Thank you all for your support and constructive criticism! I cant help but look back at this game with mixed feelings. I made this game in sixth grade in about three months and kind of rushed it out onto Steam, and it shows in a lot of ways. I am more experienced when it comes to making games now, especially when it comes to using Unreal Engine as I have had about a year and a half to get more comfortable with it. So I thought why not do this game some justice and use my current skills and remake the entire game.
In another world I might have just given this game a few more updates and called it a day, but I could not do that even if I wanted to anymore. I lost the project files about a year ago so that's why I haven't fixed the horrible flashlight yet. And on my last playthrough I just saw so much I did not like about it that I probably could not fix it just with updates, so here we are.
I am going to set some standers this time to ensure this game is actually something that I will be happy with. Before we get into the plan I am going to set a goal to get the "Gas Station Into" finished by October 31st so y'all can play it on the big day!... if I don't get sidetracked.
Now on to the list of objectives that I will try to achieve with this remake.
• The game is heavily optimized so it looks AND runs like a game from 1997
• The game has a more clear story
• The environments look like real places and are coherent, they also need to be easily navigatble (unlike the vents and cheap make in the current version)
• The game has more things to do, not just flipping levers
• A simple inventory
• It NEEDS to be more scary and tense unlike the original
• Better overall sound design
• Smaller HUD, don't know why my older games had huge HUDs. Cant tell with Where The Crows Roam because I have been decreasing the size of its HUD over multiple updates.
• Achievements are planned as well
Hope this is as exciting to hear as it is to announce! Would love to see you in the next installment of PSX HORROR, East Wood Carnival 2.0
Hello Bunny Racers and welcome back! Hope you remembered to study because today's update is all about the Royal Racing Academy zone!

What's New
The Academy and the Gem Valley runs now use two different systems to determine if you win a run! Gem Valley is unchanged, meaning your objective is to win the final race before getting to 3 losses. The Royal Racing Academy now assigns you a grade based on how well you did in the race, and you have to make sure your grade average doesn't fall below the class median, which steadily rises over time. Your grade average falling too low is now what will lose the run when you play in the Academy.

Bunny Names!
Two new names have been added to the list of randomly generated bunny names: "Sami" (a player's dachshund!) and "Sheba" (a player's black cat)! If you'd like your pet's name added into the game, drop a message in the pinned discussion thread!
Bug Fixes
Fixed some alignment issues with ultra wide monitors for the newly hatched bunny animation.
New Player Experience Improvement
After seeing some feedback that new players felt it looked like the game had very little replayability I've removed the shortcut that threw you right into your first game when you started. This way new players will see the manager selection, difficulty selection, and zone selection when they begin their first game even though there won't be any options for them to pick from yet. Hopefully this clears up confusion about options they expected to see but didn't on their first playthrough.
Coming Soon
The next zone, an icy mountain with slippery patches, avalanches, and a whole new set of judges and managers to unlock, is in the works! I'm hoping to have it playtested and added to the game by mid November.

Greetings Agents and Happy Halloween!
We have released patch 2.3 for the Demo which aims to tweak and improve things based on the community feedback but also add in a few nice surprises too!
[c]Player:[/c]
[c]-Fix weapon swap ADS bug on Flashlight[/c]
[c]-Added soft Vignette to player crouch/stealth awareness[/c]
[c]-Fix for melee reducing stamina when no melee was available[/c]
[c]Weapons:[/c]
[c]-Added M14 Rifle[/c]
[c]-Weapon Tuning[/c]
[c]-Cost tuning on Ammo for Vending Machine[/c]
[c]UI:[/c]
[c]-First time splash screen click to continue[/c]
[c]-General UI optimization for mouse/keyboard[/c]
[c]Levels:[/c]
[c]-Reduced Flashing Lights in Laboratory[/c]
[c]-More Pistol Ammo in Krakenite Arena[/c]
[c]-Added light after first portal room to help reduce dark area[/c]
[c]-Added Fuse Box Puzzle[/c]
[c]-M14 Unlock Crate![/c]
[c]-Halloween Content in Apartment and Laboratory with Surprises![/c]
[c]-Level optimizations and general bug fixing (Laboratory)[/c]
[c]SFX[/c]
[c]-Rebalanced sounds globally[/c]
[c]-Reduced Player out of breath sounds[/c]
[c]General[/c]
[c]-Tuned default Audio and Graphics settings[/c]
Tilo is also getting into the Halloween Spirit!

I'm excited to share my new project, Stickman: Waves Of Doom!
A description of the game:
Prepare to dive into chaos! Stickman: Waves of Doom is a horde survivor game with minimalistic graphics where endless enemies crash down upon you in waves of pure chaos and destruction while maintaining steady FPS.
Two brutal stages. Countless enemies. Every run is a desperate fight for survival as hordes of foes swarm from every direction. Each minute, the hordes grows stronger — and deadlier.
2 Playable Heroes
Random Temporary Upgrades — every run, adapt your build on the fly with powerful upgrades, new weapons and more!
Permanent Unlocks — after each death, spend your hard-earned coins to invest in permanent upgrades like more health, speed and shield.
Face off against bosses and a wide range of enemy types.
Horde-survivor action
Two challenging stages with unique themes and enemies
Dynamic upgrade system with temporary and permanent progression
Multiple bosses to defeat — each deadlier than the last
Fast, satisfying combat and stylized stickman visuals
Hello! It’s Playtest patch time! These patch notes represent the changes from the last Playtest build (version 17380) to the one up on Playtest as of this posting (version 19530). If you have only used Playtest, this will be a very large update comprising 2,150 commits to our source control system.
Thank you to everyone who has provided thoughtful feedback on our way to this patch. We would not be here without our players and supporters.
If you haven’t visited Midair 2 Playtest in a while, we are thrilled to welcome you back!
Make sure to Wishlist the game to get a notification on Early Access release.
We expect that bugs and issues still exist. Please let us know about them in the Midair 2 Discord channels so that we can capture, track, and prioritize them.
Beyond this patch, in addition to continued bug fixing and polish, we are working on:
Customization/Loadout UI: Better management of customization and in-game items
Matchmaking: Matching for CTF, MatchDuel. In Casual and Competitive queues.
Custom Game Lobby: Set maps and location, select teams in a pre-match lobby so that everyone is ready to play immediately when the server launches.
Shop: Ability to buy customization items (skins, etc) in-game
Progression: Increase account level and receive earned currency (Manashards) through gameplay
Learning Tools: In-game informational resources for how to play and succeed at the game, while also moving towards a playable tutorial.
In-Game Voice Chat
Emote System
New Weapon and Character Skins
End of Match Screen: Continued updates beyond current changes
And more!
Patch Notes:
Visual Updates
You will see a number of visual changes from the in-game UI to map elements and animations.
UI
Reworked the in-game UI with changes to Game Status (top middle indicator) and tab menu. You will now see your team’s name (Manatech or Arcturus) displayed always on the left, along with clarity on “Your Team / Enemy Team”, the addition of bars representing captures needed for victory, and an update to the flag/carrier indicators.
This is intended to provide a more intuitive understanding of the game situation, and for which team.
The colors now follow your IFF team color settings, so we are moving away from the “Blue Team / Red Team” approach here. Other in-game messages related to “Blue Team / Red Team” have also been changed.
The Tab menu will also now always have your team displayed on the left - to match the Game Status indicator.
Additional Changes:
Reload indicator is now a bar that moves according to the time needed to reload a weapon. Provides a small visual cue for when you can shoot again.
New Loadout menu to change your weapons and skins. Also includes weapon info on weapons and grenades
New Stats screen, and some improvements to Game History
IFF indicators do not use a color wheel, and are locked to a specific set of colors. We will look to continue to refine this feature.
Out-of-game UI, including main navigation pages, and settings pages have been updated and in many cases, their functionality was improved. Particularly, take a look at the Settings menu as some options have changed with more functionality added there.
Map Element IFF Colors
Many map structures are now taking on IFF colors which you select from your settings - the same colors as in your Tab menu, and the Game Status screen. These changes extend to some effects as well like flag trails. This will often change the familiar look of a map with the intention of helping players orient themselves towards theirs and the enemy objective.
Animation
The character and weapon animation system has been re-worked to be compatible with the current Unreal animation system. This required a full re-make of every animation in the game, including from scratch for those which could not be re-targeted.
This re-work included new reload animations on a number of weapons, as well as small changes to firing. Most weapon placements closely match Playtest versions, with the Chaingun being slightly less obscuring of the screen. The Blaster has a whole new position and grip pose and now looks much more intentional.
The take-out weapon animations now have a new concept: instead of panning from left-to-right as the weapon is equipped, the guns now rise from the bottom to their shooting position. This should open up some space at the bottom of the screen (while the gun was going from left-to-right previously), and present more of the view when the weapon is off-screen.
Tempest and Grenade Launcher can now fire immediately when the reload animation cycles finish (visual only - balancing timings don’t change).
Game Features
Added melee functionality and animation - default keybind is “F”. Useful in close-quarters situations for an additional tactical option.
Rabbit is back!. Players will be able to vote for Rabbit maps as they do with any other map vote (choose the RB option). Restoring Rabbit was a highly-requested feature. Some polish remains to be done for the mode and UI.
Rabbit is a great mode for warm-ups, or for playing with a smaller-size lobby (fun for 2+ players onwards).
In this mode - the player with the flag is the Rabbit and scores points while holding the flag and evading the wolves (other players). All other players chase the Rabbit so that they may themselves become the next Rabbit and score points. It’s a mode that helps build skills of evasion and chasing.
Rabbit brings with it a variety of maps adjusted for the game mode:
RB-Alftland
RB-Blitz
RB-Brynhildr
RB-Elite
RB-Minora
RB-Nightward
RB-ToxicCauseway
RB-TwilightGrove
RB-Viridian
RB-Yolandi
MatchDuel is a mode available for load-in on Custom Servers. This is a 1v1 mode intended for dueling and aim practice.
MatchDuel also brings its own set of maps:
MatchDuel-Blitz
MatchDuel-Chasm
MatchDuel-CanyonRun
MatchDuel-Nightward
MatchDuel-Pyrolysis
MatchDuel-SnowArena
MatchDuel-ToxicCauseway
MatchDuel-Viridian
MatchDuel-Wetlands
Track is an experimental game mode currently available for single player and takes place on futuristic race tracks where players will work to set their best times on the course. It is available to load through the Practice menu. The mode features boost rings as well as other elements not commonly seen in CTF maps - designed to give you a feel for the high speeds you can achieve in Midair 2.
Track features these maps:
TRK-Archipelago
TRK-AridAmbit
TRK-Skypark
TRK-Peak
The “League” (Skyball, etc) game mode is currently on hiatus and is not available. We know that it has a few fans, but feel that it needs more consistent attention than we are able to provide at this time to ensure game quality.
CTF Maps have also experienced a few iterations and adjustments, as well as some new maps.
CTF-CanyonRun: new
CTF-DeltaOfTheDammed: new
CTF-Tolar: returning
CTF-Kryosis: returning
CTF-Brynhildr: new skybox, adjusted spawns so fewer are centered on the back hill
CTF-Ingonyama: removed front rock spawn and re-added 2 of the original side spawns
CTF-Hadrian: new stand and location, pushed out OOB on all sides, new spawns to align with new stand, other terrain and art updates.
CTF-Relay: adjusted defense pillars angle and height, moved back spawn to cliff behind stand, fixed some holes in rocks
CTF-Vortex: adjusted base layout and spawn locations to improve standoff play, adjusted terrain for more route variety, added anti-cheese OOB to some of the spiky rocks to prevent hiding. Reduced blue OOB dimensions.
CTF-Exhumed: redid pyramid LODs so that the models are consistent
CTF-Octane: added boost gates to the tops of the circuit ramps, added perimeter road
CTF-Raptor: returning. Several changes including anti-cheese OOB fix for one team, changes to walls and blocking volumes around trees
CTF-Forlorn: removed
CTF-Lagoon: No longer blurs your weapon when playing on High effects settings.
CTF-Alftland: new
And more:
Achievements have been enabled
Motion Blur now defaults to “off”. We still encourage experimenting with Motion Blur to capture replays for clips, but have found that most players will turn it off for their game experience, so we are setting it to off by default
Fixed longstanding bug where players were locked out of one of the spawns
Exhumed bunker now has decals for 2023 and 2024 tournament winners
Fixed longstanding bug where low Effects setting could cause loss of map and sky textures
The longstanding deadstop bug should now be fixed
Adjusted server tick rate to ensure consistent and competitive experience for players
Custom Servers are hosted on a different provider than older Playtest versions
New logo used throughout
New Main Menu screens
Beacons (default bind C) no longer have a trampoline effect
Added performance monitoring to settings
More framerate lock functionality
Added new speedometer options
ESC now will close Console from Main Menu
Aiming reticle will more closely match the same target when switching between first-person and third-person views
Added missing competitive team sprays
EMP Grenade now has toss sound, and increased projectile volume
Many other fixes, tweaks, and updates throughout
We thank you for sticking with us throughout this journey!
-VZ Studios Team
Added 3 new Zombies
Barrel:
Slower but lots of health

Ninja:
Fast and has more health

Robot:
Fast and lots of health


