As you know, to celebrate 16 million active users on DEATH STRANDING, we have launched a special Photo Mode campaign that will run for a year (December 2023 to November 2024).
To ensure as many Porters as possible can get involved, we're also running this event here on Steam!
Each month, entries will be accepted according to the theme of each month, and the 10 best photos will be selected. Out of those selected 10, KOJIMA PRODUCTIONS staff will vote for one “Photo of the Month” winner.
The 12 photos of the monthly winners will be used as the cover for each month on the 2025 KOJIMA PRODUCTIONS calendar. This calendar will be sent to the Photo of the Month winners as a prize.
JUNE DETAILS
June's theme is "Water" (rain/river/waterfall/sea)
End date for submissions: June 25th 2024.
Submit your best photo mode shots here in the comments to be in with a chance of getting selected!
CAMPAIGN RULES
The following rules will apply for this Photo Mode campaign.
Please turn off the UI when taking your picture (Photo Mode menu settings).
Do not use frames and logos when taking your picture (Photo Mode menu settings).
Do not use other apps to edit the pictures other than the ones in the game’s Photo Mode.
Please submit your own photos(Submission will be invalid if you apply using other people’s pictures).
If you are capturing it vertically (i.e. portrait), go to the Roll menu and change the settings to tilt it 90° or -90° beforehand.
We recommend an aspect ratio of 16:9 (9:16 if vertical).
The works selected in the top 10 and Photo of the Month may be used on KOJIMA PRODUCTION's website or social media.
Please save the image data.
PRIZE
The winner of Photo of the Month will receive a KOJIMA PRODUCTIONS 2025 original calendar (1 person per month, total of 12 people).
This calendar will become a novelty item that includes each month’s Photo of the Month entries (Shipping is scheduled for January 2025).
Im sorry to say this, but the game is retiring forever. Im tired of game developing right now and wont work with games anymore. Everyone that already has the game will be able to keep it. Thank you all for playing my game.
- Fixed a bug in the safe widget on LAB level which caused the texts to change along with the numbers. - Removed interaction from unusable freight elevator on LAB level boilerroom. - Resized one level streaming volume on LAB level. - Maybe fixed a bug on LAB level which caused swimming mode to stay on if player dipped in the flooded elevator pit on basement and exited it without using the ladder to clim out. (Could not confirm because it's really hard to climb out from there without using the ladder). - Disabled interaction prompt on few items that did not have any relevant function attached to it.
Added the ability to join + host games using Steam. For details see below.
Hovering tokens in the token drawer (left panel) will show their name in a tooltip.
Added HP bar toggle for tokens, allowing you to show/hide any token's HP bar. This settings is on the tokens character sheet 'Settings' tab.
Added a yellow arrow that points to the token your mouse is hovering over on the initiative tracker window.
Added the macro meta functions: 'play_music(track_name)' and 'stop_sound()'. The first allows you to play music files (files that show up in the jukebox music library) through tokens. The second will the token from playing any sound (be it the token's battlecry, from a play_sound() function, or music playing from a play_music() function). As always, details are in the game's Manual found on the game's library page.
Note: If you switched to the beta branch to test the steam networking update out, switch back to the default branch by:
Right click Gothic VTT in steam, and select 'Properties'
Go to the 'Betas' tab
Change the 'Betas Participation' drop down menu from 'testing' to 'None'
To Host a Game With Steam:
Open a campaign
Click 'Network', followed by 'Start Steam Server'
Players can then join you though the steam friends list, or you can send them invites by clicking on 'Network', then selecting 'Invite Steam Friends'.
This information can also be found in-game by clicking the blue information 'i' button on the top bar, and going to page 7 of the Program Tour.
This is set to be another small patch as we gear up for the wave 2 update. Special thanks to all the completionists in my Discord who have been sending in bug reports and typos! This patch is thanks to them.
You may notice that the last patch notes were for 1.3.2- so what gives? 1.3.3 was pushed out! But it was some backend online stability fixes, and I thought a patch note that just read "more online tweaks" wasn't going to be all that exciting.
Feature Tweaks
Abandons are now counted even if you fail to save the world. Your stats pages will modify slightly as a result of this update.
Bug Fixes
Fixed a game hang that would occur after killing a non-boss enemy with the Blockbreaker item.
Fixed a bug causing Doomsday Paradise 15 to misattribute all affection to Brymelle.
Im sorry to say this, but the game is retiring forever. Im tired of game developing right now and wont work with games anymore. Everyone that already has the game will be able to keep it. Thank you all for playing my game.
We've just rolled out a quick patch to improve your experience. We've fixed an issue where sometimes the clubhouse wouldn't appear on the dashboard when loading in.
Welcome to the Chapter 1 Rework update! It is a long one, so we hope you prepared some snacks!
We've been cooking this one up for a while, and after hours upon hours of meticulous playtesting we're finally ready to release the Chapter 1 Rework for Project Warlock II.
We'd like to take a moment to thank all of our Playtesters who provided feedback during this extensive playtesting session. Whether it was here on Steam, in the Survey, or in the Discord channel, massive thank you to everyone who contributed to this update. Your help is immeasurable.
Ever since the idea of reworking Chapter 1 came up, our goal was to expand and emphasize on what makes the game a proper sequel to Project Warlock. We've taken a couple of pages from the original game, upgraded them to modern standards, and incorporated them into Palmer's Campaign. In the Reworked Chapter 1 you will now gain experience and level up to improve your statistics, purchase perks, and upgrade your arsenal of weapons and abilities.
Chapter 2 Info
Also, as per our previous announcement, Urd's Chapter 2 with Wargression has been moved to a separate branch, as it does not represent the game we want Project Warlock II to be. The reworked Chapter 2 with systems cohesive with Chapter 1 is currently in the final stages of development, and will move into playtesting phase really soon. Our goal is to retain the progression systems present in the Reworked Chapter 1 and rework Urd's arsenal, while keeping the distinction between each chapter present within the game. Below please find a sneak peek of one of Urd's new tools...
Accessing the previous version of Chapter 2: If you would like to check out the retired Chapter 2 (with Wargression system) this can be accessed by following these instructions. Please be aware we will not be developing Wargression build further, and we're leaving it for preservation purposes:
Right Click Project Warlock II in your Steam Library
Select "Properties"
Navigate to the "Betas" tab
Left click drop-down list on the top of the window (in the Beta Participation section)
Select "chapter2_wargression" from the list
Update Project Warlock II
To switch back to the current version of Project Warlock II, select "none" from the dropdown list and update Project Warlock II.
Disclamer regarding save file after this update: Due to the extensive scope of the changes introduced to Weapons, Progression, Level Design, and Level Geometry in this update, the pre-rework save files are not compatible with the reworked Chapter 1, hence you will need to start your adventure from the beginning. Your current saves will be moved to the "OLD" folder in the "Steam Saves" directory.
Accessing the previous version of Chapter 2 using existing savegames: If you have a save file from Chapter 2, and would like to continue your playthrough on the dedicated branch, follow these steps:
Switch to "chapter2_wargression" branch, using the instructions above
Launch the game
Close the game
Navigate to the C:\Users\USERNAME\Documents\Project Warlock 2\Steam Saves\OLD directory
Manually move the save files from the "OLD" folder in the "Steam Saves" directory to the "Steam Saves (Legacy)" folder in the "Project Warlock II" directory in "My Documents"
Launch the game
Load up the desired save file from the game menu
When it comes to the upcoming Chapter 3, the groundwork for Kirsten's campaign has already been made, and the development process is going well. We will be able to share more news regarding Chapter 3 after the release of Reworked Chapter 2 this Summer.
Here are the full patch notes for the Chapter 1 Rework Update:
Experience System
Experience Sources
Treasure items
Killing monsters
EXP amount is multiplied by combo multiplier
Stat System
Points are gained with each player level earned
Players can find extra Stat Tokens throughout levels
Available Stats:
STRENGTH
Improves melee damage
Increases stamina recovery time
VITALITY
Increases max health
SPIRIT
Increases max mana
CAPACITY
Increases max ammo carried
FIRE
Increases fire damage
FROST
Increases frost damage
Perk System
Each 5 player levels grant 1 additional perk point
Directly connected to Stat system with logical requirements
Players can find extra Perk Tokens throughout levels
Available Perks:
Supply Magnet
Attracts items from small distance
Ghost
Allows moving through enemies
Combo Retainer
Doubles the base combo timer
Headshot Expert
Headshots can cause an explosion
Fast Switchup
Reduces weapon switch time
Sprinter
Increases maximum run speed
Deadly Frost
Freezing enemies also hurts them, dealing 30 damage
Cold Mist
Destroyed frozen enemy has a 35% chance to leave a freezing mist that will linger for 5 seconds and freeze enemies in a 5 meter radius.
Fire Trap
You gain 10% chance to trigger Flame waves around you whenever you receive damage.
Fire Boost
Your weapons gain 10% chance to set monsters on fire
Tough Shell
Reduces explosive damage taken by 70%
Palmer's Arsenal
Weapons are upgradeable in the HUB, using upgrade tokens which are found in the levels
Added Altfire upgrades as separate upgrades to all weapons, base cost of each altfire upgrade is 2 tokens.
Altfire - Short explosive burst which consumes more ammo
Semi-Auto Rifle
Slow, semi-automatic firearate, more precision, high damage
Altfire - Scope with a railgun
Super Shotgun
Auto Shotgun
Fires automatically
Altfire - Double shot: consumes more ammo but fires twice
Harvester
Has 6 barrels instead of 2
Altfire - fires all barrels
Cannon
Super Cannon
Has Additional Penetration
Altfire - projectile strength charging
Cartier
Fires multiple smaller cannon Projectiles
Altfire - projectile spread charging
Rocket Launcher
Grenade Launcher
Fires parabolic grenades
Altfire - fires a Cluster Bomb which consumes more ammo
Mortar Launcher
Big, slow parabolic projectiles
Explodes on impact
Altfire - Multiple projectiles with less accuracy
Staff
Beam Staff
Fires Beam of energy, requires precision
Altfire - Releases a charged Lightning Ball
Atomizer Staff
Fires short-ranged spread of magical spray
Altfire - Releases 40 small projectiles in a 90 degree cone
Rune System
Runes allow you to enchant your weapon with an element, for Palmer it's either fire or frost. Enchanted weapon has a chance to deal fire/frost damage respectively, with chance increased by improving Fire/Frost statistics.
Added Rune Quests
Each weapon has two runes which require certain objectives to unlock
Palmer's Abilities
Palmer's Abilities are now upgradeable through Upgrade Tokens which can be found in the levels.
Akimbo
Allows you to dual wield currently equipped weapon
Project Rambo Increased maximum akimbo time
No-Reload Removes reloading while in Akimbo mode
Phantom Palmer
Taunts Monsters, taking their aggro
Explosive Phantom Taunts monsters and explodes on timer
AOE Phantom Taunts monsters and deals AOE damage over time
Ammo Refill
Ammo Refill boosts the damage of your current weapon for the size of single magazine. It also generates an additional sound effect and visual effects when shooting.
Added new Ammo Refill sound effect when firing
Weapon will glow red when firing and ammo refill is active
UI will show remaining boosted bullets
Boosted shots will leave faint red trails.
Upgrades
Large Ammo Refill - For currently equipped weapon
Small Ammo Refill - For all weapons
Passive Upgrades
Passive upgrades unlock after defeating the miniboss in E1M7, and can be purchased with passive upgrade tokens.
Attack
Aggressor Max HP is reduced by 10% but you deal 10% more damage
Anger Management Every time you get hit your damage is increased by 5% for 5 seconds. Damage and duration stacks up to 20 times
Super Combo Combo meter drains twice as fast but each level grants stackable +10% damage buff
Sadist All bleed effects have 100% longer duration. All weapons have 5% bleeding chance.
Berserk Deal +90% damage when below 30% max HP. Deal additional +10% damage when below 10% max HP. Deal -10% damage if above 70% max HP
Defense
Defense Boost +10max HP, +20 max armor
Fortification Maxing out armor points grants 100% damage absorption for the next +25 damage points per armor tier
Stabiliser Your HP will be slowly deducted from your health after taking damage.
Limit Break When your HP drops below 10% refill all stamina and mana and grant invulnerability for 5 seconds.
Activation resets your combo meter.
Maxing out combo meter will grant another limit break.
Can occur once per 120 seconds
Spiked Armor Melee attacks will hurt monsters back dealing 15% damage and also +30% chance to inflict bleed.
Reflective Armor +25% chance to receive 20% less damage from ranged attack and bounce it back where it came from.
Fast Metabolism All healing is increased by + 15%. Max HP is reduced by 10%
Magic
Magic Boost +20% mana
Mana Leech Convert +10% of all healing items and lifesteal into mana.
Soul Collector Monsters drop small mana refills
Life Leech 10% chance to steal 5hp from monster on damage
Fast Charge Instantly recover cooldown on all Utilities after reaching 60x combo.
Eco Round 5% chance to not drain mana on usage.
Cooldown Reducer Shortens cooldown by 2s on all cooldown altfires.
Passive Upgrade Tokens
Available from HUB 7 after E1M7
Removed Passive token drops from minibosses
Added Passive Tokens to E1M7
Adjusted Passive token pricing mostly to 2 per passive upgrade.
Added notification after killing Necromant that upgrades will now be available in HUB.
Level Design
1st HUB will only allow to improve perks and stats
2nd HUB will additionally allow to improve weapons and utilities
7th HUB will unlock passive skills
Staff is now found at level E1M2, before Miniboss fight
Rocket Launcher is now found at level E1M6, before Pillar which drops down, after the bridge.
Replaced Staff secret in E1M5 with Rocket Launcher
Level Rework
E1M1
Fixed Navmesh issue on e1m1 in the corridor leading to the Armor room staircase.
Adjusted fences near the yellow door on E1M1
Player should not block on them anymore (reported by ii7av3)
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked visuals
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M2
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M3
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M4
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M5
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M6
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M7
Added Health and Ammo Items to the level
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M8
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Moved assassin in E1M8 after Red Key to the corridor instead of the Altar
Moved Succub and Bugdemon inside wall near Holopalmer ability
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M9
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M10
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M11
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked lightning
Reworked flow in certain areas
Reworked encounters
Added Passive token points
Added Treasure items
E1M12
Reworked visuals
Removed multiple wave monster spawners which would wait until a spawned monster is dead.
Reworked lightning
Reworked flow in certain areas
Reworked encounters
HUB
Reworked Weapon Shop Interface
Reworked Stat Shop Interface
Added Spell Shop Interface
Added Passive Upgrade Shop Interface
Added Character Status UI under "I"
UX
Added notification for quest start, cancel and finish
Added outline to interactable objects such as doors, buttons, stations and tutorials.
Added interaction prompt to disabled upgrade stations, with respective descriptions.
Added current Rune Task progress to the main upgrade weapon screen. If the task is active, it will display task as x/x instead of x.
Added Magazine Ammo counter which also represents if Ammo Boost is active.
Added Discord Button in Main Menu
UI
Added visual background for ammo display
Added player statistics screen You can check your stats, perks and skills under a designated screen for player character information.
Weapon Balance
Semi-auto Rifle
Reduced damage from 40 to 20 per shot (60 per burst instead of 120)
Increased burst firerate from 80rpm to 100rpm
Assault Rifle
Changed base rifle ammo from 300 to 150
Super Shotgun
Changed base shotgun ammo from 60 to 30
Claymore
Adjusted Titanium Core Execution projectile speed from 100% to 200%.
Increased base stamina by 100%
Cannon
Buffed basic Cannon damage from 120 to 160
Changed base cannon ammo from 30 to 20
Reduced Heavy Rifle Akimbo bullet spread increase over time
Reworked Cannon Penetration logic.
Base cannon will now penetrate small monsters, and the cannonball will crush on impact with walls.
Cannonball looses 30% damage on each penetrated monster.
Increased Cannon firerate from 30rpm to 60rpm
Adjusted Cannon and Rocket Launcher timer before first shot on enabling akimbo to avoid situations where weapon feels like its broken
Atomizer
Nerfed Atomizer staff damage per projectile from 15 to 5
Mortar
Reworked Mortar Projectile Trajectory. It will now initially be very fast and loose it's speed over distance.
Increased mortar projectile falling speed
Monster Adjustments
Pigdemon
Increased Pigdemon walking speed from 5m/s to 8m/s
Cacobot
Increased Cacobot health from 70HP to 140HP
Bugdemon
Increased Bugdemon health from 120HP to 180HP
Turboknight
Decreased Turboknight's base rocket damage from 15 to 10
Assassin
Increased Assassin's Melee range from 2m to 3m
Increased Assassin's Damage from 15 to 25
Increased Assassin's movement speed by 2m/s
Boney
Reduced Boney max attack distance
Synchronized Boney's hitscan shot with animation a bit better
Weaver
Decreased Weaver Spider projectile speed from 70m/s to 30m/s
Knight & Turboknight
Reduced Knight's and Turboknight's Rocket Blast damage by 50%
Human
Removed Human Scream
Ghoul
Increased ghoul check timer to be every 3s not every 1s
Skelly
Fixed Skelly stuttering when moving
Pigdaddy
Increased frost resistance from -350% to 0%
Human Rework
All humans will be identical over all Chapters.
Humans now have one model per gender.
Both genders present identical functionality.
Stats
100HP
No resistances to damage types
Can be set on fire, same as all monsters
Can be frozen, same as all monsters
Human-specific behaviour:
Alive Stances
Scared Stance
Run
Idle
Normal Stance
Run
Idle
Attack
Humans don't attack, instead they move around.
On Death
After 2 seconds corpse transforms into:
Ghoul if Male
Vampy if Female
Interactions:
Scared stance will enable for couple of seconds when attacked.
They will run around in scared/normal stance depending if it was attacked.
Monsters will attack humans only if they can see player but have no path towards the player.
Check for human will only happen every couple of seconds to avoid ping
pong effect between player and human.
Monsters spawned from humans do not count towards total monster count in intermission screen and player stats screen.
Monsters spawned from humans count towards combo like normal monsters.
Monsters spawned from humans count towards rune quests like normal monsters.
In general monsters spawned from humans should act like normal monsters spawned by monster spawners.
Bestiary
Added Important Notification to Bestiary Pickup
Fixes over the course of the Playtest
Fixed runes not saving properly
Mana souls now will disappear 5s after dropping
Stat description will now show percentage of next level instead of current
Adjusted Headshot sound volumes
Adjusted Burst Rifle sniper shot volumes
Fixed max stamina calculation in Character Status
Fixed game starting with 2 weapon upgrade tokens
Fixed rune task duplicating on save load
Fixed ceiling in HUBs
Fixed passive upgrade notification color from yellow to red
Fixed an FPS issue with spider path calculation, visible for example in E1M7 at beginning.
Fixed an issue where spiders would constantly land and would not attack
Fixed spirit mana values increase display in Stat Shop
Fixed strength stamina regen rate values increase display in Stat Shop
Fixed Capacity values display in Stat shop
Fixed ammo display in Character Status
Fixed an issue with SensesAI generating too much garbage and influencing performance
Fixed an issue where akimbo would reload with no
reload upgrade
Fixed secret gate in e1m4 trigger too early
Fixed active quest transfers to the new save
Fixed an issue where any ammo could go below 0
Fixed an issue where shop currency would not update in Skill Shop
Fixed nullreference error on game load, connected to old Wargression Magic upgrades
Fixed Phantom Palmer AOE daggers playing when he's dead
E1M1 - removed 3 monsters which influenced monster count, but were not in level.
E1M4 - fixed boney and skully spawning inside wall near Holopalmer ability
E1M9 - fixed moving platform applying damage to player for no reason
Improved performance issues related to Localization
Improved performance of shops when opening them
Fixed Holo
Palmer lagging the game in some cases
Fixed Titanium Core execution altfire upgrade. It will now play proper animations, and execute enemies that are at or below 50% health.
Fixed an issue where Passive and Weapon upgrade points would not save correctly.
Fixed an issue where after buying Combo Retainer Perk, the combo timer would double with each save reload.
Fixed an issue where Necrogirls would not resurrect nearby monsters.
Fixed an issue with vitality stat and health overcharge.
Fixed Burst Rifle having one burst too much per magazine.
Fixed E1M1 shotgun even trigger sticking out into the room thus triggering an event too early in some cases
Fixed an issue where Character Status would not load properly and display incorrect stats and lack of perks/passive upgrades.
Applied a lot of performance fixes to monsters and their CPU usage
Added replacement of old path by new path in path request calculation for monsters to improve their calculation speed.
Reworked monster pathing a bit, to offload the CPU. This could result in more interesting behaviour for monsters.
Improved monster pathing performance
Fixed an issue where monsters would spawn dead
Fixed an issue where cannon manual reload would not work (reported by Dwailing)
Fixed an issue where cannon would not do a background reload (reported by Dwailing)
Improved Utility Shop UI readability
Fixed an issue where player would get stuck on geometry in certain moments, especially near walls
Fixed an issue where invisible wall on E1M1 would not disappear after yellow key unlock
Fixed an issue where stat and perk points would be displayed incorrectly on 21:9 displays (reported by 3dioot)
Fixed an issue where game would drop FPS on saveload in some cases
Fixed placeholder description on Magic Blade
Fixed a crash issue
Fixed rune selection disappearing in some cases
Fixed an issue where monsters would not look for path after save reload
Fixed button placement in 21:9 resolutions on new upgrade screens
Fixed an issue where weapon would disappear from screen
Adjusted boney aim frame to better depict aiming
Buffed Jolopalmer health from 60 to 300
Added 1 upgrade token to e1m2 before falling through floor
Fixed spider jump reset bug
Removed damage from headshot expert
Moved various stuck monsters in geometry in E1M8 near Holopalmer ability
Moved stuck monsters in geometry in E1M6
Fixed monsters animations after save/load
Player cannot damage Phantom Palmer now directly with weapons.
Fixed Secret Dead Characters showing Interaction prompt
Fixed Keys UI animation
Oooooooof... that was something else. If you're still here - thank you for supporting Project Warlock II. and your feedback so far. We want to make Project Warlock II the best it can be, and this will only happen if you continue to let us know your thoughts on our game, and how we can improve it.
Once again, thank you to everyone who contributed to this update, you're all awesome!