Skip navigation

Download Storm2D now!

Free to play on Windows, Linux and Mac

 

         

Storm is a fast-paced, 2d side-scrolling multiplayer action game largely based on Soldat. Read more about the game here. Click here to create an account (free, required for online play)

 


 

Latest Release: Version 0.050 (06/06/2014)


-New character class abilities
-Predator cloak
-Demolitions TNT + Detonator
-Engineer now has resources and cooldown for building objects
-Changed weapons lists for each class
-New weapons added
-Fixed flags sliding away from base
-Health can now go above maximum when healed
-Added Penetrating bullet ability
-Fixed particles sometimes exploding in centre of the map
-Added Custom server heap size config file
-Bot profiles are serialized and sent on client join rather than each time a new bot is created.
-Mod support
-Added Pro Mod
-Added gamemode icons: Conquest, HQ Defense, HTF, Point Match, Rambo
-Added Zombies game mode
-Added customisable settings to the battle menu: Map length, all polygons destructible, bot difficulty, etc.

Upcoming Releases:



Currently we’re redoing a lot of the game mechanics and art so we’re not sure exactly when the next release will come out. Please join the forums to stay up to date!

Version 0.7 (est 01/11/2014)


-Ingame map editor
-Conquest Gamemode

Old releases:(full changelog)

Version 0.040 (21/04/2014)


-Switched to KAG API for Lobby System
-Fixed bones not being able to be shot off in dedicated server
-Bots now have weapons classes and can choose different weapons
-Added flag capture sound
-Added defaults INI files for bullets, particles, maps, emitters, bullet trails, verlets
-Huge server lag fixes
-Fixed ninja rope not getting destroyed
-New ninja rope physics
-Improved player, pickup and flag network sync
-Dismembered biped restoration on medikit pickup
-Pogo stick uses mouse instead of arrow keys
-Customisable Game Modes
-Can now press exit button while login window visible (so don’t have to close login popup first)
-Fixed flag capture sync on join
-Invulnerable spawn flicker for 2s to decrease spawn kills
-End of game now shows winning team/player in scoreboard
-INF gamemode added
-Rambo match gamemode added
-TM, PM, HTF gamemodes added

Version 0.030 (9/3/2014)


-Added reverse stereo setting in sound menu
-Added body hit sound
-added hotkeys for character and weapon selection
-Fixed high CPU update server
-Fixed mac line endings in run scripts
-Fixed keys not working on non-US keyboard layout
-Fixed escape not working in the menu
-Fixed secondary menu arrow pointing at wrong text
-Disabled broken tab button when entering text
-added hotkeys for character and weapon selection
-fixed changing controls for chat,team chat and command
-fixed adding player velocity to bullets not working
-fix overhead chat and visual taunts getting scaled with mouse zoom
-Improved sound dropoff
—sound centre is centre of screen rather than centre of player
—better near / far distance settings
—fixed sound x/y position only being -1, 1 or 0
-Fixed headless players and appearance problems on linux dedicated server
-Fixed possible crash when no profile appearance exists for a biped layer
-Fixed law crouch fire not working
-Fixed physics on engineer, demolitions, ninja so they don’t walk really slow
-Fixed crash when pogo stick hits the ground
-Fixed demolitions bombs sticking to player
-increased demolition bomb push
-fixed bullets that are stuck on ground bouncing off players on collision
-Decreased vote timeout from 60 to 30 seconds
-fixed login popup disappearing if cancel is clicked on download new version (multiple popup window support)
-decreased chance of pogo stick bugging
-added global weapon config file with most weapon settings
-fixed missing map image in lobby
-fixed lobby server name text being cut off
-lobby server name is now max 35 chars
-redesigned lobby menu server layout, more compact, multiple columns
-fixed bullets not loading lowercase images
-fixed crash when GL_ARB_shader_objects are not supported
-Fixed crash when GL_EXT_framebuffer_object is not supported (by old intel cards)
-New HTTP Update System

Version 0.020 (23/02/2014)


THD Private Alpha Release
-New auto-update system
-New movement physics
-Added dynamic bot pathfinding using A*, paths recalculated on changes to terrain
-New bot scripts (soldat class only)
-New Ingame Menus
-New Menus
-Added minimap
-Added Loading screens
-New character classes: Engineer, Ninja, Demolitions
-New Character class appearances
-New biped layer system
-New maps: chilly mines, ctf chuckchuck, ctf dump, ctf geod, daybreak, dm broken, plato, dm shaft, dome, imbra, inf volcano, kimo, kras, solid, tribun
-Fixed ragdolls
-Exploding ragdolls
-Ability to lose bones (arms/legs)
-Ability to drop weapons
-Dead hanging joints on players
-each bone has different damage multipliers
-New verlet physics
-New polygon destructible setting
-Fixed scenery / texture scaling in maps
-Animated weapons
-Verlet bullet clips
-Many commands and scripting additions



Version 0.010 (12/05/2013)


-Major physics improvements
—–Box2D removed, all verlet physics
—–feels much more like soldat
—–new flags
—–improved bullets
—–weapon no longer fails to shoot if nozzle is in a polygon
—–mostly fixed sliding off slopes
—–black hole weapon no longer freezes game
-Large Destructible terrain bug fixed
-CTF Gamemode
-Networking improvements
—–gamemode sent to client
—–flags, pickups synced
—–random seed for weapons networked
—–character class networking
—–profile appearance networking
—–improved commands
-New GUI
—–improved lobby
—–menus for changing controls, profile appearance, sound volume, etc.-improved particle and bullet emitters
-screen resolution checks
-no advantage on different sized screens / widescreen
-Anti-freeze thread that quits game if frozen.

-complete set of weapon / bullet sounds
-greyscale character class images
-ability to change class ingame
-shooting bones off players
-fixed biped animation code for non-looped animations



Version 0.005 (11/03/2013)


-Added all soldat weapons (Special thanks to AL)
-New original weapons (Special thanks to AL)
-New weapon images (Special thanks to Oatch)
-Partially fixed sliding off slopes
-Scrollbar on weapons menu
-Taunts (text and emoticons)
-Many networking fixes
-Better looking main menu
-pickups (bonuses and weapons)
-throwing weapons (eg. knife), dropping weapons
-Many new bullet,weapon,emitter settings
-Bullet trails improved
-Bullet ricochets
-New bullet physics
-Fixed client crash on quick succession of change maps
-Ragdolls now pushed by bullets
-fixed /adminlog command
-commands now work over network from client
-coloured messages sent from server to client
-different image set for ragdolls
-interpolation between alive & dead image set depending on health
-Fixed belt weapon (grenade) networking
Dev Blog

Come with us if you want to play!

Over the last few weeks we’ve been working on designing a new theme and look for Storm2D so that it will no longer look like a Soldat clone. We’re redoing all the maps, scenery and textures with a new look that is unique. It’s more abstract and in a painterly style rather than being pixel art focused.

Maps will be designed with seamless movement in mind and be much more horizontal than Soldat, where floating islands were a regular feature. Maps will also have buildings for spawn areas, bases and powerup / medikit / ammo locations rather than things randomly spawning mid-air. We’re also designing a new conquest gamemode. This will be the default gamemode which we’ll focus on and polish rather than trying to work on multiple gamemodes at once.

In order to give the maps the look we’re aiming for, I’ve been designing a new map editor (rather than using polyworks) with the following intended features:
-multitextured, paintable polygons
-dynamic lighting and shadows
-parallax scrolling backgrounds
-all scenery will be dynamic - from grass to trees and crates.
-easy polygon creation - not just out of triangles, but N point polygons
-play the map while making it, sandbox style
-jump pads, liquid blocks, teleporters, etc
-triggers with scripted events

We’ll hopefully have some mockup maps to show soon.

Website: http://storm2d.net

Roland

Download the game now from http://storm2d.net

Download it for free from http://storm2d.net


Development of Storm2D, a game inspired by Soldat













Animated gifs from the Storm2D release trailer
Download the game now at http://storm2d.net



Storm2D Public Alpha released! download it for free from http://storm2d.net











Screenshots from the Storm2D 0.050 release trailer

Storm2D Alpha 0.050 Official Trailer:

Storm2D alpha 0.050 released. Check out the trailer video!



Zombie gamemode added! Storm2D 0.050 Alpha coming soon.









Some awesome Storm2D maps made by VirtualTT



Storm - penetrating rambo bow

Development is coming along well - We’ve added customisable game modes, new character class abilities and redone a lot of the weapons. Download for free from http://storm2d.net

Next things I’ll be working on: Mod support and vehicles. :)

Hi, I’m Roland, the programmer for Storm2D. I’ve been working on re-doing the auto update system for the last few weeks and now it’s working well. Although we’ll have to switch to http in the future. We’ve had a private release that went well, no crashes on the server at least. I’ve got enough bugs to fix to keep me going for a long time but we’re starting to get there. If you haven’t already, join our forums at http://forum.storm2d.net







Hi there, I’m Marc Castellanos aka Skykanden and I’m the artist for Storm2d
Some work in progress on the ingame HUD, every class will have it’s own variation.


Stormdev:
Development of Storm2D, a game inspired by Soldat

New blog! please follow us for new updates on Storm.





Added some improvements to biped rendering: Now joints are rendered underneath each bone to get rid of the unappealing gaps!
Top animation: Before
Bottom animation: After







Still alive!
Sorry for the lack of updates. Storm Development is coming along well. Right now I’m working on bot pathfinding. Waypoints don’t work since the terrain is destructible, so effected nodes are recalculated after a change to the terrain occurs. The black nodes are high level nodes meaning they are less accurate but faster to use with A* pathfinding.



Another image from Storm2D Alpha 0.010 Release 



Image from Storm2D Alpha 0.010 Release



Storm2D Alpha 0.010 released!







Highlights from Storm2D alpha 0.006 development build



Storm Alpha 0.006 preview video



Shooting off body parts



Storm Alpha 0.005 released!