Jun 21, 2017
Virtual Warfighter - MDA Digital AB
Hey everyone.
So we have a small update/patch for you. We wanted this out before the summer sale! There are some minor fixes when it comes to state syncing doors to new players. But we have also introduced two handed aiming or Front grip aiming as we call it.

Previously you aimed only with the main grip controller, now by default the weapon will rotate towards the front grip controller. To turn off this behavior uncheck "Front grip aim" under options.

And do not forget to pickup the game during the sales! We have some cool features coming for you guys!
Jun 21, 2017
Virtual Warfighter - MDA Digital AB
Hey everyone.
So we have a small update/patch for you. We wanted this out before the summer sale! There are some minor fixes when it comes to state syncing doors to new players. But we have also introduced two handed aiming or Front grip aiming as we call it.

Previously you aimed only with the main grip controller, now by default the weapon will rotate towards the front grip controller. To turn off this behavior uncheck "Front grip aim" under options.

And do not forget to pickup the game during the sales! We have some cool features coming for you guys!
Jun 11, 2017
Virtual Warfighter - MDA Digital AB
Hey guys.
So from the start we though we would do regular video devblogs, we were a bit naive there before initial release how much time we would have for other stuff than actual coding :D So lets try a text devblog instead!

Write in the comments if you think we should keep up with these blogs!

Allright, so we have started the next sprint after Update 6, alot of focus will go into increasing player base, but off course we cant stop coding just because of that :D We are working on the new Base conquest (WIP name) game mode, it will be similar to other popular titles, your team needs to hold a higher player count within a certain area and you will cap the base. The state of the cap will be presented by a flag with your or the enemies team color.

Our maps are not very balanced for this type of game mode so one of the biggest challenges this update will be to update the maps to support "bases". First out is the Subway-map, the city part of the map will get a new building with internals. The entire building plus the alley and street outside will count as cap area and should create interesting fire fights. When creating multiplayer maps you always want to minimize the risk of choke points, or if choke points are part of the design you want to have educated design around were these will happen. Our building has two floors above ground level. You get to them by a stair case. Instead of making one stair case we made two, one accessed from the back alley and one from the side alley. This will create interesting scenarios were the capping/holding team must defend both alleyways and stair cases to succeed in holding the building and flag.






Jun 11, 2017
Virtual Warfighter - MDA Digital AB
Hey guys.
So from the start we though we would do regular video devblogs, we were a bit naive there before initial release how much time we would have for other stuff than actual coding :D So lets try a text devblog instead!

Write in the comments if you think we should keep up with these blogs!

Allright, so we have started the next sprint after Update 6, alot of focus will go into increasing player base, but off course we cant stop coding just because of that :D We are working on the new Base conquest (WIP name) game mode, it will be similar to other popular titles, your team needs to hold a higher player count within a certain area and you will cap the base. The state of the cap will be presented by a flag with your or the enemies team color.

Our maps are not very balanced for this type of game mode so one of the biggest challenges this update will be to update the maps to support "bases". First out is the Subway-map, the city part of the map will get a new building with internals. The entire building plus the alley and street outside will count as cap area and should create interesting fire fights. When creating multiplayer maps you always want to minimize the risk of choke points, or if choke points are part of the design you want to have educated design around were these will happen. Our building has two floors above ground level. You get to them by a stair case. Instead of making one stair case we made two, one accessed from the back alley and one from the side alley. This will create interesting scenarios were the capping/holding team must defend both alleyways and stair cases to succeed in holding the building and flag.






Jun 8, 2017
Virtual Warfighter - MDA Digital AB
Hey guys!
It's time for another update of Virtual Warfighter! This time around we bring you two new weapons in the form of a compact SMG and a combat shotgun! Slap releasing the action on the SMG makes you feel as bad ass as John McClane in Die Hard!

https://www.youtube.com/watch?v=zipzCI-2zHE

We have also started working on the player base as promised, the first step for this is a new store trailer that reflects the current state of the game better. We think our chances of Steam letting us have a free weekend are a lot higher if we really show that VWF is one of the top players when it comes to physical interaction.

The new trailer can be seen in full here in 1080p@60hz
https://www.youtube.com/watch?v=eiZi1o_AtTU
Jun 8, 2017
Virtual Warfighter - MDA Digital AB
Hey guys!
It's time for another update of Virtual Warfighter! This time around we bring you two new weapons in the form of a compact SMG and a combat shotgun! Slap releasing the action on the SMG makes you feel as bad ass as John McClane in Die Hard!

https://www.youtube.com/watch?v=zipzCI-2zHE

We have also started working on the player base as promised, the first step for this is a new store trailer that reflects the current state of the game better. We think our chances of Steam letting us have a free weekend are a lot higher if we really show that VWF is one of the top players when it comes to physical interaction.

The new trailer can be seen in full here in 1080p@60hz
https://www.youtube.com/watch?v=eiZi1o_AtTU
May 28, 2017
Virtual Warfighter - MDA Digital AB
Hey guys.

It's time for that highly anticipated update of ours! We are sorry we took our time with this release. The mini game of disarming the bomb took its while. But it paid off! Its really sweet arming and disarming the bomb with physical enabled copper wires that respond to your movements and are networked fluently to all machines!

We introduced two new concepts in this update, Tickets and "Perma.death where applicable". The new S&D bomb mode defaults to that the attacker has Tickets, these will deplete by killing attackers. If the server instead choose to activate "Perma.death where applicable" some game modes will instead revert to permanent death when killed. Right now the S&D game mode is the only mode using perma.death.

We have also improved on the in-game lobby menu so that you get more information like tickets, which team you are on etc. We have also fixed team switching so its easier to play with your buddies.

Here is a short video showing how awesome the new game mode is! Hope you enjoy it.
https://www.youtube.com/watch?v=9zCpCGVyRnA

That said, aside from continuing to push out new content our next focus will be on establishing a player base. We will explore options to allow potential players to try out the game for free, chief among them a multiplayer demo or a "free weekend" on steam. We will also look into other promotional possibilities.

Oh, and here is a quick teaser for the upcoming next game mode!
May 28, 2017
Virtual Warfighter - MDA Digital AB
Hey guys.

It's time for that highly anticipated update of ours! We are sorry we took our time with this release. The mini game of disarming the bomb took its while. But it paid off! Its really sweet arming and disarming the bomb with physical enabled copper wires that respond to your movements and are networked fluently to all machines!

We introduced two new concepts in this update, Tickets and "Perma.death where applicable". The new S&D bomb mode defaults to that the attacker has Tickets, these will deplete by killing attackers. If the server instead choose to activate "Perma.death where applicable" some game modes will instead revert to permanent death when killed. Right now the S&D game mode is the only mode using perma.death.

We have also improved on the in-game lobby menu so that you get more information like tickets, which team you are on etc. We have also fixed team switching so its easier to play with your buddies.

Here is a short video showing how awesome the new game mode is! Hope you enjoy it.
https://www.youtube.com/watch?v=9zCpCGVyRnA

That said, aside from continuing to push out new content our next focus will be on establishing a player base. We will explore options to allow potential players to try out the game for free, chief among them a multiplayer demo or a "free weekend" on steam. We will also look into other promotional possibilities.

Oh, and here is a quick teaser for the upcoming next game mode!
May 21, 2017
Virtual Warfighter - MDA Digital AB
Hey guys.
Sorry for the huge delay on this update, it's been a huge undertaking completing the bomb mode. Disarming and arming the bomb has been a game within the game in its own right, plus private life and day jobs do take alot of time from the game. We hope you understand and are stoked about the upcoming bomb mode!

We have a release candidate that we started playtests with this weekend, initial reactions are that its really fun and it will require alot of team effort to be successful at this game mode, it's not a game mode for the lone wolf! We will continue playtests a few days now and fix balancing like bomb timer count downs, attacker tickets, round lengths and the like.

We hope to have this game mode ready for you guys very soon!

Happy hunting!
May 21, 2017
Virtual Warfighter - MDA Digital AB
Hey guys.
Sorry for the huge delay on this update, it's been a huge undertaking completing the bomb mode. Disarming and arming the bomb has been a game within the game in its own right, plus private life and day jobs do take alot of time from the game. We hope you understand and are stoked about the upcoming bomb mode!

We have a release candidate that we started playtests with this weekend, initial reactions are that its really fun and it will require alot of team effort to be successful at this game mode, it's not a game mode for the lone wolf! We will continue playtests a few days now and fix balancing like bomb timer count downs, attacker tickets, round lengths and the like.

We hope to have this game mode ready for you guys very soon!

Happy hunting!
...