Project Wingman - danh
Ready to jump back into the cockpit? Grab your flight gear and get ready for action, the DLC release of Project Wingman: Frontline 59 Campaign is here!

https://store.steampowered.com/app/2536180/Project_Wingman_Frontline59_Campaign/

Project Wingman: Frontline 59 is a mission pack for Project Wingman, depicting the short-lived, but hugely consequential Magadan Front. Taking place during the campaign of Project Wingman, Frontline 59 puts the player in the cockpit as a reserve pilot of the Pacific Federation, deployed after staggering losses over the Bering Strait.

Facing down an emboldened Cascadian invasion led by an opportunistic general, the Federation reserve pilots of unit K-9 take to the skies as unlikely heroes against an enemy with every reason to invade, and no reservations to their tactics.

From the coasts of Magadan, to underground tunnels, and at last over the Arctic Circle and the geothermal fields burning below in a final showdown, Frontline 59 continues Project Wingman’s action packed, highly accessible combat flight action gameplay with a new perspective to the Cascadian Conflict.

Key features:
  • Six new missions inspired by the original campaign.
  • Fight on the side of the Federation.
  • All new original soundtrack by Jose Pavli.
  • Brand new combat mechanics and unique scenarios to the Campaign.
Whether you're new to the game or looking to fly straight to the Magadan Front, pick up the Project Wingman: Frontline 59 Edition Bundle for the full experience!

https://store.steampowered.com/bundle/47713/Project_Wingman_Frontline59_Edition/

Project Wingman - rb
A new version of Project Wingman is now live on the beta-branch!

Join the beta branch on Steam to participate in the beta testing of this version!

How ya doing? It’s been a while since we’ve put together an update, so let’s just get right to it.

It’s been three years since Project Wingman was released, and we are by no means done with it. So here’s what’s been going on:

After a work sabbatical to far-off skies, the dev team is now back home to roost. We’re returning to Project Wingman and its base experience, as available broadly to everyone who enjoys Project Wingman. We’re releasing an opt-in Beta update today on Steam for PC with a lot of underlying changes we’ve learned in the time since release, as well as general fixes and improvements that we’ve stored up for a while, perhaps the most notable of this is our new cloud system, which fixes some complaints that we’ve had with our original implementation that caused graphic artifacting and bugs, while also adding a certain amount of reactivity to certain… calamitous events. As of now then, Project Wingman is now in what we consider a 2.0 state; we’ve passed some internal milestones that have put us past what we would consider other, incremental versions like 1.5 (we add a .1 after adding a major feature under the hood or something tangible to the player), and this is just where we’ve landed:

The game’s rendering system has been totally redone, with new lighting effects and new VFX across the board such as new flares and smoke trails. These changes and fixes are gonna let us start working on Project Wingman as a continuing effort, while also allowing us to experiment, either under the hood or behind the scenes, for other projects. The game is going to look and run better and smoother than it has before.



As for why we’re opting for a beta test first, we’d like to test it out with a larger testing base than our internal roster before pushing it out generally to make sure we’re not taking steps backward or blocking out people who could previously play the game. In an upcoming beta update soon after this initial one, we’ll also be adding XeSS, FSR, and DLSS options as well.

As far as what this continuing effort will look like content-wise for PW:

We will be revamping the Conquest Gamemode and the Mercenary difficulty mode to what we consider a 2.0 state. For Conquest we will be investigating and taking time to fully form it from less of a horde mode island hopping slog to something more thought out; the introduction of a meaningful “perk” or part system allowing for more arcadey or powerful gameplay and making it less about unit spam and instead higher difficulty enemies at higher levels, along with balance changes. We believe that within Conquest is a rather interesting take on a rougelite or bullet heaven, and we hope to give it some time for it to bear fruit and come into its own.

As for Mercenary mode’s 2.0. It’s inherently going to be a completely ridiculous difficulty. As of now, the Merc mode is, for most missions, a flat difficulty increase with the AI and not much else unless you manually apply modifiers. We intend to complete a Merc mode version of every mission to create a true Mercenary playthrough, based on the assumption that the player is in the Project Wingman Mark I (otherwise good luck). New units spawning, harder AI, and some surprises that we hope will bring you to the very limits of this anime-esque action that Project Wingman sometimes dips into. Add on top of this the integration of some more difficulty and gameplay modifiers and I’m sure you’ll find a new way to throw back into the game (and subsequently have the game throw stuff back at you).

Another element of our renewed focus is going to be a return to the stars of the show: The planes.
We’re overdue some new inclusions to the lineup, and I’m sure Prez will be happy to get some new metal in the hanger and perhaps a second seat to fill in, so expect some new planes from time to time.
Along the way, we intend to open up Project Wingman to a more streamlined, accessible pathway to integrating UGC, user-generated content, if the player wishes to do so, with our attention falling first on user-made skins and paintjobs for aircraft, and then open slots for entirely custom aircraft instead of replacements as it is now for some pre-existing mods. UGC and our accommodation of them will be highly variable based on what we can actually do, but we are making efforts to fulfill our internal wishlist of things in regards to UGC such as Steam Workshop integration and having early prototypes of a mission editor running. No promises, but we’d like to state these things just because we too are still gamers and that UGC is always neat to see worked on.

Project Wingman is continuing, but I’d like to make a few things clear to that effect. Project Wingman is not a game as a service or a living thing; when the dev team set out to create Project Wingman in the mid-2010s, we had a pretty concrete vision of its scope, and that was as a game like in yesteryear and the expectations thereof. We wanted to make a game that could be released, that did not need any particular tweaking or further development because in itself was a simple, Point A to Point B experience that grew out of our love of a genre that, at the time, seemed unattended. Me (FlyAwayNow), and RB-D2, and Jose could leave Project Wingman at any time forever, and if it lay there as it is, it would still be a game we’d be proud of. Not a perfect game, of course, but one that we know is fun and dramatic and cheesy and all the things that are the bread and butter of its genre.

Now obviously we’re not gonna leave it as it lay, because we do live in a time where we are able to keep working on Project Wingman, a great base that we are familiar with and people still very much enjoy and would love to see expanded on, but we just ask for some patience in return, and we apologize for the last few years of silence on our end as we were concentrated on other efforts and the results of the original release.

Within PW, work is being done, and we’ll let you in on the Deal as soon as we can.

We’re glad you’re with us on this project, wingman!

Full Patchnotes;
PROJECT WINGMAN 1.0.4D -> 2.0.11 CHANGELOG WEAPONS: -UGB-L blast radius doubled from 90m -> 180m. -UGB-L ammo count doubled. -UGB-S blast radius doubled from 45m -> 90m. -GBS blast radius doubled from 45m -> 90m. -CBU16 blast radius doubled from 45m -> 90m. -BML-U projectile count has been reduced by 1 (this was not a balance decision this was a bug) -BML-U should now launch correctily with the orientation of the player aircraft. -Railgun rounds now penetrate through most objects. -Bombs now have a 10m activation detection radius. -Bomb behavior has been significantly altered. -Reworked bomb drop behavior. -Gunpods are now classified as a dumbfire multi purpose weapon in the weapon selection screen. -ASM is now classified as a multi-purpose weapon in the weapon selection screen. -Fixed an issue where bombs would occasionally spawn misaligned to their hardpoint. -Fixed an issue where missile and bomb racks would appear in virtual HUD view. GAMEPLAY: -Added Camera Padlock tracking speed switch. Users can now switch between a faster camera speed or the standard camera speed the game shipped with when holding the targetting button to track an enemy. -Adjusted the interpolation speed post AoA maneouver in "unlocked" camera mode. Should result in a smoother transition after the maneouver. -Significantly increased combat effectiveness of both Diplomat/Hitman 2 and Comic/Hitman 3 -Player death sequence has been updated. -Added controller force feedback when in clouds. -Slightly adjusted afterburner force feedback effects. -Added NEXT indicator for the next targettable unit in the target list sequence. -Reduced the update rate of target list so it can select new targets more often rather than going back and forth between 2 targets. -Slightly adjusted where "center" is for the next target system. It should now more reliably target what's currently the perceived center of the screen. (Which is actually slightly lower than true center of the screen.) RENDERING: Clouds 2.0 -The cloud and sky system has been completely overhauled! Allowing us to have much more control over the artistic direction of the skyscape and drive our skies further. It's still a largely work in progress so feedback is appreciated! -Added an additional cloud resolution setting labelled [EXTREME] resolution. (Caution, potentially slow on some machines) -Cloud resolution setting has been slightly overhauled. The following settings now correspond to the following resolution. Due to the change of the default scaling, you may notice a reduction in performance due to the setting going up a tier. -Low -High -Very High -Extreme -Adjusted overall brightness of the game. VISUAL FX: -Adjusted rain opacity on the canopy. Greatly improving visibility in cockpit view while its raining. -Improved snow weather effects. -Improved missile smoke particle effects. -Improved aircraft destruction smoke particle effects. -Adjusted and optimized several explosion particle effects. -Debris mesh has been fixed for both Airships and Air units. -Debris particle orientation for airships has been fixed. -Particle orientation for gun impacts now align correctly. -Improved water splash particles. -Added a special afterburner category for the VX-23 which conforms with the nozzle shape of the VX-23. -Fixed F/C-16 engine size smaller than the nozzle opening. -Gun firing smoke no longer appears in virtual cockpit. -Afterburners no longer appear in virtual cockpit. -Landing gears no longer appear in virtual cockpit. -Lightning strikes now should consistently appear under cloud cover. -Gun impacts now should work properlty when hitting ship hull and airship hull. -Railgun and railgun trails now emit light. -Improved rain particles. -PW-Mk.I Monarch uses no longer have mini cordium inerter built into the engine. -Adjusted gun impact particles. -Reduced falling wreckage material glow. -Adjusted rain effects on player aircraft. -Adjusted default values of lightning spawners. -Adjusted lightning particles to have supporting lightning step leader. -Improved Countermeasure flare VFX and behavior. -Transport/AWACS now can use flares as a visual effect. Although just like regular fighters, it's only there as visual flair(heh). -Aircraft destruction effects has been slightly adjusted. -Aircraft destruction effects now has a more gradual onset. -Improved ships fire effects. -Adjusted ship sinking rate upon destruction. -Improved aircraft fire effects. -Fixed an issue where weapon racks would receive decals. -Fixed an issue where Motion Blur would occasionally distort during world origin shift. -Fixed an issue with EUFB particle orientation when viewed from above. -Fixed an issue with the Cordium explosion in Mission 1 being see through. -Improved radar visibility. -Missile smoke no longer follows head rotation. VIRTUAL REALITY: -Separated video settings between when the user plays in VR or on regular screen. Saving the settings depending which display option is used. -Rain canopy effects has been slightly reduced in VR for improved visibilty. -VR now defaults to Round Robin occlusion. -Subtitles in VR now only rotate on one axis instead of second. This will prevent users from constantly "chasing" the UI element they want to see. -Subtitles now adjust to size with the HUD size options in the Interface settings. UI: MENU INPUT OVERHAUL -Menu input has been overhauled. A new set of "Menu" bindings has been added to the game and should provide a much more tactile and responsive menu interactions. -Gamepad mouse style navigation has been permanently disabled. -Upon startup, the game will reinitialize several default menu bindings. It shouldn't conflict with any of your other bindings. -Fixed an issue where certain aspect ratio would fail to display the Debrief screen properly. -Fixed an issue where certain aspect ratio would fail to display the Briefing screen properly. -Added reconnaisance data to the hangar screen for better loadout decision making incentive. -Added an indicator whether an aircraft has a WSO available or not. -Legacy UI element sizes made more consistent with the New UI element sizes. -Legacy UI now should scale correctly depending on the UI scale setting. -More elements in Legacy UI now uses the screen space projection as opposed to the world space projection which now includes -Gun reticle -Horizon Indicator -Velocity Indicator -Cockpit UI -Files/Codex primary info section font has been changed for something more readable in general. -Mission images has been added to the mission select screen. -Bomb prediction widget now turns red when it detects a target. -Fixed an issue where lock on elements will get stuck on screen upon firing missiles. -Lock on indicator size is now much more consistent with the target size UI element. -Made UI transitions much more consistent with the rest of the game. CAMPAIGN LEVEL ADJUSTMENTS: FRONTIERS: -Adjusted weather sequence. -Adjusted level lighting. -Fixed an issue where a skin is applied incorrectly to some aircraft in the level. HOMESTEAD: -Fixed landscape casting oddly lit lighting. UPHILL: -Landscape has been overhauled to use a new experimental workflow. SIRENS OF DEFEAT: -Fixed an issue where the environment would have inconsistent lighting between Low and High Post Processing setting. EMINENT DOMAIN: -Fixed cloud illumination under cloud cover. CLEAR SKIES -Adjusted cloud sequence. -Adjusted level lighting. -Reduced the brightness of the landscape. -Landscape layering has been adjusted. PILLARS OF COMMUNICATIONS -Landscape layering has been adjusted. COLD WAR: -Fixed cloud illumination under cloud cover. MIDNIGHT LIGHT: -Adjusted cloud sequence. -Adjusted moon appearance. WAYBACK: -Galaxy no longer follows you since it's not consistent with the dialog he says. Now he flies directly to Rowsdower. NO RESPITE: -Greatly increased ground visibility by reducing contrast and increasing sun intensity. RED SEA: -Adjusted overall mood to be closer to a twilight sunset. -Adjusted the speed of the friendly and enemy vessels in the area to emphasize the chaotic and desperate nature of the engagement. -Adjusted player spawn position. -Adjusted lighting. -Fixed an issue where mission would end earlier than intended because airships would not be included in the target pool. TRACKIR: -Added TrackIR support. (Thank you Nicholas Chalkley!) CONQUEST: -Reunified Conquest implementation with the main game. Now it's no longer a separate instance. -Fixed a critical issue where modifiers would not load when continuing a save file. -Fixed a critical issue where airships would occasionally fly outside the map boundaries. -Fixed an issue where player skin doesn't load upon loading a game. -Fixed an issue where bloom would display incorrect values during Conquest runs. ADDITIONAL FIXES: -Updated Credits Text. -Fixed a coordinate mismatch for Presidia. -Fixed an issue where not having the window on focus upon startup would crash the game. -Fixed an issue where the intro sequence would not skip properly causing rare cases where the player stays on a black screen. -Fixed a location mismatch for Briggs range in the briefing for mission Clear Skies. -Fixed lava field glow showing through clouds on some levels. -Restored Vibration/Force Feedback on Afterburner input from early demos. -Fixed an issue where colliding with turrets or ground units defies laws of physics and stops the aircraft on the spot. Player aircraft will now correctly destroy itself as nature intended. -Fixed an issue where Ship units do not report their velocity to attached units thus throwing off missile and gun prediction paths. -Adjusted the amount of time airship destruction cracks to appear. -Airships will now crash into the landscape in a more graceful manner. -Fixed an issue where airship smokes do not align with the falling trajectory. -Fixed an issue where cloud shadows on some level do not dissapear. -Reduced the amount of cloud flicker in VR. However the issue is not fully fixed yet. -Increased the brightness and frequency of building signal lights. -Cannon projectile hit radius now compensate to see whether the object is destroyed or not. Doing a strafe run now should no longer result in bullets being "caught" on already destroyed objects due to their hitbox. That being said, it is only a hitbox reduction so it still will hit if the projectile is close enough. -Adjusted Hangar camera field of view. -Adjusted nozzle material in the hangar screen. -Fixed an issue where some landing gear models are still visible despite the gear being extended. -Fixed an issue where a highway element would not have its collision properties applied. -Missiles no longer phase through airships when the airship is destroyed. -Improved NPC Carrier textures. -Various particles and sound effects should now correctly die out when the player dies. -Slightly improved cockpit visibility during rain. -Fixed F/C-15 misaligned flaps. -Telemetry check interface should correctly fade out in the game settings page. -Fixed an issue where hangar models would sometimes use a higher LOD on lower settings. -Disabled Screen Space Reflections due to HUD occasionally being reflected in SSR. -Adjusted "blue" HUD color for better visibility. -Fixed audio concurrency issues where music and UI elements wouldn't play properly. -Motion blur should no longer activate while changing camera. -Fixed an issue where certain weapons would fly sideways from the hardpoint. -Adjusted Cockpit HUD bloom intensity. -Adjusted Velocity HUD bloom intensity. -Adjusted Horizon HUD bloom intensity. -Adjusted Enemey Indicator HUD bloom intensity. -Increased the volume of Lock on sounds. -Fixed an issue where crawling text would occasionally flash the completed state. -Fixed an issue where crawling text would fall back with the timings of the text fade in and fade outs. -Smoothed out mouse controll rolls. -Smoothed out AI aircraft rolls. Should prevent wobbles while fighting the player. -Dialog sequence should no longer interrupt each other when a new sequence is starting. -Adjusted pitch ladder behavior. -Cockpit HUD altitude and speed notches should now correspond to the correct selected measurement values. -Overhauled weapon selection appearance in cockpit mode. -Removed random "turbulence" in mouse flight and in AI flight. Made it look glitchy rather than aerodynamic. -Fixed an issue where some thunder sounds ignored volume sliders -Fixed several instances where the pilot models were clipping into the instrument panels. -Fixed shadow banding on the player missile lights. -Improved sharpness of cockpit instruments. -Reduced the brightness of MFDs to not take focus away from gameplay UI. -Reduced the brightness of some colored instrument panels to not take focus away from gameplay UI. -Fixed an issue where Airships do not properly loop their waypoints. -Fixed an issue where railgun circular booms do not appear on lower settings. -Generally improved visibility at high altitudes. -Reduced altitude limit to 10000m -Optimized various shaders that had a high cost. -Optimized various particles that had a high transluscency cost. -Optimized various UI elements overdraw. -Removed any unecessary GPU calculations for some particles. -Switched over the overall post processing tonemapper to use a film tonemapper. -Fixed an issue where players can "speedrun" the game by pressing the SKIP button during end of mission sequences. -The player now may only unpause the game using the main pause key in the main pause menu. -Fixed an issue where the Railgun particles would detach itself from it's parent too quickly causing shifts in its appearance during origin rebasing. -Adjusted button colors in Telemetry Check. -Enabled Temporal Anti Aliasing for higher Anti Aliasing settings. (You can still use FXAA via Anti Aliasing Low) -Improved the appearance of shadows on lower settings. -Significantly improved targeting systems. -Mouse cursor will no longer center itself upon the start of the game. -Fixed strange loading behavior where sometimes audio would play before loading is finished. -Fixed Kings fade screen sometimes not reaching full whiteout stage before fading out. -Improved several water related particle effects. -Fixed an issue where hangar actor would occasionally dissapear when viewed at certain angles. -Flares are now disabled while landing gear is out. -You can now change angle of the VR hangar by pressing the change camera button. -Increased the render resolution of VR cutscenes. -Adjusted camera sway configuration. -Updated english localization to reduce the amount of typos present in the game. -Fixed a few scaling issues with the primary UI in the game. -Fixed an issue where the user can perform actions while the game is paused in VR. -Fixed a green dot appearing in several menus in VR (leftover from Gaze menu controller) -Fixed an issue where Conquest items would appear outside of the map.. -Fixed debriefing UI from crawling over towards the score screen. -Fixed an issue where HUD appears before the completion of a startup sequence. -Fixed mission completion state not turning green once mission is completed at a specific difficulty. -Fixed debriefing text from crawling over to the score card. -Fixed an issue where conquest UI was still ticking even when not focused. -Fixed an issue where interface setting do not reflect the new settings when the default key is pressed. -Fixed an issue where ground and air assets appear outside of map boundaries. -Fixed an issue where conquest modifiers do not appear as a list in Conquest. -Fixed an issue where hangar is still selecting aircraft via an invisible cursor in VR. -Highlighted Decline by default for the Data Processing screen. -Fixed an issue where aircraft pitching at -90 or 90 degrees would completely break the camera and force it onto a gimbal lock. -Brought CQ_Vineyard map to parity with the new ENV_Vineyard material in M04. -Removed all holes in CQ_SteppingStones -Fixed CQ_PGF altitude not adjusting properly to the new origin rebasing system. -Brought CQ_Coul_1 map to parity with the new ENV_Vineyard material in M04. -Potentially fixed an issue where dev mode and shipping dialog would differ in execution by interrupting each other. -Fixed broken subtitles. -Fixed several typos in Mission 21. -Several QA localization corrections. -Fixed an issue where you could override the number of CQ allies. -Fixed an issue where enemy units could spawn outside of the boundaries in Conquest mode.. -Fixed an issue where bomb camera loses tracking completely if it followed a weapon until end of life. -Migrated mission completion flags onto a new system. Should not require any intervention from the user and does not make the player lose progress. -Fixed an issue where chainlink fence does not have collision. -Fixed an issue where the return button on difficulty screen wasn't selectable on gamepad for PC version. -Fixed several issues where several entities were still moving despite the game being paused in VR. This was due to the limitation of the pause system in VR not being able to do a "real" pause. -Reduced the flash intensity of "nuke" defined explosion to reduce strain on the eyes for VR users. -Fixed an issue where a Conquest area was not accessible from its neighbors. -Fixed several trees appearing inside the highway take off tunnel for the main campaign during the takeoff sequence. -Fixed conquest territory not being accessible from certain neighboring territory. -Fixed an issue HELMET RADAR IN COCKPIT setting does not restore the previous state of radar visibility. It should now refresh itself properly depending on which setting is selected -Fixed the language tab missing in the settings menu -Fixed an issue where hiring den could provide players with more than intended allies. -Fixed an issue where missile cam would completely bug out when following a weapon until its end of life. -Fixed an issue where localization menus did not have gamepad support. -Exit button should no longer be selectable in the main menu of the base game. -Fixed an issue where language apply and back buttons are the wrong way around. -Removed spoken language tab in the language section. -Fixed skip button appearing in Conquest -Fixed a strange mission appearing when skip button is pressed in Conquest. -Fixed Conquest hiring den being able to access a hidden button. -Adjusted default VR interface size values based on playtesting. -Attachment spawning in Airships and Ships are now staggered to reduce stutter. -Fixed UI appearing and dissapearing with an animation on pause. -Reduced instances where the sun is visible through the cloud. -Reduced the amount of contrast on iced water to make it easier on the eyes. -Reduced all performance overhead in the game in general. -Updated some localization files. -Fixed an issue where the enemy spawner keeps spawning.
Project Wingman - rb
Hello again everyone!

It's here!

This orchestra, performed by The London Pops Orchestra in the world renowned AIR Studios. Jose Pavli, has once again taken the lead in remastering and orchestrating this selection of Project Wingman's soundtrack, and it couldn't have been possible without your support and love.



We hope you enjoy the show, and please look forward to the future of Project Wingman this year. We are working on a few things and can't wait to show you what we have in store in a future update.

Individual tracks will be uploaded on Jose Pavli's YouTube channel, Spotify page, and a free download on Steam at a future date.

However, you can download the tracks from Bandcamp today at no cost!

If you don't have the game's Soundtrack yet. It is now on discount for 50% off starting today for 1 week!

Thank you everyone. This would not have been possible without your support. After so long of exclusively digital presence of Project Wingman. Seeing parts of the game performed live is quite an emotional sight.

We hope it meets your expectations.

Cheers,
-RB
Project Wingman - Matt-FlyAwayNow


It’s been a year since Project Wingman was released, and we here on the Project Wingman development team are happy to fill you in on what’s up and what’s been going on since. Still, this small update will probably be a prelude to more updates over these specific items that we’ll use to continue Project Wingman development. Let’s get some stuff up:

Live Orchestra Announcement
Project Wingman wouldn’t be the game that it is if it wasn’t for our Jose Pavli’s outstanding soundtrack, and, recognizing that entirely, what better way to fully embrace this epic soundtrack with live orchestration and medley of the OST? Well, we’ll have such a performance coming up for you soon! Recorded in a legendary studio, the defining hits of Project Wingman will be heard like never before beneath Jose’s new compositions.



When the Orchestra releases it will be publically hosted on yours truly Jose Pavli's YouTube channel for all to listen to! Additionally, high quality files will be available on Bandcamp for free once the footage releases.

Please look forward to it!

In case you missed it, recently the Peacekeeper tracks were released on youtube with its intros! Go take a listen!








Project Wingman V1.5 Status
This update to Project Wingman is an accumulation of work, fixes, tweaks, and content additions that we think will polish Project Wingman to a more professional sheen and add in content that we believe will add to your combat flight action experience. When Project Wingman was released over a year ago, its 1.0 version was at a good state for a release, especially given our ability at the time. However, that being said, there is always more to be done underneath the sun. This update to a 1.5 version includes numerous aircraft and weapon additions on top of balancing and tweaking to the existing inventory. Quality of life additions for localization, existing VO, and UI are also on the way to both the traditional versions and VR versions of Wingman.





On top of this, we’re taking another look at the missions of Project Wingman’s campaign, so it might be worth another playthrough, especially if you want to hunt down our Kickstarter backer-named aces in the revamped Mercenary Mode.










The additions to this update to Project Wingman are pretty wide-ranging, even touching upon the Files, all the way to the literal clouds above, so we’ll have more to say on it and a changelog to post when it’s ready.


The Future
We’re not done with Project Wingman.
As far as the future of Project Wingman and Sector D2 goes, Project Wingman itself is still being worked on beyond this patch, and much of the groundwork for further development will be released in 1.5. On our list next is a Conquest Overhaul, truly taking a look at what will make Conquest a much more refined and polished experience beyond its rather ramshackle existence today. Beyond that, of course, the groundwork for future development is already well underway, and when we’re comfortable showing it off, you’ll be the first to know.



In Conclusion
In the year that Project Wingman has been out, we’ve been steadily working up to this update and this whole general one-year effort that includes the artbook and the orchestral arrangement. Truth be told, we’re looking forward to the next year and however long we can work on Project Wingman and the horizons beyond that.

As we said above, there’s still so much more to do, and we’re glad to do it.
We’ll see you soon, and thank you again for sticking with us on this fantastic project, wingman.

In case you haven't pick up Project Wingman yet, or are looking for a cool game to gift your friends, the game is currently 30% off at the time of this update!

Project Wingman - rb
Hello everyone, Project Wingman composer here.

We now have added the High Quality files to the OST (.flac format). We know some of you have been waiting this for a long time now. You can now purchase the soundtrack with a 25% discount during the next 10 days.

Once again thank you for your support, and I hope you'll enjoy the soundtrack in high quality!
-Jose
Project Wingman - rb
Hi All,

This is a very small update while we're working on our 1.0.5 update. We've pushed a highly requested feature to the Steam backend to enable cloud saves.

Backend Update December 21st -Enabled Steam Cloud

Cheers,
RB
Project Wingman - rb
Hey all, this is a pretty small update in comparison to 1.0.4 and the upcoming 1.0.5 update. But it addresses some of the critical issues some of you might be having.

1.0.4D Patch Notes General: -Optimized ground vehicle spawning function to prevent jitters/stutters while ground vehicles spawn. -Once again fixed tanks spawning underground in Open Season. -Removed several testing maps from the game to reduce package bloat. -Fixed F/C-16 STDM floating off to the side. -Fixed numerous English subtitle mismatch. -Restored head sway values to default. HOTAS: -Fixed a critical issue where joystick axis constantly jitter. Making joystick input somewhat unstable. -Potentially fixed an issue where Joysticks with "_" in their names would no longer be detected upon bootup. Conquest: -Fixed a critical issue where the final fight would occasionally not finish. -Fixed an issue in Conquest where enemies would stop spawning -During reinforcement phase. Regular enemy units will no longer continuously spawn. Boss Fight: (!!! May Contain Spoilers !!! ) -Kings Overall: -Fixed railgun orbs showing the same grey telegraphing orb as the damage orbs. It has been changed to a smaller bright blue orb as a separate warning to the player.
Dec 7, 2020
Project Wingman - rb
Project Wingman Update 1.0.3 -> 1.0.4c

Hello everyone!

We're rolling out our first patch for Project Wingman after a somewhat extensive beta testing with users that opted into the beta to hopefully fix some of the critical bugs in the Campaign and Conquest mode of the game. While we're not at the capacity to respond to all the bug reports. We are definitely noting them down and listening! So please keep them coming in!

Without further ado, here are the patch notes!

Project Wingman Patch 1.0.3 -> 1.0.4c General: -Fixed Cruise Missiles spawning in Return -Fixed repeating take off sequence in No Respite. -Fixed Red Sea Ending too quickly causing some endgame transmission to be cut off. -Fixed Conquest specific weapons appearing in the Campaign loadout summary. -Fixed a bad radio take in Presidia. -Reduced the amount of camera sway in cockpit view. -Fixed an issue where after playing either free flight or free mission. Starting a new campaign and completing the first mission would kick players out of the campaign and into the mission select menu. -Fixed the clouds in Black Flag looking splotchy and scribbly. -Fixed the clouds in Clear Skies looking blocky and visibly tiling. -Adjusted water roughness value in Black Flag to look more reflective. -Updated Credits Text -Fixed an issue where the CR.105 would appear distorted and triangulated for users on lower settings. -Freetrack option that was in the 2018 demo now available again. (Not highly supported but it's there) -Reduced the amount of head sway in cockpit view and made transitions to be smoother as well. -Fixed random bolts of lightning in Mission 21. -Fixed an issue where some priority targets would attempt to go out of bounds in Mission 5. -Fixed an issue where the MG-31 escorts for the missiles would behave like the missiles (ignoring the player) and be marked Priority as well. -Airliner in Clear Skies now properly says CIVILIAN rather than designation consistent with the civilian Airships. -Fixed canister gunpod not having the proper shooting sound. -Fixed an issue where enemy aircraft would spawn on free flight of Prospero. -Fixed an issue where a truck would spawn underground in Open Season. -Fixed an issue where a Priority tank would spawn underground in Open Season. -Fixed an issue where a Priority fighter would escape outside the map in Open Season. -Slightly changed the targeting priority algorithm. UI: -Shortened the amount of time Boss Announce UI takes during gameplay. -Fixed where boss names would clip into the health bar of the boss UI. -Boss announce UI now no longer hides off screen target indicator. -Boss announce UI now no longer hides Active Lock on elements on screen. -Boss announce UI now no longer hides missile warnings on screen. -Boss announce UI now no longer hides bomb widgets. -Fixed an issue where your HULL status would show 0. (You're not that cool... yet.) -Fixed an issue where HUD would reappear despite user turning it off through user settings. (Specifically during boss announcements) Aircraft: -AOA Module now available for the MG-29, F/E-18, and Sk.27 Weapons: -Reduced range of SAA from 13000m to 12000m Level Adjustments: Mission 6: -Hazawa now only spawns in Mercenary Mode Level Lighting Adjustments: Dev Notes: A lot of users have noticed the heavy usage of certain colors and high contrast in some missions. Particularly ones that involve a lot of orange tone. And in some cases, we used incorrect gamma values while adjusting the lighting of some missions. We wont be addressing all the levels yet as we plan to tackle this issue step by step and garner feedback on each adjustment. Mission 1 Black Flag: -Adjusted Time of Day from dawn to early morning. Mission 6: -Reduced the amount of contrast in the areas before the player gets to the Apodock Fracture. -Adjusted the orange tone before the player gets to the Apodock Fracture. -Significantly reduced the amount of glow lava "beaches" emit. MIssion 14: -Slightly reduced contrast. Mission 21: -Reduced the amount of orange tint in the level. VR -Fixed an issue where Reset Orientation in VR would not properly apply and causes user to face a different direction. -Game start should reset view before initializing the game. -Fixed an issue where objective text would not fade out properly and stay in front of the player. Conquest: -Fixed a critical issue where players would occasionally spawn in front of a mountain and immediately crash into said mountain before the screen fades out. (For now player is guaranteed to spawn high up in the skies until we find a more elegant solution) -Added most of the soundtrack to the Conquest music lineup. -Made Conquest allies significantly more durable. -Added Sky Sequence Names and Time of Day indicator in Conquest Pause Menu to help track down which sequences are too bright or too dark in Conquest. -Disabled Conquest progress reset when versions are different as some users were having troubles with it constantly resetting progress. Boss Fight: (!!! May Contain Spoilers !!! ) -Kings Rework Dev Notes: We realize that the final phase of the fight it was extremely unclear and somewhat whether you could down the boss or not. This was not the intention. And also how terrible idea was removing the radar without a properly telegraphed AoE attacks from C1. Hopefully, without changing too much of the boss fight. These changes can help maintain our original vision of the boss fight without changing it too drasticly. OVERALL: Crimson's AoE attack will now show a warning radius in grey before fully expanding. The Final phase now shows both unit's health bar except in Mercenary mode. EASY: Crimson will no longer use AoE and Railgun Cluster Bombs in 4th stage. Crimson will only restore to 50% of his health in the 4th phase. NORMAL: Crimson will no longer use AoE and Railgun Cluster Bombs in 4th stage. 4th Stage will give player extra 50 health instead of 40. Crimson will only restore to 50% of his original phase health in the 4th phase. HARD: Crimson will only restore to 75% of his original phase health in the 4th phase. MERCENARY: No change.
Project Wingman - Matt-FlyAwayNow
Forgive any lack of eloquence in this report but we started writing this on our D-Day, launch day of Project Wingman. As of us writing this it is currently over 24 hours since launch, and boy, has it been a launch.

Not smooth, definitely bumpy, with cracks we’re looking to patch up as soon as possible, and we’re not gonna say this is a straight victory yet having launched, however it is a milestone on the way to a full realization of Project Wingman. We think it’s too early to start celebrating, however, there is something to be said that, upon launch, we are currently 2nd best selling globally on the Steam charts, and for that, how could we not thank you all? If it wasn’t for the fact we’re in overdrive right now, I’d be crying.



But there’s no time to cry and only time to report to you, our long time backers:

1.0
Project Wingman’s 1.0 is named as such because it has all the elements we wanted for a 1.0 release. It is the complete experience. That being said that does not mean it is the perfect experience as it has clearly been put together. Now this is of course a consequence of immediately widening out the user pool. Naturally things have broken, and things are being fixed as we speak, however everything is there for us to set up and build upon as we go on. Beneath any of the mistakes we have made is something we know is worth it. The campaign as a whole can be played start to finish, conquest is in and ready to be expanded, our banging tight soundtrack is out in full force and there is a selection of planes to choose from to tickle your fancy as you fight from the Creole Republic to the very precipice of Hell itself.

Our expectations with 1.0 internally was that we knew things would break, and as far as we can tell the most major issues surround hardware configurations (HOTAS implementation especially), and VR. SteamVR at the moment is not exactly playing well with a minority of systems despite indications from our testing, however we are working as fast as we can to settle it and have everyone play PW as best as they can.

One thing that is not completely in at the moment is backer fulfillment, we are populating the game with the remaining names now as we speak in mostly natural ways. This ranges from Conquest implementation to Mercenary mode cameos.



1.0 Issues and Support
As we said earlier our 1.0 is not where we’d like it to be, and we recognize many issues ranging from aforementioned VR issues, to fatal errors on startup, to some screwy localization and subtitle work. As more and more people play and more and more bugs are reported, it’ll just make this next patch able to hit more and secure a better gaming experience for all. So if you’re reporting or experiencing bugs, keep on coming to us and letting us know.
This isn’t the official post-report where we sit down and talk about how far we’ve come, that comes later, but for now, we’ve got another challenge ahead of us: post-release.

We intend to keep the game updated and maintained as we go on forward, however as for any major plans we have in the future?

Non-existent.

We’re living day by day at the moment, and until everything is settled, we won’t be happy.

That being said there are ideas being brought to us: such as more endgame two-seaters for some reason we can’t place our finger on. Tons of people are asking for them, so we are, naturally, going to investigate whether or not we can throw those aircraft into your inventory.

Kickstarter Rewards
All game keys were sent out prior to release, and our soundtrack keys are also on hand ready to be sent out when we are able to organize a push out. The art book will be also handed out at a later date. Be aware that many keys are ending up in spam folders, so if you have not gotten your key yet, check your spam folder, and if it’s still not there, come talk to us.

Keys would’ve been sent from @sectord2.com domain.

Also be aware whether or not the key you received was a GOG key or a Steam key, based on your preferences as listed in the survey.

In the immediate future

Expect patches to roll out until 1.0 is crystal clear and the game is, by itself, a well-maintained and self-sufficient package.
Nov 24, 2020
Project Wingman - Matt-FlyAwayNow
As the day quickly approaches to Project Wingman’s 1.0 release, we think it’s best to put out some reports whose goals are to bring us all to a common understanding as to what the game will be on release. So sit right there and let’s all get ready, together.



Plane List
This is arguably a pretty important report out of these series that we’ll be releasing in the run up to release mostly because, and rightly so, aerial dogfighting is the main reason you’re (probably) playing, Project Wingman. So to put it plain and simple, here’s what you can expect from Project Wingman’s 1.0 in terms of available planes:

20 planes, and even then that might change between the posting of this report and endgame (only upward of course), ranging the whole gamut of playstyles and combat capabilities. To attackers with special weapons racks that would make small armies fear, to interceptors with long range missiles able to strike down foes in a single pass, and even the experimental design or two from this world’s machinations; all are here. You'll have to wait until the release to fully parse out the exact list, but allow us to preview the non-spoilery examples:



























On release, I’m sure genre veterans will notice the omission of some particular standards, or even aircraft that we might’ve teased prior. Simply put then: We didn't include all the planes we might've teased for fear of overinflating the aircraft list and our workload, but in the future we're going to look into adding some back or providing new planes altogether. If an airframe you’re hoping to see represented didn’t get in, hold out hope and feel free to ask!

Now that’s it for this report in the lead up to launch day, we’ll see you soon with another report!

As always follow us on our Twitter, Facebook, Steam Group and join our Discord if you want to be informed with PW news and discussion. Wishlist us on Steam!

More information will be inbound soon, especially for those due keys for the game.
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