GearStorm - Armored Survival - Green Dumpling
We hope you've had a wonderful 2020 so far! On our side we are always working hard to improve your gaming experience with us. Also, thank you all for the wonderful feedback and your clips on Twitch!

To get V1.595, make sure you update the game on STEAM! Let's dive right into the changes. Essentially the key changes are:

- We added the crouch/prone indicator
- Added "Use" indicator for consumable items so that you know that your health pack isn't something you should equip!

- Headlights for vehicles! Hopefully you get to see better in the dark!

- Adding Onscreen Key Info for BuildGun when equipped


- Escort quest now has a map marker! You don't have to worry about getting lost!
- Tons of improvements on the animation

These are not all, you can browse through the full list of fixes and improvements we have done here:
  • Moving LookUpKeyMap to XiGameInstance, Adding code for SpawnAnimations for some mobs
  • More keymapper bug fixes. refactoring HUD code to not look up keys every tick.
  • Game now Saves/Restores Vehicle Camo settings, Plants in Planter should now retain correct size after a reload
  • Implementing EMP Damage, (EMP Grenades), Added Headlights to Foosa, Liger and Civet, Added weapon Armor Pen and Shield Pen to stat info
  • NPCs now remove garbage items from their inventory before trading
  • Keymapper adding cancel button to conflict dialog, cancelling when you hit escape on keymap dialog, properly ordering things to have the first mapping be default.
  • Added Cell Highlight feature to Vehicle Lab, Planter and Trade Menus
  • Inventory and Gun Menu now highlight cells that items may be placed in
  • Added "Use" indicator for consumable items, Renamed SideArm slot to Melee, Increased stamina and decreased attack range of followers
  • Added Overweight Indicator on Hud, Fixed help text for Iron & Coal deposits on Training Mission
  • Improved Sorting by Item Level for Fabricator, Added more help info for Fabricator and Buildgun
  • Added Crouch/Prone Indicator, Trying to run while crouched/prone now calls UnCrouch instead of just aborting.
  • Improved Rifle Running and Aiming animations
  • Starting work on Player & NPC Hair
  • Improved Spawn code for Quest items to avoid floating or lost item chests
  • Fix to preserve Kill Tags when entering vehicles/Droppod
  • Added MapMarker for Quest Followers, Added Squad Map Waypoints, Fixed Saving of Squads
  • Fix CommandBlock asset, Moved BuildGun Chest to Wreckage Site
  • Fix for Destructible Mesh disappearing
  • Altering volume levels, fixing compile problem with command block, removing sort on keymapper.
  • Fixed Typo in last release
  • Added Assets on Vanguard that cannot be removed with Buildgun, Added Hints and more info to Emergency Quest, Prevented Spawn FX from spawning if game is less than 30 sec old
  • Added Buildgun task to Emergency Quest, Fixed Error Message when Grabbing an unknown block, Extended Duration of InfoMessage from Triggers
  • Added Cockpit to Liger and Medium Tank, Added Tooltip to Audio Settings with current volume, Removed Nav Blocker from vehicles for Performance reasons, Made Triceratops material 2-Sided for clipping
  • Adjusted some other quests on the Vanguard to match new beginning
  • Added Breakable door to Vanguard Emergency Mission
  • Simplified Collision on Vanguard Meshes for Performance, AI Tweak to prevent melee characters from getting stuck in Flank Loop, increased Ragdoll effect on Raptor and Added to Bandit
  • Added Ship Rotation to Vanguard during Emergency Quest
  • Added Vanguard Emergency Mission as initial Training Gauntlet.
  • Quest Fixes, shortened text in Training Mission, added reference to Sleeping at Night
  • Adding Onscreen Key Info for BuildGun when equipped
  • Fix for 3p bug in Close on Character Editor introduced recently
  • Attempted fix for Multiplayer Droppod, Balance for Level on some items, Fix for Pangolin Agro Attenuation
  • Player now gets default mission on Vanguard
  • Added Locked Door at beginning of Vanguard, Must talk to drone to exit, Fixed Crash when opening Gunmenu in Droppod, Some mobs now don't spawn till level 3
  • Improvements in Block Snapping Code, Added Character Spawn SFX, Attenuated Spawn sounds of Giant Characters
  • Support for Spawn Animations, Spawning Visual Effects for Player
  • Fix material for LOD on Snow Pine, Added Distance Fade to grass textures

We hope you enjoy the game and if you do, you can help us by spreading the words about our game on your social media platforms. GLHF! Please follow our Facebook @GearStorm and Twitter @GearStormGame and feel free to tag us if you have any cool screenshots you want to show us.
GearStorm - Armored Survival - Green Dumpling
Hey there soldiers, as you know we're always working hard and striving to improve our game so we just dropped V1.590 and it comes with some fixes.


We have added Fabricator button notifications for recipes and levels, also the level requirements on some items like iron have been reduced too.


Also, don't you hate it when you are being chased by some monsters but you cannot run if your weigh is exactly 100? Yep! We've made some changes to that too!


Now when you kill the annoying Raptrax or any other creatures, you will hear level up and XP sound effects.

Of course those are not all, here's a full list of changes:
  • Updating version, zoom on ADS for gauss rifle, and text for Infostorm during spawn.
  • Increased Prone crawl speed, Made grass block Visibility Trace.
  • Added Fabricator Button Notifications for Recipes and Levels, Reduced Level Requirements on some items like Iron.
  • Increase Chance ArmBlades will produce DamageFX.
  • Adjust Spawn Level for BigWorms and Bandits.
  • Fixed issue where player couldn't run if weigh was exactly 100, adjusted some inventory item costs and descriptions, fixed Metal Roof Z-fighting.
  • Adjusted XP output of many quests.
  • Added Level & XP Sound Effects, Tuned XP/Leveling Curve.
  • Enforcing Level requirements on Buildgun and Fabricators, Balance pass at item level settings, Menus now sort items by Level.
  • Added XP and Level UP Notification system, Added Individual Mob XP Rewards, Added Level requirement notification for building & crafting (not enforced yet).
  • Manual updates and mic sensitivity adjustment, safety for player state before assigning audio device.
  • Added 11 random locations to Austrasia Map, Updated Numerica Map to copy new areas from Campaign, Fixes for some Wood materials, Improved "Best" build mode for Floors & Catwalks.
  • Added retry on video (one chance) in event of load failure.
  • Fix sfx on Insect.

We hope you enjoy the game and if you do, you can help us by spreading the words about our game on your social media platforms.
GearStorm - Armored Survival - Green Dumpling
Hey guys!! We've been working on some fixes and we're happy to let you guys know that v1.588 is out for you guys to try and here are some changes.

Remember on our last email. we said that we have revamped mob spawn? Well one of the key changes in v1.588 is that we have fixed the mob from spawning too close to you! It can be terrifying, if you're minding your own business and bam! These nasty creatures suddenly show up. So yep! We have fixed that.


"Yeah no, no reason to get too close, sir."

Also, couple of other changes include the fix to ur Keymapper. We have added "Reset to defaults" button and hey! Say hello to "Invert Y Axis" button!



If you want the full list of changes, please see below.
  • Added Keymapper "Reset to Defaults" button
  • Fixed Keymapper bugs
  • Added "Invert Y Axis" button to Keymapper
  • Added "Best" (Easy) mode for BuildGun, Chooses best snap mode on a per block basis, is default setting
  • Added Camera Shake on Damage, added Flanking Class of Raptor (wip), Started work in Advanced Tooltips
  • Removed LODs from Vanguard Models to help address Artifacts
  • Added... Maximum range for Attack for CombatStyles,Footstep sounds to NPCs/Bandits, Bandit Shotgun, Enemy Leveling system, Fixed 3P Arm Placement, Fixed Hud Details for Shotguns
  • Work on fixing Power Output and Power Display
  • No longer displays dropped items as deaths, switched out sound FX on several rifles, improved attack behavior of several giant mobs, slightly increased Zombie melee dmg,
  • Fixed Bug with displaying Recipes, Made WakeStation soldiers more durable, Quest Fixes
  • Support for "Shift-Click" to quick take an item from a container
  • Modified Zombie AI to have Slightly farther Detection AI, Added Snow zombies to Northpoint
  • Upped the Crowd Manager agents from 50 to 250
  • More checks for Movie Player errors, Added method to track active Mobs to lower mob overpopulation
  • Reconfigured Web Dialog to improve look and speed up loading of text, Added code to support Building Damage Multiplier
  • Added Error Checking to MoviePlayer, repacking removed mobs into mob seeds
  • Updating engine mod with correct steam ID and game name.
  • Fix for Mobs spawning too close to player
We hope you enjoy the game and if you do, you can help us by spreading the words about our game on your social media platforms. GLHF! Please follow our Facebook and Twitter and feel free to tag us if you have any cool screenshots you want to show us.
GearStorm - Armored Survival - roguegodparticle
Hey everyone! We listened to your feedback and we are excited to announce some changes in v1.587, we hear your requests for dedicated servers and we are very happy to announce some new features and love in this new release.

Let's dive straight to the highlights:

For dedicated servers, we have added max number of players (defined in the command line), we also added current players to dedicated servers, no longer showing dedicated servers that are the wrong version in the server browser, dedicated servers now show in the Steam browser. Next we will start working on distributing dedicated servers through steamcmd!



The way mobs spawn and balancing was totally revamped to be based on world attributes and not player location and scale with player capability.



Other key highlights for v1.587 include:
The load times were drastically reduced.
Additional tech-tree depth was added to make vehicles more difficult to achieve.
Key-mapping bugs fixed
There are tons of bug fixes and stability improvements, please refer to the full list below:
Added XP/Level Tracking, Quests and Kills provide XP, XP Saves with Player Save, Some Mobs don't spawn until player is over certain level
Added "Press E" message to Droppod when landing, Added AI-Computer to Vanguard for more Dialog
Locked Vtols on Vanguard, Added Bed to Simulator with Explanation tablet
Adding MoveUp/MoveDown Axis Mapping
Rebalancing AI Spawning code, Sleeping now resets day after dusk
Display Weapon an Item Details in Fabricator, Quest Fixes
Adding version to server listing.
Getting rid of "creative mode" from the main menu, changing campaign dialog to show campaign start instead of go to old campaign map.
Rewrote AI Spawning code to reduce "Jump Scares" and spawn more mobs when entering a new area
reverting tests on current players reporting for dedicated server and adding steam auth
Added support for NotifyLogOff to reduce player count
Slight modifications to Vanguard loot, Work in ShooterGameSession::PostLogin
Changing to use .pak file.
Dedicated server now takes "MaxPlayers" argument
Added Latex, Rubber, Heavy & Light Alloys as craftable materials, These materials are now required for Vehicle Crafting, Blueshrooms and Flumetrees produce latex, reposition take all button on containers
Fixed Invalid "Too Close" error when placing a Base Core, Fixed 3P ShotGun grip sometimes sideways, Improved misleading Text in Training Mission that sent player on wild goose chase to build a base, Fixed Shotgun Elbow placement
Added "Processor" item as technology bottleneck for Crafting advanced machines, Now displays Calorie and Weight of Items in Fabricators & Buildgun, Increased Calorie cost of some materials
Fix for Water Holes (maybe), Added Agro sounds to mobs, Added burst limit to mobs Melee, Passing NumPlayers to HostSession
Keylist fixes, adding logging for server list.
Switching Water system to heighmap based, Nerfing Bandit and Bandit Rifle
Safeguards against visible, unequipped player weapons
Replicate Backpack position lost on Dedicated Server, Dedicated Server now respects bAllowAdmins
Droppod focused Loading Screens
Work on Transition Level
We hope you enjoy the game and if you do, you can help us by spreading the words about our game on your social media platforms. GLHF!
GearStorm - Armored Survival - roguegodparticle
v1.585 of GearStorm just released with new content, bug fixes, and performance enhancements. Also, tomorrow is our big early access release day on Steam, so tell all your friends to go buy a copy of GearStorm Early Access while it is still cheap!

We added new content to the Campaign allowing with cut scenes weaving the story together. More of this content will be produced to tell our story with immersive clarity. Of course, we added the ability for our Gamemasters to add cut scenes to their own stories as well, so make your own videos and show them in your own stories! There was also a lot of new functions and tools added to the quest editor to support our story and quest development community.

We also have been doing tons of testing on our Campaign story mode and all those bugs have been fixed so you can now play all the way through our main story line! Also, check out the numerous side quests and stories we have in the Campaign map.

Also leading up to our Steam Early Access Release, all of our testers have been doing double time and the developers are focused on eliminating all the bugs they find, so you will see a ton of bug fixing in the new release notes below.





We also added new content in the form of two new armor types and helmets!



Full Release Notes

New quest function to add cut scenes to your stories, new cut scene content for the campaign, tons of bug fixes and stability improvements!

Work on Improving Video Play on Vanguard
Inserted Part 1 of Droppod sequence on Vanguard Map
Fix for Sentinel Range weapon Swap, Added padding in Dialog for "g", Reduced Damage from Sentinels
Fix NPC Signal Casting, Campaign fixes for Endgame Quest, Work on Sentinel Behavior
Added Navigation Avoidance Boxes to Wheeled vehicles to prevent NPCs from getting stuck on them
Replace vehicles that falling through map, Campaign fixes
Increasing NavMesh Slope for NPC Transversal, Increasing detection radius of Sensors, Adjusted slope of dungeon steps for NPCs
Campaign fixes
Fix for Sooner Orlator, Campaign fixes
Fixed Merchant Trade UI, Campaign fixes, Work toward Spawn Animation
Campaign fixes
Campaign Fixes
Fixed Sentinel Ranged Attack, Campaign fixes, Added missing Quest Items
Enabling Async Streaming for load times.
Updating Gamemaster name in input mapping and manual.
Increased Navmesh Tile count to 1536, Added burning FX to Talon Wreckage, Multiple Campaign fixes
Adding support for Scripted Media Streams (PlayMovie Script Command)
Increased amount of Spice produced by Sandwyrms, Preventing SandWyrms from eating own spice, Campaign fixes
Campaign Fixes
Changing to "gamemaster" terminology
Increased AmbientSoundTime start padding for Transition level to 600, reduced padding on Vanguard to 5 sec
Reset AmbientSound Time in NotifyLoadedWorld
Reset Music to 30 Sec delay, Set flag for LoggingInShipping
Removing Old Blueprint Videos and References
Moving UMG Element References to DataTables
Work on Extracting menu items from ObjectFinder in hud
Adding more manual content for administrator and updating gameplay basics guide.
Adding new manual content
Fixed Quests and Time of Day on Simulator
Fixes:Vanguard Ladder, Buildgun Text persistence, NPC Phone Animations removed, music now starts in 3 secs, QuestScript bugs in RemoveTag and HasItem, Some Creature Inventories, Quest Bugs
Updated Simulator Map
Fix to Merge Quest Code, Multiple Campaign fixes, Adjustments to Movie Player
Starting Support for Web Streaming media (not going to finish but wanted to submit the work so far, for when we pick it up later)
Rebuilding Starting Movie Files
Added Quest Merge Feature to New Campaign Dialog - Needs Testing!
Work on Quest Merge Function for Updates
Increased chances of Clear Weather, Reduced fog effects of weather
Added "Blur-In" effect after initial movie to help blend scene, Fixed character getting wrong material when changing sexes
Fix Input Names and support for "UnderBarrel" key, Fixed Melee attack of Worm, Hack for Water Voxel Undermining
Fix Keybinding for Underbarrel Name, Fixed harvesting for Aloe and Funnelwort, Added "Spice" that can only be harvested from SandWorms
Campaign fixes. Wrapping pointers for HudWidgets and dialog menu
Fixes for AI Aiming (at shorter mobs and Drones) ,Bandits and Sentinels fight, Fix for Kill Notification, Fix Female Soldier Weapon position, Increased detection range of Sensor, Added last Dungeon to Map
Campaign fixes
Added SpawnSequenceMovie to Vanguard Map
Campaign fixes
Campaign fixes
Campaign fixes
Finished First draft of Main Quest line, Code to drop quest items if inventory is full, Fixed crash bug with garbage collected widget
Fixed Bug with Armor application on Center Mass
Tweaking Follower Teleport Code, Campaign fixes
Support for Machine Greetings, Can no longer crouch when in menus, String Limit on Label Menus Campaign fixes
Added Vanguard quest to explain Replicator, Added support for Computer Dialog, Campaign fixes, Fixed some Variable Names
Flushing Quest Variables on FlushQuests command, More Campaign fixes
More Campaign fixes
Bug Fixes: Compass Stuck on Death, Can Dismantle Spawn Settlement, Client Crash on Ingame Load (Workaround), Z-Fighting of Base Model, Multiple Squad Invites, Campaign fixes, Added "Building Permit" quest
Bug Fixes : Clients can Load Game, Planter Crash, "Unknown" Kill Message, Stamina Burns while Running in Air
Campaign fixes
Fixed bug with Quest Import ID collisions, Campaign fixes
Adding Smaller class of Arachnid
Added Spawn Pad Quest, Campaign fixes
Fix for some pawns not causing damage, Added Armor to some NPCs, Campaign fixes
Adding features to Error Report
Campaign fixes
Added GetMachine [Location] and SetLock Commands for QuestScript, Fixed Melee weapons on some mobs. Reduced damage from Worm and Arachnid mobs, Imported Paul's new Quests, Campaign fixes
Fix Audio on VTOL Start, Fixed font sizes in Dialog Menu, Multiple Campaign fixes
More Campaign fixes
Reinstated Underbarrel Key, Campaign fixes
More manual additions, resources, building
More Campaign fixes
Added Error Reporter to Quest Report Viewer, More Campaign fixes
Changing "get started" to "manual" in the in-game menu, adding the "getting started" article to the top of the manual index, adding back buttons to the vehicle and getting started manual pages.
Updating manual content adding vehicles
Added "ResetQuest" command for easier Debugging, More Campaign fixes
Many Campaign fixes
Enabling context button in keymap list.
Adding Context key back in input mappings and adding mapping to freindly name of "Configuration Menu", also adding friendly name for Toggle HUD.
Built Underground tunnels under NorthPoint, Fix for Core Broadcast Radius
More Campaign fixes
Increased NPC Stamina and Climbing Angle, Submitting missing textures for Chitin Armor, More Campaign fixes
More Campaign fixes
Context Menu (Alt-E) now also works with "Context" key, (Default F), Restored "Hide hud" with default (U), now has onscreen notification, Must now be in GodMode to access NPC Inventory and commands
Submitting Missing assets for Vanguard
Fixed EDI Armor Model
Added 3 more Spawn Rooms to the Vanguard, Added "Simulator" quest to the Vanguard
Added Chitin Armor & Helmet, Fixed some base areas on Map, Now Rinox and Mongrels drop Hide, Fixed Camo on VTOL
Added Scalable Damage from enemies for different Difficulty Levels, Decreased Player's Initial Armor, Increased Armor value of Equippable Armors
Fixed bug with NPC Variables in QuestScript, Fixed bug with Core flags settings, Hid all cores on map
Vehicles now Drop Inventory when destroyed, Inventory Boxes now fall to the ground, Each Inventory Box is visible on Mini-Map not just last one
More and more Campaign fixes
Map Spawn/Droppod now requires 15 sec Wait, More Campaign fixes
Fixed Bug where Last Terrain Region was not loading, Restored Dungeon in that Region
Undo range //depot/main/Content/Maps/DefaultMapContent/Campaign/D_Campaign.sav from revision 31 to revision #head
Fixed Bug processing Variables in Quest Condition, Fixed bugs with "Cull the Herd" and "North Point Lore" quests
Mobs no-longer attack their own faction when protecting, Added Quest "Artifact Exchange" and updated other quests
Campaign fixes, Turned off Collision on Wooden Doors when Opened
Quest Fix - Bandits Take a Toll
More Campaign fixes
Fix: Removed Map Popup for GodMode, Fix: sometimes get incorrect response index in Journal Log
QuestScript supports Global Variables ($Global.VarName) as well as ++ and -- in "Set" Command, More Campaign fixes
More Campaign fixes, Fixed some NPC Tags
More Campaign fixes
Fix for Mob Ragdoll/Disappear Bug, Increased damage some bandits get from Headshots
Multiple Campaign fixes
Fixes for "Stowaway Explorer" Quest
Fix for UI CheckBoxes in XiUMG_CampaignMenu
Fixing Brian's droppod effects
Tweaking Droppod FX
Revamping 3P Running/Jogging animations
Droppod Thruster Effects Revamped
Simplified Ingame Load Map function
Droppod Thruster FX
Fix Bug where Campaign UI Sets difficulty to None after "New Campaign" Popup
Added "OnlyOnce" flag for Quests to prevent restarts of flagged quests, Campaign fixes for "Tails of Terror", "Stowaway Explorer", "Old Jeb", "Bandits Take a Toll"
Fixes for "Cull the Herd" and "Northpoint Lore" quests
Adding Escape to tablet.
Added STE Artifacts to Dungeons, Built out STE Dungeons for Quests
Added "Just the Artifacts" quest to help explain STE, Added new "Condition" report to ReportViewer, Fixed some SFX, Cleanup on Controller Pointers
Fix for Broken Pointers when changing Levels (Replaced *->IsValidLowLevel() with IsValid(*)), Turning of Admin by Default in DefaultGame.ini
Applied Paul's Quest Updates, Added SFX for Dog and fixed some other Creature SFX
Adding escape key to default key and getting started guides, fixing getting started guide.
Adding esc key function to social menu.
Loot Crates no longer delete items stored in them when restocking, Improvements to QuestEditor and SpawnAdmin Widgets
Nerfing EDI Sergent Mob
Fix Cockpit for Talon, Foosa, Fix Health settings for Some Mechs
Adding Metal Armor
updating version number and engine settings.
Fixed Bug where AI would not attack on "Attack Low" setting, Improved Quest Logging for "Parts Delivery", Added "&&" and "||" Conjunctors for QuestScrupt
Improvements for Parts Delivery Quest, AI now go Immediately hostile on "SetBehavior Hostile" command
Added Log Text to TrainingMission, Fixed several Quest bugs
Updated Journaling to Display quests without a current Journal Entry, Removed Journaling from Talk & Trade quests, Reduced value of Gold bars
Removing Spaces from URL Ref for Primus, Added Fallback fonts, Removed NPC Infinite Ammo to require Reloads
Resubmitting Default map after respawing trees.
Fix Z-Order problem in Campaign and Host Menus
Flush Quests for Previous Submission
Fix for Training Mission Quest, Added HasItemTag and HasItemType QuestScript commands
Added Persistent Config Settings in Host & Campaign menus, Admin now off by default.
Updated Campaign Map to reset time to Day
Added Difficulty Selection to Campaign and HostGame Menus
Adjusted Droppod Hud element to better match rest of HUD
Fix for Cockpit Reentering bug, Added intentional 30sec delay before Music Starts to help with Level Transition crash
GearStorm - Armored Survival - roguegodparticle
GearStormers!

It's release time again with version 1.554 of GearStorm dropping today! There are tons of bug fixes, performance enhancements, graphics improvements, and new story elements in this release. We have added a brand new map to GearStorm with the Vanguard spaceship. Now when you restart a new campaign, you will start on board the Vanguard before where you can take a droppod down to the Apolyon.

Awaiting you after you take one of the drop pods to the planet's surface is a huge new campaign story you can play yourself or with friends.









This version of GearStorm has been through tons of polishing, new features, and the campaign story has been expanded with lots of new side quests and a continuation of our main story line. Also, we added a lot of new tutorial and help functions to help our new players out. There's a simulator on-board the Vanguard that transports you to a simulated "play-world" where you can learn how to use vehicles, tools, machines, weapons, and other survival skills.

There's now a difficulty option on the campaign and hosting screens so you can choose your own difficulty.

We added Sentinel Combat Drone, for talking and fighting. Bandits now have a variety of weapons, Gasmasks can be harvested off some bandits.

New effects for the VTOL were added and cockpit screens got a overhaul.

You can now press "Delete" to abort placing a block. This is useful for removing blocks since now you can pick a block up and hit "Delete" to throw it away. Mapped as "Abort" key in the keymapper if you want to change it..

The Save/Load system got a revamp, the game saves as you play, and you can now hit "f7" to bring up the save/load menu and save a snapshot of the game and your character to a new directory.

We added the "Placing NU-You" station on Vanguard so you can change your character look.

Night vision is now in the game in some helmets (just hit "v") as well as throwable flares to light up a area at night. We also added localized lighting to help our players get around in the darkest of nights.

Combat was re-balanced against AI to make weapons more powerful and survival more achievable!

Our musical score is also complete, we hope you enjoy the music!

We also added a new HUD for the drop pod to make it easier to see your velocity when dropping in.

Animations got a re-vamp with new running, arm movements, and tons of refined animations across the board.

New creatures and new guns! New Hunting Rifle, Bandit Rifle, Railgun, and Legacy AR.

There is now a mineral scanner that shows on your map where minerals are.

Keymapper was changed to have more descriptive names for keys.

Your Squad members now show up on your map.

You can now crush things with your drop pod! Happy hunting.

Vehicle convergence was revamped to aim both weapons at the cross-hair range.

There's a new map for survival, Austrasia, unique terrain for a survival experience.

You can now hit "escape" to close any menu screen.

Quest replication between network users was fixed to continue our support of multi-player quests and campaign.

The Quest journal has been re-worked to show multi-player quest log history.

New simulator map for playing with all the things you can do in GearStorm:







New Sentinel Drone


New Bandit Hulk


NU-You stations have been added to change your character look and feel of your character and make it your own


New night vision mode for nighttime skulking!


Flares for lighting up the night!


New help screens for build-gun and other functions to help bring new players into the GearStorm world faster!

New armor types for players:




New Arachnad Boss!


New Weapons, Including the Railgun and Bandit Rifle:



Complete Change Log:
Fix Foosa & Mech Cockpit, Display VTOL Paperdoll on VTOL MFD
Adding Mesh Emitter to Vtol Dust FX
VTOL MFD Improvements, added Texture overlay, Improved MFD Performance
Improving reliability of Cockpit Displays (More work to do)
Upping the alpha on the laser effect.
Adding dust cloud when VTOL is close to ground
Separated ICA and Player Faction for more dynamic policing and behavior response. Tuned responses and soldier defense of merchants
Added Icons for Leather Armor
Leather Armor
Adding Hunting Rifle model to game
DeathMessage when player is killed by Non-Player
Remade Starfield Material for Vanguard
Weather and Time info on Game Map, More tweaks to Journal Formatting, Removed Damage Indicator on minimap when damage is self-inflicted , More fencing on Music at beginning of game
Export/Import Individual Quests from QuestEditor, Soldiers now defend NPCs/Merchants (if Faction Response is set to Protect)
Updated defualt map
Tuning AI to (attempt to fix, firing after enemy death, increasing Aural range of ICA Soldiers)
Removed Flashlight Glare from Fog
Adjusting text from previous release.
Allow for Alt-Text after URL in dialog for display in QuestLog
Added Hydraulic Door Smootheners, Increased Voxel Download Packet size
Began work on Leather Armor, More protections for Level Transition
Fixing droppod console on three consoles. fixing html on droppod scene.
[Automatic Submission]
Fencing around music at level transition
Add Flag so some quests don't log (like Trade), Fixed some sound attenuation
Journal Transcript Code
Journal Transcript code underway - do not package
adding lazy loading to vangaurd drop pod consoles.
Adding escape key to dialog screen.
Fixing autosave delete bug when hosting a new game, adding lazy loading for drop scene and training missions.
Fixed Major bug where player's QuestTags weren't being saved
Quest Fixes, Fixes for Quest Reporting
4 New Guns (Hunting Rifle, Bandit Rifle, Railgun, & Legacy AR), Bandits now spawn with weaker Bandit Rifle, Shotgun Ammo renamed "Slug Ammo" and used in Hunting Rifle
Update to support Password function, Updates to Vanguard Map, Support for Quest Variable Replication, Chat widget remembers selection, Campaign menu respects Lan/#Player settings on Load
Updating Campaign default map
Adding escape key to dialog screen.
Fixing autosave delete bug when hosting a new game, adding lazy loading for drop scene and training missions.
Fixed Major bug where player's QuestTags weren't being saved
Quest Fixes, Fixes for Quest Reporting
4 New Guns (Hunting Rifle, Bandit Rifle, Railgun, & Legacy AR), Bandits now spawn with weaker Bandit Rifle, Shotgun Ammo renamed "Slug Ammo" and used in Hunting Rifle
Update to support Password function, Updates to Vanguard Map, Support for Quest Variable Replication, Chat widget remembers selection, Campaign menu respects Lan/#Player settings on Load
Updating Campaign default map
Adding escape key to keymapper and hostmenu
incrementing version number, adding a safety check for blank player name to player lists for admin dialogs
Adding debug messages for teleport player, kill player, kick/ban player, teleport to player
adding even MORE escape keys to more menus. Fixed player list in teleport, kick/ban, instant kill dialogs.
Added Notification of Squad Invite, Added Squad Member Indicators on Maps, Added Direction Marker to Map, Reduced text on TrainingMission HTML to fit border
adding escape to a bunch of UMG dialogs
Host Menu reads default password from INI, CoOp Quests now supported, Fixed Quest bug in "Parts Delivery" quest
Escape now closes the player save/load dialog.
Started support for Server Passwords
Readjusted All 8-way Run Animations
More Optimization of AI Search code, Added Sound concurrency settings for Music
Finalizing Quest RPC code, Quest Fixes, Moved Old Jeb and Bandits Take a Toll earlier in the chains, Increased Replicated Array size from 2048 to 8192
Quest RPC/Remote Viewing code Phase 2
Phase 1 "RDP" Quest Viewing/Management, Still need work on Journal System
Several Quest Fixes, Added "Command" feature to QuestEditor to run immediate commands, Fix HostMenu Load Lan setting, Fix for Basecore menu opening on any block,
Fix for Journal in Distribution build, Reduced respawn time for Buildgun in initial quests, CheatMenu (=) now requires God Mode, Attempts to further optimize enemy detection for groups, Added Function search for Report Viewer
Monsters and Munchies - Added 6 new mobs to the game and 5 new Food Items
Added some creatures.
Improved Quest Editing for Clients, reduced clipping in Raptrax attack
Failsafe check for save attempts on Maps without TerrainManagers
Fix for Quest Breaking bug introduced recently, Reduced Capsule half height when crouching
adjusted the Fast run and normal run shoulder and neck animations.
Droppod & Mech now Crush smaller mobs, Vehicle Turrets lock when in in menus
Chaning day interval to 30 minutes, updating version
Vehicle Weapons now Converge on Range Trace, Droppod correctly runs out of fuel.
First pass at Client Just-In-Time quest editing. Unreliable at the moment.
Adding Arachnax Boss, Adding Assets for additional mobs
Removing uproject and sln files mistakenly updated
Pitch lock for aim while mouselook
Simplified mouselook aim fix
Improved Bedroll Material, Power Armor now requires Replicator, Renamed Armor Plate to Power Armor, Renamed Helmets,
Updated the string tables to include the admin menu, fixed the axis move friendly names on the input options, adjusted the main menu elements to fit different resolutions accordingly
Some Friendlies will now retaliate after repeated attacks, ISM blocks now respect cancharacterstepup variable of default object, NPCs now register with QuestManager on respawn
Added Armor Layer support - Armor damage now stored in Armor/Helmet item if worn, Player also has "Base" armor stats when armor is not worn
Fixing save/load for hosted game. Needs multiplayer testing.
Fix for Key mapping reversions, Stopped Replicating Default Quests as workaround for client connection failure (Active Quests still Replicate)
Mouselook aim fix.
Fixed the inputs names, updated both string tables to include the new input names, friendly names and tooltips, implemented tooltips and friendly names in the options menu.
*MUST CLEAR THE INPUT.INI OR ELSE THERE WILL BE UNWANTED BEHAVIOR*
Lighting for Main Deck
Wooden Items Part #2
Adding Wooden Fort Walls, Gate and Spikes for Primitive Construction
Moving Initial Connection Info from Debug Message to InfoStorm panel, Adding support for more materials in BuildGun interface, Updating Campaign with Paul's latest content
Added Drowning Damage (Drains Stamina then once Stamina is gone, Causes Damage), Slight increase in health of Scorpax & Raptrax, Slight Nerf of ArmBlades, Removed Serialzation Optimization for Voxels
Camera now pans to NPC when in Dialog, NPCS now choose the workstation nearest their Home Location (more predictable), Resized Dialog Menu so doesn't obscure NPC, Optimized NPC Job code
New Textures
Adding_IES_Lights
Fixing Droppod HUD not appearing on second drop.
Adding borders to drop pod HUD
Fixing drop pod hud not showing on respawn
Spike Traps now work, Nerfing Buildgun Damage
Adding altitude indicator for Drop Pod HUD and changing look and feel.
Increased Weapon Damage for Melee weapons (players and Mobs), Headshots now do 8x damage v zombies
Drastically lowered Armor on Raptrax, Scorpax, Slightly raised attack damage. Reduced Tyrex Armor, Increased Tyrex dmg.
Modified Attack Range of Scorpax and Raptrax, Reduced dig radius of buildgun
added Secondary Lights hangar
Added Default Survival Quest to Numerica and Austrasia Maps. Added Hide, Bone, Cloth and Calcium resources, fixed bug in QuestScript '&' and '|' functions
Fixed the render target issue. Widget component should be visible to camera to render.
Player gets Default Quest in Mission Panel (Training Mission or Survival Guide), Update to Achievements, Started work on staged Survival Quest, Fixes for Harvesting shattered rocks
Fixing load from campaign dialog, updating campaign map, doubled day cycle time.
Undo //depot/main/Content/Vehicles/Mech/... changelist 690 - Restoring Mech Screens
Fixed The Run Animation
Added Lighting for pods and currently working on main deck
gobo textures for light and materials
Hangar, Added warm entrance lights
Temp fix of the mech's missing screen materials, I've hid the Screens mesh since the materials or the screen system are not hooked yet, so it should just display the default mech cockpit in the meantim
Implementing Achivements Tracking with 17 initial Achievements, Todo: Reporting, Multiplayer Support/testing, Kill Tracking
Hangar Lighting
Missing secondary warm
missing Spots for vehicles and MechArmor
Adding Survival Help info on Mineral Scanner
Adjusted 3P camera, Improved weights on Female Neck & RK_Armor, Fixed Cost indicator for fabricators
Added Apatite to Map, Replaced Gold with Apatite in BaseCore recipe (Apatite is More Abundant), Rebalanced Swamp and Tropics Biomes to have more Prey
Added UI for Mineral Scanner, Improvements for Buildgun UI, Fixed Back Button in WebBrowser, Updated Default maps for Campaign, Numerica & Austrasia, added support for GodMode test in QuestScript, Added Cores & Displays Reports to Quest Editor, Fixed some recipes in Inventory, Fixed Style on GearStorm manual
Fixed the manual pages, added a back button on the web browser to return to previous URL
Adding Austrasia Continent/Map, Added Mangrove Tree, Host Game now shows proper map, Fixed some HUD Textures
Shortened Night (Day is 2X longer than Night) Adjusted Sun Position to compensate, Campfire now only burns if it has wood, Attackers show on Minimap for a short time, Removed Teleport code from ReadSaveRecord,
Added Mineral Scanner, Fixed Rock Harvesting, Fixed Buildgun Error Messages, Nerfed Bandit Armor/Shields, Enemies now show on Minimap, Added Mineral Scanner to Default Numerica Loadouts
ICA_ArmorF and RK_Armor_Female has been Adjusted.
Added a check to prevent the engine from crashing on startup, please revise just incase it causes unwanted behavior
Undersuit_Female_Adjusted and GSM_ArmorFemale has been updated with the groin fix.
updated Undersuit_Female_Adjusted and GSM_ArmorFemale with new groin fix.
Increased falling speed of Droppod (Must slow down or die), Added Custom InfoStorm message for BuildGun, Slightly widened Label/Note Menus
Migrated CoreMap code to GameState, Added Dungeons for Campaign story
Fixed scoreboard and added togglescoreboard function.
Hooked up the manual button with the new HTML manual
Editing droppod for more respsive effects when using keys, might need changing to accomodate a throttle/joystick better. Adjusting default video settings to be more freindly to older systems.
Nasty and Brute physics assets tweaked and polished
Updating version number, fixing video reference for main menu background video.
Seems like auto-checkout didn't include the video/material assets, this should fix the video issues
Significant improment in AI Target Search algorithm
Forgot to remove the blueprintlibrary include
Updated menu buttons and logo, removed blueprint library as recent URL change added the functionality, replaced help content with the local HTML manual files
Editing high exposive and low explosive damage to voxels. Upping version number
tweaked and polished the Hunter, Nasty, Jumper, Rhino, and Stage3Brute2 Physics Assets.
Polished and tweaked Triceratops and Deer Physics assets.
tweaked and polished AlienRaptor and AlienTRex Physics Assets.
Turrets ignore NPCs, Improved Vendor Inventory algorithm, Improve responsiveness of NPC Commands
Added NPC LODs and bone reduction
Added Closer Iron Ore for initial Missions, Reduced diameter of NPC Collision for better movement through doors, Stopped NPC Panting when not running
Added new BuildGun Help Page, Fixed URL Reference for Local Files, Moved HasURL to C++
Optimizing Unit AI, Adding Spawning of MobUnits to QuestScript
Fix collision on Helmet Pickup and Table
Added Update Rate Optimization for NPC animated meshes and disabled anim ticking when not rendered *verify if it doesn't cause any potential issues regarding NPC animations, especially during physics simulation*
Adding Fix for Headshots on Female, Displaying PVP Death Messages, Fixing Texture Setttings on MainMenu button, Bypass check for Default Map on VehicleTest map
changed Splash file from png to bmp
Tweaked arm animation for Jump_Start.
Tweaked the Jump Animation to close the arms in a litle.
Alt Key now Locks Player Movement when used to Rotate Blocks
Adding Wearable ICA Armor, Fixed some Pickup References
Updated Campaign with Paul Bellow's First Quests, Added wearable MSF Male and Female Armor and Spawnable Soldiers, Added Spawnable Mob Items, Fixed bug with NPCs requipping weapons
Added AI commands to select best weapon, Map Export only lists ".Sav" files now, Fixed bug where EDI soldier would fall over, Updated Small Willow model
Update ReportViewer to Include Item Report
Restored Underbarrel Key, Fixed Reload without ammo, Fixed Use Command in 3P
Added input tooltips CSV and the string table asset
3P Reload Animation, Adjusted Gun Angle for 3P grip
Added subtle light to Player Pawn, Made night Darker, fixes for AdminGame and QuestEditor menus, Added "Kill" command to QuesScript
Fixed for Turret Autofire, Fix for FlameThrower Damage at long range
added in the intro movie following the UE4 and ICG logos
Adding Bandit Merchant, MSF Drone, Placeable Book Prototype, STE Artifact Item
Fixing "M" Map key, Adding Vanguard Model to Project
finished physics asset for last zombie on the list
Fixed physics assets for creatures in the list and one zombie brute.
continued load game testing
added in UE4 logo to game start, still waiting on video cut of the promo video that follows the ICG logo
Added New StarField Material, Updating Bone Damage system for NPCs
Improvedthe following Physics assets:
AlienRaptor
AlienTRex
AlienTTops
Deer
Hunter
Rhino
Resubmitting XiSavePlayer file
Adding Bandit Hulk, Added Lods to several models, Started on Male MSF armor, Fixed reload bug with Rocketlauncher, Resubmitting ShooterCharacter files
no change
Removed Breathing Sounds from Drones, Added "KillTags" to track Special NPC Tags, Added may QuestScript Commands (GetGameTime, HasKillTag,GetNPCByName, SetName, SetRespawns, SetHomeLocation, Teleport)
Fixing up KeyMap names, Code to prevent Droppod spawn when servertraveling to same map
This should have the updated names in the bind actions
cleaned and changed up key mapped names
tweaked forward and back 8-way runs to fix wild head movements
Created, Adjusted, and Assigned New Physics asset to Undersuit_Female_Adjusted Character
Added "Voxel" option to Teleport Admin Menu, Added JSON Report for Current Quest in Report Viewer
Adjusting default sound levels to increase music volume, partial fix for voxel changes not undoing on load game, still leaves some voxels and may be spawning droppod.
Toned down the Rest of the 8-way runs.
Toned down Back, Back-Left, and Back-right 8-way runs.
Fixing Admin Map Export/Import, Fixing Issue with SaveFile Runner not shutting down properly
Fixed bug in RemoveTags Quest Command, Added RemoveAllTags command
Added "SetMenuMode Character" command
NPCs now Run when following and are more responsive, Added several commands like NPCCOMMAND and DISTANCE to Scripting language, can now add items to spawned containers, containers can now have tags to assign to players when opening, tuned reporting, Fixed Player Shadow, Removed cost to recover stamina for NPCs. Added some display messages to the Vanguard.
Added Report Viewer to Help Quest Development, Updated Item names to remove most parentheses
Players can now take loot from Vanguard , Added Helper Drones and missions to Vanguard, Removed arms from view while walking, several item fixes, reduced production of extractors, PlayerSave now tracks src map, TDM now a child replica of XiGameMode_TeamSurvival
Adding load/save to in-game menu
Several Bug Fixes for Quest Editor
1) Rate doesn't populate
2) Quest "Data" persists when switching quests
3) Switching quests without pressing "Save" causes Data Loss
4) Exiting without saving causes Data Loss
5) Starting a New Quest without a Stage is confusing because data can still be populated
6) Tags are Case Sensitive
Swimming - Added Water Viscosity and Buoyancy, Player now properly enters swimming state, 1P and 3P Swimmimg Animation
Bug fixed for Droppod hud
New Droppod HUD, Fixed Dialog on vanguard drop dialog
Raising Navmesh Bounds on Campaign Map
Added all MQ NPCs to game, Adjusted MSF Characters
Configurable Station Jobs, Added New PC Character Models, Added new Survivor NPC Class, Fixedup Redirectors
Gender/Face selection overrides local map saves when traveling, Adjusting text on Travel Console Message
Updating Skeleton to include new "gun_grip_l" bone to aide in IK hand positioning for Female character
Fix Minimap on Vanguard, Fix Quest Journal in 1280x960, Fix Robot Sounds when walking without power-armor
Droppod changes
Combat Music Trigger for Clients, Combat music now starts when you hurt someone as well
Reducing warmup time for less spectator mode.
Tweaked the Groin area skinning on the Undersuit_Female_Adjusted.
Fix for Dedicated Server Auto-Load
Switching Songs to Music-In-Game Sound Class
Fixes for Numerica Start, Renamed "vest_strap_l1" to "vest_strap_r" on Undersuit_Male_Adjusted
Fixing click when starting being required on vanguard.
Updated main menu mp4
Tweaked The skininng on Undersuit_Male_Adjusted
Fix for Music not restarting after ServerTravel, Fix for 1P Hand and Gun placement when Aiming, Adjusted Gun Placement in Female Hand
Finished save/load revamp
Truncating Mission log Message, Add Falling Impact backoff timer, Shortened text in TrainingMission Stage 1
added in ICG logo movie to startup of game as a quickfix
Patch to prevent battle music restarts during battle
Adding Music to GearStorm, Various different tracks randomly selected based on conditions (Clear,Combat, Dungeons and Indoors).
Adding "ticket" code to detect player server travel
Adding "XTS" gamemode Abbreviation
Resetting maps to use XiGameMode_TeamSurvival
Resubmitting failed submit for XiPlayerCharacter.cpp
Moving over to default save files being in the content directory instead of savegame directory
Adding Nightvision and throwable flares, Water postprocess restored, General Postprocess moved to DataAsset objects and out of map, Falling damage no longer damages armor
unique to this desktop
Fixes for ServerTravel between maps, Removed "PlayerState" from mobs to prevent server travel for AI
Toning down 1P arm animations for walking and running, Addressing Client Droppod entry bugs
Updating Campaign Map with new "Teleport to Droppod" spawn configuration
Updating Campaign map to support new Droppod Teleporters
Updating Spawn code to select proper Player Spawns.
Cleaning up Hand-IK for Weapons
Clean-up of Player AnimBP, improved forward run animation
Updating Player Animations, Adjusting Quest Jounal to be bottom aligned to fit more screens, addressing random locked items on Campaign map
Adding Gunless Crouch Animations
See Previous
Checking In Potentially deralict assets
Submitting unsaved files from previous submission
Adding Melee Run Animations, Commenting GSMain_AnimBP
Updates to the Vanguard and Simulator Maps, Work on Bot Follow code
Support for Different HudMaps per Game Map
Adjusted Bloom on Campaign, Added Wooden and Stone Billboards, Adjusted Spawn position for SpawnPads
Adjusted AI targeting (again), Fixing Planters (WiP), Resubmitting XiGameInstance.cpp
Fix for Infinite Cactai Harvesting, Added Wooded Sign/Display, Lowered damage on BuildGun
Placing NU-You station on Vanguard
Apperance Settings Persist across levels, Added NU-You station to edit apperance, Fixed Tree Collision, Fixed some Icons
Enabled Travel between levels (Vanguard <->Simulator, Vanguard->Campaign). New Simulator Content, Fixed bug with NPC Names and Drone not Talking
Added small funnel tree
Fixed Journal Display, Returned Support for File or Http to Dialog window, Fix Quest Journal Button Shows Deletion Text
Player can no longer be damaged while loading, Lightened Ambient Light at night
Added BuildGun Yaw Key "Num-9", Jumping in midair no longer drains Stamina, Reloading animation no-longer plays when ammo is full, Added Simulator Room to Vanguard Map, Fixed key mapping bug that Collides Utility Slot 1 with BuildGun Rotate key
Revamped save system, still testing.
Updates to campaign quest dialog and itme wording.
Updated Drone code to help them stay put.
New Vanguard Hangar, Added Exterior Vanguard Model
Save System re-vamp
Vanguard Map Added (Woot!), Fixed Door Locking, Server List now auto-Refreshes when selection is changed, Added Wood Ramp Corner
Improved Terrain Lod Heights and cracks, Replaced Terrain Sand Texture (per Chico), Added new Energy Impact Effects vs flesh, Added 2 new Dungeon locations to Campaign
Fixing motion Blur setting defualt and persistence.
Adjusted emitters to kill on complete, added short lifespan to Effect Actors (Performance Concern)
Player can now Heal NPCs with Health Kits, NPCs support Custom Greetings, Beds/Repair/Health no longer require the player to hold down the button (but doing so adds 10% speed increase), Improved Error Messages for Applying fuel/repair/health to other objects, Fixed names on some Machines, Fixed Spawning of ICA Soldier
Changing Weight Limits on some vehicles
Buildgun now shows context info on Reticle, Reticle and ToolTip text size increased, Players can no longer stand on most mobs
GodMode no longer requires materials in fabricators or is encumbered by weight or lack of stamina, Fixed spawning of God Eye
Updating Sky lighting and Adding sample dungeon to Simulator Map
Implemented new Funnel Tree, Fixed Quest Journal Display, improved snapping on some blocks, Updated description info for Simulator on Host Menu
QualitySettings changes for adding motion blur and saving setting
Enabling logging on shipping builds
Completely revamped Reload code to addess ammo exploit - Test thoroughly
added funnel tree
Working on quality changes.
Fixed Names in Inventory Menu, Added "Drop" panel to Inventory
Added Tribute Quest, Populated Dungeon South of WakeStation
Adjust Drone Deadliness, Lowered range on ArmBlades
QuestScript function to Set Current NPC Hostile, Fixed AI Aiming, AI now lowers aim vs prone targets, (Note: Ranged AI are far more deadly), Fixes for AI attacking dead bodies and selves
Updating all the Campaign maps everywhere.
Overhaul of Quest system to support Random Spawn, Added 3 Dungeons near Wake Station (2 populated), Fixed Lost Cargo Quest, Added indicator for Ammo type in Gun Menu, Fixed Flickering terrain, Fixed Vehicle Map Markers, Fixed Day/Night Ambient Light,Adjusted material layers for some biomes, various tuning
Fixed AutoLoad for PIE, Added Bread and Cooked Scorpax Food items
Added Sentinel Combat Drone, Bandits now have a variety of weapons, Gasmask can be harvested off some bandits, Bugfix to address switching fabricator menus maintaining old info, Renamed Fuel Canister to Flame Canister
Added more functionality to loading system and fixed some bugs.
Fix for Game Settings Menu crash
Attempt Fix, Loop at Stage 4 on Client Load
Fixing error with temporary variable pointer being passed as a function return value.
Added Procedural Dungeon Code and 5 Dungeons to Campaign (no loot yet). Blueweed now directly editable and recovers stamina. Really useful when on long runs.
Updating config for packaging maps, adding build number to main menu, and minor rename to the new savemenu stuff.
New animation BP for Female model, Added Drone NPC, Added Simulator to Host Map, New default saves in correct locations
Alien mangrone and willo shrub submit
Fix for Fabricator not taking materials, Canceling Fabricator Jobs now returns unused materials, Switched Vehicle Pad to Use Fabricator Interface, Gun no longer auto-reloads when in Gun Menu
Save/Load system 2.0
Save tree is %ProjectSavePath%/%MapName%/%SaveSlot%/ contains Autosaves and manual saves
Tutorial, Survival and Creative have shortcuts from mainmenu and autosave only, but you also save player state there (F7)
Adding Simulator Map
Player automatically put in Char Selector for first time, Removed ability to change face/head without using a SpawnPad, Varous fixes
Press "Delete" to abort placing a block. Mapped as "Abort" key.
added textures for alien mangrove

GearStorm - Armored Survival - roguegodparticle
Brand new GearStorm release today!



Today marks a very big shift in the direction of GearStorm. With some new partnerships, we have a completely new game in terms of graphical quality. We have completely replaced all of the lighting, player 3D model, world and building graphics, and added multiple new types of plants and trees. This game now looks like a completely different game. We upgraded GearStorm to the latest version of the Unreal Engine that gave us a huge performance boost for graphics and frames. Also, we have brand new functionality for:
  • Customize your avatar! You can now change out your helmet, face and sex of your in-game character, this is only the beginning of the customization options we will be adding.
  • Editing the spawn rates for different enemies in the admin menu.
  • Vehicle specifications can now be set by admins per server from the admin menu GUI, change all the vehicle speeds, capacity, armor, etc for your server right from inside the game using the admin menu.
  • The in-game map now includes zoom and labels for the mineral deposits that are near you, greatly simplifying resource gathering! Look for the periodic chart symbol on the minimap and main map for the mineral you are looking for.
  • The in-game mission building system, showcased in the tutorial that is the first part of the "campaign" game mode has been redone with the ability to put videos in the mission briefing and using local and online web content (optionally).
  • The tablets in-game have been given the ability to use web content both locally and online including videos.
  • Female character option was added.
  • Un-armored character added, separating armor and power armor as a pickup craftable item.
  • You can now issue commands to your NPCs (alt-e by default)
Un-armored starting character and female character option

Edit AI spawn rates in real-time in-game

Edit vehicle stats in real-time in-game

Change out your helmets
May 10, 2019
GearStorm - Armored Survival - roguegodparticle
GearStormers! We have a big new release today! Our developers are hard at work making GearStorm as good as we can make it before it is released on the market.

You can join our discord server (https://discord.gg/wdGnzYe) and on our corporate server to welcome our new players.

On to what is new in this release:

With this release we have moved to a new Engine version, Unreal 4.22.1. The big difference is the 60% graphics draw speed, that has improved GearStorm performance to the point where we can include another level of graphics quality and maintain our frame-per-second performance. 4.22.1 also includes numerous bug fixes and performance enhancements.

After community feedback, we have engaged with some new resources to help us with a complete graphics overhaul of the game, the surface of our objects, many building materials have been redone to show more detail and light better. We have also redone our lighting and fog in our world to look more realistic. Next, we plan to redo some models of plants, grass, and trees, the surface of some of our terrain, and some effects.


We added a new category of quality settings for graphics of ā€œCinematicā€ for those of you with video cards that can deal with that level of performance (it runs fine in our testing on a Nvidia GTX 1060 or above).


We added a new hit indicator after some player feedback that shows the direction of where you are being hit from when you take damage.


We added options to our weapons for fire modes, you can set rockets to explode at a certain range, change your rate of fire, change your velocity, all in the field.


Our Droppod flight system was also revamped and it is much more responsive, however, it does consume fuel now, so watch you fuel gauge!


For our new players we added ā€œhelp tabletsā€ in the world and some additional text to help people understand the quests.


Respawning chests have been added that automatically respawn loot when the loot is taken after a delay. Admins can create these on their servers and place them wherever loot drops are desired!


A new type of enemy was added (the Sentinel) and several of our advanced AI got a re-skin.


We also added a map legend for our map to make it more clear for new players what is where!


In addition to a directional pointer to the center of the Minimap to show you which direction you are facing.

Of course, our usual bug squashing is moving along with terrain drawing bugs, chat window bugs and

Complete Changelog:
Fixes for Chunk Count bug and Chat Window
Added Legend to In-game Map
Added Arrow at center of Minimap, Added Support for multiple Grass Meshes in map
Merging in mods for configurable dedicated server, changes for loading graphics settings on startup!
Submitting MRAO texture
second atlas now supports detail texture, added roughness and Ao , got rid of the flickering
Added mask texture, removed tri planar blend on Sci Fi base material
Added Sentinel Character & Weapons, Replaced EDI soldier Meshes with new Combat Suit model
NPCs now have a Respawn Delay (Configurable in INI), Buildgun Chest now respawns buildguns
Updating quality settings for shadows and foliage, applying foliage settings on ShooterGameInstance Init(), changing default editor settings to vs2019, building campaign map lighting.
Corrected some NPC Animations, Mesh Weights
Added TriPlanar Detail to M_Scifi_Base. Fixed NPC materials and mesh attachments.
Changing dynamic shadow cascades to "3"
tweaked two-sided material
Rebuilding map for new textures and lighting.
Added detail texture, modified material to support this, packed ambient occlussion into the M texture
Fixing Quality Settings Bug on foliage and on cancel for resolution scaling.
Added "cinematic" level for graphics quality settings. Added extra foliage settings not in the .ini for cinematic foliage level.
Fixed new Function Delay Bug, Removed Floating Base Name Text, Added Help tablets and lights to ICA HQ, added additional text to Welcome Quest
Weapon options now work!, Can set Rocket Self-Explosion Range, NPCs now have random dialog when nothing to say, Fixed Droppod Fuel Consumption (again?), Scopes now hidden when zooming with a Scope Mask, Removed Weapon component indicator
Expanding quality settings for foliage
Updating quality settings.
Adding Hit Indicator Texture and Adjusting Campaign Map Start for 4.22
Adjusted Start Position to line up with Display on Campaign Map
Editing DefaultEngine.ini to open up bandwidth.
Hit Indicator - Colorcoded for Shield/Health
Implement Dither Blend for Terrain
Fixed Bugs ( Items not retaining Quest Tags, Very short build Range on Base Core) Added "Alt [e]" indicator in Hud
InfoStorm Indepth Help for Menus - Help Text can be edited in Docs\MenuHelp.xlsx
Added Config buttons for Weapons in Player Inventory, Fixed Inventory Offset for Tanks
Fixed Civet Gas Mileage, VTOL & Foosa Turret, Improved Thrust/Jumping on some vehicles
Fix for Stationary Turrets, Large Turret Materials support Camo now
Fixing Droppod Client Fuel problem - Droppod can now land on a dime :)
Fixed Laggy Control System on Droppod - Still has Client Fuel problem
Fixing Fuel Consumption in Multiplayer, Switched from Stamina to Power usage for Vehicle Fuel, Added Fabricator interface to VehicleLab
Fixing Replication of Ammo for Turrets
Fixing Spawning of Vehicle Turrets. Fixed Turrets still broken.
Added Vehicle Lab Sockets and Inventory Items for weapons/ammo, Fixed Aiming problem on Vehicles, started code for Default Inventory Loadout for new vehicles
Submitting QuadTest map to test Quadrupeds.
Resubmitting QuestDataAsset
Fixed bug where Mobs spawn in the wrong biomes, added flag to quests to set Save/Persistence, Fixed bugs with Slope overrides & Core Access due to ISMs
Activated VOIPTalker, rework audio classes. Make sure to set correct USoundClass for all sound assets otherwise it won't be affected by audio settings.

GearStorm - Armored Survival - roguegodparticle
Many thanks to our closed alpha tester, Glenn for giving us guidance on the Civet fuel capacity, we agreed and increased it.


Also, we got selectable camo on our large stationary turrets.


And, in case you didn’t know, many of our vehicles can actually jump! We improved the jumping performance on many vehicles. Here’s the Foosa in action:


Don’t forget to spread the word about our kickstarter!
GearStorm - Armored Survival - roguegodparticle
GearStorm 1.516 is here! Tons of new content, features, performance increases, and fixing some vehicle replication rubber-banding and snap-back issues. Many thanks to our test-pilot, John Byrd for giving us some direction on drop-pod effects and graphics settings!

You can now configure your own mech after you build it:

Just park it on the vehicle spawn pad, walk up to it and press ā€œalt-eā€.



Also, we added the camo switcher, now you can change your camo for your vehicles, weapons, and your power armor:

Just press ā€œIā€ for inventory and click the ā€œsettingsā€ icon to change your armor camo:



Then pick your look!




For your weapons, press ā€œqā€ while holding the weapon you want to configure and click the ā€œcamoā€ button:



Then pick your weapon paint!



We have also overhauled our vehicle simulation weapon switching and cockpit displays so you can see which weapon you have slected and selectom more than one (just use the mouse-wheel to switch weapons and/or hold ā€œcontrolā€ to select more than one to fire at once). Of course, you can change these keys in the key-remapping.



Also, the main menu has been revamped with new game play modes!

• Single Player Campaign is the ā€œtutorialā€ mode you are used to that spawns you in the building, starting the main quest.
• Survival Mode is the default mode of the game that spawns you in a drop pod to survive in the new world.
• Creative Mode is the same as survival mode except you spawn in God Mode and with the map open and you can start anywhere on the map.



Based on your feedback, a new, re-formatted graphics settings screen was also added:

Now you can adjust all your graphics quality settings if you are playing on a older rig and need more frames. Reducing the quality of the scene and even dynamically scaling your resolution within your window size or full screen is possible.

Also, you can set ā€œwindow modeā€ on and adjust the resolution/size of your window.

Everything persists between games.



Effects were improved on the drop-pod and across the board:




The big news (and effort) for this release was that we totally redid our building system to reap massive 60% gain in processor capacity, this allows us to have way more vehicles, AI, players, and other things in the game all while maintaining performance. Also, we changed the way physics for wheeled vehicles is simulated, eliminating the ā€œhitchingā€ or ā€œrubber bandingā€ some of you reported. You should see much smoother performance in general and much smoother vehicle simulation now.



There is also a new IFF indicator that shows your name and honor score:



If you turn it on in your player config:



Tons of additional bug fixes and performance enhancements have also been done.

Next up we will be upgrading performance to increase terrain and block draw speed to give everyone a smoother, more seamless experience as they move through the world. We plan a lot of AI capability improvement to make them persistent and allow even more zombies (and other AI) in the world at the same time! We plan to continue to deepen the vehicle lab with new options and items to configure vehicles. We have a new, modular main character model we are about to release that will allow us to show damage and even have dismemberment on the main character, customize different pieces of the armor and paint different pieces different colors.

Our Kickstarter started today! <<Kickstarter>>Please support us and help us spread the word!

Complete Changelog:

Shows Player Selected Mission's Info in Mission Panel
Added Quest Messaging support , Added Survival Quest, Added Mission box (WIP), Removed Bandit persistence, Fixed StartupExecution bug in Quests
Fixing godmode checkbox
Updating tooltips.
Added support for Vehicle Weapon Ammo types, Vehicle Lab can now build Ammo, Support for More Icons
VehicleLab is now available for all classes.
Added Help messages to Center Screen messages, InfoStorm text, Mech and VTOL now support Repair Menu
Fix for Foosa Secondary turret, Quest Journal now only shows Quests with Log Entries, Removed "Abandon" feature from Quest Journal to avoid Game-Breaking Clicks, Added Log Entries to Most Quests
Added Help info to Buildgun Menu (when no items are available)
Changing NPC Recipe to use new BioGel advanced item, Resubmitting WheeledVehicle Code
Fixed Destructable Material for many Vehicles, Added Camo Support to some vehicles's Materials
Adding Configurable IFF, available in Player Config window.
Added Audio settings (saved in Game.ini)
Fixed many Destructible Meshes, Cleaned Up Player Message Log Display
Camo Support for Beam AR and FlameThrower
New graphics settings overhall! Added Window Mode, resolution settings, quality settings, save in config between games.
Revamped game modes, added single player campaign, creative mode, and survival mode, changes how you spawn into the game and which map.
Added "Start in God Mode" option to host game dialog.
Added Camo Selector for Weapons, Improved materials on Archon Weapons, (Note Some gun materials don't support Camos)
Mech Camo - Player can now select Camo in the VehicleLab (applies to Weapons too XD )
Added more spawnable NPCs, Fixed NPC Close Range gun combat targeting issue
Added Icons for Mech Weapons, Fixed Container Bug
Vehicle weapons now saves loaded ammo during relocation in VehicleLab. New weapons are spawned with full ammo (modules are not saved globally yet)
fixed several bugs in weapon and inventory systems
Added Camo Selection Menu with Selfie View (Gear in upper right of Player Inventory Menu)
Added Assets for Modular Character, Created function in hud for Camo Selector (reusable on Vehicles, weapons)
Code to attach Camera to Vehicle in VehicleLab
fixed replication and several bugs on vehicle lab

reworked mech weapon system:
- switching weapons with Lctrl will set weapons to multimode allowing them shoot simultaneously
- instead of creating new class for right version, set right mesh on weapon. it'll set automatically for socket containing right in the name

added invoke RPC to allow editing remote inventory
Droppod Update #113
Rearranged VehicleLab Menu, Fixed Drag Icons/ placement
Wheel/Dust FX per material, Grenade Fixes (Throwing fails when not facing an object, sometimes grenade does not explode, explosions not showing on client, lingering FX), Added PhysicsAssets to some characters
Damage and Vehicle Effects work
Code for Vtol dust cloud on impact, wheelede vehicle dust trails, added Suit variants for new male NPC
Added Modular Male Prototype , Updates to animations
Fixed Vehiclelab offset formula
Vehicle Lab camera
Vehicle lab beta (mech only)
Destructibility Added to ISM blocks, improvements on ISM Snapping
Fixed Bug in Client Grab code
Improvements on ISM Snapping code, still work to do for Multiplayer
ISM Code - Fixed Grabing Blocks and Snapping (on Single player only) Multiplayer grabbing/snapping is still wonky
Adding LERP for position and angle precision. Need to watch this for jerkiness.
Fixing *some* rubber banding issues by turning on physics sub-stepping and async sub-stepping
ISM Work - Fixed Lights, Plants, Textures, Teleporting Off Map bug, Vehicles falling through map
Hid cockpit collision
Press Esc to abort binding on KeymapDialog popup
Optimization of physics simulation to eliminate rubber-banding.
Experimental ISM Stage #4 - Incremental improvements in Replication
Experimental ISM Stage #3
Experimental ISM Stage #2
Experimental ISM (InstancedStaticMesh) Code for BaseCores
Reduced Replication range and freq for blocks
Added SandWorms & Dekker Character
Massive bugfix in KeyMap menu, axis input is now available.
Updating Numerica Map
Updating Campaign Map
Added 3 New Bandit Variants Part #2
Added 3 new Bandit Variants
Flipped vehicles now right themselves when entering, Adjusting Navmesh, NPCs no longer open gates, Added Jet start SFX for Talon
Added Death map marker, Fire no longer burns meat as fuel, fixed some sfx attenuation, Remodeled ICA character
Added full armor screen to cockpit, small screens show vehicle modules efficiency.
Compass change for mech cockpits
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