Hello everyone, It's been a long time since we gave an update; I am here to provide you with our sincere apologies and happy update!
We've been working hard lately to finish the game, and the closer it got to finishing, the more we wanted to share it with the world.🥳  So, we decided to include all of you in playing the game! Anyone registered can try the game for free!
The initial testing for the game was super promising; people loved it 🧡, and many are asking when they can play it.
But don't take my word for it; try the game for yourself!
We will have a Free Beta for a VERY LIMITED TIME. You must be registered to receive a free key. (it will work only during the Beta)
Register Here The Beta will be for a weekend only, starting two weeks from now:
From Thursday 06/03/2025 - 03:00PM GMT To Saturday 08/03/2025 - 09:00 GMT
Suppose you are a content creator and want the keys at different times. Don't hesitate to get in touch with us.
The recreated Portable Ops campaign, now featuring cutscenes and full voice acting, is nearly ready! Over the past couple of weeks, we’ve been squashing bugs and smoothing out any glitches to ensure a seamless experience. The final step is rebuilding all the maps and lighting, which is a time-consuming process. For the next three days, my computer will be fully occupied with generating the maps!
We’ve also made some major improvements across the board: 🔹 All maps have been reoptimized—now running without Nanite for better performance across more video cards. 🔹 AI enhancements—better behavior and improved collision detection. 🔹 Revamped HUD—clearer and more informative than ever.
This update marks nearly four months of daily work, and we can’t wait for you to experience the campaign like never before. Get ready to jump back in! 🚀
Hello everyone! We aren't dead and we'd love to announce that we are holding a DUE PROCESS CHARITY TOURNAMENT. Grab some pals, squad up and try to take the crown! (You may be in the running for some physical prizes)
The charity of choice is SpecialEffect, as the tournament will be falling along side the GameBlast25 weekend, we've decided to join in and contribute to such an incredible cause that breaks down barriers of inclusion for those living with physical disability.
Registration for the tournament are open! With the first match starting on the 22nd so you now have plenty of time to get ready, dust off your equipment and get your planning brains on!
Tooltips
Added a new tooltip system which shows what each door, window, vent and any special objective does when interacted with.
Visibility
Players should now stand out from their surroundings more, all customisation items have been increased in saturation.
Ranked Season
With this update we are starting the first DUE PROCESS ranked season (season 1 if you will)! Climb the ranks to earn skins, backpatches and titles depending on how high you place. If you are on the top 50 when the season ends you will receive a unique TOP 50 backpatch. For the other skins it will be your peak rank. Here is a look at the top rank variation (Executor):
Battlepass:
Added a brand new battle pass with over 140 new tiers and skins! Also all old battlepasses are available and so items on those passes can now be unlocked.
DAWN:
The DAWN LMG has been added to the game, this is a defender LMG that has high pen while having slow movement speed.
The Dawn has 70 Bullets and CANNOT be reloaded, it will deal 25 damage anywhere on the body with no headshot multiplier. This is a new bit of defender kit that will scare any ARGUS enforcer who steps in it's way. We hope that this can allow defenders to stop ARUGS map control with the wall bang potential.
Balance Changes:
Gun ADS speed adjusted for the new movement speed
Torch Hipfire speed lowered to make molotoving a good push back for torching barbwires
Smoke duration decreased: 60s → 30s
Fixed extinguisher smoke time and flavour text disagreement
Slight increase to door shotgun distance (10 units -> 12 units)
Readded 1 Legros and 1 INGMAR
Attacker speed reduced inside of barbed wire by 12.5%
Defender Barb count changed from 6 to 8
Time to blow torch doubled from 2 to 4 seconds.
Sway removed, when ADSing and Bracing there is no longer any weapon sway
Shield raised a little to allow counterplay, the shield will fully cover the player when crouched but will create a small area to be attacked from below when stood up
Shield has a dampening effect that prevents you from spinning around really quickly
Removed pair of lights from front of Shield
Swapping to another weapon will now require you to completely re-draw the weapon
However swapping to a weapon on the ground will continue to be the “quick draw”, encouraging scavenging.
Removed the ability to make jump shots
This enforces a hip fire state on jump and prevents entering a ADS state while jumping
Old-style bomb has been re-added to some maps
Changed the MAWP reticle back to have no "x" in the middle
Tileset Changes:
Killhouse:
Killhouse has had yet another rework, we realised that killhouse was getting too small leading to attack having an easy time taking control of the map with nowhere to go for defenders. This has changed with some rooms being removed and new ones added along with all rooms getting a size upgrade. This should make killhouses more rotatable as well as making more periodic fights happen rather than one big fight at a single door.
Added Construction Room
Added Bathroom Hall
Added Kitchen
Added Loading
Readded Killhouse Vault
Reworked Club
Reworked Lockers
Reworked Crates
Reworked Office
Reworked Breezeway
Increased size on all rooms
C-Store:
C-Store had similar issues with killhouse where the maps were getting too small. To combat this we have changed storefront’s size to make it smaller compared to current versions and expanded the side rooms to give the map a more donutty feel to it allowing for defenders to play in other areas of the map. This also means rotates are easier and there will be more of them making planning more exciting
Added more fridge variations
Added new cover into Entrance
Reimplemented Skylight as a rare entrance
Increased room size of all side rooms
Shrunk storefront slightly
Factory:
Factory has always struggled to have a defined character, it always was changing but with this new update we hope to create a tileset that has a lot of variety but feels very close to home.
Added Generator
Added Walkways
Added New Toxic
Added Large Conveyers
Added new cover variance
Readded 1F Servers
Bank:
Bank has always felt “off”. We have realised this and made it so banks will more likely generate in a donut shape with the vault more centred to allow for more rotates around the map and not making maps feel like one big trench war with a constant push and allowing rotates for flanks and such.
Added Servers
Made Vault spawn earlier in the generation process
Reduced size of Lobby leading to more close quarter combat rather than a mix of long and close
Shrunk Vault size to 2x2 making molotov holds less viable and allows for molotov usage around the rest of the map
100+ New Maps!
The entire map pool has been rotated out with 100+ new maps added! These maps will also come with more frequent map updates so maps will no longer feel stale.
User Interface:
Add mute buttons to audio.
Add setting to disable team mate indicators arrows.
Bug Fixes:
Decals should now be present
UAV will now penetrate barbed wire
Fixed occasionally broken round status user interface
And of course to end it off a lovely image from Icky for this update:
Mighty Morphin Power Rangers: Rita's Rewind - stephen.frost
This update adds a number of gameplay features and improvements designed to increase the replayability of the title and also allow for a bit more personalization in relation to the Mighty Morphin Power Rangers. The new features include:
Power Blast - Each Ranger now has the ability to knock away nearby enemies within a small range, using a special attack, but at the cost of a bit of character health (if the attack actually hits an enemy). A Power Blast can be performed by pressing the ATTACK and SUPER ATTACK buttons simultaneously.
Ground Recovery - When knocked back by an enemy, players can time a button press to perform a ground recovery, versus landing on the ground. This will allow players to recover from an enemy attack and start attacking again quickly versus landing on the ground and then needing to get up. A ground recovery can be performed by pressing the DODGE button before landing on the ground.
Ranger stats upgrade system - After completing a level, players can now upgrade aspects of their Ranger. This system will convert the score that player earns on a level into points which can be then utilized to upgrade three different stats:
Strength (STR)
Defense (DEF)
Speed (SPD)
Rangers also now start the game with slightly different stats from each other to further reinforce a bit more variety between the characters.
Morphers - Once a player finishes the game at least once, they will be able to start a new game and select from a variety of gameplay modifiers. Our hope is that these additional features will further encourage replayability as players try out all the different permutations of options available.
Remappable controls - Players are able to customize their controls as needed by selecting the “CHANGE CONTROLS” option located on the “MOVES LIST” screen.
After long anticipation for the last few months, the day is here. The Horrors of the game are packed and ready to rock and roll! It has been quite a journey since the creation of the project.
Honestly, as a Solo Developer, releasing this is like a big weight getting off my chest. I have played this game a thousand times, and now I want you to play it, even once, it actually means a lot. I want to make games forever, as hard as it is, I love it more. We do and we learn. Hope you like this one, there will be more to come.
I hope you enjoy!
The game will launch tomorrow FEB. 20th at 18:30CET / 12:30EST, with a discounted price of $9.89 for the first week from launch.
We have just released a hotfix addressing several issues reported by the community. Thank you for your feedback and continued support during Demo. Below are the details of the fixes included in this update:
[[list]
Fixed the issue where vehicles would get stuck in cities.
Fixed the bug where clicking on a city would trigger combat.
Optimized vehicle movements.
Added a panel where you can view your vehicles in-game.
Added location display on the map.
Your feedback is invaluable in shaping Iron Convoy. If you encounter any additional issues, please report them through our bug report system. Thank you for being part of this journey!
Stay safe on the road, Iron Convoy Development Team