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Critical Point : Incursion
23. februar 2014 - {dTa}aRny

presents you...

Our beloved fans,

As we continue working on our core gameplay here are a list of features we have since implemented in-game:


  • implemented impact sounds for different surface materials (wow, these rock!!)
  • implemented new round announcer notification sounds ( team rewards in a sexy female voice)
  • players can now pick up money from other dead opponents
  • server settings are now displayed in the welcome screen (friendly fire, FF % value, Spectator mode restrictions, team balancing etc..)
  • server settings are also displayed in the multiplayer browser window, so you can see what values are set
  • altered the way the 1st Person view changes when ducking. If you move whilst ducking, the camera will also bob up and down, just as it does in the 3P mode, so now you actually SEE what the player model should see.
  • implemented a basic death camera, so when you are killed you see yourself fall to the floor, before other spectator rulesets take place
  • we are now using the SystemSettings BUCKET system, which allows us to have pre-configured video settings, from ultra low, low, medium, high and ultra high. These are changable in-game via a drop down button.
  • made our own Water volume
  • implemented our PRI system to store player score, kills/deaths stats and money! So if you leave and re-join during the same map, you will keep your data.
  • moved our in-game CHAT system from Canvas to Scaleform, so we can visually change how it looks and control it's usage better (still WIP!)
  • implemented a bullet whizzing effect, which plays when a bulet is fired within "x" distance from you
  • We are also working on various other characters in the background to keep up a steady pipeline

The team has also spent a lot of time developing our keybinding and option menus, allowing our player base to manually change various video, audio and advanced shading/lighting settings in-game without the need to tweak the config files.

This gives the player an array of choice, with 5 drop down menus ranging from from ultra low to ultra high, assisting the player in selecting pre-configured settings to help the player get started.

Some of the options we have been working on are:
  • Anti Aliasing from 0 to 16
  • Change Gore options (low to ultra high)
  • Bloom
  • Motion Blur
  • Dynamic Shadows
  • Particle Details
  • Max Anisotropy

Alongside the more technical and visual settings we have numerous gameplay options too:
  • Toggle Show FPS
  • Play As Spectator
  • added Auto Weapon Switching option
  • added Auto Reloading Option
  • Toggle "hit indicator" option
  • Change the view bob value
  • Change the weapon position from right to left

Not only that, we have put in a huge effort in the whole development area fixing a lot of gameplay issues, here is just a stripped down list of bugs fixed since Christmas.
  • fixed glock animations
  • fixed desert eagle animations
  • fixed crash using Editor
  • Altered gameplay rules for 1on1 (was causing an issue when someone disconnected)
  • fixed armour button buying, playing sounds to everyone in the server
  • fixed bug where pressing ESC in game caused a wierd sound to play
  • fixed breaking glass not playing the correct sound
  • fixed HUD objective icons not always showing correctly (replication)
  • Footsteps and running sounds drastically changed, so you are not heard from the other side of the map!
  • bots are also given an ingame ID so you can kick, ban and control them.
  • fixed the in-game menu announcer slider not having any affect
  • Setting and changing options in-game now saves them correctly when loading the game the next time
  • fixed bug that when suiciding it would actually remove a KILL and not a Death
  • fixed many accessed none issues

We are already planning to have future custom characters in CPI, which will be implemented further afield during the course of our BETA. Here is one finished in-game render for you to take a sneak preview at.

Sculpted by Diego Teran
Textured by Nakshatra “Naky" Solanki


We are eager to get your mitts on our game and go trigger happy dominating the servers, so keep on waiting - it will be worth it!


All the best
Your Critical Point Team

15. december 2013 - {dTa}aRny

presents you...

Hey Fans

Once again a big thanks to all of you helping us get Greenlit[], we are over the moon, really pleased and we can't wait to return the favour in delivering our game, allowing your itchy fingers to go trigger happy. When the release will be, is still a question mark (when it's done), but we are working our ass's off concentrating on the Beta; here are a few updates on our progress:

Latest developments:

    [li]Admin messages implemented to log kicks & bans, on both the server and clients[/li] [li]Implemented our new Hostage skin in game (thanks to Naky and Hamid for this!)[/li] [li]Fixed up a horrid bug causing head hit zones not being replicated online[/li] [li]Amount of money is now remembered when leaving and rejoining the same map[/li] [li]Optimisation and clean up of player movement code[/li] [li]Changed code and game play rules for entering a server and team selection[/li] [li]Game logic further extended to support spectators switching to live players[/li] [li]Implemented 2 variations of hit indicators, inner circles to show direction where you where hit from as well as an outter splatter effect. Both are client side optional and can be turned off.[/li]

We have updated the images here in our gallery, do check them out. In addition we wanted to take this opportunity to show you some sculpts from our newest character artist, Diego. These are still WIP. No textures.

MERC Male Head (Highpoly wip)

SWAT Lieutenant (Lowpoly wip)

Here are some ingame previews of our inner hit indicators made by Xynode:

Hit Indicators (inner circles)

The festive period is approaching so a lot of us will be busy taking a much needed break with family and friends over the next 2 weeks. We hope you all do the same, Christmas is a time to be with loved ones.

Have a wonderful time and continue supporting our project, it will be worth it :)


All the best
Your Critical Point Team

4. december 2013 - {dTa}aRny

Critical Point: Incursion being developed by DominatingStudios has just been Greenlit!


Yes, we made it!

This is just the first part of our journey after many years of development. There is a lot more blood sweat and tears ahead, but this is a great achievement and milestone.

We want to thank every fan and dev member (past and present) that has backed us and continued to support CPi over the last 5 years or so. This game will be released and we hope that being greenlit shows intent from the bigger community and validates your belief in us.

Keep on supporting. Keep on liking and share our great news!

This is a big thank you to every one of you - you are awesome and without your support this would not have been possible. Beta release planned in Q2 or Q3 2014 but subject to change depending on steams requirements and approval process. We will keep you all in the loop.

Other Developments:

In the last months we were very busy working on ironing out several code issues, preventing our alpha testing from continuing. Here are our update changes:
  • fixed several major crashes (blockers) due to open connections and timing out on our main menu
  • implemented fully working in game multiplayer browser, complete with steam server support
  • implemented fully working settings menu for updating all client side options [audio, graphics, input controls etc..] which is using the DLLbind for overwriting saved entries
  • implemented keybinding menu, adding ability to assign binds to more than 1 key
  • implemented crosshair preview, sliders to change RGB values and style
  • new feature: knives and hatchets are now throwable! you can buy 7 of them
  • new feature: when being shot the HUD shows "hit indictators" - this is client side optional and can be turned on and off
  • fixed body armour icon not showing in an online game
  • fixed objective icons displaying incorrectly in game (state changing too quickly)
  • new SCAR-H animations done
  • changed how the game calculations damage done and what to do when someone leaves. Players can reconnect during a live game when no damage has been done by any player, and they are able to rejoin as an alive player.
  • fixed several spectator issues showing artifacts and weird replication problems
  • fixed dead bodies being replicated incorrectly, sometimes showing into new rounds when relevant

Your Critical Point Team


30. juli 2013 - {dTa}aRny

Level fly through – Seclusion

Dear fans,

We have added some new movies to our Greenlight collection, which we wanted to bring to your attention.

All videos are linked to our Youtube channel.

Official Seclusion video, 124,277 views!

Deep in the secluded forest of an American mountain range, is the retreat for one of the military’s most decorated Generals. His lavish mansion, a retirement gift, and testament to his years of service and battles won. In stark contrast to the turmoil of battle, the only thing disrupting the crisp morning air is the sound of birds and loons at the lakeside.

This morning, that calm was shattered by the sounds of gunfire.

Check it out here:

The video was brilliantly captured and edited by our video artist Wayne "MyPetGoldfish" who spent a lot of time doing so. Big thanks go also to our talented and professional Music Composer, "JT Marrin".

Our level designer, Matt Lefevere designed and created this map from scratch with the help of our artists. He made a spin off and separate fly by movie in his own style, which is viewable on his page at:

Music: J.S. Bach, Air on the G String, Academy of St. Martin in the Fields

What to see and learn more about this map?. Then head over to our official site and media page for dedicated beauty screenshots of this amazing level:

We hope you enjoyed this, keep up the wonderful support, voting and sharing.

Best regards,
Your CP:I team

3. juli 2013 - {dTa}aRny

Core Principles of CP:i: Hardcore FPS

We often get asked, or see comments across various channels – what makes CPi different to the other FPS games out there, with many also comparing us to Counter Strike or COD.

A few months ago we covered the aspects of what makes us fast, arcade and semi-realistic in an official greenlight announcement detailing features. Spinning off from this, we want to discuss our core principles and values.

We had this same discussion on our official forums, where our Project Lead TOP-Proto made a rare appearance; you can view his publically made post here[].

We do not believe we should be branded in the same categories like COD, Battlefield, MOH, Counterstrike etc... Its why when we see comments like "you’r a <insert game> clone" and know these people do not understand CPI, the principles behind it and why this project has so much momentum from the community.

One fan “o SiLV3R o” says: “CSGO in its current State is just not satisfying enough. A huge Part of the scene almost begs for a great tactical FPS right now”.

It is clear, whoever you ask – whether it is a hardcore CS or COD player, there's a dire need for the type of game we are trying to create.

In our view, there’s a very distinct difference between what we call an entertaining FPS and a hardcore FPS. Since the rise of entertaining fps games, the big companies behind them have understood their products flaw is the lack of longevity. They give you enough to keep you going for a year or two and push the next product in your hands soon after, and you’re so desperate for what they do not give you that you snap it up on the hope that it’s the game you wanted it to be. Here the main focus is on graphics, eye candy, storytelling, campaigns – but often not suited to the competitive market; for us what a hardcore FPS should stand for – multiplayer clan, cup and league matches.

Another fan “Th120” mentions: “I play a compelling campaign in 5 hours. The multiplayer is fun, but boring after just two weeks. After one year there is the same game with a new story (*cough* Call Of Duty), I play the eagerly-awaited follow-up sequel of one of my favourite games and they eliminated everything I liked (custom maps/mods, balanced weapons, a unique feeling, lan support) etc.. (BF2 -> BF3)”.

We are obsessed with how the player will interact with other online players, evolving around the game, how it makes them feel – what “kick” they are getting out of this, how this then drives on their playing style and urge to keep them playing.
Most of us on the team are or were competitive gamers ourselves, deriving from the UT instagib days – we know what’s important.

An Alpha test team member “StealthyXIIGer” says: “TacOps (that's how we used to call TO, AoT...even the first version SWAT in the 90's) was the game I played the longest and would still have fun playing if it had a large player base and updated graphics. The commercial/entertainment/big biz games out there are fun for a very short time...if at all, but never gave me the satisfaction in playing a game. I want to come home from work, play a few maps and play wars on the weekends; that is what TO was all about!”

So what are we trying to replicate?

If you have never sat playing a FPS with your adrenaline running high (shakes, sweats) with your eyes going dry from not blinking and staring at a few pixels on the screen, meeting avid gamers like yourself in real life at LANs and tournaments and maintain them as friends (friends that last years and grow together outside of the game), if you have never experienced the thrill... the genuine "OMG THAT WAS AWESOME" feeling just for your one kill or your seriously outnumbered killstreak on low health, or overwhelming odds versus several players at once, or the experience of coming back from a 5 - 0 match down, to come back winning 6-5, having that “goose bump effect and hairs on your back standing up” after pulling off a match winning head shot, in mid-air, whilst doing a 180degree spin. If you have never had a clan depend on you, trusting you to have their back, tensions running high with money at stake…

If you have never had any of that, then you have not played a game that’s reached and engaged with you on a personal level that we are trying to achieve.

Those feelings and emotions are ones you do not often get from playing a multiplayer entertainment FPS. That is how we differ.

Your CP:I team

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