We've completed extensive behind-the-scenes work and successfully upgraded to Unity 2022. This upgrade opens up many new possibilities, and we're excited to introduce several of them to you today!
Throwing Redesigned
Because of physics nature of Hard Bullet, throwing things was always a tricky part. Today we present new throwing mechanics with optional auto-aim. Variuos weapons now can be thrown differently.
Knives
Grab the handle for a straight throw, or grab the blade for a spin throw.
Axes and Swords
Thrown axes will spin during their flight towards the target.
Spears and long sticks
Should be thrown over the shoulder, like in real life. The throw's distance depends on how hard you throw.
Firearms and Props
Will try to simulate real world physics.
Jump Updated
We're excited to unveil a new, reimagined jump ability, combining the best features from various versions of Hard Bullet over the years.
Jump on Button Release: This key update changes how jumping works - now, the jump activates only after releasing the Jump button. The duration of the button press determines the jump's height.
Slowmotion Jump: For a more powerful leap, hold the jump button longer. This type of jump deactivates slow motion mid-air, adding a cinematic feel, especially useful in long corridor shootouts. You have the option to disable Slowmotion Jump in the Settings if you prefer.
Control Schemes for Jump Ability: Lastly, we've introduced a choice between two control schemes for the Jump Ability. You can stick with the 'Stick Up' or switch to using the 'A' (or Touchpad) Button, depending on your preference and controller.
New Stick dead zones
Updated stick dead zones so jump and crouch will be much more responsive and there should be less situations when you accidentially turn while jumping.
Sprint Added
You now have the ability to move at varying speeds, allowing you to better adapt to different environments and situations. The stick movement is fully analog, so you can move slowly through challenging areas or sprint towards your goal in open arenas.
By default, clicking the left stick initiates running, but you can customize this in the Sprint Options at any time:
Click Left Stick: Sprint, then return to walking when you stop.
Hold Left Stick: Hold the stick down in one direction to start running. Walking eventually will become sprint.
Always Run: Stay in sprint mode continuously.
Always Walk: Disables the Sprint feature entirely.
New Hand Positions and Better Grab
We've redesigned hand offsets for all controllers to more accurately reflect the grip position of virtual firearms and their real-world counterparts.
These changes will take effect immediately after the update, and will reset any previous offset adjustments. You can readjust the offsets in the Control Settings to better suit your playstyle if the new defaults aren't quite right for you.
Additionally, we've improved the grabbing mechanism for distant objects, making it much easier to reach and grab items that are far away.
Other Controls Improvements:
Improved how your arms interact with thin walls, columns, and other static level elements. This enhancement should significantly reduce glitching and teleport your hand (with weapon) closer to your body when needed.Temporary removed due to unexpected issues.
Empty front holsters will no longer prevent your hands from grabbing distant objects.
An option to completely disable the player's body model. You'll see only small transparent spheres representing your palms.
Index: modified the touchpad functionality — it now activates on click rather than just hover.
Added Options to Turn Off Leg Kicks, Crouching and Strafe movement.
Arena Narratives and Destructions
A key aspect of Hard Bullet has always been not only its intense gore but also the array of deadly mechanical objects in the arenas that can be used against enemies.
This update introduces a subtler, narrative-driven approach to brutality, moving away from the direct style of earlier versions. We're also adding new interactive objects in the arenas, including parts that can be detached with a shot or other types of damage.
We're excited to present two updated locations and are diligently working on enhancing the others!
New Kowloon and Market
A great example of this approach is the updated Kowloon Arena. It's no longer just a backstreet dotted with brutal machines. Instead, it's transformed into a car repair workshop where features like hanging hooks and working drills are an organic part of the environment.
The Market arena has also been refreshed. It's now a larger space that accommodates the improved game speed and player movements more effectively. We have big plans for this area, so expect to see more updates and iterations in the future.
Animated Skyboxes
We've implemented a new skybox featuring moving clouds in the sky. We plan to continue enhancing our locations to improve game world and athmosphere.
Grab Surfaces everywhere
Most small elements within the levels are now climbable, allowing you to access different parts of the arenas without limitation.
Essentially, anything that appears grabbable can be grabbed: this includes pipes, window frames, stair railings, and more.
New Ammo and Enemy Generators
We've introduced new user-friendly models for the ammo workshop and enemy generator. Both are now accessible in the Hand Spawner Menu, allowing you to add extra generators in any arena.
The Ammo Generator is simplified with two key points: one for placing the future bullet and the other for the firearm. Just press the button to "enchant" the gun with your chosen prop.
We've also improved the prop grabbing mechanism. Now, when you pick up an object, it turns into a small miniature and reverts to its normal size once removed from the workbench.
Other Arena Improvements:
Improved sparks from bullets on all metal surfaces to look better.
Fixed roofs colliders on some arenas.
Gun Sound Rebalance
We've updated the reverberation of certain sounds, ensuring you experience the full impact of every gunshot and click from our firearms. Additionally, we've introduced a separate Audio option for Firearms sounds, allowing you to adjust the balance to your preference.
Tweaked the sound volume and range for Drill and Grinder machines.
Enemy Updates:
Enemy Spawn Updated
Finally eliminated annoying performance glitch on enemy spawn when starting waves. No more spikes on wave start for flawless Hard Bullet experience.
Other Enemy Improvements
Smaller bullet calibers like 9mm will create smaller blood splashes on walls than big ones.
Gore: New option — Mid Violence which includes bullet holes and blood splatters but dismemberment and deep wounds are disabled.
UI Changes:
Added one more Intro Screen with most common User Experience options.
Moved all 'Swap Controls' options to Controls Tab.
Updated the Settings layout with colored table rows for a more visually appealing look and easier text readability.
The Tip icons have been moved to the left for a more intuitive design.
To view a Tip, click the (?) icon, which opens a window on the right. You can close the Tip by clicking the icon again or scrolling through the menu.
Added more Tips for your convenience.
The pointer for interacting with UI elements will now always be active when you hover over the Menu field.
Corrected the script display for Arabic and Hebrew languages.
Firearms Updates:
Increased Damage for Calibers:
.32. and .38 to 25 (4 body shots to kill enemy without armor)
9mm and .45acp to 34 (3 body shots to kill enemy without armor)
Other Firearms Improvements:
Lever Action: Resolved a bug where it could be placed in holsters with the lock open.
Pump Shotguns: Addressed issues where the pump could still be moved even with the 'Move When Empty' setting activated.
Moss500: Fixed an issue with a malfunctioning pump.
Grenade Launchers: Reduced the explosion distance for grenades from 5 meters to 2 meters.
Stopped accidental SteamVR launches when selecting the Oculus version.
Tactical: Fixed a glitch that could happen when rapidly inserting magazines into weapons, affecting not only magazines but almost any object. Everything should work smoothly now.
Pistols: Fine-tuned the recoil for Gretta9, Flock17, and a few other models.
Shotguns: Resolved an issue where the pump could move freely after the first shell is loaded, regardless of pump settings.
Thrown Pencils will now fly correctly.
To improve performance, we've removed resource-intensive mist layers from locations.
Enhanced the saving functionality for various options and parameters in the Wave Spawner and Enemy Generator.
All spawned Generators can now be removed using the Remover Tool.
Introduced the ability to spawn enemies in the Intro scene.
Updated arena lighting for a better visual experience.
Resolved issue when climable columns could disappear or turn transparent.
Made enemy helmets removable with shots again.
Fixed the visibility of the paper bag in 'Hands Only' mode.
The time is finally here! We're kicking off the Steam Winter Sale with the final release of Siege the Day! Arm your catapults!!!
We've got updates to visuals and aesthetics while others involve more technical aspects like balancing and bug fixes.
Visual Changes
The Ui has now been redesigned. Some buttons are now grouped together while others have changed their positions for a better user experience. Options that are not essential to the gameplay can also now be removed through the settings menu.
Since creating a perfect castle is not an easy task, we've made some updates to the Editing Mode. Shortcuts were added while others were removed. Descriptions have also been added for each item.
Now, you can tell at a glance if your fortifications, weapons, or troops are taking damage with a color indicator. Non interactive icons have been moved to the right side of the screen.
Each of the four different environments now look more unique in their overall atmosphere and color scheme.
Game Balance
With the game being in Early Access, it gave us the chance to discover possible bugs and find balancing issues. We took suggestions and implemented them in the game.
We revamped the entire battle system! We realized the old targeting system was based on dexterity and took away from the gameplay experience. So, we changed it to a much better one! This new battle system has a learning curve, so the more you play, the more familiar you will get with weapons and how they work.
Through consistent feedback, we observed most players preferred the Troops' behavior to be automated rather than manually. This led to some AI changes with the Troops. Every unit now has a different purpose in battle.
When we tweaked the behavior changes, we also rebalanced their health and damage of weapons and structures in the game. This also decreased the cooldown time of weapons, leading to fast paced battles and less empty time, especially when resources and weapons are scarce.
The camera has also been adjusted and fixed.
Ranked Mode now checks your level instead of Rank Points to match you with an opponent.
New Content
- House of Mercenaries. This is a brand new barrack that allows you to hire mercenaries to come to your aid.
- Grand Ballista was added to the weapons arsenal.
-Wall extensions are now available! Extra armored pieces of wall stick on top of normal walls to keep your castle's points of interest out of view and protected.
-Phase Events. These are random events that will happen during a phase change. Some are good, some are bad, and some are neutral. Whatever happens to you also happens to your opponent, too.
-Added animated Wall Banners. Add them to walls and towers for decoration!
-Photo Mode allows for you take better pictures of the castles you've built
- Players can now fully customize the action buttons of the game in the way that is most comfortable for them.
We hope you enjoy playing the game as much as we enjoyed creating it!
Chompy Chomp Chomp Party - Utopian World of Sandwiches
Dear Chompers,
'Tis the season to be jolly, and here at Chompy Chomp Chomp Party, we're adding a sprinkle of festive cheer to your gameplay! We're super excited to announce our little Christmas update, featuring Santa Hats for your adorable Chompies!
We wish you the happiest of holidays! May this season be filled with joy, warmth, and countless hours of Chompy Chomp Chomp Party fun with your friends and loved ones.
Stay tuned for more updates and surprises on the horizon as we venture into a new year together.
Thank you once again for making this year memorable, and here's to an even more exciting and joyous year ahead!
I've just released another update, with a bunch of new parts!
Clutches
These attach two axles together, one with a fixed attachment, the other with a rotary bearing. The clutch can be engaged / disengaged with a key press, which will smoothly lock / unlock the rotary bearing.
Clutch Gears
These are a type of spur gear that attach to an axle with a rotary bearing only. Similar to regular clutches, they can be engaged / disengaged from the axle they're attached to.
Brakes
Wheels already have built in brakes that you can optionally enable, but these separate brake parts allow you to brake an axle without needing to use a wheel. The brakes attach to an axle with a rotary bearing, and to the part you want to brake against (e.g. a beam) with a fixed attachment.
Angle Sensor
You can attach an axle to this sensor, and link a display to it. It'll show the axle's current relative angle, RPM, etc.
There are a few other tweaks and improvements too, here are the release notes:-
New parts:-
Angle sensor.
Clutches x3 and x4.
Clutch gears x1 to x3.
32T and 48T Hi & Lo bevel gears.
Disk brakes x3 and x4.
Added brake calipers to wheel brakes.
Added setting to speed / altitude sensor to use imperial units.
Parts and materials are now listed in order in UI.
Our latest update was complex and crucial, and some problems weren't detected during the beta test. This is why your feedback is extremely important to us, as you can see in this patch where we've taken them all into consideration.
Welcome to a new drone, Chimera 7 pro V2 ! New drones will be arriving swiftly, and new maps are already in progress. Multiplayer functionality is also in the works. 2024 is approaching rapidly, and just like our new features, you can trust us on that!
About the spinning effect, it was something you didn't like, so we increased the PID overflow to eliminate wild spinning upon impact by default. If you want to put it back as it's reflect reality, simply set the Overflow parameter (in the GLOBAL section) to 2000; this is the default value in Betaflight.
Please continue to report any problems or request here and on Discord, we read everything. Additionally, don't hesitate to leave us a positive review here if you're satisfied with what we're doing. It helps us a lot and provides us with a big amount of positive energy!
(Mac version will arrive tomorrow)
NEWS: - Add new drone : Chimera 7 pro V2 - You can now remove an input action's binding
IMPROVEMENTS: - Improve performance in some cases - Increased pid overflow to remove wild spinning on hit
FIXES: - Fix a crash with ground effect when disarmed - Fix the physics guide not being removed when using escape - Fix rounding error in the challenge completion percent - Fix the physics's mass interface not using the preset for rotors and props - Fix input action not working with some switches - Fix UI's focus issue - Fix controller's axis detection - Fix an issue with the invert in some cases - Fix the guide setting the deadzone to 0 - Fix broken lods in AlpineRide - Fix framerate limitation minimum - Fix an issue with the map that would make you spawn on the ground - Fix rates maximums
Welcome to the extraordinary and magical island of your dreams! If you have always wanted to reach the island where the secret desires of every man come true, then this is the very island where it is possible! On the island, you will meet 8 lovely and different girls. Each of them has its own individual character and unique skills.
Gameplay
I`m Isekai Hero is a match3 game with magical obstacles that make the game a bit more challenging. To complete the game, you need to disassemble the previously prepared game level piece by piece. On the island you will meet 8 cute girls, each of whom complicates the game with their magical abilities.
Welcome to the extraordinary and magical island of your dreams! If you have always wanted to reach the island where the secret desires of every man come true, then this is the very island where it is possible! On the island, you will meet 8 lovely and different girls. Each of them has its own individual character and unique skills.
Gameplay
I`m Isekai Hero is a match3 game with magical obstacles that make the game a bit more challenging. To complete the game, you need to disassemble the previously prepared game level piece by piece. On the island you will meet 8 cute girls, each of whom complicates the game with their magical abilities.
Welcome to the extraordinary and magical island of your dreams! If you have always wanted to reach the island where the secret desires of every man come true, then this is the very island where it is possible! On the island, you will meet 8 lovely and different girls. Each of them has its own individual character and unique skills.
Gameplay
I`m Isekai Hero is a match3 game with magical obstacles that make the game a bit more challenging. To complete the game, you need to disassemble the previously prepared game level piece by piece. On the island you will meet 8 cute girls, each of whom complicates the game with their magical abilities.