Hello everyone, some news concerning the online mode you've all been awaiting.
First, we're sorry we couldn't make it happen for the release of the game, we know many expressed their disappointment (Rightfully so) because it was not here.
We are a small team of 3 independent developers and this is our first game, we lack some experience and knowledge. Sadly even if the online mode works, it wasn't ready for the release, a release date we could not postpone.
We can now give you an estimated window of the release for the online mode, which will most likely come with the rebind options.
Mid / End of September
We will be running playtests of the online mode before the end of the month most likely, and you can participate. Join our Discord server to register for playtesting. Not everyone will be selected, we apologize in advance.
Thank you very much, everyone, for your support, we hope to make the game as great as possible and answer all of your feedback.
PS: We are aware of all the bugs including game breaking ones you've reported, we're on it as well, sorry for the inconvenience.
Made some configuration changes in advance of the Server Maintenance scheduled for tonight.
Server Maintenance
As announced last week: We will be performing some Server Maintenance today, Monday, August 21st. This will require our servers to be unavailable for approximately 12 hours. Offline mode will still be available during this time.
This maintenance period is expected to run from August 21, 2023 10:00 PM to August 22, 2023 10:00 AM (US Central Time)
Edit Aug 22 11:20 AM Central We’re investigating an issue that has occurred after this maintenance. We’re brought matchmaking down, meaning you can’t join new servers, and some players may be kicked. Offline is still available. We'll provide an estimate when able.
Edit Aug 22 2:47 PM Cental Online play is back up now. Apologies for the lack of updates in the meantime, we weren't able to give an accurate estimate in the middle of it.
Edit Aug 23 1:58 PM Central We've re-deployed the Windows client build for this update to resolve some issues causing Dungeons to not work properly.
Based on watching a few player streams, and having seen an issue with one particular level for some time now, I finally decided to do a small update on just this level. There are no real new code changes in this update, it is just level updates on two defiance levels, and some updates to effect visualizations.
Visualization
Visual updates were mostly focused on draw order of some transparent effects, to make some things draw through and sort with clouds better, but the pulse gates also saw a bit of a larger change, where the particles used to indicate their push direction and strength got an overhaul, to better and clearer show the direction, and to render better with other transparencies. To me the new version here on the screenshot is a lot clearer, but it is even more so when in motion.
Levels
The level with the largest edit is the level "Desire", which has seen the first pulse gates edited to introduce the concept of different trajectories before it's a life and death situation. Then two checkpoint pickups have been moved on to new small challenges using the energy plated walls, so there are safer environments to learn some aspects of them before the larger section at the end of the level. As none of this affects anything that is used in top speed runs, these edits should be fine. I also adjusted the lighting slightly and filled out the background a bit. Though, the background is not custom made, so it's not the strongest background by any means, but I think it feels a bit less empty at least.
The other level that got a minor edit is the level "Desperation", which just got the first life pack moved on to a minor challenge using the pulse cores, before they are used in a scenario that could kill you. Just letting players learn them in a safe environment.
EDIT: Did a small update to lighting in Chains, and fixed clarity in a section, as well as two hints. Nothing big, but should improve things a bit. Also added a pulse filed and energy wall in the Nostalgia level, before they are used in an actual challenge, but still in a way that makes it likely for players to interact with them.
First off, let us say sorry for not releasing an update faster. With the summer holiday, and other on-going projects, we got a bit delayed. We will try to do better for the next updates.
Today's update brings you :
6 new animations
animations in harem take less space in the UI
3 new powers
Super Jump (jump higher than a normal jump)
Slow Motion (slow down time so you can take better decision)
Hoola Hoop (go through matter while hoolahoping)
power are now evolutive, the faster you go, the more powerful they will be
The next update will focus on more animations and also more enviroments.
Although we are still working on a new map and other changes, this month's update is a bit smaller.
Local Mode Update
We have been focusing more on the Local Multiplayer mode lately. From now on, each player can now customize their alien when playing in Local Multiplayer!
In Local Mode, you don't have to spend coins to unlock customization options, so feel free to pick your favorite skin and brawl with your friends.
Online Mode Update
Most people have been playing in Local mode rather Online. Sadly, this means that we cannot keep up with the cost of running servers for the game, so we are now switching our Online mode to Peer to Peer. You can still play online, but if the host leaves, it will close the server.
Another option if you want to play with friends is via the Remote Play Together function on Steam.
What Next?
Keep your eyes peeled for our next update, we are looking forward to share more with you! You can also join our Discord page to be notified when BBB's next patch will go live.
As we have shared in previous updates, we have been working on new tools and content, improving interactions, and designing a refined core experience in Wrench. Here is a new look at many of the features that you will see soon and what you can expect in upcoming builds.
Nearly all of the interaction systems are new. Desktop mode, in particular, plays very differently. A primary goal for desktop mode is to create an experience that feels like using two hands while keeping the interaction system straightforward. Tools no longer need to be put away to interact with parts, and multiple small parts can be carried simultaneously. This combination of features allows for fewer trips back and forth and less looking around the screen just to find something you recently needed to put down. It’s important to us that the game continues to feel physical and grounded in a realistic space. We intend to avoid large hidden inventories, and are removing some previous features that allowed automated assembly and fastening.
Desktop and VR have new systems for carrying small parts. In VR you can scoop and dump small parts in a natural way. Desktop mode allows gathering small parts in your left hand and cycling an active part with only a few inputs. The active object can be installed while continuing to hold other small objects.
Storage bins allow you to keep groups of parts together. Sorting and maintaining parts in a physical space is more intuitive than dealing with a large inventory hidden behind a user interface or toolbelt hotkeys.
For example, when doing a brake job, you can now easily keep all related small parts grouped together in a container or on a surface. When you want to re-assemble a corner of the braking system you have everything you need in one place. Logical clumps are easier to keep track of and are more analogous to real life than working out of an infinite pocket inventory.
There are many new tools and new tool systems. Sockets need to be manually selected and installed. Combination wrenches are fastener size specific. Tools are now adjusted with a point of interest system where players cycle through interactable components of the tool.
The combo automatic electric ratchet and torque wrench tools are no longer part of the game. They were fantasy tools and we are leaning heavily into tool realism. Players have to pick between impacts, combination wrenches, ratchets, and torque wrenches. Battery powered tools need to be charged, and we are experimenting with tools and sockets wearing out. We have also added finger tightening as another method to thread bolts into place before torquing them.
As much of the new content and features are coming together, we are close to being able to release our first new build in over a year. This build, which we are calling an interaction playroom, will be released on the beta branch. It will give you a chance to try out new interaction systems, tools, residential garage play space, and new content such as the street car chassis. This build focuses on new core interactions in Wrench, not high level game progression. Many existing features have been removed or disabled.
The gameplay area in the beta build will be prepopulated with a curated selection of tools and content. You will not have the ability to purchase parts, buy classified cars, or take on repair jobs. There will be no introductory tutorial experience. Saving and loading in this build will be disabled, allowing you to continue to play the existing mainline progression experience while we continue developing the new game loop.
Here are some features and content that will be in the build:
Residential garage play area
Street car
Manual ratchets
Combo wrenches
Impact wrenches with removable and rechargeable batteries
Manual selection of sockets and extensions on ratchets and impact wrenches
Multi-grab functionality in VR and desktop modes
Refined pocket functionality
Finger tightening/loosening of unseated fasteners
Basic garage furniture (shelves, workbenches)
Containers
Pegboards
Floor tiles
We will consider bug reports and feedback and release minor iterations of this build as we see fit.
Our milestone after the beta build will be a mainline build with a new game loop that represents what progression will look like in Wrench. This build will bring back saving and loading, replacing the mainline build that is currently available.
Stay tuned for a closer look at many of these features and news regarding upcoming builds. Although we can't give a solid date for a beta release at this time, we are working toward it every day.
We are honored to be among the best Ukrainian game development creatives, who are presented at the Ukrainian Games Festival 2023! At times of great darkness and cruelty, the fire in our hearts will warm the spirit as the light of hope will clear the path to Freedom.
We are inviting you to share with us the joy of the devoted craftsmanship that shapes the stories into worlds and bewitches the mind to ignite the senses.
In a matter of days, Ukraine will celebrate its 32 Independence Day. Even though the tradition of our fight for freedom is full of victories and centuries of wars, we are determined to protect our home and the right to live freely.
So, please, have a close look at our virtual treasury! We are sure that even kings and queens will find a gem to their taste!
The campfire is warm and luring, take your seat and make sure you get to know our fellow developers! Then, if you dare, of course, find your way to the Tower, find your way to us!
We are just one month shy away from release! We would like to first extend our thanks to all the players who gave our Steam Fest Demo a shot back in July. Your feedback and comments have been integral in assisting us in our final lap, finalizing any areas you believe we can improve on.
We have noted down some important aspects of the game such as difficulty and controls. We have already implemented some changes that will be available on launch, such as reduced mana cost, improved sticky grip option and making dash a rebindable button.
As our main goal is to deliver the best possible experience, we are still open to any other thoughts about your experience with the game. Feel free to leave your comments!
Recap!
We are so thrilled to receive so much gameplay from the community. We had a ton of fun watching ALL of them! While we wish we could have included every single video in the final cut, we are grateful to everyone who shared their Hellsweeper VR gameplay during the Steam Next Fest demo!
You can view the compilation of submitted content here!
(Credits to the creators of the original footage; All profiles linked in latest YouTube video). We can't wait to see what everyone will be doing with the full version of Hellsweeper VR. The game will be offering an even wider variety of combat options, so there will be powers that have yet to be untapped ;).
Get ready to show us your skills soon!
So what's left before release?
Over the course of development, we have showcased what Hellsweeper VR will be offering, and some surprises are still in store for full release. But we're not done just yet!
Other than the obvious polishing and bug fixes, there is still a little bit left we have yet to talk about. We just haven't quite released much about it... Watch out for a NEW trailer coming soon and our deep-dive devlog at the end of the month ;)
Any guesses?
Meanwhile, in case you missed it, we recently introduced a few fiendish foes that are ready to greet you in Hell. You can view their profiles in last month's devlog: Introducing the Wicked Enemies!
Follow us!
If you'd like to join us across the finish line, don't forget to join our socials! We will not only keep updates about Hellsweeper VR, but we also want to share the community creation that all of you make!
We appreciate your support and we are always happy to showcase your kickass gameplay!