Hey everyone, my name is Michael Tsarouhas, I am the lead game designer on Insurgency: Sandstorm. In today’s post we want to talk a little about our upcoming new official cooperative mode Hardcore Checkpoint. We’ll go over our motivation behind creating the mode, the pillars that govern its design, and how we turned traditional Sandstorm gameplay on its head and created something that plays unlike any of our other game modes. We’d also like to take this opportunity to say that you can check out all the content coming in our next update including Hardcore Checkpoint in our Community Testing Environment May 20th. Just go to your Steam Library and look for “Insurgency: Sandstorm Community Test Environment,” which you should own as long as you own Insurgency: Sandstorm.
The idea for Hardcore Checkpoint actually came from our community rather than any sort of flash of inspiration we had ourselves. Just a couple months following Sandstorm’s release in December, we saw that a lot of players were already modding co-op on community servers. They increased enemy counts, turned up the AI difficulty, and made other tweaks. While these modifications might sound simple, they went a long way in making things way more intense. YouTubers like Karmakut, OperatorDrewski, Bluedrake42, and others took this to another level, turning off the HUD and playing with as few as just two players. The result was more a much more difficult, tense, and tactical play that you can’t always get from normal Checkpoint mode.
These community servers and videos demonstrated to our team that there was a clear interest in gameplay geared toward our hardcore audience. People who aren’t afraid of a challenge and getting struck down by our AI. One of the unique things about Insurgency’s design is that it sits in the middle between the fast paced military FPS games like Call of Duty or Battlefield and the slow paced ones like Arma, Squad, or Escape from Tarkov. Because of this, when it comes to designing new game modes that actually change gameplay fundamentals, we can lean one way or the other. In February we released Team Deathmatch, an FPS classic obviously geared towards players who prefer fast-paced arcade-oriented gameplay. But now, with Hardcore Checkpoint, we’re leaning in the other direction.
Hardcore Checkpoint is founded on the ideas of scarcity and adaptation. Until now, all our game modes have been fairly consistent in terms of equipment. When you die, you respawn with all your gear as if nothing happened. In Hardcore Checkpoint however, this isn’t the case. If you die in this mode, when you respawn you’ll come back with only an unupgraded Mosin rifle, a Makarov pistol, and a smoke grenade. You can get your Class Loadout back by resupplying at a Supply Crate as you normally would, but there are only three crates in the map, and you can only resupply once at each crate. You get one crate at the beginning to start you out with your goodies, one that spawns at a random objective, and one at the very end for the final counter-attack. That’s it. This means players need to be much more careful, and when they die and respawn, they need to manage their ammo and make do with what they find. They can gather weapons and ammo off the ground or search for randomly spawning Ammo Boxes which will give a few magazines for the weapons they’re carrying.
New enemy AI behaviors have been added. Bots in Hardcore Checkpoint are fewer, but they are more trained, sneaky, tactical, and human. They’ll fire more accurately, wait to ambush you, use better weapons and weapon upgrades, hunch down in cover when suppressed, and retreat and regroup when overrun. Also, they dress cooler.
Movement speeds have been significantly reduced. Sprinting across a road without cover to flank an enemy is going to take longer, and isn’t always the smartest decision. Normal standing movement is now more of a tactical glide. When we first started playtesting, this felt pretty weird. We felt like slugs and we felt restricted in our abilities. But as we played, we realized this was exactly what we needed to feel, and was important to what the mode is trying to accomplish. The slower speed makes players even more vulnerable than they are in normal play, and thus raises the tension. It gives off some strong Rogue Spear or old school Ghost Recon vibes where every movement and action feels much more deliberate, and there are more opportunities for what game designer Brian Upton calls “anticipatory play”. In Hardcore Checkpoint, you’re not a rocksteady gunman or unstoppable competitive sprinter; you’re a soft squishy human trying to keep your gun up and on target as you pitter patter forward and hope a suicide bomber isn’t waiting around the corner. Running around everywhere will carry a much greater risk of getting shot, on top of the already great risk of losing that sexy Mk 17 Mod 0 with suppressor, optic, laser sight, and extended magazines for a dumpy old bolt-action rifle from WWII.
Each of the eight classes is limited to just one player per class. Official matches are still set at eight players, however we found that player counts of six or even lower were also a lot of fun and congruent with the slower pace. With one player to a class, everyone has a specific role to fill and must take advantage of their unique capabilities to help the team. The Gunner and Marksman both need to be in position and set up in those windows as soon as a counter-attack starts. The Demolitions needs to be diligently putting grenade launcher rounds and other explosives into any dangerous looking rooms or buildings. The Observer needs to be with the Commander at all times in case fire support is needed, since there is never another Observer to fall back on. Friendly teammate indicators are hidden at a distance, so target identification and communication are paramount.
Hardcore Checkpoint is a brutal mode. There will be sudden death, there will be friendly fire, there will be stupid Observers, and there will be a time when you get very angry at us for not making the Mosin cycle its bolt faster. But when a team does their jobs right, communicates effectively, keeps the tempo slow, and gets into their groove, Hardcore Checkpoint is fun as hell. It’s been exciting for us to experiment with the traditional Checkpoint co-op that we and our community know so well and to create a totally new experience out of it. It stands as an example of how we (and modders) can take the Insurgency: Sandstorm platform and push the design in totally different directions. We look forward to having you all play it, and please let us know what you think in the comments, on the forums, social media, Reddit, etc. Hardcore Checkpoint will be coming out in our next update, and is playable as both Security and Insurgents on all our maps including our upcoming new map Outskirts. Remember you can also check out Hardcore Checkpoint and all the other content coming in the next update in our Community Testing Environment starting next week. Go to your Steam Library and look for “Insurgency: Sandstorm Community Test Environment,” which you should own as long as you own Insurgency: Sandstorm. We hope you enjoyed this community update. Be sure to stay tuned for more.
Hello, commanders! Take part in The Legendary Tournament in honor of the Early Access Release of Deuterium Wars. Fight valiantly at Arena from now till June 2 and earn as many points as possible. All active participants will receive a guaranteed reward, and the best of the best will receive valuable prizes from Razer!
1st Place - Razer Ornata Chroma USB
Preserving the common design features of the Razer Ornata Chroma line, she also gained her own style, so that it will become not only a tool for games and work, but also a real decoration of any table. The keyboard uses a hybrid key mechanism that combines mechanical membrane switches. On the one hand, this allows you to get a high accuracy of key response and preserve comfort and silence. Razer Ornata Chroma has a stand under the brush, which increases comfort during long gaming sessions, as well as work.
2nd place - Razer Death Adder Elite USB Black Mouse
This gaming mouse is designed specifically to satisfy the most demanding gamers. It combines cutting-edge technology, together with incredible ergonomics and greater reliability.
3rd place - Razer Kraken Pro V2 Black Oval
Selection of the most successful cyber sportsmen. The headband and ear cushions are made of pleasant and high-quality materials, which allows them to stay in them for a long time. The microphone which is built in the left bowl of earphones, allows to give the order in time or to report the location of the opponent.
1st place - the legendary grenade launcher "Armageddon"
This powerful cluster grenade launcher is capable of putting an entire enemy detachment in one gulp. The main thing is not to shoot yourself "under your feet."
2 place - Epic flamethrower "Warfire"
There is no better way to light in Deuterium Wars than with a flamethrower.
3rd place - Epic energy "Luchemet"
The queue of this experimental weapon can disable the enemy's hovercraft system.
4-5 place - 500 deuterium
The most valuable resource of Altanara, for which you can buy yourself something especially valuable.
6-10 place - 250 deuterium
Still a good amount of deuterium, with which you will be happy to see in the market.
Guaranteed prizes
Absolutely all tournament participants will receive credits, experience and valuable game items for each stage of the tournament.
Conditions
Duration: till 21:59 CET on June 2, 2019.
By participating in the "Legendary Tournament" in the game Deuterium Wars, you agree to its rules.
The tournament takes place as an in-game competitive event in the game Deuterium Wars.
Prizes in the Tournament are determined by points accrued under the terms of the competition.
Persons who have reached 1, 2 and 3 position in the rating will be given a special in-game subject "Cup".
Cup winners must contact the tournament organizer within 30 calendar days of the publication of tournament results in the official communities of the Deuterium Wars game through the official Discord server or write to v.makovetskyi@disquire.com.
Delivery of prizes to the winners at the expense of the organizer.
The winners of the “Legendary Tournament” cannot receive the cash equivalent of prizes.
Participants undertake to play fair. The use of third-party software to get the gaming advantage is strictly prohibited.
The winner has the right to refuse his prize.
The winner cannot replace his prize with another one from the list of prizes.
Players must behave with dignity and not have conflicts with other players.
In case of violation of these rules, the participant may be fined a certain amount of tournament points or completely disqualified.
Employees of the organizing company and their closest relatives can take part in the tournament, but cannot win prizes. In this case, their result will not be counted.
The tournament may be suspended or canceled in the event of force majeure.
During the tournament, game servers may be temporarily unavailable due to planned or unscheduled tech maintenance. All players will be promptly notified about them in the official communities of the game in social networks.
Disputes, if necessary, will be considered by the representative of the organizer within three days from the moment of their occurrence, guided by these rules and common sense.
The release of Vambrace: Cold Soul is very close - can you feel the ice cold atmosphere of the forbidden city? There is less than two weeks to go till the release on 28th May! Do you want to get even more stuff on the world of Vambrace: Cold Soul with the games release? Than give your wish for Evelia and unlock free goodies, that will be included in the game here on Steam!
How to participate? Just click on the Wishlist-Widget at the bottom of this update or on the product page, share the news and tell your friends! We keep you posted on the current number of wishlist entries.
Hi ! Another smaller update this time ! Since some things still needed a little bit of tweaking before next updates. While not being content-full it provides few things that should make gameplay more enjoyable.
Added camera sensitivity slider in options menu
Fixed bug where some items were marked as equipped when in fact they weren't
Brake system is now reworked, definitely way better control over braking action on controller and wheel
For now, since there is no manual gearbox, reverse will activate moment after full vehicle stop. In the future manual gearbox is planned.
Suspension now have another level of simulation, Panhard rod, links, and leaf springs now affect whole suspension geometry !
Dear Anglers, today we would like to share some news from the developer camp with you again.
Cozy fishing next to each other is great, but sometimes you might want to prove your skills! Special fishing tournaments with unique prizes will help you achieve your goals.
Suggestions and wishes of our players are not ignored but implemented wherever the opportunity arises. A new indicator has been introduced to improve the clarity of the backpack. This indicator shows which equipment and what quantities you already own, when you are browsing the shop menu.