Official project release.
All right, it took just a little longer than I thought, but Auto Revolution has finally been released! For the small price of $2, 20-40 minutes worth of fun (depending on whether you find the secrets and how long it takes find them) will be at your fingertips. Additionally, you can now try the demo!
There were a few bumps in the road. I had to cut the Easy Save 3 implementation because I kept running into problems using it, level 3's lighting didn't 100% bake properly, and I ended up using a placeholder model for the final boss, The Director. As I mentioned before in the post I forgot to publish, I also probably could've released this project in about half the time. Despite all this, I still consider finishing the project a success in of itself.
Here is the full change log. I keep forgetting to update it, so I may have missed a thing or two:
0.9.9:
- Fully baked level 4's lights.
0.9.8:
- Each of the director's attacks now have proper vfx and sound effects.
- Re-baked level 3's lights.
0.9.7:
- Implemented end sequence.
0.9.6:
- Finalized the director's shockwave attack.
- Updated the placeholder model for the director. It somehow kind of looks manacing. Rawr!
- Fixed an issue where the turrets didn't shoot more than one bullet at a time.
0.9.5:
- The director's missiles now home in on the player.
- Enemies now aim towards the player. This means no more avoiding the director by standing right next to it, Cirno easy mode style.
0.9.4:
- Implemented the director's basic behavior.
0.9.3:
- Added new model for curator drones.
- Renamed curator drones to carrier drones.
0.9.2:
- Power up flash frequency has been reduced significantly,
- A sound now plays when a power up is wearing off.
- Fixed an issue where the music player would always play at full volume at the start of a level.
0.9.1:
- Updated project to 2022.3.62f2 for security purposes. The last version was 2021.3.42f1, which has a security update but is otherwise no longer supported.
- Updated package script APIs to match the new version.
0.9.0:
- Made the last level and a placeholder boss.
- Fixed an issue where the turret controllers wouldn’t check for the player on awake.
0.8.0:
-Finalized level 4, including decoration placement.
0.7.6:
- Finalized the third segment of level 4.
- Made part of the fourth segment of level 4.
- Adjusted health placement in Level 4’s first segment.
0.7.5:
- The rest of the menu buttons now make sounds when highlighted and pressed.
- Added ‘reset defaults’ button to the settings menu.
- The settings no longer save automatically on every change. A save changes button is used instead.
- Fixed an issue were the sound preview wouldn’t play while the game is paused. (I might’ve forgot to account for this for a while. ^.^;)
- Finished placing blockades in level 4 section 2.
- Mostly finished section 3 in level 4.
0.7.4:
- Finished the second section of level 4 (Except for blockades).
- Increased the amount of bullets given to the player in said section.
- Adjusted terrain in said section to make the third secret a bit less obvious.
- Re-enabled some objects that got disabled for some reason in said section.
0.7.3:
- Added the third secret to level 4.
- Worked on the second section of level 4 some more.
- Adjusted the health placement in level 4 a bit.
0.7.2:
- Began the second section of level 4.
- Gave curator drones 10 more health.
- Assault rifles now give 20 bullets instead of 10.
0.7.1:
- Fixed an issue where occlusion culling would sometimes cull objects that should be visible.
- Finished the second secret are in level 4.
0.7.0:
- Finished level 3.
- Fixed an issue where the triple shot wouldn’t work on the alt talon.
0.6.9:
- Added wires to the room prefabs.
- Some menu buttons now make sounds when highlighted and pressed.
- The settings menu slider also now make sounds when pressed.
- Reworked the sound preview system. It now previews sound whenever the player presses the sound slider and roughly every second they hold it.
0.6.8:
- Replaced level 2 crates with small hill to make it look better and to remove edge cases where the enemies near the blue key would still see the player.
- Player jumping is now much more consistent.
0.6.7:
- Fixed bad occlusion culling in level 2.
- Added crates to level 2 to prevent the enemies near the blue key from seeing the player too early.
- Fixed some light bake quirks in level 2.
0.6.6:
- Baked teleporter lights in levels 1 and 2
- Adjusted player jumping.
0.6.5:
- Re-made the USB Key models.
- Added orange, green, and purple USB key variants.
- Added decorative circuitry to levels 1 and 2.
- Added new teleporter model that integrates circuitry.
0.6.4:
- The alt talon now saves properly between levels.
- Fixed an issue where level 2’s exit wouldn’t work.
- Fixed an issue where power-ups would sometimes not wear off despite their UI icons properly vanishing.
0.6.3:
- Fixed an issue where the settings menu wouldn’t close properly.
- Exits should be working properly now.
- Added more health to level 1.
- Damage pointers are now more prominent.
- Added more tutorial prompts to level 1.
0.6.2:
- Fixed an issue where the enemy hit vfx would stay active indefinitely.
- Fixed an issue where enemies could see through walls and doors. (Oops!)
- The ion devastator now does a bit more damage, and no longer collides with enemy projectiles (somehow).
- Baked occlusion culling for levels 1-3. (Level 4 doesn’t seem to want to play along.)
0.6.1:
- Fixed an issue where doors would occasionally stay closed without reopening.
0.6.0:
- Added second alloy talon pickup.
- Implemented new model for alloy talons.
0.5.9:
- Jumping is now a bit more consistent.
0.5.8:
- Began implementation of Easy Save 3.
- Implemented settings (No mouse invert yet because I keep forgetting to add it).
- Finished power-up implementation.
-Fixed an issue where the player could pick up a suit of armor while they have the maximum protection it can provide.
0.5.7:
- Finished the textures for ELEVATORS!
- Began power-up implementation.
- ELEVATOR!...tiles now have more lights.
0.5.6:
- Added more enemies and one more secret to level 3.
- Finished the first pass of level 3.
- Added new textures for ELEVATORS!
0.5.5:
- Implemented ELEVATORS!
- Added an ELEVATOR!...to level 3.
0.5.4:
- Fully implemented pickups for ion weapons and their munitions.
- Updated levels 3 and 4.
0.5.3:
- Replaced the model for keys with a placeholder.
- Added more key colors.
- Fixed an issue where projectiles would collide with weapon pickups.
0.5.2:
- Began level 4.
- The player’s camera can no longer loop behind them.
- Removed Time.deltaTime from the player’s mouse movement because it was causing issues.
0.5.1:
- Updated the UI (This took a while.)
0.5.0:
- Added level complete screen.
0.4.9:
- Added title screen.
0.4.8 (Last free release):
- Added frickin’ Time.deltaTime to the player’s mouse movement.
- Fixed a missing blue light in one of level 2’s blue doors.
0.4.7:
- Removed unnecessary polys from phase bomb canisters.
- Added more lights to phase bomb canister texture.
- Very slightly decreased the player’s jump height.
- Changed the assault rifle’s placement in level 2.
- Added a bit more ammo to level 2.
0.4.6:
- Enemy attacks now deviate properly.
- Implemented turret prototypes. (Not yet included.)
- The phase bomber no longer has infinite ammo (whoopsie!)
- Pickup UI now works a bit better.
- Added secret discovery sound.
- The phase bomber now has a different shoot sound.
- Added placeholder explosion sound and screen shake effect for phase bombs.
- Fixed an issue where the weapon indicator UI wouldn’t transfer between levels.
- Armor is now saved between levels.
- Enemies now try to respect your personal space slightly.
0.4.5:
- Implemented phase bomb canister model.
- Re-baked level 1 and 2 lights.
- Bumped up the health of ‘wasp drones’
- Slightly decreased each drone’s attack delay.
0.4.4:
- Jumping now feels a lot better.
- Enemies now stop before they shoot.
- Added more secrets to level 2.
- Added placeholder floating messages to secret areas.
0.4.3:
- Re-worked light baking on level 1.
Yep, that’s it.
0.4.2:
- Finished Level 1.
- Started Level 3. (Not yet included.)
- Added wasp drone prototype. (Placeholder included.)
0.4.1:
- Added new model for armor pickups. (What can I say? It took a while.)
- Added ‘monster closets’ to level 1.
- Finally fixed an issue where doors would often overshoot or undershoot their intended destination.
0.4.0:
- Added level stat counters.
- Added a splash text for when the player finds a secret.
- Fixed an issue where the player would become unable to collect ammo after dying.
0.3.9:
- Added UI ‘animations’ for pickups.
- Began implementation of level stat counters.
0.3.8:
- Implemented phase bomber, including new model.
- Adjusted ammo pickups in level 2.
- Added text for the remaining 2 ammo types.
0.3.7:
- Moved the prototype’s level to level 2. The player now starts in a new preliminary level.
- Added shotgun and AR pickups to level 2.
- Replaced the placeholder model for the alloy talon. (Still WIP)
0.3.6:
- Began a new weapon design – the alloy talon.
- The player no longer starts with the shotgun and AR. They now start with the alloy talon prototype and the pistol.
- Implemented ‘ultimate health’ pickup.
- Fixed an issue where the player’s screen wouldn’t move when they took damage. It also moves more to read better while the player is shooting.
0.3.5 – Prototype Release
Get Auto Revolution
Auto Revolution
A boomer shooter where AIs have taken over the world.
More posts
- Release time announcement and next steps.10 days ago
- Release date delayed23 days ago
- Release date announcement.66 days ago
- The game is still alive.72 days ago
- AR V 0.4.8 Quick fix.Apr 21, 2025
- Auto Revolution 0.4.7 is out!Apr 21, 2025
- First prototype launch.Jul 17, 2024

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