The Sairento VR Campaign mode has finally launched and along with that, our exit from Early Access on Steam.
Actually, some eagle-eyed players already found out that we secretly uploaded the latest version a couple of days ago. Well, we wanted to make sure that we could upload the game on time and mess around with Super Bowl day so ....
Anyways, it's been a wild ride over the past year, and from everyone at our small and humble studio, we thank all of you who have played a part in seeing Sairento come together, from conception to the action-packed spectacle it is today.
As many of you have rightly pointed out, an exit from EA is just a technicality. It does not mean that we will be washing our hands off it from now on. While it does mean that we believe all the elements required to make a full game are in place, we still want to continue ironing out the remaining imperfections. We also want to add more content periodically to reward our fans' loyalty and support for a while more.
Our only regret is that we cannot make the Campaign mode as robust as we would like it to be due to a lack of resources, although we really did try our very best.
Yet, despite its flaws, we think that Sairento is a game that we can all be proud of. And by we, we mean you and us. Sairento VR is a result of the cumulative efforts of both your constructive feedback and our hard work. Without you, Sairento won't exist in its current form and we want to salute you for that. As such, we have dedicated the About page in the game to you. This page is about you and not about us. Please check it out.
And this is just the beginning for us and for you fans of Sairento.
We have learnt so much through developing Sairento VR, and we want to take it a step further. We have big ideas and plans brewing in the pipeline that will further expand upon the lore of Sairento, as well as build upon the universe in a huge way.
Wish us luck and look forward to a massive announcement (hopefully soon)!
Also, watch out for an exciting new bundle we will be offering on the 9th!
Lastly, we have a small favor to ask of you. If you have enjoyed Sairento VR, it would mean a lot to us if you could rate us at Metacritic. http://www.metacritic.com/game/pc/sairento-vr
Thank you so much!
----------------
And here's the updates -
## v1.0.7 (2018-02-19) - Fix for jittering when using touchpad locomotion
## v1.0.6 (2018-02-14) - Removed wrist menu position update delay. - Fix for in-game recording causing crashes on occassion. - Fixed jumps carrying over during scene changes. - Fixed gaps in Cemetary. - Fixed cutscene movement lock not resetting properly in some instances. - Fixed minor menu UI bugs.
## v1.0.5 (2018-02-13) - Fixed Coming of Age Day achievements not registering correctly. - Fixed colliders in Arena and Shrine. - Fixed sticky grip bug when using two hands with rifles. - Co-op : You no longer need an empty hand to revive a teammate. - Co-op : Increased revive interaction zone size. - Co-op : Fixed chests not being removing correctly on scene change.
## v1.0.4 (2018-02-09) - Fixed Scene 8 servers not taking damage from certain weapons. - Added accessibility setting for larger holster grab areas. - Added control setting to toggle free rotation speed.
## v1.0.3 (2018-02-07) - (Steam) Added 69 achievements - Fix for room rotation bug if switching master hand/control methods. - Fix for enemies sliding on occassion.
## v1.0.2 (2018-02-06) - Removed some unintended debug text. - Wind movement, sliding, and bullet presence sounds now respect sound volume. - (Steam Community) Added badge, trading cards, backgrounds, and emoticons. - Animation fixes for Sumo. - Pathing fixes for Ashigaru.
## v1.0.1 (2018-02-05) - Blade Waves (both player and enemies) now have a small collider that allows them to be blocked by the environment. - Fix for Bushi's dashing forward animation damage collider. - Multiplayer fix for unequipping weapons. - Dialogue volume fixes.
## v1.0 (2018-02-05) - Added campaign mode. - Added accessibility option : Quick weapon swap. - When disabled, you must have a free hand to grab another weapon. - AI updates. - Bushi are now more deadly. They now have forward dashing strikes and use Blade Waves more liberally. - Enemies now visibly emit a lens flare when they change alert states and are looking at you. - Improved general reaction time and investigation behaviours - Sniper has reduced movement speed and now crouches to take aim before firing. - Hitting a charging Sumo in the head will now stop him, if the damage is significant enough. - Reduced Sumo's turn speed when charging. - Increased Geisha's attack speed - Added reset playarea position to start function on wrist menu. - When holding any weapon, you can bash enemies while holding Grip. Damage is based off your unarmed damage. - CPU and framerate optimizations. - Fixed Sumo's head collider not receiving critical hits. - Fixes for map colliders. - Fixed wrist menu being irresponsive to clicks sometimes. - Fix for wallrun flaking out at the start on occassion. - Fix for armor UI not appearing correctly after changing a weapon. - Added drop-in drop-out support for co-op. - Multiplayer fixes.
The Sairento VR Campaign mode has finally launched and along with that, our exit from Early Access on Steam.
Actually, some eagle-eyed players already found out that we secretly uploaded the latest version a couple of days ago. Well, we wanted to make sure that we could upload the game on time and mess around with Super Bowl day so ....
Anyways, it's been a wild ride over the past year, and from everyone at our small and humble studio, we thank all of you who have played a part in seeing Sairento come together, from conception to the action-packed spectacle it is today.
As many of you have rightly pointed out, an exit from EA is just a technicality. It does not mean that we will be washing our hands off it from now on. While it does mean that we believe all the elements required to make a full game are in place, we still want to continue ironing out the remaining imperfections. We also want to add more content periodically to reward our fans' loyalty and support for a while more.
Our only regret is that we cannot make the Campaign mode as robust as we would like it to be due to a lack of resources, although we really did try our very best.
Yet, despite its flaws, we think that Sairento is a game that we can all be proud of. And by we, we mean you and us. Sairento VR is a result of the cumulative efforts of both your constructive feedback and our hard work. Without you, Sairento won't exist in its current form and we want to salute you for that. As such, we have dedicated the About page in the game to you. This page is about you and not about us. Please check it out.
And this is just the beginning for us and for you fans of Sairento.
We have learnt so much through developing Sairento VR, and we want to take it a step further. We have big ideas and plans brewing in the pipeline that will further expand upon the lore of Sairento, as well as build upon the universe in a huge way.
Wish us luck and look forward to a massive announcement (hopefully soon)!
Also, watch out for an exciting new bundle we will be offering on the 9th!
Lastly, we have a small favor to ask of you. If you have enjoyed Sairento VR, it would mean a lot to us if you could rate us at Metacritic. http://www.metacritic.com/game/pc/sairento-vr
Thank you so much!
----------------
And here's the updates -
## v1.0.7 (2018-02-19) - Fix for jittering when using touchpad locomotion
## v1.0.6 (2018-02-14) - Removed wrist menu position update delay. - Fix for in-game recording causing crashes on occassion. - Fixed jumps carrying over during scene changes. - Fixed gaps in Cemetary. - Fixed cutscene movement lock not resetting properly in some instances. - Fixed minor menu UI bugs.
## v1.0.5 (2018-02-13) - Fixed Coming of Age Day achievements not registering correctly. - Fixed colliders in Arena and Shrine. - Fixed sticky grip bug when using two hands with rifles. - Co-op : You no longer need an empty hand to revive a teammate. - Co-op : Increased revive interaction zone size. - Co-op : Fixed chests not being removing correctly on scene change.
## v1.0.4 (2018-02-09) - Fixed Scene 8 servers not taking damage from certain weapons. - Added accessibility setting for larger holster grab areas. - Added control setting to toggle free rotation speed.
## v1.0.3 (2018-02-07) - (Steam) Added 69 achievements - Fix for room rotation bug if switching master hand/control methods. - Fix for enemies sliding on occassion.
## v1.0.2 (2018-02-06) - Removed some unintended debug text. - Wind movement, sliding, and bullet presence sounds now respect sound volume. - (Steam Community) Added badge, trading cards, backgrounds, and emoticons. - Animation fixes for Sumo. - Pathing fixes for Ashigaru.
## v1.0.1 (2018-02-05) - Blade Waves (both player and enemies) now have a small collider that allows them to be blocked by the environment. - Fix for Bushi's dashing forward animation damage collider. - Multiplayer fix for unequipping weapons. - Dialogue volume fixes.
## v1.0 (2018-02-05) - Added campaign mode. - Added accessibility option : Quick weapon swap. - When disabled, you must have a free hand to grab another weapon. - AI updates. - Bushi are now more deadly. They now have forward dashing strikes and use Blade Waves more liberally. - Enemies now visibly emit a lens flare when they change alert states and are looking at you. - Improved general reaction time and investigation behaviours - Sniper has reduced movement speed and now crouches to take aim before firing. - Hitting a charging Sumo in the head will now stop him, if the damage is significant enough. - Reduced Sumo's turn speed when charging. - Increased Geisha's attack speed - Added reset playarea position to start function on wrist menu. - When holding any weapon, you can bash enemies while holding Grip. Damage is based off your unarmed damage. - CPU and framerate optimizations. - Fixed Sumo's head collider not receiving critical hits. - Fixes for map colliders. - Fixed wrist menu being irresponsive to clicks sometimes. - Fix for wallrun flaking out at the start on occassion. - Fix for armor UI not appearing correctly after changing a weapon. - Added drop-in drop-out support for co-op. - Multiplayer fixes.
As you know, Sairento VR will be coming out of Early Access on 6th February. At the same time, we will also have a new VR bundle coming out on 9th February 2018!
Eternity Warriors will still be included within the new bundle, but ZomDay will be replaced by a pretty heavyweight VR title some of you may already be familiar with.
This is in no way saying that ZomDay is not good enough, because it is a truly great game with loads of fun and great graphics. Consider it like the cheaper brother to Arizona Sunshine. But we do want to forge new collaborations to offer fresh deals to our fans from time to time.
As you know, Sairento VR will be coming out of Early Access on 6th February. At the same time, we will also have a new VR bundle coming out on 9th February 2018!
Eternity Warriors will still be included within the new bundle, but ZomDay will be replaced by a pretty heavyweight VR title some of you may already be familiar with.
This is in no way saying that ZomDay is not good enough, because it is a truly great game with loads of fun and great graphics. Consider it like the cheaper brother to Arizona Sunshine. But we do want to forge new collaborations to offer fresh deals to our fans from time to time.
Here's a major update with a whole list of bug fixes and improvements before we come out of Early Access on 6 Feb! You will be pleased to see upgrades to calibrations (long limbs!), controls, navigation, maps, AI, recording and more.
## v0.9.0p1 (2018-01-22) - Build 108 - Added accessibility option : Reload shake sensitivity. - Updated Long Limbs mode to have longer arms. Player model texture has also been updated to only show hands. - Map modifier fixes. - Pathfinding fix for cemetary gate.
## v0.9.0 (2018-01-19) - Build 107 - Added Gameplay option to render third person view instead of VR view on the game window. - Added more recording quality options. - Added control option to disable Sticky Grip for players who prefer holding down Grip to hold a weapon. - Added control option : Sticky Secondary Grip. - Added Long Limbs mode in calibration - allows longer arms but disables player model. - Added arrow to direct player in the direction of the extraction zone when done. - Added touchpad locomotion walk animation for third person view - Improved Touch controller snap rotation responsiveness. - Updated training sim/tutorial. - Updated Street, Train, Arena, Corporation. - Enemies now have a small delay before alerting their allies if they spot the player. - Kunoichi's traps now also glitches your vision for 3 seconds when triggered. - Lowered max touchpad locomotion speed as there were physics clipping issues at high speeds. - Fix for slide height not being set correctly in subsequent plays. - Fix for gore/dismemberment not being set correctly. - Fix for slide spark particles not stopping on changing scenes until you slide again. - Fix for missing out of bounds detection for Street map. - Fix for show player model texture not being set correctly after calibration. - Fix for procedural level spawn directions. - Fix for Greed relic values. - Multiplayer : Fixed XP not being awarded correctly to party members. - Multiplayer : Fixed enemies targeting.
Here's a major update with a whole list of bug fixes and improvements before we come out of Early Access on 6 Feb! You will be pleased to see upgrades to calibrations (long limbs!), controls, navigation, maps, AI, recording and more.
## v0.9.0p1 (2018-01-22) - Build 108 - Added accessibility option : Reload shake sensitivity. - Updated Long Limbs mode to have longer arms. Player model texture has also been updated to only show hands. - Map modifier fixes. - Pathfinding fix for cemetary gate.
## v0.9.0 (2018-01-19) - Build 107 - Added Gameplay option to render third person view instead of VR view on the game window. - Added more recording quality options. - Added control option to disable Sticky Grip for players who prefer holding down Grip to hold a weapon. - Added control option : Sticky Secondary Grip. - Added Long Limbs mode in calibration - allows longer arms but disables player model. - Added arrow to direct player in the direction of the extraction zone when done. - Added touchpad locomotion walk animation for third person view - Improved Touch controller snap rotation responsiveness. - Updated training sim/tutorial. - Updated Street, Train, Arena, Corporation. - Enemies now have a small delay before alerting their allies if they spot the player. - Kunoichi's traps now also glitches your vision for 3 seconds when triggered. - Lowered max touchpad locomotion speed as there were physics clipping issues at high speeds. - Fix for slide height not being set correctly in subsequent plays. - Fix for gore/dismemberment not being set correctly. - Fix for slide spark particles not stopping on changing scenes until you slide again. - Fix for missing out of bounds detection for Street map. - Fix for show player model texture not being set correctly after calibration. - Fix for procedural level spawn directions. - Fix for Greed relic values. - Multiplayer : Fixed XP not being awarded correctly to party members. - Multiplayer : Fixed enemies targeting.
We have published a long overdue Quickstart Manual for new Sairento players and a series of more comprehensive guides for those who are interested in relic stats and skills.
We are very very very very sorry but we have decided to push back the exit from Early Access until 6 February 2018 and with it the Campaign Mode for the following reasons.
- We want to improve the game even more - There are still some bugs left to catch - We want to make the AI smarter
In short, we could bring the game out of EA with the faults we are seeing, or we could give it a little bit more time and give you a much better game.
This also impacts our launch on Oculus Home which may come a little later as we need to spend more time testing the game on the platform.
We would like to apologize unreservedly and sincerely for the delay, but know that it is for a good reason and we are working round the clock to bring you a great experience.
We hope for your kind understanding.
--------
But here's another piece of good news.
On the 19th - which we originally slated to come out of EA - we would be pushing out an update which would hopefully compensate some for the delay in the launch.
It will include a plethora of things that many of you guys have been asking for:
- Tons of bug fixes - More level variety - More recording options - More improvements to stealth AI - Mirroring a third person view to the screen - Better calibration process - Improved Touch control integration and support (you can now toggle sticky grip and grip to hold)
--------
Once again, we apologize sincerely for having to postpone the exit from Early Access. We hope we can have your kind blessing and understanding for doing this.
We have published a long overdue Quickstart Manual for new Sairento players and a series of more comprehensive guides for those who are interested in relic stats and skills.
We are very very very very sorry but we have decided to push back the exit from Early Access until 6 February 2018 and with it the Campaign Mode for the following reasons.
- We want to improve the game even more - There are still some bugs left to catch - We want to make the AI smarter
In short, we could bring the game out of EA with the faults we are seeing, or we could give it a little bit more time and give you a much better game.
This also impacts our launch on Oculus Home which may come a little later as we need to spend more time testing the game on the platform.
We would like to apologize unreservedly and sincerely for the delay, but know that it is for a good reason and we are working round the clock to bring you a great experience.
We hope for your kind understanding.
--------
But here's another piece of good news.
On the 19th - which we originally slated to come out of EA - we would be pushing out an update which would hopefully compensate some for the delay in the launch.
It will include a plethora of things that many of you guys have been asking for:
- Tons of bug fixes - More level variety - More recording options - More improvements to stealth AI - Mirroring a third person view to the screen - Better calibration process - Improved Touch control integration and support (you can now toggle sticky grip and grip to hold)
--------
Once again, we apologize sincerely for having to postpone the exit from Early Access. We hope we can have your kind blessing and understanding for doing this.
Fellow ninjas, today marks one whole year since Sairento VR was first released into Early Access. A huge thanks goes to the players that have stuck by us from our humble beginnings (you know who you are), and have been so helpful with filing bug reports and giving suggestions. We are glad to have players as passionate in playing our game as we are in crafting it.
Today we take the Sairento experience a step further with two new maps and a third person recording system, which many of you have been clamoring for since our early days. We look forward to seeing all the cool videos you guys can come up with.
Check out the nifty trailer we've put together to showcase the warped beauty and serenity of how enemies are taken out in Sairento using the recording system.
If you haven't heard already, we will be releasing the campaign in January. It will be a fairly short and concise experience that will introduce you to the lore of Sairento - as well as set the stage for more to come.
## v0.8.0p5 (2017-12-29) - Build 106 A quick patch before our team goes off for the weekend break. We look forward to bringing you even more content in 2018!
- Fixed enemies being unable to be staggered while in an unalerted state. - Fix for enemy kills being broadcasted twice in certain situations, causing enemy count to be incorrect.
## v0.8.0p4 (2017-12-28) - Build 105 - Added LIV Client support (http://store.steampowered.com/app/755540/LIV_Client/). - Added extended trails for Artemis and Sniper bullets. - Increased max player model calibration size. - Modified bullet textures. - Fixed a bug with Focal Cast arrows not returning to player if shot too quickly into enemies. - Fixes for mixed reality alpha channel view.
## v0.8.0p3 (2017-12-27) - Build 104 - We've tested the TPCast (wireless receiver for Vive/Oculus) with Sairento and it works great! - Updated Sumo : the tubes on their back are now a point of vulnerability. - Extensive damage to it will cause it to explode and kill the Sumo. - Increased Artemis bullet speed from 300 to 700. - Fixed bug where Sumo spawning would create an issue with the number of enemies left. - Fixed bug where Sumo dying would sometimes cause a runtime error. - Fixed spawn table bug where snipers would spawn more frequently than normal. - Fixed BGM track selector not showing the current track name until you change it. - Navigation mesh fixes for Hall and Shrine. - Other minor bugfixes.
## v0.8.0p2 (2017-12-26) - Build 103 - Added BGM track selector on wrist menu. - Lowered sniper's laser target point from your head to general chest area. - Boosted total enemy count in multiplayer modes. - Fix for Touch controls not working correctly on non master hand. - Fix for game recording crashing if player dies. - Fix for incorrect spawn direction in the Train map. - Fix for ceiling colliders on the train map. - Fix for Operations not refreshing if you played all the missions but failed one or more high risk missions. - Fix for density multipliers not applying in Elimination mode. - Navigation mesh fixes for the Observatory and Shrine.
## v0.8.0p1 (2017-12-22) - Build 102 - Additional fixes for Hardlight suit integration. - Performance improvements for all procedural maps.
## v0.8.0 (2017-12-21) - Build 101 - Added map : Street. The Street level is now procedural. - Added new map : Alley. - Updated Shrine map. - Added training sim tutorial. - Added gameplay recording feature ---- Added a recording submenu to your wrist menu (available in game levels only) ---- Change recording resolution and framerate in Options > Integrations ---- A GTX1080 or equivalent is recommended ---- Note that the game performance will be impacted while recording. ---- A lower render scale is recommended if you experience lag while recording. ---- Recorded video will be saved to Documents\Sairento VR Videos\ ---- Animations for touchpad locomotion not supported as of yet - Skill change : Heightened Senses is now a default ability that works up to 5m. ---- The first node of Heightened Senses doubles that distance to 10m. - Updated dojo layout. - Updated calibration scene. There's now less guesswork involved and you will be able to configure your height in a more visual manner. - Kunoichi has received a buff - when breaking invisibility, she attacks immediately instead of after a short delay. - Updated player's inverse kinematics. - Updated Artemis scope. - Dead bodies will now raise suspicion levels if anyone spots them. - Removed Sniper's stun immunity. He now flinches and loses targetting if hit. - CPU optimizations. - When connecting to multiplayer, you now connect to the last joined region. - Fixed Hardlight suit integration with runtime 1.0.5. - Fixed Purge map mode using the wrong descriptions. - Fixes for AI. - Fix for enemy silhouettes staying at orange but not ever turning red. - Fixes for multiplayer.
Fellow ninjas, today marks one whole year since Sairento VR was first released into Early Access. A huge thanks goes to the players that have stuck by us from our humble beginnings (you know who you are), and have been so helpful with filing bug reports and giving suggestions. We are glad to have players as passionate in playing our game as we are in crafting it.
Today we take the Sairento experience a step further with two new maps and a third person recording system, which many of you have been clamoring for since our early days. We look forward to seeing all the cool videos you guys can come up with.
Check out the nifty trailer we've put together to showcase the warped beauty and serenity of how enemies are taken out in Sairento using the recording system.
If you haven't heard already, we will be releasing the campaign in January. It will be a fairly short and concise experience that will introduce you to the lore of Sairento - as well as set the stage for more to come.
## v0.8.0p5 (2017-12-29) - Build 106 A quick patch before our team goes off for the weekend break. We look forward to bringing you even more content in 2018!
- Fixed enemies being unable to be staggered while in an unalerted state. - Fix for enemy kills being broadcasted twice in certain situations, causing enemy count to be incorrect.
## v0.8.0p4 (2017-12-28) - Build 105 - Added LIV Client support (http://store.steampowered.com/app/755540/LIV_Client/). - Added extended trails for Artemis and Sniper bullets. - Increased max player model calibration size. - Modified bullet textures. - Fixed a bug with Focal Cast arrows not returning to player if shot too quickly into enemies. - Fixes for mixed reality alpha channel view.
## v0.8.0p3 (2017-12-27) - Build 104 - We've tested the TPCast (wireless receiver for Vive/Oculus) with Sairento and it works great! - Updated Sumo : the tubes on their back are now a point of vulnerability. - Extensive damage to it will cause it to explode and kill the Sumo. - Increased Artemis bullet speed from 300 to 700. - Fixed bug where Sumo spawning would create an issue with the number of enemies left. - Fixed bug where Sumo dying would sometimes cause a runtime error. - Fixed spawn table bug where snipers would spawn more frequently than normal. - Fixed BGM track selector not showing the current track name until you change it. - Navigation mesh fixes for Hall and Shrine. - Other minor bugfixes.
## v0.8.0p2 (2017-12-26) - Build 103 - Added BGM track selector on wrist menu. - Lowered sniper's laser target point from your head to general chest area. - Boosted total enemy count in multiplayer modes. - Fix for Touch controls not working correctly on non master hand. - Fix for game recording crashing if player dies. - Fix for incorrect spawn direction in the Train map. - Fix for ceiling colliders on the train map. - Fix for Operations not refreshing if you played all the missions but failed one or more high risk missions. - Fix for density multipliers not applying in Elimination mode. - Navigation mesh fixes for the Observatory and Shrine.
## v0.8.0p1 (2017-12-22) - Build 102 - Additional fixes for Hardlight suit integration. - Performance improvements for all procedural maps.
## v0.8.0 (2017-12-21) - Build 101 - Added map : Street. The Street level is now procedural. - Added new map : Alley. - Updated Shrine map. - Added training sim tutorial. - Added gameplay recording feature ---- Added a recording submenu to your wrist menu (available in game levels only) ---- Change recording resolution and framerate in Options > Integrations ---- A GTX1080 or equivalent is recommended ---- Note that the game performance will be impacted while recording. ---- A lower render scale is recommended if you experience lag while recording. ---- Recorded video will be saved to Documents\Sairento VR Videos\ ---- Animations for touchpad locomotion not supported as of yet - Skill change : Heightened Senses is now a default ability that works up to 5m. ---- The first node of Heightened Senses doubles that distance to 10m. - Updated dojo layout. - Updated calibration scene. There's now less guesswork involved and you will be able to configure your height in a more visual manner. - Kunoichi has received a buff - when breaking invisibility, she attacks immediately instead of after a short delay. - Updated player's inverse kinematics. - Updated Artemis scope. - Dead bodies will now raise suspicion levels if anyone spots them. - Removed Sniper's stun immunity. He now flinches and loses targetting if hit. - CPU optimizations. - When connecting to multiplayer, you now connect to the last joined region. - Fixed Hardlight suit integration with runtime 1.0.5. - Fixed Purge map mode using the wrong descriptions. - Fixes for AI. - Fix for enemy silhouettes staying at orange but not ever turning red. - Fixes for multiplayer.