us and also our first 3rd party developed game. Today we’re also taking the first step in introducing a unified Mojang account, that we recently announced. Users who already have signed up for Minecraft are able to use those accounts when ordering Cobalt.

    Working with the Oxeye team has been an awesome experience. Both companies have very similar views on game development and how we want to involve the community. We have travelled together to GDC (back then we weren’t actually weren’t working together yet), demoed Cobalt together at both PAX and on MineCon in Las Vegas. Tons of epic multi-player death matches have been battled out at these events. The reception has been overwhelming. thewreck, kinten, anosou, and jeb: you guys rock! We can’t wait to get more feedback from people who are joining the gaming festivities today.

    Wanna play Cobalt? Here’s your link!

  • Cobalt pre-orders around the next bend!

    Hello friends!

    The guys at Oxeye Game Studio and the Mojang web team are currently hard at work with bringing the Cobalt pre-order to you ASAP. In preparations for this the Oxeye guys would like to share the visions of what Cobalt is and how the development of the game will play out over the coming months.

    What is Cobalt?

    Cobalt is an awesome platform game featuring several game modes in both hot-seat multiplayer and in singleplayer. Cobalt comes with a game editor where players can create their own maps and adventures. Cobalt is ALSO a platform game engine that can be used to create new modes or completely new games.

    What are the plans for Cobalt?

    Our vision for Cobalt is to expand on the in-game editor to the point where the player can create everything from single maps to whole campaigns from scratch, including adding their own units and characters and finally being able to share their creations with the community from within the game.

    Meanwhile, the development team will continue adding their own maps and game modes to the game as well as continue work on the main campaign.

    What will the player get when pre-ordering Cobalt?

    When pre-ordering the game the player will get access to the current build of the game as well as all future updates up until and including the full release of the game. This is limited to the PC-version of the game (Mac, Windows, Linux). Pre-orders will of course be offered at a discount price.

    By pre-ordering you support the continued development of the game. Think of it as part pre-order, part funding support.

    Current status of the game - Alpha

    The first alpha release includes two hot-seat versus game modes (capture the plug and death match) and a co-op game mode (survival). The number of players in hot seat mode is theoretically limited by the number of USB-controllers you manage to forcefully plug in to your poor computer. That and the hardware limitations of your computer. Theoretically.

    Our development philosophy is to keep it simple and manageable by being a relatively small team. That is why the alpha will be limited to the features we know are reasonably stable. This will help to keep development focused which in turn will help us update the game more often.

    Please note that the current alpha is only available for Windows.

    What are the major milestones for the games development?

    • Alpha

    • Hot seat multiplayer

    • Continued work on singleplayer/co-op main campaign
    • Introducing the level editor
    • Windows only

    • Beta

    • Fully functional level editor

    • Continued work on singleplayer/co-op main campaign
    • Introducing in-game level sharing
    • Introducing more editors
    • Windows, Mac OS X and Linux

    • Gold - Feature complete game includes:

    • All editors fully functional

    • In-game level sharing
    • Completed main campaign
    • Hot seat multiplayer

    What About Networking?

    Since we know people will ask about this, yes, we would like networking too! And yes, we are actually looking at networking, but as it stands now, we are not including networking in our vision for the game because as it is now, networking remains uncertain.

    Who develops Cobalt?

    Cobalt is being developed by Oxeye Game Studio, which in reality means it’s being developed by three friends who all love making games: Daniel “thewreck” Brynolf, Jens “jeb” Bergensten and Pontus “kinten” Hammarberg. Thewreck is the main developer of Cobalt. He has pretty much single-handedly created the game with occasional help from the rest of the Oxeye crew.

    Oxeye has also aquired help from talented musician Mattias “Anosou” Häggström-Gerdt, artist and game designer Gabriel Verdon and programmer Jacob William Jervey.

    Since the summer of 2011 Oxeye Game Studio has teamed up with Mojang to help bring Cobalt to release.

    Finally, a couple of recent Cobalt videos:

    Stay tuned for updates about the upcoming release.

  • One Account to Rule Them All

    In the beginning there was Minecraft, but it wasn’t long after we started talking about Scrolls (and later Cobalt) that we realized we wanted players to be able to use the same credentials for all games, and this is where we currently are headed.

    The idea is that you use this Mojang account (where the username would be your e-mail address) to sign in to Minecraft, to Scrolls and to Cobalt. After that you would proceed to choosing which profile you’d like to play as—for Minecraft this would correspond to today’s accounts (premium status, display name, skin etc).

    The reason for this change is first and foremost to keep things simple for players who wish to play our other games, or to have several Minecraft accounts under the same roof. And oh, we won’t just shove over the almost 18 million (!) current Minecraft accounts to the new system but you’ll have to opt in, at least for this point in time.

    We are planning on rolling out the service with Cobalt some time this month and then fully integrate it with Minecraft early next year.

    If you have any questions, comments or feedback I’d love to hear from you in this reddit thread.

    Stay cool!