We hope you are enjoying all the new features that came with update 1.8.11. Before we reply to some of your feedback, we want to first take a moment and talk at a higher level about the Onward project and introduce some of the new people who are working on it. For over a year now you have seen us introduce not only new content, like maps, weapons, and weapon features, but you’ve also heard about the backend improvements to systems throughout the game, such as the refactor for our lobbies and the latest one for our weapons. We want to be clear and transparent that as we continue to develop the game, we still have more of this type of work to do. Dante, who as many of you know is the creator of the game, wanted to personally take a moment to let you all in on some of the things that are happening behind the curtains and what it will mean for the game and for the team.
“Hey everyone,
Dante here - It’s been a while since you’ve heard from me, but I wanted to let you know that I’m still alive and kicking and have been working with the team and Meta on building the future of Onward.
Another important thing I want to acknowledge to our players, is that your feedback on lack of game updates has not fallen on deaf ears, and you deserve some transparency on why things have been slow.
In short, the two big reasons why updates have been slow are - A large portion of our team has been focused on rebuilding our game’s core infrastructure to future-proof our development and make Onward more stable for all players. This has been ongoing for a while now and will be the focus for us for the remainder of the year. This is critical work that we must complete in order to produce more of the amazing content and features you've been asking for.
Our development process has been evolving over the past year into a more refined and organized manner but needs some time for the entire studio to adapt to. Once this has been fully implemented, updates will be released more reliably and with more accurate timelines. Onward was initially a passion project I created and shipped by myself back in 2016, and being a first time solo developer meant there were definitely some things that needed improving with our workflows and codebase as the team scaled.
Since joining Meta we have gotten access to more senior developers and producers, who have begun to improve our development process. In fact, I’d like to introduce 2 recent Downpour hires that are helping us achieve these goals: Mike and Mike.
Michael (Mikee) Tsarouhas. Mikee was the lead game designer on Insurgency Sandstorm and has joined us to help take Onward’s gameplay to another level. You will see a lot of Mikee’s design impact in 2023 after we finish our infrastructure work for 2022.
Michael (Mike) Syrnyk. Mike has worked on and produced major AAA titles such as Bioshock Infinite, COD Advanced Warfare, COD WW2, and COD Vanguard. He brings a seasoned perspective and wisdom to our development process that will help propel Downpour Interactive forward. Don’t worry by the way, we are not turning Onward into COD. Mike will be focused on production and planning and I will be focused on creative direction and gameplay.
I appreciate your continued support of Downpour and Onward. We are in this for the long haul and sometimes you have to move slow so you can move fast. We remain committed to delivering you the best modern military tactical shooter in VR, and we’re not finished yet.
Best,
Dante”
We hope you understand the direction the studio needs to take right now. You’ve been incredibly patient with us as we go through this process, and we hope you are looking forward to getting back to content updates as much as we are! Over the next couple of months we don’t expect to have many written updates for you, but rest assured we have a lot of new content and features that are being evaluated and worked on for the future. The first step, however, is getting that foundation work completed.
From the Devs’ Desks:
We have been receiving a lot of community feedback on Update 1.8.11. We want to address a couple specific points we have been hearing and discuss how we will be moving forward.
Weapons You have told us that the hand alignments for the weapons in 1.8.11 feel off. We'll be making changes here to get them closer to how they felt before the update, while also trying to retain the benefits of the weapon systems refactor that will make it easier for us to add new weapons in the future.
Gunstock Calibration We have heard your requests for the ability to vertically adjust the placement of the weapon, and reports of a few general bugs. We are evaluating fixes for these bugs and continuing to look into further development of the feature.
Voice Chat Some players have reported issues, such as connection loss, when it comes to the voice chat stability while in game. We are looking into what is causing these issues and hope to get them fixed as communication is one of Onward’s core design pillars.
In regards to some players that are reporting not being able to get communications to work at all, that is possibly due to some countries' regulations to block VoIP chats systems. If you are continuing to have issues where voice chat is not working, please check the list of countries below and/or your countries regulations regarding VOIP services. Belize, Bahrain, Caribbean, China, Egypt, India, Indonesia, Iran, Jordan, Kuwait, Mexico, North Korea, Oman, Pakistan, Paraguay, Philippines, Qatar, Russia, Saudi Arabia, Sudan, Syria, Thailand, Turkey, United Arab Emirates (UAE), Vietnam, Hong Kong, Singapore
Removal of Player IDs A change that was not noted in the 1.8.11 change log was the removal of player IDs from being visible in the tent. If you need to report a player, you can follow the same instructions as before. The User ID is no longer necessary or required.
We are continuing to evaluate feedback, work on improvements to address these concerns from 1.8.11 and others, however it will likely come after we finish up the larger tasks of foundation work in the upcoming update. We will continue to keep you updated and communicate with you as development progresses.
Community Center:
VRML announced its Season 12 winners. Congratulations to Rome for their victory! Season 13 is already underway. If you would like to join the VRML in their current season or are interested in getting more information about playing in the competitive league for Onward. Join their Discord https://discord.gg/XmhFuHRCRu
New community custom maps have been added to the game. All of these maps are available now on both PC and Quest.
Engagement Practice submitted by BlackAvarice “A midrange map designed around the idea of engagement and suppression practice, with a viewing deck providing officers a place to view from a safe angle.”
Poligonal submitted by Rubio “Cover small map ,faster uplink Polygonal a small symmetrical map with operations modes, both defense and attack have the same coverage .”
Facing Worlds Remake submitted by Shelderino “Ode to the Unreal Tournament Classic! This is a sniper's paradise.”
Contrast submitted by Virus “A clean FreeRoam oriented map made up of 3 floors.”
- After a gameover or restart, rental servers stay disabled instead of being removed from the world. The player can restore them from ConfigLan after registering a new bank account. Home networks are still removed after a gameover or restart.
- Excluded the pages of smartphones and cars in the web searches with the keyword "shop" (will apply after a database wipe)
- In bank transactions, the slider shows the maximum available in the account, deducting the 15% fee at the end.
- Fixed bug when displaying the credentials of a coin in Accounts after it has been deleted.
- Fixed bug that caused the credentials of a recently created coin to not be shown in Accounts until the game was restarted.
- Fixed bug #897: Deleting subwallet does not delete Stock.exe trades associated with it
- Fixed bug #888: Ram widget always show 1000 memory
- Fixed bug #899: AdminMonitor.exe does not update in real time when admins enter, exit or start active trace
- Fixed Bug #896: Deleting subwallet account with coins won't update total coins
- Fixed Bug #895: Transaction + bank fee can exceed balance with slider
[Nightly] Update v0.8.4453a
- Fixed regression bug in the MacOS M1 version that caused the steam libraries to not load correctly, preventing the game from being played.
- Increased maximum number of possible mined coins from 21 million to 100 million
Join the Inkbound devs for a special look at the Mosscloak, the newest class in Inkbound. Tune in August 19th, at 12:00 PM PT, to be the first to see what this build can do. But that's not all! There will also be TWO chances for viewers to enter the playtester giveaway. Winners will be drawn live!
Be the first to know all about Inkbound's newest update on Friday, August 19th, at 12:00 PM PT on Twitch at https://www.twitch.tv/playinkbound
Resolution support for greater than 1080p has been added*
*I don't own a monitor with a resolution greater than 1080p, so I'm hoping this works. If it doesn't work, please let me know.
If it makes the game unplayable, you will be able to adjust your screen resolution back to normal in your save file. Here are the default resolution settings. You will find these under <Options>. Close the game, update the save with the below values, and then reload the game. <IsFullScreen>false</IsFullScreen> <ScreenHeight>512</ScreenHeight> <ScreenWidth>1024</ScreenWidth>
Your save file will most likely be under ~\AppData\Roaming\WordCrack\Saves
To accompany the official stream we will be launching a Twitch Drops campaign!
This campaign is targeted to address the issues we encountered in the Season 1 launch drops campaign and will be acting as a stress test for us to recreate the issues! For this drop we are testing some new drops crates and giving away some specific Items! The campaign will run for 4 days and we will be giving away 4 drops per day including two specific drops and two crates.
Added an option to automatically fill in empty spaces in rows and columns when all empty spaces in the row or column have to be filled in to complete it.
This option can be found at Options > Puzzle > Puzzle assist > Automatically fill empty squares when required
Since this option does quite a bit of the work for you, most players will probably want to leave it disabled, I imagine.
Added an option to display the current puzzle number and grid size when working on a puzzle.
This option is found at Options > Puzzle > Puzzle appearance > Show puzzle number and size
Added an X button to exit tutorials from any page.
Added the current version number to the lower right corner of the title screen.
Changes
Changed puzzles to not start the "puzzle solved" animation until all fill animations are complete.
Changed puzzles to resize when needed to make room for the extra line info text and puzzle number/grid size text. Previously, the extra line info text was cut off at certain aspect ratios/resolutions.
Changed how gamepad and keyboard input works during tutorials. Previously, the "Select" and "Back" buttons acted as alternate inputs to page forward and backward through the tutorial. Now, the "Back" input exits the tutorial and the "Select" input does nothing.
Moved the option to enable/disable hint fading to the puzzle assist menu to make room for the new option to show the puzzle number and grid size.
It's now found at Options > Puzzle > Puzzle assist > Fade completed hints
Bug fixes
Fixed a bug where the extra line info would temporarily be positioned incorrectly if the game instance started with it disabled and it was enabled during a puzzle.
Fixed bugs that happened when using the "Always overwrite" option in conjunction with auto-X assist options.
Fixed mismatched undo and redo that happened when overwriting automatically placed Xs.
Fixed a bug where overwriting an automatic X with a placeholder would immediately overwrite the placeholder with the X again.
Fixed a bug where the custom theme was being saved (written to file) on exit every time, even when it hadn't been changed.
As a result, also fixed a bug where options menus were being reconstructed unnecessarily (to account for custom theme changes that hadn't actually occurred).
Fixed the color picker in the theme editor not resizing after a resolution change.
Fixed fade animations in tutorials fading to the wrong color when in a highlighted row or column.
Monsters Loot Swag is now available for Early Access release!
Choose from an initial four cosplaying catgirls, each with unique abilities and blast your through the first 5 levels of the game, grabbing as much loot and swag as possible before facing a final showdown with the level boss to open the exit, either in single player or online Co-Op play.