Real-Time-Strategy and First-Person-Shooter, Abatron is the next evolution of hybrid game-play. Create armies, then switch to FPS and play any unit at anytime! Truly, get into the battle and turn the tide of war.
Get into the action and feel the battle first hand. Take control of any unit on the battlefield to unlock FPS only special abilities!
Become the Supreme Commander of large armies, research and scavenge new technologies, or engineer defensive wonders.
Experience an unconstrained approach to base building with Planned blueprints. Layout your base quick and easy.
Intense online battles for up to 8 players! Play Free-For-All, Team DeathMatch, or Cooperative modes.
What is the story of Abatron? Eons ago, two technologically advanced races disputed territorial rights over a neighboring solar system. The dispute turned to widespread war and destruction, killing innocent lifeforms inhabiting nearby worlds.
In the aftermath, the remaining advanced races came together in an attempt to prevent this tragedy from ever happening again by forming the Council of Abatron.
Abatron resolves disputes with controlled combat at the galactic level. Each faction brings forth its best warriors and technologies to battle it out, gladiator style, atop celestial remnants of the tragic past. Pick from several races to play.
Get your freak on by launching rockets from your belly, playing as the Haagenti. Spawned from the most distant corners of the galaxy and demon-like in appearance, they believed that guns were better than hands. Thus, using cyborg technologies, they transformed their bodies into weapons of mass destruction.
Long Range Siege. Plant this behemoth to grab the ground as he launches rockets at distant enemy forces. Not effective for short range attacks.
Toxic Spray. When not in siege mode, the Rocketbelly emits an acidic jet stream from its slimy tongue. If you see tongue, run!
Rocket Guidance. Hold on to your shots, cause shit just got intense. Fly through the battlefield controlling a high speed death present courtesy of you.
"During our recent play, we have been banging our heads over an ever emerging problem. How could we properly reward player skill during the process of doing battle with other players. Something we really enjoyed in game play was the fact that once you died in FPS mode, you auto hopped into the next closest unit.
This hopping kept the player in the battle for a longer period of time and allowed him to continually push ahead. The player penetration was really amazing, if not godlike, in some base sieges. However, it presented a problem when the first attacking player always won in the end. The defending player couldn't get ahead of the onslaught in his effort to go on to conduct his own offensive battles.
Now, when you die, you have a rejoin delay. The delay scales longer as the match time extends. What we learned is that there was no fear of death and every battle was a mass kamikaze. Player skills didn't matter as much and there was no cat and mouse scenario where you would back off a more powerful player. In fact, the game was mostly about killing non-player units. We believe this is a better way to keep the players godlike, reward player skill, and keep the game from going too long. It also refocuses the attention on killing players first and units secondarily."
Read about other changes we've made to the game in our blog here.
Now that we have have colors implemented for our units, we decided the buildings could use a paint job as well. It helps really tie in the feeling of your base belonging to you and your team. So please enjoy what we've made so far!
I personally am really loving all the new colors.
If you enjoyed this update and would like a chance to be apart of our Alpha Playtest, please join our newsletter! Subscribers will be the first to be invited to play, so sign up now!
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