Interloper by Mathew Purchase (Universal)
Released: Jul 30, 2020
Version: 1.07
Size: 187 MB
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Ranking - Games (iPhone)

Ranking - Games (iPad)


Mathew Purchase
*The* space flight combat simulator, designed for iOS, developed by Anchorite.

FLY like you've never flown before on iPhone and iPad with a full six degrees of freedom. Play it your way in either portrait or landscape.

TAKE HOLD with full support for MFi controllers or get up close and personal to be immersed with intense haptics and on-screen controls.

DEFEND your people against the oppressive COMMONWEALTH. ENGAGE in a selection of fast-paced missions and beautiful environments.

IGNORE THE ODDS and go toe to toe with swarms of fighters, frigates armed to the teeth or hulking capital ships. DON'T GO IN ALONE, bring your own elite fighter squadrons.

CUSTOMISE your fighter with an array of load-out options. BALANCE your choice of weapons, utilities and wingmen. Experiment with new equipment or get comfortable with favourites.

BUILD UP your arsenal with salvage from each successful run. EQUIP potent salvaged items to take on the heavily armed COMMONWEALTH fleets.

KEEP YOUR COOL and you'll make it out alive. Getting wiped out means giving up on your current gear and loot. BAIL OUT early if things are looking tough and live to fight another day.

What's new in version 1.07
Here it is, the post-launch tutorial revamp I've been promising for a whole two weeks!

First up there's the new and improved tutorial experience, I've updated the tutorial flow with clearer graphics and more time for the user to figure out the game. Theres also a controller specific tutorial flow with some minor amends to make it more useful and easier to get through. The tutorial has been mostly rewritten, with less, but more clear wording. And I've had a bunch of people verify that there are zero tutorial bugs or blockers at this point in time.

There's also been lots of balance updates and fixes. The big one being tying control sensitivity to enemy projectile speed, as it turns out, people playing on anything less than max sensitivity were at a significant disadvantage and now this is no longer the case. This should add up to player deaths being more of an "Oh no" moment and less of a "what just happened" moment.

Finally, there's a bunch of UI Changes to Post-run flow. When you die, the game now tells you loud and clear, it has a list of all the items you've lost or conversely when you survive, a list of all the items you've gained. The Swipe to loot card has also been updated with pressable buttons.

Gameplay Changes
\t•\tDesign: Enemy projectile speed now tied to control sensitivity.
\t•\tDesign: Removed Rail frigates
\t•\tDesign: Added Plasma Cannon Frigates
\t•\tDesign: Mines no longer insta-kill player
\t•\tTutorial: Give player a button to progress to next component (i.e. tell them when they've succeeded, but don't auto progress.)
\t•\tTutorial: Seperate Tutorials for varied input types (Controller, Touch)
\t•\tTutorial: Added Reload section
\t•\tTutorial: Split Health info from Utilities.
\t•\tTutorial: Added specific callout for yaw vs roll as a tutorial step (with graphic highlight)
\t•\tTutorial: Added Earning loot section
\t•\tTutorial: Added Warp out section.
\t•\tTutorial: Several UI Graphic design updates
\t•\tAudio: Dodge roll now has a sound effect.
\t•\tUI: Post game now shows what the player has lost when they die, and a full list of what they've earned when they survive
\t•\tUI: Buttons added to the manifest swipe card for accept and reject.
\t•\tUI: Tutorial run title has been changed to Practice Run in the mission select screen
\t•\tUI: Improved Incoming missile UX
\t•\tUI: Feedback button now points at correct TouchArcade forum
\t•\tUI: iPad UI scale adjusted a bit for landscape. (made it so that the text is a wee bit bigger)
\t•\tUI Controller: Focused indicator gets lost during tutorial intro, made highlights more obvious.
\t•\tGraphics: Increased view cutoff for fighters.. you should see them now.

Bugs Fixed:
\t•\tManifest page not showing on some completed runs.
\t•\tPlayers being instakilled on level entry after X amount of playtime?
\t•\tPitched battles: Friendly ships turn on the player.
\t•\tPlay tutorial button showing up in settings during the tutorial.
\t•\tTutorial: Thrust now actually works
\t•\tSkip tutorial sometimes doesn't work
\t•\tOpening settings during warp out will open the main menu without a menu.
\t•\tFixed Missile UX audio-visual sync
\t•\tLoadout cards sometimes animate in and out
\t•\tTutorial: Thrust doesn't complete on first try
\t•\tTutorial: Make target ship now respawns when killed
\t•\tThrust still stops between tutorial segments for some reason..
\t•\tTutorial: Warp button stuck on engaged after playing tutorial
\t•\tWhen dying, sometimes the manifest screen goes to loot instead of main menu
\t•\tTutorial: controller: stop thrust, pitch, roll yaw until explicitly needed
\t•\tIn loot manifest, swiping left right to pick up or discard gear makes the card studder
\t•\tTutorial: Warp button stuck on engaged after playing tutorial
\t•\tTutorial: Not sure that the warp text hangs around long enough. Close thing on complete
\t•\tTutorial: controllers, dodge tutorial doesn't function correctly.
\t•\tController: Tutorial: Scroll bar is selectable in ui mode, means controller frequently gets lost
Screenshot #1 (iPhone)
Our verdict: Good
  • + Interloper is a highly rated app (4-star).
  • + Interloper is currently ranked #112 in paid Games apps for iPhone, as well as #252 in paid Games apps for iPad.
  • + It is also the 191st most popular paid iPhone app (all categories combined).
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