1 Year ago today Owinka Shooter was released on Steam!
I just wanted to give a big thank you to everybody who has installed and played the game in the year it's been released. As of writing this, there have been 70,555 people who have added the game to their library, which is FAR more than I'd ever imagined for this silly meme game.
Again, thanks so much to everybody I've met along the way, especially the Owinka Shooter Discord, who actively keep the community alive. (Invite in the description of any OwinkaTV Youtube video!!!)
So yeah. Here's to another year of Wingly Bobingly pew pew, (The professional name for Owinka Shooter). I'm still working hard on the sequel, which isn't going to be released for a while still. I'm just hoping everybody enjoys it, and most importantly - has fun!!!!!
Whoops! Seems I started working on adding the next Chapter to the game a bit too soon, and broke Chapter 10 as a result. Ah, well... all I did was:
Fix an issue where reaching the end of Chapter 10 broke the game. It now works as intended, sending you to the Library.
My apologies for the trouble, and big thanks to the person who left a screenshot of the issue in the Community Hub for us to find! If there are any other problems with the current Build of the game, let us know in the comments of either this or the last update and we'll get to work fixing it right away!
We're one step away from the demo finally being on Steam. The new build is 0.0.8 and it's awesome.
The demo drops on 26thJuly on Steam. Set those reminders!
If you can't wait to get your hands on it, there's an early build ready. Join the discord to get it: https://discord.gg/HYV8Zz8V2Q.
The New build
I'm guessing most of the people interested in reading this already have tried the demo out. If you're one of those and want to know if you should refresh your experience, here's what is new:
Added time increment logic (Fisher time). Not having enough time shouldn't be a problem any more.
The sliders have been redesigned. I know it sounds trivial but it was a nightmare and I'm so happy with the improvement.
Added display of possible squares your piece can move to
Upgraded the display of moves on match screen, making it easier and prettier to follow the match
Added more tooltips on the Tournament and Match Result screens for that extra bit of insight.
Squashed a bug messing with the move line color on the board. It's a cleaner, bug-free experience!
Many other smaller tidy ups that bring the game closer to what I have in mind
I also again degraded the AI experience, it's again too strong. But I hope to get to the bottom of it soon enough.
What's next?
The Steam release of course! Demo will be out on 26th of July, Wednesday. I'm excited, slightly nervous and full of expectations. I hope it goes well and gets some new players with fresh feedback.
You'll here from me again in three days. In the meantime, try out the demo and let me know what you think. Let's make chess fun for everyone!
1. Fire at Will command has now been split into 3 distinct orders....
"Go Weapons Free" - instructs your wingman to engage all targets at any range. They will prioritise enemy air defences 1st before moving on to ground vehicles.
"Go SEAD" - instructs your wingman to engage enemy Air Defences at any range starting with the closest threat 1st.
"Go CAS" - instructs your wingman to engage and destroy any enemy forces within 2km, then 4km, then 6km. They will not prioritise enemy air defences in this mode but will engage them if they fall inside the current engagement range.
2. Wingmen will now climb to a maximum of 150m above the terrain when trying to establish Line of Sight for Laser guided weapons. However, if you issue the attack order from an altitude higher than 150m above the terrain then they will use that altitude.
3. Wingmen and their weapons now cost Deployment Points! You'll now have to think about what weapons/helicopter to give them rather than just putting 16 Radar Hellfires on an AH-64D!!
4. Fixed a physics error on helicopters equipped with landing skids which was causing some odd behaviour (mainly on the Kiowa). All helicopters with skids should now have a more balanced flight model again.
5. Fixed a bug which would sometimes cause the missile icon on the Threat Display to not be aligned with the missile's actual position. This was more visible on the Hellfires whose arcing attack profile would sometimes cause the icon to move backwards!
6. Critical fuselage damage will now cause loss of flight controls
7. Radar Hellfires fired by your wingman no longer trigger automatic countermeasures
8. There is now a "Wingman Guide" in the guide section which explains in more detail how orders etc work
A creature's eating sound volume has been reduced by 50% while underwater.
Water is now foggier further away.
Creatures are now spawning in much greater densities in the wild now, in multiplayer games.
Thalassodromeus can now sit to recover health and stamina quicker. Its not a traditional sit animation, instead it uses its "Preening" animation while sitting. (Until a proper sitting animation can be made)
All creatures can now swim underwater now. Just be careful you don't run out of breath if you aren't a strong swimmer.
Fixed a glitch where dropping a piece of food on top of a rock would make the food fall through the rock.
This big update adds a new cop class, brings a few changes to existing classes as well as new content to the level editor, and includes lots of fixes and improvements!
The new cop class is called "Canine", and is built around a new animal companion, the Police Dog! The dog can be told to follow his owner or guard a specific area, attacking any robbers wearing bags or holding weapons. Attacked robbers will bleed for a short period, allowing other cops to chase them down more easily. Additionally, the dog can be told to sniff dropped bags or dead bodies, and will then try to locate their owner, or killer respectively.
The Gym Buddy also got an update, players can now see where thrown bags will land, making it a lot easier to deliver money to vans, or bags to your teammates!
The grappling hook received some changes as well, a bug was fixed allowing users to jump multiple times in rapid succession, to gain lots of height very quickly. To compensate for this change, users can now double-jump after using the grappling hook, and climb ledges by holding the jump key, to make it much easier to scale buildings with it.
There are also six brand-new achievements in the game, with every single of them unlocking a new, exclusive golden weapon skin!
Map creators can now place teleporters on their maps, to allow for more creative gameplay solutions, and the default robber spawn can now be deleted, in case your map is not located in the default area. Custom Objects can now have opacity and emissive textures, allowing for a bigger variety of custom meshes, creating half-transparent objects or glowing meshes.
There is also a considerable amount of bugfixes included in this update, most notably to the aiming system of robber and cop bots, and the performance of the chat system once lots of messages had been added.
New:
added new Canine Cop class
added target crosshair to Gym Buddys throw ability
horse now displays riders name in UI for teammates
added 6 new achievements that unlock 6 new golden weapon skins
Map Changes: Arcade:
fixed employee NPC being able to walk to the roof
lighting improvements
New York:
fixed small gap in employee zone area on the upper floor
Changes:
made FED Chairman printer placement a bit easier
Reinforcer explosive resistance buffed from 50% to 75%
can now double jump after grappling hooking
added 2s of wallclimbing after grappling hooking to make it easier to climb up ledges
Fixes:
fixed chat performance issues (usually noticeable when staying on the same server for a while)
potential fix for random stutters mid-round
reduced bot log spam on dedicated servers
fixed pilots plane not dealing damage
fixed small blood puddles not being removed when a new round started
fixed bots often stopping to shoot even if they had clear line of sight to their target
fixed grenade on-hit damage being inconsistent (85-100 damage before -> consistent 95 damage now)
fixed rocket launcher displaying 20 instead of 80 damage in the class selection menu
fixed robber and cop AIs sometimes displacing NPCs (making them jump in the air)
fixed being able to inspect weapon while no weapon was equipped (resulting in visual bugs)
fixed typo in Riot Controls passive
fixed being able to spam the jump key after using a grappling hook to fly extremely high
fixed money particles being visible through Agent's screen
fixed missing robber spawn blue dots in class selection menu
fixed spectators joining mid-round being assigned to the midround robber spawn, resulting in them being half spectator half robber
fixed cop operators sometimes being able to read the robber team chat
fixed robber bots sometimes struggling to change clothes
Level Editor:
added teleporter entry and exit points
reworked custom object loading, should provide better lighting results
added option to include "ModelName_E.png" texture to control emissiveness on the model (making textures glow)
added option to include "ModelName_O.png" texture to control opacity on the model (making model see through)
fixed certain props not having collision on dedicated servers, resultingt in NPCs walking through them, and visual glitches for players
fixed some custom maps not loading on dedicated servers, resulting in players glitching through floors and walls
fixed clients sometimes being stuck in falling animation when playing on custom maps on dedicated servers
potential fix for robber spawns not being sorted correctly on custom maps on dedicated servers
fixed getaway boat and police heli not working correctly
removed default ambulance
robber Main Entrance spawn can now be deleted with the "Delete" key
fixed robber spawn point rotation being offset by 90 degrees
fixed multiple bugs related to robber spawns on custom maps
We are happy to announce that Project Haven will be featured in the upcoming Steam Stealth Fest 2023 (from July 24th to 31th), and we will be releasing a new updated demo so that you all can enjoy the thrill of stealth gameplay like never before!
Your feedback matters!
But before we get started with the exciting updates, we want to express our sincere gratitude to everyone who took part in the previous event and provided us with invaluable feedback. We've been working hard to incorporate your ideas to make the game even more immersive and polished. Your insights have been crucial in shaping the game's direction. So, let's dive into the key points you've raised during the previous event.
The things you loved the most!❤️
Multiple paths:
We are happy to hear that you guys really enjoyed the freedom and flexibility of our level designs. The wide range of options provided by the environment with its multiple paths and different vantage points were a real hit among you. Make sure to play the follow up to the first mission to see for yourself!
Numerous Gameplay Elements:
The options offered by the gameplay mechanics were also well received. Mechanics such as lean, strafe and change stance offered a range of tactical options during combat, empowering you to devise multiple strategies to overcome different challenges.
Stylish Aesthetic:
The overall style and aesthetic of the game seems to have resonated with you. The soundtrack also found a special place in your hearts, and that means a lot to us, but especially our composer.
Story and Setting:
The storyline and rich setting grabbed the attention of several of you, leaving you curious to see what more lays ahead.
Areas We Should Improve.🦾
Clunky Cover System:
Some of you shared concerns about the cover system functionality and responsiveness. A few of you felt that certain areas that should have provided cover weren’t properly identified as such, causing confusion and frustration during combat.
Inaccurate Aiming:
While many of you enjoyed Project Haven’s third’s view aiming mode, some found the reticle occasionally to be imprecise, affecting the overall shooting experience.
Difficulty Aiming Grenades:
Tossing grenades from a third-person view proved to be challenging for several of you. Accurately judging the grenade's trajectory, landing spot, and blast radius seemed to not be an easy task.
User Interface Clarity:
The user interface requires improvement, as some elements were not intuitive or could be more user-friendly.
Awkward Dialogue Lines:
While many of you seem to really love or be neutral about it, some of the dialogue lines and voice acting did not resonate well with others and were perceived as awkward or out of place.
We hear you!
We have been carefully working to address the feedback received, while staying true to the game’s original concept, and we are excited to share the following changes in this next demo that address some of your concerns along with a few new additions:
Enhanced Cover System:
Say goodbye to clunkiness! The cover system was completely redesigned. We've added a new snap-to-cover mechanic, allowing you to easily take cover where you want. We also added a mercenary’s ghost figure when the mouse hovers over a potential cover spot, making it easier to see their current stance and know exactly where they are going to end up facing. Additionally, the shield icons previously projected on walls have now been moved to the floor, improving top-down visibility. We now also display all the nearby potential covers, for more situational awareness.
Improved Aiming System:
Your shooting experience is about to level up! The difficulties with the reticle are now much improved, ensuring a more accurate and satisfying shooting experience.
Grenade Throwing Overhaul:
The long awaited change is finally here! We have completely changed the grenade system to make it possible from a top-down view. We hope you’ll find it easier and more satisfying to use grenades effectively, without the hassle of not knowing where the grenade is going to end up.
Added Progression:
Your actions now have consequences! HP damage is now carried over from mission to mission. Downed characters suffer a temporary loss in maximum HP during combat and will need medbay time at HQ to recover.
User-friendly Font and UI:
We care about your experience, so we're continuously refining the user interface. In this demo the focus has been particularly in the HQ. We’ve added a new Armory screen where you can view all your mercenaries' status and equipment at a glance, allowing you to quickly customize them to suit your needs! Plus, we also replaced the old font for a better and more readable one.
Added Ghost Walls:
Navigate narrow spaces with ease! We added ghost walls to make the environment more readable and reduce camera obstructions.
Updated Characters:
Indigo has received a new character model that better fits her personality! Scarlett, Altan and Patches will be getting new models soon too. We’ve also updated all character stats and initial equipment.
Expanded Settings:
Total control on your fingertips! In the new demo, you'll find additional settings options, including more graphic control, the ability to toggle specific combat area UI parts on/off, and more audio options (Yes, you can now turn dialogues’ volume off from those mercenaries who might rub you the wrong way). We've also added a daltonism mode for the color vision rebels among us. You will also have the option to invert aiming controls, customizing your mouse setup according to your preferences.
Embrace the Stealth!
For those who are joining us through the Steam Stealth event, welcome, and get ready to immerse yourselves in a world of cunning and shadows. In Project Haven, stealth is an option you should always keep in your mind as it could be your greatest weapon.
Prepare to master the art of stealth as you outsmart cameras through hacking, quietly unlock doors using lockpicks, execute silent takedowns from the shadows and strategically dispose of enemy bodies to ensure no alarms are raised.
We can't wait for you to experience these changes and improvements firsthand during the Steam Stealth Fest 2023. Your feedback has been pivotal in shaping our game, and we're eager to hear your thoughts once again. Together, we will shape the ultimate tactical experience!
And meanwhile, if you are curious about learning more about the motivation behind Project Haven and read about future plans, check out our in-depth interview with RPG Codex.
We'll see you in the shadows! Code Three Fifty One
Your support has propelled us to a momentous achievement – 32K wishlists for Mega City Police! 🎉 Your enthusiasm fuels our determination, We're launching in less than 5 days and the discount has been set to 12%!
But hold onto your hats because we're not stopping here! With one more milestone to go— 35K wishlists —we're counting on you, our exceptional agents, to spread the word, rally your allies, and continue the hype train! 🚂🚀
Retrowave Skill-Based Action Roguelike about tough cops fighting crime and keeping peace the old-fashioned way. Choose your cop and dive into hardcore action against enemies and bosses using a huge arsenal and special abilities that will define your play style. The law will make crime bleed.