The Morrigan - The Pixel Mine
We’ve been working with the team over at LIV to add mixed reality streaming support to The Morrigan and as of today it’s now available for everyone to use! Many of you will already be aware of LIV, but for those who aren’t LIV is a platform for enabling mixed reality streaming placing you or your avatar in the game. Just plug in your webcam, calibrate the camera and then see yourself in the game.

To enable LIV support, right click on the game in your library tab. Go to properties and select the beta tab. From there select LIV Support from the drop down menu and you’re all set for some mixed reality monster hunting.



Image credit:
AtomBombBody
LIV
The Morrigan - The Pixel Mine
* Added option to hide damage numbers
* Fixed issue on some devices where the screen would flicker on changing level
* Updated to Unreal Engine 4.26
* Minor bugfixes
The Morrigan - The Pixel Mine
It’s been a while since the last update. It turns out adding multiple languages to a game is a non-trivial matter. Who knew?
  • Added French translation
  • Added German translation
  • Added Spanish translation
  • Added Simplified Chinese translation
  • UI updates
  • Some bug-fixes based on feedback

If you find any issues with the translation, please let us know and we will get onto fixing them.
The Morrigan - The Pixel Mine
After a year of Early Access, The Morrigan is finally out as a full release! A big thanks to all those who played during Early Access and helped make the game better.

We feel that the game has reached a level good enough to warrant removing the Early Access tag. This doesn't mean that this is the end of updates for the game. It's not the end, but perhaps it is the end of the beginning.
The Morrigan - The Pixel Mine
  • Over 50 achievements added to the game!
  • Fixed the appdata folder to read TheMorrigan rather than Raiders (the prototype name). You can copy over the saves folder if you want to keep the save games see this post for more info. Also fixes previous config issue when updating and not being able to move.
  • Added a new arena level - this one more suited to archery.
  • Added one new weapon unlocked on completion.
  • Bugfixes.
The Morrigan - The Pixel Mine
  • Added three new levels to complete the game, end sequence, and credits.
  • Added four new enemy types.
  • Added three new weapons.
  • Weapons can now be thrown at enemies and do damage.
  • Added graphics options for anti-aliasing. You can now choose 4x MSAA (best quality), 2x MSAA (good quality), FXAA (low quality), and off for no anti-aliasing (lowest quality). Additionally, on headsets other than Oculus (which uses dynamic resolution) you can also tweak the base screen size for more performance customisation. This should only be an issue for Vive Pro / Index headsets with their higher resolution screens. Honestly, Vive Pro with 2x MSAA is fine and there is very little benefit going full 4x MSAA.
  • Rolled back audio changes from last update as it seemed to have a large performance impact for some players.
  • Steam Input code updated - this may cause issues updating from 1.9 to 1.10. See the forum post for more information on how to fix this.
  • Vive Cosmos fully supported.
  • WMR is now supported through Steam Input only. Steam Input now allows for using thumbsticks for input, which was one of the main reasons for going native with WMR. See the forum post on updating 1.9 to 1.10 for more information on this.
  • Tweaked or removed collision on some tables so it’s easier to pick things up.
  • Updated to Unreal Engine 4.24.
  • Known issues: you can’t currently climb and hit things. This is only an issue at two points in the game and neither should block progress.
  • We've had reports that movement on Oculus is reversed. So far we've been unable to replicate it, but there is a temp fix on the forums. Let us know if it's affecting you.

So what’s next? On to the next update! Now we’re looking to polish the game and we’d really like your feedback to help that process. A couple of bits of new content will probably get added too.

The Morrigan - The Pixel Mine
There’s some exciting news to share. We’ve teamed up with Deep Dive Interactive to bring you the Master Swordsman VR bundle

If you’re a fan of The Morrigan, you’ll love Vengeful Rites. It’s a great title full of adventure, magic and, of course, swordplay. Best of all, you can now get it for 20% off if you already have The Morrigan.

We’re very pleased with this collaboration to bring fans of VR RPGs together and to get everyone a great deal on VR content.

Check out the latest trailer for Vengeful Rites below:



And The Morrigan's trailer:
Nov 1, 2019
The Morrigan - The Pixel Mine
We've had a few reports of audio issues for some players. This hotfix addresses those issues.
Oct 22, 2019
The Morrigan - The Pixel Mine
Halloween has come to The Morrigan!
The Morrigan - The Pixel Mine
  • Player movement code has had a re-write from the ground up. This removes getting stuck in walls occasionally and also prevents walking through walls. It feels a lot more polished than it did before. Let us know what you think!
  • There is an option now to toggle running rather than press to run
  • Fixed an audio issue with spacialisation - the game should sound quite a bit better now
  • Changed key behaviour to activate on overlap with lock rather than trigger press
  • Weapon attacks no longer activate with small movements when running
  • Quiver position has been moved and its tracking sped up so it’s easier to find and use without looking at it. It also has a greater haptic effect when overlapping it.
  • Nocking an arrow happens when overlapping the string and no longer requires a trigger press
  • Holding a bow in the right hand will nock the arrow on the left side. Left-handed still nocks to the right.
  • Releasing an arrow when overlapping a shoulder slot does not pick up the item
  • The roof in low-height areas does not collide with weapons, making holstering those big weapons easier
  • Additional comfort options. Setting vignette to 100% will activate a blackout on all movement, including teleport. Setting vignette greater than 70% results in instant full activation on movement (rather than blending up and down on movement).
  • Shoulder slot placement and movement improved
  • Travelling under low bridges should no longer cause you to jump on top of them if you are tall
  • Town NPCs have been tweaked, and should now be slightly less dumb
  • Combat distance has been pushed back slightly after last update’s big push forward
  • The Ruins map has had another pass to make the area feel more alive
...

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