Aug 12, 2021
TrenchesWIP - AnonymousCheese
Hey guys,

Long time, no see.
We've been pretty quiet on the development side of things recently. We'd like to say it's because we've been hard at work, but honestly we've been experiencing some troubles on the development and personal side of things, so we thought we'd finally drop a line about the state of things and where we plan to go from here.

So the most important thing to address I think is the performance.
We've heard everyone's feedback and we've been seeing a rumor circulating that the game is a bitcoin miner or a virus. The actual issue is a lot more boring, we discovered a memory issue in the game's environments after the latest update caused by the additional fidelity we added to the levels. This causes the game levels to use SIGNIFICANTLY more RAM than it has any right to. We can confirm that we've fixed this issue on our side and when we release the next update (no ETA) it'll include a fix for this issue. We're incredibly sorry for the frustration this issue has caused and didn't intend for it to persist for such a long time.

Things we have done
So one of the reasons the game hasn't had an update in a very long time is that we've implemented a new movement system for the player and bots. This has unfortunately caused a variety of snowballing issues as the character controller is tied to a significant amount of mechanics and systems, which means that upgrading those systems to work with the new controller is no easy feat. The upside is that once we're done with this, the player will be able to vault terrain (no more getting stuck in trenches), play in third person and handle much more realistically! The bots are also getting this treatment, meaning they'll be able to navigate terrain more intelligently.

Another huge addition is a complete rework for all the character models. Our plan is to prepare them for when we add in character customization, so all their clothing is modular and relatively easy to interchange. Currently we have a preview of these new models and animations below!





And finally we have the situation on a more personal front. As a 2-person team, TrenchesWIP is very affected by the circumstances of it's developers. Currently both of us have experienced a relatively turbulent time due to Covid and a change in our personal employment, meaning development has been turbulent and infrequent. We hope to get back into the flow of things ASAP, but we don't want to offer a timeframe for when that will be. We both are 100% set on continuing development of Trenches, as we both believe it to be a very promising game concept. We have an update in the works, but at this stage we don't have an ETA for when it will be released.

We thank everyone for their patience and apologize for our lack of communication and the state of the game. As repayment, we present you some lovely pictures of our new German character model.





-Big OOF Games
Feb 17, 2021
TrenchesWIP - AnonymousCheese
Hey everyone!

We've been pretty quiet recently, so we thought we'd give everyone a bit of a rundown on the state of the game.

Recently our Coder has been hard at work redesigning our AI in order to make them much more responsive and fun to fight, but this has taken quite a large time investment. Our ultimate goal is to have a game system that is fun to play both in solo and with a sizable player count. To do this, we've needed to essentially re-write our AI. But from our initial tests with the new system (which you can find over on our Patreon), the AI is shaping up to be a lot more dynamic and interesting to fight against.

On the art side of things, I've been focussed on 2 different tasks:
The first being that we discovered the latest update causes Trenches to use a severely large amount of RAM, which we believe we've found the cause of. So the next update should improve load times for just about everything (hopefully).

The other task I've been working on is improving the character models. As we approach our next milestone of character customization, we needed to look at adding a bit more detail to our existing characters. Fortunately, we've picked up a copy of Character Creator 3 which has been significantly improving the workflow for creating new models!



For now we can't give people an ETA on when we expect these jobs to be complete, as they require quite a large amount of work, but we can assure you we're working hard to get them to you ASAP!

If you want to discuss development with us or just meet the devs, we're always active over on our Discord.

We'd like to thank everyone for their continued patience <3

Until next time

-Big OOF Games
TrenchesWIP - AnonymousCheese
Hey everyone, Long time, no see!

We hope everyone had a wonderful Holiday and a happy new year! In-between having some desperately needed time off, we've been hard at work to bring you all some very exciting features!

Dedicated servers
THEY'RE FINALLY HERE! Dedicated servers have been a thorn in our side for a VERY long time, but our coder has been down in the trenches working tirelessly to get them up and running! Players will be able to host a server by selecting 'Launch New Dedicated Server' when launching the game.

Our coder has also prepared a handy guide on how to host one!

Map redesign
We always felt that the default map was a little empty when compared to our older last stand map (which unfortunately doesn't play too nicely with terrain deformation) so we've been looking to see what ways we can emulate the look of that original map, but still work neatly with dynamic terrain. After a bit of tweaking and some reworks to the foliage, we're finally happy to present the rework of our map!



This rework features 2 ravines that split the map into 3 sections. These should make for some interesting combat scenarios as the bridges crossing them are destroyable (and can be repaired!) Additionally, there's a lot more battle damage and detail!



New Visuals
We've also been laying the groundwork for new and varying locations for future maps. In doing so, we've made a nice, chilly version of our original map as a late christmas present!




While the maps don't feature any gameplay differences, it's definitely nice to mix up the look of the map now and then!

SOUND ISSUESWe've been getting a lot of reports of missing sounds for the game and after some help from our community, we discovered you can fix the bug by verifying the integrity of game files!
To do this, right click on TrenchesWIP on your Steam list and select Properties > Local Files > Verify integrity of game files.

Changelog
- Fixed tesselation setting so it actually turns off tesselation
- Added more detail to map AI1
- Fixed material bug that caused patches of grey
- Added dedicated server support
- Optimised materials
- Reworked material visuals
- Removed water plane that was destroying FPS
- Added snow variant of AI1 map
- Weapons now eject casings onto the environment
- Touched up some sounds

So our current plans are to continue with the roadmap detailed in this post, although we're looking at potentially improving the AI first (we've got an idea of how we could do it, but need to test before we commit to it)

We'd just like to thank everyone for your patience as we sort through the slower parts of development. TrenchesWIP has been a massive labor of love from two Australian developers. We're currently looking to see if we can host an official TrenchesWIP dedicated server, but for that, we need your help! We're currently operating off of crowdfunding such as Patreon and require a fair bit of money in order to keep a server up and running. Any amount you could help support us with would go a long way towards hosting expenses.

Either way, we're super greatful for the support we've had from our community! If you'd like to talk to the devs or organize games with fellow members, we're super active on our Discord. We're still very new to the world of dedicated servers, so expect the occasional bug to rear it's head (feel free to let us know on our Discord)

And now, we leave you a special gift: pictures from our latest stress test!





Until next time!
Big OOF Games.
Oct 27, 2020
TrenchesWIP - AnonymousCheese
Heya everyone!

With the release of our latest update, we figured now was a good chance to organize our upcoming priorities and where we plan to take the game!

So we've put together a short roadmap for the next couple of updates so people have a better idea of whatever next!

---------------------ROADMAP-----------------------
1. Engine/voxel upgrade - Work on maps when complete (Add battle damage)
2. Dedicated servers!
3. Discord rich presence/ integration
----------- Update Release --------------
4. Cosmetic customization
5. Weapon customization + Melee (bayonets wink )
6. 3rd person animations (shooting, crouching, prone, etc)
7. Mounted 3rd person mesh (when player embarks MG, using artillery, etc)
----------- Update Release -------------
8. Player Progression (unlock equipable buffs/cosmetics by levelling up after a match (balanced with advantages and disadvantages))
---------- Update Release --------------
9. Bot AI - Mounted MG, Planes (player-controlled planes will be coming later on wink ), AA
10. Bot AI - Infantry behavior (cover system for bots, Potentially basic commanding)
11. Binoculars - Marked arty strike, Supply drop, pings, airstrike

If you'd like to discuss the upcoming changes with the devs, we're super active over on our discord!

As always, if you'd like to help support our development, don't forget to stop over at our Patreon!

Thanks again for your continued support and patience as we make the the game the best it can be!
Oct 21, 2020
TrenchesWIP - AnonymousCheese
Heya Everyone!

It's been a while since we announced our next update, but after a LOT of unexpected work and the nightmare that is crunch, we can FINALLY bring you a new update!

If you'd like to help support our development, we're super greatful to anyone who joins our Patreon

So what's in this update I hear you ask?

NEW GAMEMODE
Nuclear war has two teams competing for resources to build their own nuclear cannon which will allow them to unleash nuclear annihilation on their enemy!



Reworked Tunnels
We've changed the way players build and navigate tunnels! Now players can stand up and more clearly construct large tunnels with multiple exits!

New Goodies
We've added a new trench mortar to the game which allows players a cheaper, shorter range alternative for all their bombardment needs!



Landmines have also made a reappearance and are back with style!

New Buildings
We've added a couple new buildings to the mix! the main ones being a medical station and ammo bay which will allow you to heal and replenish ammunition respectively!

Quality of Life Changes
The vast majority of our work has been centred around bugfixing and improving the user experience and we're happy to say that it's really paid off! One big change we're super excited for is a fix for interaction, which means that clients should now be able to purchase weapons from the munition factory!

Additionally, we've added in loading screens and win/loss screens to clean up a lot of awkward freezing!



(Also as a little test, AI are now able to pilot and fire artillery. So let us know what you think over on our Discord )

Changelog
-Added muzzle flash to all weapons
- Fixed audio
- Changed the prices and Health of most buildings
-Added some more destroyed meshes
- Fixed mountable guns from firing on their own when dismounting.
- Added one artillery and effects.
- Added destroyed variant to artillery and the ability to repair.
- Fixed terrain when mounting guns.
- Fixed bullet trails. (We didn't realise their orientations were wrong all this time!)
- Added bots to AI map. They target enemy HQs to move to, it's their only change (for now).
- Tweaked health of some mountables.
- Touched up some Hammer and Axe animations to look less weird
- Fixed up the way shading was rendering on some weapons
- Fixed the trenches position on complete build, and made sure it didn't interfere with tunnels.
- Polished the nuke cannon more with some fallout effect logic. Particles / screen fx.
- Tweaked fire rates for artillery, but it does need representation for loading times etc which doesn't exist yet.
- The artillery being attacked by bots when destroyed should be fixed.
- Removed "Kill me" text on game end.
- Attempted to save frames a bit by reducing the particle effects that spawn when trees die by explosions.
- Added a reset button to the input mapping screen of the exit menu.
- The double exit buttons might be fixed now.
- Fix to HQs built by players. They get assigned their team and show a number instead of A,B,C etc. The territories get updated again now.
- Tweaked interactions to work better for clients.
- Fixed interaction / repair / build UI showing when dead and in map screen preventing respawn.
- Landmines now a thing again.
- When repairing the nuke cannon it costs resources and gives back some money for the effort given.
- When repairing structures, you now consume resources and gain money.
- Added something I call Battle Influence to the conquest games.
- Added Iron Ore minable objects (they give 50 supply per hit)
Lowered tree resource gain to 5 supply per hit (was originally 10, subject to change)
- Flipped team indicators to show only on allies with a green triangle instead of red.
- Added point gain indicator system to when you repair, upgrade, build or destroy buildings, hit an enemy, gather resources or cause explosive damage. It's the thing that pops up when you kill enemies (but only the small text part).
- Added new Nuke game mode to the host game options.
- Made conquest UI only visible in those modes.
- Added one brum to each side of the nuke GM map for fun. Tweaked a bit, but definitely not final product. Lol.
- Heavily reduced the mounted MG recoil.
- Tweaked explosion influence on terrain. Was a bit too severe before.
- added SIGNIFICANTLY more optimised collision meshes for all trenches
Made the SMLE a bit lower on the screen as it took up a lot of screen space
- Made the 1911 hipfire animation recoil SIGNIFICANTLY less intense (no more spring-loaded wrists)
- Reduced and smoothened out camera shake on cannon fire.
- Crosshair hides on mounting cannon types.
- Smoother terrain change on explosive crater creation.
- Reduced jeep replication demand
- Patched win conditions so the game ends when you hit zero points or if a team has zero HQs.
- Made a bit nicer post game screen when game finished.
- Added loading screen images to lessen the confusion when loading a bit.
- Increased the priority of the HQs spawning on clients first so that they can spawn in faster when joining a session.
- Rockets don't blow up in your face now.
- Changed location of some UI elements. Health bar / stats and further reduced screen space impact of the chat window.
- Nicer terrain transitions, no gaps and cracks!
- Fixed double exit buttons on in-game menu.
- Main menu apparently loads faster now. Mystery optimisation?
- Tunnels are now invincible till destroyed mesh is created, etc.
- Patched interact UI still showing after entering something as a client.
- Bots are now "a bit" more responsive. They attempt to destroy enemy HQs if no enemy bots or players are around and should very occasionally throw grenades again.
Touched up depth of field on all maps.
- For the most part, bots seem to be doing a bit better. Touched up their targeting and abilities a little.
- Fixed leader board bugs in post game and for host.
- Fixed some more game end conditions for PvP modes. They were still getting stuck at a end game countdown which was looping on itself indefinitely.
- Increased priority of exit menu UI so that it shows when you're in the post game screen.
- Touched up mortar projectile arc and artillery arc.
- Added ammo dump.
- Added medical dump.
- Projectile for client now replicates from further away.

We just wanna thank everyone again for their patience as we carve out the game we want to see! It really does mean a lot to hear from our wonderful community. If you'd like to join that community, we're super active over on our Discord

Thanks again, and GLORY TO THE EMPIRE!
- Big OOF Games
Sep 13, 2020
TrenchesWIP - AnonymousCheese
Heya everyone!

It's been a while since we posted any updates on Trenches regarding our plans, so we thought we'd drop drop by with a recap and some assurance that we're still working hard!

So, what've we been working on?

Recently, we've entered a period of the project where we need to reflect on the content we currently have and focus on fixing up our core gameplay. This has meant we haven't had a whole lot to show people in terms of big changes or new things. To counteract this, we decided to work on adding a new gamemode using existing features that also allows us to fix up some of our content as we work (artillery ballistics for example), which is where the idea for the nuclear gamemode came from!

Once we finish tying up this new gamemode and a list of fixes (which we're super close to doing!) We'll be going into research mode for a little bit as we impliment a major rework to our networking which should fix up a HUGE number of network-based bugs! After that, we'll be looking into adding more features for lower-player game sessions which will most likely mean... BETTER BOTS!

But rest assured, all the devs are working hard to get the game to a state everyone expects. That being said, we'd love to hear from the community about what they'd like to see ingame, feedback is the cornerstone of TrenchesWIP and we wouldn't be where we are today without it!

As always, we're most active over on our Discord

TrenchesWIP has been a labour of love by 3 Australian Developers working in their free time, if you'd like to help support the project, we have both a Patreon and Ko-fi

Thank you again for you patience ːpraisesunː
- Big OOF Games

TrenchesWIP - AnonymousCheese
Howdy Everyone!
We've Just released a new trailer for our next content update which showcases our new upcoming gamemode: Nuclear War!

This gamemode will feature two teams competing for resources to build their own nuclear cannon which will allow them to unleash nuclear annihilation on their enemy!



This update will also feature a rework to Tunnels as well as the greatly requested ability to stand up inside them!

If you've got suggestions for how we could improve or grow TrenchesWIP, we'd love to hear from you over at our Discord: https://discord.gg/ns7QZp6

We've also got a Patreon for those who would like to help support our development endeavors: https://www.patreon.com/TrenchesWIP

As always, all the lads at Big OOF Games thank each and every one of our community for helping us get to where we are and continue to look forward to seeing both our community and TrenchesWIP grow!

- Big OOF Games
Aug 7, 2020
TrenchesWIP - AnonymousCheese
Hey everyone

Today we've got a small but very important update for the game: Artillery!



Finally players can tear apart the terrain and detroy their enemies from afar! Additionally we've fixed up Anti-tank cannons and added bots to our PvP mode! This is our first big step in tightening up the gameplay, and from our recent public playtest, we can say for certain that it worked super well!



Changelog:
- Added one artillery and effects.
- Fixed AT guns
- Added destroyed variant to artillery and the ability to repair.
- Fixed terrain when mounting guns.
- Fixed bullet trails. (We didn't realise their orientations were wrong all this time!)
- Added bots to AI map. They target enemy HQs to move to, it's their only change (for now).
- Tweaked health of some mountables.
- Changed the prices and Health of most buildings
- Added some more destroyed meshes

As always, if you'd like to help support us while we work, we've also go a Patreon and Ko-fi and if you'd like to have a chat with the devs, we're super vocal over on our Discord: https://discord.gg/ns7QZp6

Patreon: https://www.patreon.com/TrenchesWIP
Ko-fi: https://ko-fi.com/trencheswip

Thank you to everyone who's helped us throughout development, we really do love swwing how our game has evolved over time and the ways in which everyone has helped shape it!

- Big OOF Games
Jul 27, 2020
TrenchesWIP - AnonymousCheese
Hey everyone!

After a long period of bugfixing and polish, we're finally able to bring to you a new content update!
This update brings with it some pretty neat new features.



New Map
The island map has been replaced with our first iteration of a proper map! The map features a large open field with two small (completely destructible) neighbouring towns for players to fight over. Our hope is that with so much open space, it'll encourage players to construct their own cover and fortifications. Of course, we'd like to hear what you have to say about the map as from now on, we'll most likely be looking to make tweaks to the existing layout based on player feedback.



Weapon Handling
A massive upgrade that we've been working super hard on is the gunplay. We always felt that the shooting was really floaty with a massive lack of feedback. Therefore, we've added elements such as weapon sway, accuracy penalties, hit marker feedback, headshot feedback and indicators and some reeeeeally nice camera shaking to even out the shooting experience. We recently previewed this in a previous post



Visual Tweaks
We've added a bunch of visual tweaks and optimizations to try and squeeze every bit of detail we can get out of the game. One of the most notible changes will be the addition of tesselation (which can be toggled from our reworked settings menu) This should help bring some added detail to your trench building experience



Wave defense
WAVE DEFENSE IS WORKING AGAIN WOOO! We've finally ported over the old map to work with our terrain deformation, this means that building is now enabled on the map!



Changelog
- Added building upgrade and repair abilities.
- Fixed map camera lock-up when there's no flags available to swoop to (When pressing closest flag).
- Made territory markers visible in first person when you equip the hammer. That way you can tell a bit easier where you can build.
- Fixed up the territory capture states, so it should be more solid.
- Added Owens SMG to munition factory
- Fixed crouch hit collider (players collider for being shot was below their waist when crouching)
- Improved the border spline so that it now doesn't reply on raycasts which in turn reduces how much collision the world has to manage.
- Fixed up the exit tunnel collision and materials.
-Added structure for destroyed variants in buildings. When repaired to full health, the mesh is restored.
- Added sandbags as obstacle to AI. They should move around them a bit more, but they seem to not care much. At least now they get hurt by them in secret.
- Barbed wire now hurts players and bots.
- Improved accuracy of bots nav mesh movement. Still looks janky, will do a complete bot pass soon.
- Slowed bot movement down a little.
- Increased tick frequency for enemy proximity checks.
- Reduced grenade use on bots. They still seem to more than I'd like. Logic rework to come.
- Fixed up nav mesh generation, however it may have a slight impact on server performance. Needs testing.
- Made enemy indicator hide on dead bots and players as soon as dead.
- Fixed kill feed showing unknown killed ~"bob" when bots kill other bots.
- Improved to prevent bots running right over trenches and defences like they aren't there.
- Artillery waves should track a players position and actually hurt.
- Artillery can send characters flying a little bit.
- Building deformation should remove unwanted assets in a radius.
- Capture flags generate a no edit region to terrain.
- Added new interact widget with delayed interact. Making way for future content.
- Fixed up terrain disappearing when mounting a gun.
- Fixed up not being able to dismount guns sometimes.
- Added ability to retain previous position when dismounting things. (no longer fly into air)
- Fixed up capture flag stopping interaction with things when interacting from within.
- Added supply value to players.
- Added warbonds value to players.
- Added ability to purchase items by interacting with them in the world and spending earnt warbonds.
- Added UI to HUD that tracks your supply and warbonds.
- Updated resource nodes to give you supply instead of inventory item.
- Turned off shadow on FPS hands mesh.
- Made buildings constructible with supply.
- Created new HUD design.
- Added new Kill feed system that displays weapon used and whether a headshot was made.
- Added cardinal direction.
- Added hit direction indicators.
- Added kill badges that appear only to clients on a confirmed kill.
- Fixed chat window closing when user is still focused.
- Made bots valid kills with the new kill feed etc.
- Fixed tracers firing on hammer and pickaxe.
- Added all main guns to starting area for test buying.
- Polished hit markers and added headshot crosshair marker.
- Added gain of warbonds on bot kills. Bonus for headshots.
- Added gains to warbonds on structure upgrading.
- Added helper text elements to the hammer when equipped, and to the building selection menu. Helper text on the hammer tells you when you're obstructed, not in owned territory, upgrading, repairing, no selection / how to access build menu and how to place structure.
- Added helper UI icon to building progress element to show when you can't place a building.
- Reordered the HUD so the building menu isn't rendered behind the equipment.
- Added new details UI that appears when you go to purchase a weapon or convert materials at the HQ.
- You can now convert Supply into Warbonds and vise versa. Eventaully the cost / reward values will be tied in to a stock price, like a trade post seen in RTS games.
- Fixed collisions and scale of the upgraded HQ mesh so that you can enter it.
- Added wave survival UI back to that mode. Made some visual tweaks.
- Applied specific health to all buildings so they are no longer all 100pts each. Depending on the size of structure and it's material, the hit points are different.
- Reduced ally bot count to 10 try make enemy waves a little more threatening. Will be adjusted proper later.
- Tweaked building restrictions on the ramps.
- Trees now give you 10 supply rather than 5.
- New crosshair and recoil addded. Shooting, jumping, moving in any way, as well as changing weapons effects recoil and the crosshair state. This makes it a lot harder to shoot things, but feels more natural.
- Added slight gun lag as you rotate your view and move.
- Added blood burst to bots when hit in body and head for feedback testing.
- Fixed hit scans not spreading properly.
- Tweaked specs of some guns for spread etc.
- Added blood hit effect to player also for testing feedback.
- Added a weapon testing map.
- Added multiple types of camera shake for walk / run / shoot / reload. Will be adjusted over time.
- Fixed crosshair not showing in builds.
- Added crash reporter.
- Added 90 degree corner trench
- added tessellation
- Added new in-game settings menu that features key-binding that works, graphics settings, input sensitivity, volume control and a save/load tab that makes saves, but not saving anything useful yet
- Made enemy markers and name badge not show when too far away.

Known Bugs
-Player built munitions factories currently don't allow you to purchase weapons
-We're already working on a hotfix that should be out in a couple days

What we're working on now
We still have a lot of polishing to go, but our plans are to look into getting artillery up and running, as well as having a look at bots.

If you wanna get in touch with us or report a bug, head on over to our Discord, where we're super active: https://discord.gg/ns7QZp6

If you'd like to help support us while we work, we've also go a Patreon and Ko-fi

Patreon: https://www.patreon.com/TrenchesWIP
Ko-fi: https://ko-fi.com/trencheswip

We thank you again for joining us on this journey of development and thank every single person who's spent their time giving feedback or talking with us and the community, it genuinely makes a world of difference!

We hope to hear from you all soon :)



-Big OOF Games

Jul 23, 2020
TrenchesWIP - AnonymousCheese
Hey everyone!

We thought we'd drop a quick line about where you can follow our development.

The best place to contact the devs or just have a candid chat with them is over on our Discord: https://discord.gg/X6az5tY

It's by far the best place to get in touch and discuss what you'd like to see out of TrenchesWIP, we're also super active there (The community is also really awesome!)

Twitter: @TrenchesWIP
Instagram: https://www.instagram.com/trencheswip/
Youtube: https://www.youtube.com/channel/UC9rH_Vy-14AFPIPRHFjJdrg
Facebook: https://www.facebook.com/trencheswip

If you're interested in helping us fund development (and get your names in the credits!), We also have a Patreon over at: https://www.patreon.com/TrenchesWIP
And if you're only interested in a one-time payment, we have a Ko-fi: https://ko-fi.com/trencheswip

We cannot stress enough how much we appreciate all the help we've had during development and the support from our community is the motivation that fuels us to keep working so hard!

We hope to hear from you all soon :)

Big OOF Games
...

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