This game is now available on Steam!

Thanks for your help in getting this game selected for distribution via Steam. More information including a link to the Steam store page can be found below.

Greenlight is being retired. For more information on how to submit games to steam, refer to this blog post.
July 11, 2014 - K1lo

Pardon the terrible pun in the title.. I was up until 2am getting everything together for today, however as the title may have hinted at already.. there are two bits of big news...

Isomer is now available on Steam!!

.. and there's also a new build ( available today in both Steam and non-Steam flavors. For more information check out the changelog on the forum[].

July 7, 2014 - K1lo

Almost a year after we first opened early access to Isomer via alphafunding, Isomer is about to launch on Steam! This is a huge accomplishment for the small team team behind Isomer and something that I'm incredibly excited about.

After my pestering, probing and prodding for weeks Isomer was Greenlit about ten days ago. Since then there's been a bit of a radio silence on my part largely due to getting my head down and crunching away to get everything ready.

The date that I've set for Isomer to go live on Steam is the 11th of July, this is the date it will become available on Steam. I'm not just releasing the current build.. oh no, there's been a lot of work the last few days to integrate not only Steam features into Isomer (I'm particularly pleased with the Achievements) but also creating a new logo and adding more content from the task list.

The next build ( will contain a number of enhancements and community requested changes (full change log to follow shortly) and will be released both to Steam and non-Steam users. Non-Steam users will unfortunately not get Steam Achievements as there is no way of supporting this without Steam (or writing my own achievement system which would really be reinventing the wheel at the point ;)).

Stay tuned!

June 27, 2014 - IonisingSoftware

So I have two pieces of awesome news to share with all you wonderful Steam peeps today.

Firstly and most importantly, a couple of nights ago I came home to an email with the subject line "Congratulations, Isomer has been Greenlit!" ! Hurrah!!

Thank you so much to everyone who has voted, prodded and marshalled their friends into voting and left such amazing feedback on the Greenlight page.

I have been bowled over and humbled by your kind words and enthusiasm - it all means a huge amount to me.

I have started the process to get Isomer onto Steam and will update when it is available. Anyone who has already participated in the alphafunding drive either via Humble or Desura can request a free Steam key as I promised before. I'm not exactly certain how this system will work, bear with me I will figure this out while I go through the process with Valve.

Secondly, a new Isomer build is available today. I uploaded update 18 ( yesterday!

The biggest new feature is the addition of alarms to enemy facilities. At strategic points now throughout enemy structures, there are sensor strips positioned to detect alien intruders. If any of your units walk over these, it will immediately trigger an alarm in the building (lots of red flashing lights and general disruption to tea and biscuit time) leading to immediate reinforcements beaming in at all the spawn points in the building (that's bad ;D).

There is a new craftable structure too - the Time Orb. It's built on a mini powercore as with other structures and changes based on the time of the day. Fully white during the day, becoming darker as night approaches and completely dark at night. There was a player request to be able to tell the world time more easily and this Orb allows you to do just that. Decorate your bases with high tech alien clocks!

Isomer now keeps track of statistics from each play through which are shown on the Game Over screen. Anything from the number of enemies you kill, the length of time you survive on the world to the number of supply ships trades you have made is now shown.

Aside from these additions, the focus of this build is pretty much the same as the last build - polish and snazz. There is a reworked Game Over sequence, if enemy units manage to break through your base and take out the power core, the world will disappear in the face of a series of large explosions.

The camera switches from position to position it moves from one point to another rather than just snapping to the new position auto-magically. A small change, but it really helps to orientate you in the world when you know in what rough direction everything is.

Here's the full change log:

New: Added five new enemy buildings and updated every existing structure to use new human blocks.
New: Added animated scrolling to title, loading and saving screen backgrounds.
New: Added smooth camera motion.
New: Added alarms to enemy bases. Bases now have sensors which if triggered will sound alarms causing reinforcements to spawn immediately.
New: Added new structure - Alien Time Orb. Shows the current part of the day/night cycle.
New: Added tracking of game stats through new PlayerStats module.
Improvement: Reduced the number of resources dropped by portable power cores.
Improvement: Pressing ESC will now return a paused game in the title screen to the in-game screen.
Improvement: Pressing ESC will back out of modal screens in game (functioning like right click).
Improvement: Improved transition from game over screen to menu (game now prompts and waits for player input).
Improvement: Greatly enhanced game over sequence and screen.
Improvement: Added better handling of critical errors resulting from partition mismatches. Game will now save and shutdown rather than terminate.
Bugfix: Fixed bug preventing deregistration of enemy (and friendly) spawn points when the position is destroyed.
Bugfix: Fixed bug where disabled enemy spawn point sprites would still cause a superfluous lookup in the gamelogic on destruction.
Bugfix: Fixed bugs in pathfinding code relating to transporter use.

As with before, the new build can be updated from inside the Isomer launcher supplied with the Isomer Alpha.[]

June 12, 2014 - K1lo

I checked on the Greenlight stats page today (oh who am I kidding.. I check most days :P) and was pretty thrilled to see we've shot up the ranks overnight thanks to Steam Greenlight-ing another 75 games that were ahead of us in the queue.

Isomer currently stands at number #85 which currently puts us just outside the next batch to be greenlit. So fellow Isomerites, Isomer needs your help. If you have not already voted for Isomer (shame on you ;D) please do so, if you have then please pester your friends, relatives, work related acquaintances, family pets .. anyone who might have a Steam account to vote for us!

Getting on to Steam would be a huge personal achievement for me, but more importantly I am hopeful it will help me pay the bills and allow me to spend even more time each day on Isomer as well as expanding the team. This will mean more content and features faster so everyone wins!

Thank you so much for all of your support thus far! <3

June 8, 2014 - K1lo

I just realised that this new build ( is the 17th update since I opened up Isomer to alphafunding last year! That's a pretty impressive number and Isomer has certainly come a long way with many new things being added along the way. At some point I might do a retrospective showing the main changes, but I'll leave that for the 1 year mark. ;)

Update 17 has a large number of bugfixes and tweaks, but the primary focus has been on polish and snazz. What do I mean by snazz? Well, see for yourself:

There have been lots of effects added - looting of resources from objects in the world / fallen units and mining is now more 'visual' with both the type and approximate amount of the looted resources shown. In addition to this, explosions are now more 'meaty' with particle effects and screenshake.

New blocks have been added to Isomer also! Both humans and aliens have a new alternative construction block as well as two new solid minerals blocks. Both minerals and rare minerals can be crafted into a solid (albeit expensive) block for when you positively have to show off your plunder to the inhabitants of the world you are subjugating.

Building on the unit under fire notifications added in the previous build, now when either mini powercores or the primary core come under attack alerts will be shown on the HUD. This makes it far easier to track down and deal with human attacks.

Force fire mode (a feature requested on the forum) has been added. Holding the Ctrl button and left clicking when units are selected will cause them to fire in the direction indicated. Use this to cut down dense vegetation, ignite explosive barrels or smash through walls in enemy bases.

Lastly I want to talk about Greenlight! After 34ish days on Greenlight Isomer is 92% of the way to the top 100.. please keep voting for us and telling your friends, these next few weeks will be the most important!!

Here's the complete changelog:

  • New: Added particle engine.
  • New: Added resource gained particle effects to mining and looting actions.
  • New: Added new enemy corpse looting particle effect.
  • New: Added explosion particle effects.
  • New: Added particle effect when biomass plants are seeded or grow.
  • New: Added screenshake effect on explosions that is proportional to how far away the explosion is from the screen.
  • New: Added new enemy corpse looting dissolve particle effect.
  • New: Added particle effects for looting crates.
  • New: Added resource gained particle effects to mining and looting actions.
  • New: Added music and sound effects volume controls to launcher, game now has configurable music and sound effects volumes.
  • New: Added 'force fire' mode when holding Ctrl key.
  • New: Assigning units to group 0 removes them from any other groups they might be assigned to.
  • New: Added four new blocks. Alien and human structural, Pure Mineral and Pure Rare Mineral blocks. Three can be crafted by the player.
  • New: Weapon blasts now trail particles as they fly through the air.
  • New: Loaded games are now paused by default.
  • New: Mini power core and primary power cores now raise alerts in the HUD in the same way as player under fire alerts.
  • Improvement: Reduced the number of resources dropped by portable power cores.
  • Improvement: Renamed portable power core to mini power core.
  • Improvement: Added increased random delay to secondary explosions resulting in more satisfying explosions.
  • Improvement: Added unit notifications for some looting cases to make it easier for the player to work out what was happening.
  • Improvement: Improved biomass seeding tree animation with more frames.
  • Improvement: Human brick and enemy control cores now drop resources when mined.
  • Improvement: Destroyed player silos no longer block movement and can now be looted to recover some resources (also freeing up mini power core to be built on again).
  • Improvement: Increased magazine size of Heavy Lancer Rifle.
  • Improvement: Increased health and defense value of all alien units.
  • Improvement: Increased pathfinding cutoff point for player controlled entities to 1000 to better improve pathfinding over difficult terrain.
  • Improvement: Removed snow trees from 'half height' group.
  • Bugfix: Fixed no weapon being displayed when lancer sniper rifle was equipped.
  • Bugfix: Fixed resource trading with supply ships ignoring storage capacity of player vats.
  • Bugfix: Fixed group selection code to properly deselect entities from groups that new entities are added to
  • Bugfix: Fixed issue where the higher the view would be above the alert source the further away the arrow would be on the Y axis from the real source of the alert.
  • Bugfix: Fixed bug where a group of entities when given a single build target would all attempt to perform it.
  • Bugfix: Fixed bug preventing units from moving sometimes when in combat.
  • Bugfix: Corrected bug where the target defence strength would be considered twice when firing a projectile.
  • Bugfix: Fixed bug where looted resources from crates would not respect resource limits imposed by silo capacity.
  • Bugfix: Fixed bug which would show erroneously unit under fire alert for units that were visible because the view was above them.

As with before, the new build can be updated from inside the Isomer launcher![]

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