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B-12

B-12 Steam news

Brantisky Interactive | Jul 12, 2019 | game

Released

0players observed · 22 September 2026 - 10:56:33 UTC

ActionIndieRobots3D PlatformerThird-Person ShooterSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak2
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score81% positive

B-12 news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak2
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score81% positive
  • Total reviews43
  • Release dateJul 12, 2019
  • DeveloperBrantisky Interactive
  • PublisherBrantisky Interactive

Genres: Action, Indie

Company pages: Developer: Brantisky InteractivePublisher: Brantisky Interactive

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B-12 Steam news

B-12 news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • 1.1 - Difficulty tweaks - 22 July 2019

    A small update to address some recent difficulty feedback. I definitely plan to keep tuning as more players find the game and offer their input. Please swing by the discussion board if you have any feedback or suggestions. Thank you, and have a pleasant day! -Phillip -----1.1--------------------------- -Decreased B-5 (little bug-bots) attack damage -Decreased enemy firing ranges in general. They were firing from 50 meters out before. Maybe a little unfair for this sort of game. ;] -Also decreased B-12 aim-assist range to balance things out. -Fixed an issue with shield-bubble sound (diff volume depending on view, sound was set to 3D instead of 2D)

  • 1.0 !!! - 12 July 2019

    Well, here goes! It's not quite everything I wanted to do before my self-imposed deadline (the 12th of course!), but this release is truer to my original vision for B-12 than anything else would have been. Twelve robots. Twelve levels. A somewhat minimalist, often frantic action game for short sessions with decent replay value. I never thought it would take 6.5 years, but I started with little knowledge of game development and was working *very* part-time (due to ye ol' day-job). Anyway, I still intend to keep adding to the game as time allows. Version 1.0 doesn't mean I'm finished! Here's the entire change-log since the first public release. Oooo-weee! -----1.0--------------------------- -Added some new level-gen content and increased the number of enemies and hazards in most levels. (More to come in the future. Level feedback is so very very welcome! ... Maybe at some point I should j…

  • 0.5.2 - UX & Combat Improvements - 25 June 2019

    Here's a minor update as I try to polish the game up for leaving Early Access. Also, B-12 is on sale! This will be the least you can get the game for until late 2020. Shortly before leaving Early Access (6-8 weeks hopefully) the price will increase to reflect the quality and amount of content in the game at that time, plus I still plan to add some alternate game modes, secret levels, and bunch of other stuff after leaving EA. But the 1.0 release will be focused solely on the primary set of 12 levels and 12 robots. What's coming in the next releases? I'm going to start working on the process of doubling the amount of content the level-generator has for each level. A lot more walljumping, hazards, and variety in general. After that I'll be finishing up the Brantisky Catalog (item-hunt to learn background lore, enemy/weapon stats, etc.) and the ending sequence (AKA "Order Robots"). Then a…

  • 0.5.1 - 17 June 2019

    Change-log for quick update 0.5.1 -Rearranged the switches and instruction pictograph at the hub a little bit -Added B-2 gun and an initial upgrade to the hub to teach these mechanics a bit faster -Some changes to level 1-1, trying to bring up the action and difficulty at the start of the game -Secondary attack button no longer does melee attack when you have no secondary weapon. Input is ignored instead. -Fixed bug where you could take damage after finishing a level -Fixed bug where level summary screen would display 'new record' at values of zero -Fixed bug where there could be multiple instances of the music playing

  • 0.4.2 - Finally some background lore! - 11 June 2019

    This update is mostly about getting some of the background lore behind B-12 out of my brain and into the game itself. I've had all of this planned for a while, but I wanted to focus on gameplay above all else. -- Does the game feel like a 3D version of Mega Man X? Yes? Good! That was always the idea. Building an audience for an action game without a 'story' has been extremely difficult. I'm very grateful to the small number of people who've given it a chance and understand my vision, but I knew I'd need to add something to give the game context and -- more importantly -- answer questions like "Why am I playing? Who made these robots, and why am I destroying them?" etc. Hopefully this update will start to answer those questions in a way that sounds appealing. I think the game is a lot of fun. I think anyone who likes Mega Man games and 3D rogue-likes would enjoy it, but I'm having a hard…

  • 0.3.1 - 1 June 2019

    CHANGE LOG --------------------------------------------------- ---0.3.1------------------- -Weapons touch-up: Various improvements and tweaks. -In third-person view, B-12 will now keep facing forward while player is actively engaged in combat. Added backward dash/jetpack and run animations to make movement look more natural with this change, also helps with first-person player animations. -Made a default control-layout graphic and added it to control options menu -Some changes to main menu scene -Improved enemy/secondary weapon charging sounds -Added sound effect for when projectiles hit forcefields -Added slight pitch randomization to most sound effects -Added 'new record' notices to level-complete screen -Prices at Maintenance Pad show in red when player has insufficient funds -Added melee sounds to enemy robots -Improved some enemy animations -Fixed bug where random Upgrade crates wo…

  • 0.2.0 - 21 May 2019

    ---0.2.0---------Change-log---------- -Replaced default Unity Arial font for stats and helpscreen -Increased shadow resolution -Added appropriately colored accent lights to teleporters, maintenance pads, switches, etc. -Improved desctructive crytals (They used to just sit there, exploded when shot. Now act more like proximity mines.) -Some changes & additions to HUD -New and improved crosshair (moves to aim-assist target), enabled by default -Fixed broken resolution option which will now provide 16x9 resolutions since that's what the game is designed for. Any other res/aspect can be acheived by toggling fullscreen and resizing the window as desired, then back to fullscreen. -Made separate audio sources for upgrade, weapon, and powerup sound effects -New sound for upgrades -New sound for when your B-12 is destroyed -Added a subtle sound to further indicate when you have damaged an enemy

  • Presenting 0.1.0 -- The first beta! - 9 May 2019

    Here I am on the two year anniversary of putting B-12 in early access, reflecting on more than six years (off and on) working on a single project: A simple 3D action game to help me learn Unity. Obviously it's become more than that, and there have been a lot of ups and downs. A few weeks ago I was actually very close to abandoning the game... But it turns out that a long break was good for me. And truly facing the idea of admitting failure brought a sense of motivation I did not expect. With this update I can finally say that B-12 is playable from start to finish. And thankfully, I can finally say that I like the game again. For a while that wasn't true. A couple of very important notes: I've decided to scale back to the main features as they were originally planned in my head. Twelve robots. Twelve levels. For now, I am going to refrain from adding alternate game modes or secret levels…

  • Back After Some Downtime - 0.0.52 - 18 January 2018

    After some downtime due to the untimely death of my primary development machine, I am finally continuing the push toward finishing this game. Today's patch (0.0.52) is a small update to get things rolling again, but the next one (0.0.6) will add the final three levels and enemies for the normal game mode, including the showdown, B-12 vs. B-12 ('Evil' B-12?). I'm shooting to get that finished in about six weeks if time permits. After 0.0.6 will be the first content/feature-complete 'beta' so-to-speak, with the speedrun and wave-attack modes and some other important things added. That will be version 0.1.1 because when you make games by yourself you can use whatever version numbering system you want. I'm skipping 0.0.7 through 0.1.0. OK, here is a change-log: -----0.0.52------------------------------- -Added physics forces to melee combat and made hit-checks more consistent (still tuning)…

  • Back After Some Downtime - 0.0.52 - 18 January 2018

    After some downtime due to the untimely death of my primary development machine, I am finally continuing the push toward finishing this game. Today's patch (0.0.52) is a small update to get things rolling again, but the next one (0.0.6) will add the final three levels and enemies for the normal game mode, including the showdown, B-12 vs. B-12 ('Evil' B-12?). I'm shooting to get that finished in about six weeks if time permits. After 0.0.6 will be the first content/feature-complete 'beta' so-to-speak, with the speedrun and wave-attack modes and some other important things added. That will be version 0.1.1 because when you make games by yourself you can use whatever version numbering system you want. I'm skipping 0.0.7 through 0.1.0. OK, here is a change-log: -----0.0.52------------------------------- -Added physics forces to melee combat and made hit-checks more consistent (still tuning)…

  • 0.0.51 - New level and boss (World 3 fully playable) - 26 October 2017

    This one took MUCH longer to finish than expected. I suppose it comes with the territory of being a solo developer with a full-time day-job, etc. Thankfully I'm finally getting my pace back to where it was, and I should still be on track to have all the main content in the game before the end of the year, if not sooner. Then it will be time to add some extra levels and the alternate game modes. Anyway, I love you. Here's a change-log: -----0.0.51------------------------------- -Added a new boss robot (B-9) with corresponding weapon (Ice-gun!) and achievement -Added a new level (3-3) -Added achievement for completing World 3 -Added 'Recommended' to aim-assist in the Options menu since the only other note of this recommendation was tucked away in the Help menu -Made some changes and improvements to code for dynamic music, still tweaking. -Various other small fixes and things I can't remem…

  • 0.0.51 - New level and boss (World 3 fully playable) - 26 October 2017

    This one took MUCH longer to finish than expected. I suppose it comes with the territory of being a solo developer with a full-time day-job, etc. Thankfully I'm finally getting my pace back to where it was, and I should still be on track to have all the main content in the game before the end of the year, if not sooner. Then it will be time to add some extra levels and the alternate game modes. Anyway, I love you. Here's a change-log: -----0.0.51------------------------------- -Added a new boss robot (B-9) with corresponding weapon (Ice-gun!) and achievement -Added a new level (3-3) -Added achievement for completing World 3 -Added 'Recommended' to aim-assist in the Options menu since the only other note of this recommendation was tucked away in the Help menu -Made some changes and improvements to code for dynamic music, still tweaking. -Various other small fixes and things I can't remem…

  • 0.0.5 - 22 June 2017

    -Added a new level (3-2) -Added a new enemy robot (B-8) with corresponding weapon and achievement -Added some more info to the help menu -Various other small fixes and tweaks -Started working on Mac and SteamOS/Linux support, but ran into too many unforeseen issues to get it ready in time for this build. Hopefully I can get things smoothed out and get those platforms supported soon.

  • 0.0.5 - 22 June 2017

    -Added a new level (3-2) -Added a new enemy robot (B-8) with corresponding weapon and achievement -Added some more info to the help menu -Various other small fixes and tweaks -Started working on Mac and SteamOS/Linux support, but ran into too many unforeseen issues to get it ready in time for this build. Hopefully I can get things smoothed out and get those platforms supported soon.

  • 0.0.44 - 27 May 2017

    -----0.0.44------------------------------ -Finished 3-1 level-gen setup with the initial set of modules and removed 'preview version' text. -Made some tweaks and fixes to a few of the exising level-gen modules. -Made destructibles more melee-friendly and easier to destroy in general. -Decreased charge-time (between colors) on primary plasma-cannon. (Was: 1 second between each, Now: green at 06.s, violet at 1.4s) This is to speed up pacing when activating the green and violet switches, and it also helps you get to the high-damage attacks with B-12's primary cannon more quickly. -Reworked primary charging sounds to synchronize with power-level. Will need to polish and repeat this for all weapons when I get to the sound-effects overhaul later in development. -Increased plasma-switch size and added bars to indicate power-level (to make them more color-blind friendly). -Fixed a couple of sta…

  • 0.0.44 - 27 May 2017

    -----0.0.44------------------------------ -Finished 3-1 level-gen setup with the initial set of modules and removed 'preview version' text. -Made some tweaks and fixes to a few of the exising level-gen modules. -Made destructibles more melee-friendly and easier to destroy in general. -Decreased charge-time (between colors) on primary plasma-cannon. (Was: 1 second between each, Now: green at 06.s, violet at 1.4s) This is to speed up pacing when activating the green and violet switches, and it also helps you get to the high-damage attacks with B-12's primary cannon more quickly. -Reworked primary charging sounds to synchronize with power-level. Will need to polish and repeat this for all weapons when I get to the sound-effects overhaul later in development. -Increased plasma-switch size and added bars to indicate power-level (to make them more color-blind friendly). -Fixed a couple of sta…

  • 0.0.43 - Help Menu - 17 May 2017

    B-12 is designed quite willfully around the idea of ignoring certain modern action game conventions (such as: text all over the screen, complicated controls/stats/etc, missions & mission markers, requiring a plot/motive other than challenge & fun, trying to be a frickin movie, etc). - But as much as I want B-12 to be a minimalist, 'figure-it-out' game, it bothers me to leave players completely in the dark if they want to get acquainted faster or are confused about a particular mechanic. Over the past few days I thought a lot about what information was needed and how to make it accessible as quickly as possible. Today's update includes the brand-new Help menu, including a graphical legend and some tips & hints on gameplay, movement, weapons, etc. As always, let me know what you think! The next small update will see level 3-1 completed, and a few other planned tweaks & changes. I also pla…

  • 0.0.43 - Help Menu - 17 May 2017

    B-12 is designed quite willfully around the idea of ignoring certain modern action game conventions (such as: text all over the screen, complicated controls/stats/etc, missions & mission markers, requiring a plot/motive other than challenge & fun, trying to be a frickin movie, etc). - But as much as I want B-12 to be a minimalist, 'figure-it-out' game, it bothers me to leave players completely in the dark if they want to get acquainted faster or are confused about a particular mechanic. Over the past few days I thought a lot about what information was needed and how to make it accessible as quickly as possible. Today's update includes the brand-new Help menu, including a graphical legend and some tips & hints on gameplay, movement, weapons, etc. As always, let me know what you think! The next small update will see level 3-1 completed, and a few other planned tweaks & changes. I also pla…

  • Update 0.0.42 - 11 May 2017

    Hello everyone! Today's changes come in response to a bit of very constructive feedback I received from @FPS_DB. (Thank you!) Most of these were things I'd been pondering and wanting feedback on, so it was fun to go ahead and get them implemented. The controls feel tighter, and I don't think anyone will complain about having an FOV slider. Let me know what you think! -Phillip --------------------------------------------------- CHANGE LOG --------------------------------------------------- -----0.0.42------------------------------ -Fixed bug where achievement for using the Maintenance Pad was given without actually making a purchase. (Thank you, @FPS_DB for the bug-report!) -Added FOV slider to graphics options (derp! I really should've done this right away) -Tightened movement controls to where momentum doesn't keep you moving when there is no movement-input. This doesn't apply when you…

  • Update 0.0.42 - 11 May 2017

    Hello everyone! Today's changes come in response to a bit of very constructive feedback I received from @FPS_DB. (Thank you!) Most of these were things I'd been pondering and wanting feedback on, so it was fun to go ahead and get them implemented. The controls feel tighter, and I don't think anyone will complain about having an FOV slider. Let me know what you think! -Phillip --------------------------------------------------- CHANGE LOG --------------------------------------------------- -----0.0.42------------------------------ -Fixed bug where achievement for using the Maintenance Pad was given without actually making a purchase. (Thank you, @FPS_DB for the bug-report!) -Added FOV slider to graphics options (derp! I really should've done this right away) -Tightened movement controls to where momentum doesn't keep you moving when there is no movement-input. This doesn't apply when you…

Patch notes and updates

S.noRelease datePatch nameGID number
122 July 20191.1 - Difficulty tweaks2413284533107505462
212 July 20191.0 !!!2436927798952280805
325 June 20190.5.2 - UX & Combat Improvements2436926440560278501
417 June 20190.5.12408777766653410149
511 June 20190.4.2 - Finally some background lore!2411028931158797620
61 June 20190.3.12400895196210108991
721 May 20190.2.02905297189266590060
89 May 2019Presenting 0.1.0 -- The first beta!2405396896207347136
918 January 2018Back After Some Downtime - 0.0.524249665521687422448
1026 October 20170.0.51 - New level and boss (World 3 fully playable)4249665521687422574
1122 June 20170.0.54249665521687422678
1227 May 20170.0.444249665521687422786
1311 May 2017Update 0.0.424249665521687423017

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