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Isomer is an isometric realtime strategy game with world exploration and survival elements, where the player controls alien forces hell-bent on conquering human worlds for their resources. 

The worlds are large, teeming with catacombs and life, procedurally generated with gameplay inspired by classic XCOM and dwarf fortress style games. Each play through is unique presenting different challenges and requiring different tactics.

Isomer is evolving constantly as we add more features and content.

Early access to Isomer is available on our website, current features and progress can be found on here and on the development status page!

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Scout weapons screen Weapon selection screen WIP Screenshot Saturday showing base building
Blog RSS Feed Report abuse Latest News: The long promised weapons update is now available

1 comment by Ionising on Apr 3rd, 2014

At long last I was able to spend some time working on the weapons system in Isomer! This has been something I've wanted to do since the start of the year, if not sooner, but other development priorities kept coming up and it was not until this build ( that I was able to devote the majority of my development time to this task. I'm really pleased with the results, units can now equip a variety of weapons greatly adding to the variety of play. Each new weapon has different characteristics but first let me say a little about the new mechanics.

Each weapon has a number of extra attributes as can be seen from the unit weapon selection screen above. New in this build are 'rate of fire' which relates to how quickly the weapon cools down between shots, the number of 'shots per blast' that each weapon emits - some weapons like the scatter rifle fire lots of smaller projectiles making them great for clearing small areas. Each weapon now has an 'accuracy' rating which is used in the overall hit/miss calculations alongside the skill of the unit. Lastly, each weapon has a set number of shots before the unit must pause to reload (the magazine size), the reload speed will also vary depending on the complexity of the weapon.

So as you can see, there's a big difference between the new weapons with some being rapid firing autocannons and others having a lower rate of fire but blasting out a number of projectiles in a shotgun like fashion. There are also dangerously accurate and heavy hitting sniper weapons available to both sides, and of course you can loot and use enemy weapons should you wish to!

As an added quirk, enemy units can loot alien weapons from your fallen units and may swap their own equipped weapon if they like the alien one better!

Not only are there many new weapon mechanics, but the Lancer weapon types finally appear (they've been in the code since before the first public alpha build but disabled), Lancer weapons deal slightly less damage than Blaster weapons, however the power of the weapon blast is not degraded by the armour rating of the enemy unit the weapon blast hits! That makes these weapons very useful against enemy Heavy units.

This build sees the start of the equipment store with weapons being bought from the supply ship and looted from enemies. This concept will be built on for the next update which shall greatly improve trade, economy and the supply ship mechanic. It will also be able to sell looted weapons in the next build and biomass will play a much bigger role in the game, becoming the primary currency as well as a resource. Much is planned for, but I'll talk more about this in the future.

Games saved in this build will be not able to be played in previous versions due to a bump in the save file schemas.

The full change log is below:

  • New: Added lots of new weapons.
  • New: Added magazine size and weapon reloading cool down mechanics.
  • New: Added ability for weapons to fire more than one projectile per blast.
  • New: Added weapon stats information to unit stats view.
  • New: Added updated sound effects for weapons.
  • New: Added ability for enemy units to have a random weapon (based on their class and rank) on spawn.
  • New: Added unit weapon and equipment selection screen.
  • New: Added special case for AI when looting from alien corpses. If the enemy unit determines the weapon is worth pilfering they will take it and use it instead of their own.
  • New: Added healing animation when health is looted from corpses.
  • New: Player can now loot weapons from corpses.
  • New: Bumped game options schema. Games saved with this version/revision will not work in previous builds.
  • New: Added automatic upgrade for older save games to include new schema elements.
  • New: Added hints relating to new weapon mechanics.
  • New: Weapons can now be bought from supply ships.
  • New: Added mouse-over text for each resource icon.
  • New: Added inactive HUD button for when a worker can't be mutated either because they are not on a mutation pad or moving.
  • Improved: Alien workers now can spawn with either pistols or scatter pistols.
  • Improved: Reorganised and improved the way in which weapon resources are stored and looked up internally.
  • Improved: Removed redundant weapon code.
  • Improved: Removed redundant code and resource from pre-alpha weapon selection screen.
  • Improved: Fixed weapon Y position alignment bug in HUD.
  • Improved: Corrected change equipment button and mouse-over mismatch.
  • Improved: Tweaked weapons power values.
  • Improved: World objects being destroyed by weapons fire now is dependant on the strength of the weapon blast rather than using a static percentage change as before.
  • Improved: Improved handling of build task failure notifications so remaining build queue is no longer cancelled.
  • Improved: Improved entity notification manager to display weapon images when required.
  • Improved: Added snazzy background to Title/About and in game shunt screens.
  • Improved: Tweaked text colour to make it easier to read on new tiled background.
  • Improved: Supply ships now offer more to purchase options each time they appear.
  • Improved: Hints shown during saving, generating and loading screens now change every few seconds.
  • Bugfix: Fixed bug preventing screenshots when modal screen were active mid-game.
  • Bugfix: Fixed mouse held event causing mlitiselection mode to be triggered even when a modal screen is shown.
  • Bugfix: Fixed bug relating to building on top of nonblocking sprites.
  • Bugfix: Refactored code in BaseEntity to remove duplication of resource reporting.
  • Bugfix: Corrected menu elements to not have white border.
  • Bugfix: Fixed bug with mlitiselection occurring when a modal screen was shown.

As usual, the update can be downloaded through the Isomer launcher. 

If you would like to access the current alpha build, it is available on Desura as well as via the Humble Store on our website.

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Post comment Comments  (0 - 10 of 71)
ildamos 6hours 27mins ago says:

Have you posted this on the Steam Greenlight page? I would greenlight this. Very impressive game. I like its premise.

+1 vote     reply to comment
Bomtaker01 Mar 13 2014, 6:53am says:

If anyone is interested i have a basic first impressions on youtube. Its not something i do but i felt this game deserved a little bit more on youtube :)


+2 votes     reply to comment
Ionising Mar 19 2014, 1:56pm replied:

Oh awesome! Just noticed you'd done this!! Also lots of really good suggestions, I'll try to work as many of them into the next build as possible.

+1 vote     reply to comment
Bomtaker01 Mar 20 2014, 4:32am replied:

awesome :D although i wouldn't trouble yourself too much. I'd prefer you take it slow without trying to jam a load of my suggestions in XD

+2 votes     reply to comment
Ionising Mar 21 2014, 1:01pm replied:

There's some spare development time for the next build while the sprites and audio come together so I'll see what I can do. I don't suppose you fancy doing a brief trailer for Isomer do you? :D

+1 vote     reply to comment
Bomtaker01 Mar 21 2014, 1:38pm replied:

A trailer...intriguing what did you have in mind?

+1 vote     reply to comment
Ionising Mar 23 2014, 12:21pm replied:

I'll send you an email ;)

+1 vote     reply to comment
Bomtaker01 Mar 24 2014, 1:29pm replied:

Well send me a pm or something on here or on the game forums and we can go from there if you like id prefer not to put my email on here for all to see :P

+1 vote     reply to comment
DrexylnRidorah Feb 4 2014, 4:55am says:

pls add mechs, and abductions. maybe mutant spore viruses that make the enemy go rogue or change the biomass completely. missles that launch stuff, etc.

0 votes     reply to comment
Ionising Feb 3 2014, 5:02pm says:

Thank you everyone for your kind comments! Keep checking back as more will be added over time. There's a new build out today, the announcement is waiting in the IndeDB queue for moderation but should be up shortly :)

+1 vote     reply to comment
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Released Aug 29, 2013
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Real Time Tactics
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@julia_design *takes bow* ... realises he is out of arrows ...

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@julia_design">.@julia_design 's new website (that I built for her) has finally gone up! :) T.co

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@davidm_uk But, it has been an interesting experiment

Apr 18 2014, 8:13am

@davidm_uk Whilst it's viable to keep working on it I will, alphafunding is rather variable in nature though and not especially reliable

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@davidm_uk Mobile platforms would be.. but I'm focusing on getting the core game 'finished', it really depends on the alphafunding approach

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