Sairento VR - Dweomer
It's been a crazy launch week, and we've been hard at work fixing major bugs. There is still a high priority issue (UI interaction) some of you are experiencing - we hope to solve that as fast as possible.

We're a very small but passionate development team but we were able to expand thanks to the amazing support from the community. Moving forward, here are a few key features we want to implement.


Story mode
We have a story that we want to tell, and you'll be able to access campaign/side missions through different regions of the city. Side missions are randomly generated and always replayable.

Procedural/dynamic maps
We want to give you guys a unique experience every playthrough, whether it is infiltrating a corporate building or dishing out some justice on the streets.

Better AI and increased enemy variety
Fight against smarter enemies with bigger movesets. Scary big dudes. Agile geishas. Enemies that force you to re-evaluate your strategies against them with different weapons, damage types, and positioning.

We will also be revising our enemy models and doing optimizations to be able to throw more of them at you at once.

Bigger loot system
We want to expand the relic system with more modifiers, as well as make legendary relics worthy of their rarity with gameplay-changing modifiers.

The Full Ninja experience
Being a ninja is about mobility, stealth, and when it comes down to it - deadliness.

Stealth gameplay that rewards the player for being patient and observing their foes before moving in for the kill. Get your Sam Fisher game on.

Expand your mobility. You have double jumps. Now add a hookshot. A great repositioning/level traversal tool, which doubles up as a means to disable your foes at an opportune time.

Expand your mobility. Oh, did I mention this already? Have more of it then. How does wallrunning and sliding tackles sound? For players who prefer full locomotion, we will add support for it as well.

More weapons and skills
You guys were expecting this.

Difficulty balance
Our stand right now is that the difficulty feels right on Casual/Normal. However, It is certain we will make changes to the upper end of the spectrum to cater to the more hardcore players. This ties in to enemy AI as well.

Dismemberment system
Feel the weight behind every melee attack. Go crazy with it but just don't smash out your wall or TV.


Tentatively, this is what we have in store. We've put back our earnings into making this game even more kickass, and we hope to make an amazing experience for you guys. Our planned full release date is somewhere late Q2 to early Q3 of 2017.

Do share the word about Sairento VR! The more support we get, the more ambitious a product we can deliver.

Share your thoughts with us in the comments!
Sairento VR - dwmr
It's been a crazy launch week, and we've been hard at work fixing major bugs. There is still a high priority issue (UI interaction) some of you are experiencing - we hope to solve that as fast as possible.

We're a very small but passionate development team but we were able to expand thanks to the amazing support from the community. Moving forward, here are a few key features we want to implement.


Story mode
We have a story that we want to tell, and you'll be able to access campaign/side missions through different regions of the city. Side missions are randomly generated and always replayable.

Procedural/dynamic maps
We want to give you guys a unique experience every playthrough, whether it is infiltrating a corporate building or dishing out some justice on the streets.

Better AI and increased enemy variety
Fight against smarter enemies with bigger movesets. Scary big dudes. Agile geishas. Enemies that force you to re-evaluate your strategies against them with different weapons, damage types, and positioning.

We will also be revising our enemy models and doing optimizations to be able to throw more of them at you at once.

Bigger loot system
We want to expand the relic system with more modifiers, as well as make legendary relics worthy of their rarity with gameplay-changing modifiers.

The Full Ninja experience
Being a ninja is about mobility, stealth, and when it comes down to it - deadliness.

Stealth gameplay that rewards the player for being patient and observing their foes before moving in for the kill. Get your Sam Fisher game on.

Expand your mobility. You have double jumps. Now add a hookshot. A great repositioning/level traversal tool, which doubles up as a means to disable your foes at an opportune time.

Expand your mobility. Oh, did I mention this already? Have more of it then. How does wallrunning and sliding tackles sound? For players who prefer full locomotion, we will add support for it as well.

More weapons and skills
You guys were expecting this.

Difficulty balance
Our stand right now is that the difficulty feels right on Casual/Normal. However, It is certain we will make changes to the upper end of the spectrum to cater to the more hardcore players. This ties in to enemy AI as well.

Dismemberment system
Feel the weight behind every melee attack. Go crazy with it but just don't smash out your wall or TV.


Tentatively, this is what we have in store. We've put back our earnings into making this game even more kickass, and we hope to make an amazing experience for you guys. Our planned full release date is somewhere late Q2 to early Q3 of 2017.

Do share the word about Sairento VR! The more support we get, the more ambitious a product we can deliver.

Share your thoughts with us in the comments!
Dec 27, 2016
Sairento VR - Dweomer
v0.1.3 - 2016-12-28
== For Oculus Rift players ==
For players with Touch controllers : Button A/X is now also mapped to locomotion. Please ensure that you are on the latest SteamVR beta to try it out.

To enable the latest SteamVR beta :
1) Go to your Steam Library > Tools
2) Right click SteamVR > Properties > Beta
3) Set the dropdown from NONE to beta - SteamVR Beta Update
4) Close

We are unable to test on the Oculus Rift ourselves but we would appreciate it if you could drop us some feedback on whether it works.

== Localization ==
- Added work-in-progress Dutch localization
Dec 27, 2016
Sairento VR - dwmr
v0.1.3 - 2016-12-28
== For Oculus Rift players ==
For players with Touch controllers : Button A/X is now also mapped to locomotion. Please ensure that you are on the latest SteamVR beta to try it out.

To enable the latest SteamVR beta :
1) Go to your Steam Library > Tools
2) Right click SteamVR > Properties > Beta
3) Set the dropdown from NONE to beta - SteamVR Beta Update
4) Close

We are unable to test on the Oculus Rift ourselves but we would appreciate it if you could drop us some feedback on whether it works.

== Localization ==
- Added work-in-progress Dutch localization
Dec 27, 2016
Sairento VR - Dweomer
v0.1.2 - 2016-12-27
== UI ==
- Clicking UI elements with the trigger should feel more responsive now.
- Fixed touchpad scroll sensitivity for navigating lists.
- Updated dojo UI to display key player information

== Gameplay ==
- Added an option to toggle vision blur effect if it makes you queasy
- Updated movement arc to display whether it will be a blink or jump
- Raised level cap to 30. This means that higher level relics will drop.
This is not the final level cap! We will raise it over time as we add in new skills and improve itemization.

== Localization ==
- Added accessibility and language tab to options and splash screen
- Added work-in-progress chinese and japanese localizations (big thanks to our community for helping out!)

If you are interested in helping us translate Sairento VR to your native language, do let us know on the Steam forums!
Dec 27, 2016
Sairento VR - dwmr
v0.1.2 - 2016-12-27
== UI ==
- Clicking UI elements with the trigger should feel more responsive now.
- Fixed touchpad scroll sensitivity for navigating lists.
- Updated dojo UI to display key player information

== Gameplay ==
- Added an option to toggle vision blur effect if it makes you queasy
- Updated movement arc to display whether it will be a blink or jump
- Raised level cap to 30. This means that higher level relics will drop.
This is not the final level cap! We will raise it over time as we add in new skills and improve itemization.

== Localization ==
- Added accessibility and language tab to options and splash screen
- Added work-in-progress chinese and japanese localizations (big thanks to our community for helping out!)

If you are interested in helping us translate Sairento VR to your native language, do let us know on the Steam forums!
Dec 22, 2016
Sairento VR - Mixed Realms
Hey guys, here is a quick update to address two showstopper bugs and one minor bug.

v0.1.1
- Fixed Focus not regenerating if you tried to Bullet Dive to an invalid area
- Fixed Temple map crashing at load
- Fixed Focus regeneration values still applying when aiming a blink or jump

Thank you to the community for being so responsive!
Dec 22, 2016
Sairento VR - Mixed Realms
Hey guys, here is a quick update to address two showstopper bugs and one minor bug.

v0.1.1
- Fixed Focus not regenerating if you tried to Bullet Dive to an invalid area
- Fixed Temple map crashing at load
- Fixed Focus regeneration values still applying when aiming a blink or jump

Thank you to the community for being so responsive!
Sairento VR - Mixed Realms
We've narrowed down the crash to the Temple map (it's the one with the sunset orange thumbnail). We suggest you refrain from playing this map until we solve this issue!

Apologies again for the inconvenience, we will solve this as quickly as possible.

Edit : We have pushed out an update that will hopefully fix the crash on the Temple map for some users. Let us know if it works!
Sairento VR - Mixed Realms
We've narrowed down the crash to the Temple map (it's the one with the sunset orange thumbnail). We suggest you refrain from playing this map until we solve this issue!

Apologies again for the inconvenience, we will solve this as quickly as possible.

Edit : We have pushed out an update that will hopefully fix the crash on the Temple map for some users. Let us know if it works!
...

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