Synthetic Onslaught Controls:
Controls: WSAD Yume walk.
Mouse Aim/move cursor.
Left Mouse Shoot, Right Mouse use Skill.
Hold Shift to enter Command Mode, release to return to Move Mode.
Shift + Left Mouse over unit to select unit.
Shift + Left Mouse over terrain issue move order.
Shift + Right mouse Deselect unit.
Shift + click and drag to box select.
Spacebar open/close build menu.
1,2,3 select control groups, CTRL + 1,2,3 Set control Groups.
Shift + S stop selected units.
Shift + A select all units.
Shift + X scatter units.
ESC Cancel messages/close menus.
Next up
We have all been in shock over the recent news that Rooster Teeth is closing down and the future of RWBY's IP is in question. However, despite of recent events, Huntress of Vale will continue to keep moving forward!
Tons of new updates coming! Here is a teaser video! -New Units -New Enemies -New Objectives -New Terrain & Weather Effects -Improved Level Generation - New Soundtrack -& More
WHO GAVE THIS GRIMM A MACHINE GUN?? Remnant is in trouble if these reach mass production... See Merlot's new Beowulf Soldiers in-game! Chapter 4 going to have fun new surprises!
In today's Fusion3 blog we discuss Auto Compiling and the new Shader Editor! #MadeWithFusion #Fusion3 #Indiedev
New main menu artwork. Totally reminds me of early PS1 RPG with high pre rendered backgrounds and simple 3D characters on top.
"Create a New Active" 640x480 Drawing in MS Paint. No drawing Tablet used (All via Mice). You can classify this as Fusion Fan-art :P
Synthetic Onslaught Re-Released?? Apparently packages had been set to private at some point, or maybe have been private for past few years, IDK. I was here upload a bugfix patch, but maybe this may actually release day for most of you... o.O Well enjoy!
With Ruby: Huntress of Vale I really wanted to build the game around the idea of fighting as a team, instead of fighting solo. First was the inclusion of AI controlled partners, next is the inclusion of tag in support! Coming soon!
To aid in exploration, important and notable interactables will be highlighted when approached to help you distinguish them from both the scenery and flavor text interactables.
i assume this is better than a neon yellow painted arrow...
Its been a while since I uploaded a video. Been working on some major bug fixes and optimizations. I'm pretty happy with the results!











0 comments