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December 4, 2017

We continue to work hard on making sure that the twitchy gunplay of KINETIK is matched by the speed of other gameplay. Drone controls, as a result, are consistently updated as you see here to add ever-improving feedback, and easily learned controls, to the experience o...

November 11, 2017

The tactical RPG qualities of KINETIK mean you'll need to understand each class' strengths and weaknesses. The STEALTH player class - which we will break down in detail this Tuesday - is shown here playing alongside an ASSAULT class drone.

November 4, 2017

In our latest update, programmer Kevin McPherson has added lots of options to NPC patrol routes, allowing us to give players more variety in their encounters.

For non-wave missions this kind of variety is critical, especially for stealth class players (shown in video),...

October 9, 2017

These HD screens capture our latest closed Beta testing of NPC waves. Wave missions are a great way to quickly gain the XP needed to rank up your character in their given RPG class, as well as learning to play off the strengths and weaknesses of squad mate and Drone cl...

June 21, 2017

Hero Machine's Creative Director Mat Broome (H1Z1, DC Universe Online) has been hard at work polishing the look of KINETIK, making sure that our visuals match the story of a post-war lunar landscape, where threats to survival lurk around every corner. 


 

The abandoned,...

December 27, 2016

KINETIK's path to Early Access as a unique tactical survival shooter, behind-the-scenes look at level design.

July 14, 2016

Free download of a multiplayer ready destructible mesh blueprint for Unreal Engine 4 devs

June 15, 2016

The first ever release of 60 FPS tactical shooter gameplay footage from KINETIK is up, as we continue developing the game for Steam Early Access testing in 2017. The newest footage shows the game's 60 FPS frame rate, some of the destructible elements you'll be using to...

June 4, 2016



We sat down with Mat Broome and Kevin McPherson -  the veteran developers behind Hero Machine Studio’s KINETIK - to talk about their decision to build the game in Unreal Engine.

GM Steve Broome: With all the choices out there for indie developers why did you choose...

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