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Hotfix 0.4.8-14
We've fixed a few issues associated with the recent 0.4.8 build, see below for details.
Fixed an issue where the scoreboard would break
Fixed an issue with warp points when grab-and-drag was active
Updated "Report an Issue" link
Previously in the week, we also pushed a few silent updates, which fixed:
A bug which prevented the tutorial from being completed
Improved error handling and increased the time the game will ping Steam's servers for authentication, as sometimes Steam's servers would not respond in time
This is a big one. We've added Experimental Features, the first of which we've added is the greatly-requested Grab and Drag Locomotion for the giant. This mechanic is designed allow those with smaller playspaces to play similarly to VR players with a lot of physical space.
We've been working on this feature since launch after seeing so many people ask for it. Because it could have a big effect on gameplay balance, we've taken our time on it to fine-tune some of the interactions behind it, so they gameplay doesn't become too chaotic or unfair. We're releasing it as an experimental feature to indicate to everyone that it's not in a totally completed state yet, and needs more testing and feedback from a wider audience.
Grab and Drag can be enabled in the new Experimental tab in the Settings menu. When anything in this tab is changed, you'll see an icon in your lobby and an icon shown in the server browser beside your room. By default, grab and drag is mapped to the grip button when enabled.
A few notes:
You currently can not snap-turn when dragging.
You can grab and drag on most objects, but some you can't, such as environmental barriers like the mountains in Riverguard and the chains in Altar.
There is a limited allowance for moving on the Y-axis (up and down) when dragging, which is custom set for each map.
Let us know what you think!
Check out the changelog below for all the other improvements.
What's changed:
Added Experimental Mode. This mode is enabled when any of the settings in the Experimental tab in Settings are changed
New experimental feature: Grab and Drag locomotion! When this feature is enabled, the Giant can pull themselves around the map. Visit the Experimental tab in the Settings menu to toggle it on.
Voice chat overhauled! We've upgraded the system that powers voice chat to provide better quality, fewer bugs, and no dropouts during map loading.
Added new settings to remap buttons for Giant grabbing, teleport and grab-and-drag.
Added binding for Valve Index Knuckles' grip sensor (which is now the default interaction for object grabbing).
Added setting to disable Giant snap turning.
Quest users now have their "username" be displayed in lobbies, rather than their "name".
If you notice anything or need help, please check the FAQ & Known Issues post. If you encounter an issue, please submit a Bug Report.
0.4.7 Adds Snap Turning and Fixes
Update 0.4.7 is live!
Development slowed a bit over the holidays, so not packed with the most monumental changes. The main highlight here is snap turning for the Giant—hopefully this change makes for a more comfortable experience for players with smaller player areas.
What's changed:
Giant can now perform a snap turn. For most devices, this is done with the joystick; for the Vive Wands clicking the touchpad will perform the action.
Saved rulesets are now located in the AppData folder, rather than My Documents, to alleviate issues where the current user did not have permission to write the Documents folder.
Settings will no longer be reset when the game is updated (unless the update is signficant enough that this is required).
Game will no longer enter error menu when it fails to retrieve ruleset data on bootup.
Heavily improve error handling when joining matches to avoid the "broken lobby" bug.
Heavily improve error handling during match load to address the "everything explodes" bug.
If you notice anything or need help, please check the FAQ & Known Issues post. If you encounter an issue, please submit a Bug Report.
0.4.6 Adds More Fixes and Adjustments
Hey folks!
❄️ Update 0.4.6 is live! ❄️
We wanted to get another updates out just in time for the weekend before Christmas. This one resolves a few more lingering bugs and quality of life issues, along with some improvements to the grappling beam handling.
What's changed:
Fixed a bug that was causing the menu to show up blank
Reduced input latency on match start
Grappling beam no longer recharges when the knight is sliding
Improved grapple beam control. When arriving at the grapple beam's end point, the knight will now deflect off at an angle, with reduced momentum
Added support for left-handed pointer in menu
Controller voice chat toggle button remapped to "Right Stick Press" to avoid conflict with hammer swing
We've updated a few button mappings for better PCVR support, including for Index controllers:
Recenter on the top button on right controller
Pause on the top button on left controller
Button warp option is the bottom button on both controllers
If you notice anything or need help, please check the FAQ & Known Issues post. If you encounter an issue, please submit a Bug Report.
Happy holidays!
0.4.5 Fixes Important Bugs and Reduces Lag Spikes
Update 0.4.5 is live!
We have a handful of bug fixes lined up for this update, some of which are critical and prevented some players from playing the game at all.
What's changed:
Fixed the bug that caused everything on the map to explode when the match start and a loud, static sound to play
Fixed a bug where lobby rooms would appear broken (with overlapping UI and ABCD as the room code)
Fixed a bug that caused the menu not to load on startup
Reduced lag spikes that happen the first time an effect is played during a play session, which is especially noticeable on standalone headsets
We're continuing to work on important bug fixes and performance issues. If you're currently experiencing issues, our help FAQ can be seen here. It also contains a list of known issues so you can see what we're working on.
Cheers! -Davigo Studio
0.4.4 Adds Lobby Options, Troubleshooting Tools and More!
Hey folks!
Update 0.4.4 is live!
Here's what's changed:
Added an option in the lobby for the host to set a cap to the number of knights who can join their room. The default is set to 1 knight. Additional clients who join become observers. The observer count and knight cap can be seen in the public server browser.
Knights now start all matches with a full armor set, which should make the damage they take more visible to the giant.
Objects that fall off the map into the clouds, water or other killzones no longer explode.
Added tools to select your network region and network port, which can be useful for troubleshooting. These options are under the Networking tab in the Settings menu.
If you're encountering issues when making a room, you can now try changing the port to a different number, or switching the region that you make a room in. The cap on the number of knights is intended to give hosts more control of the kinds of matches they play, given how different 1v1 matches are compared to 4v1. The knights having full armor on match start is just a visual change.
We're currently working to get updates out promptly, focusing on some of the highest priority issues that are cropping up for some players. Bug fixes are at the top of the list, currently.
-Davigo Studio
0.4.3 Fixes Integrated GPU Issue, Brings Updates to Default Rulesets, and More!
Hey everyone!
We just pushed 0.4.3 live! This update fixes a major bug that caused some devices with integrated graphics cards to crash upon boot. We've also reduced lag spikes at the start of some matches and revised the default rules slightly for game balancing.
Here's the full list of changes: - Fixed issue that caused some devices with integrated graphics cards to crash immediately upon boot. - Fixed issue where microphone initialization would re-occur at the beginning of every match, causing lag spikes for some players. - Updated default rules for all game modes to improve balancing, including slightly higher base health for KNIGHTS. - Increased max rockets and KNIGHT health in matches with more than 1 KNIGHT.
Thanks for your patience as we solve these issues. Keep the feedback coming and stay tuned for more updates soon!
-Davigo Studio
0.4.2 Brings Gameplay Updates To Improve Balancing
Hey everyone!
We just pushed 0.4.2 live, a small update which addresses some gameplay balancing issues. For the KNIGHT, we've increased attack cooldowns and decreased health slightly. For the GIANT, we've improved blocking, increased max throw speed, and removed the parry charge.
Here's the full list of changes:
Cannons rise more slowly after the button is pressed.
Reduced Knight parry window.
Increased Knight hammer swing cooldown.
Decreased average hits to kill the Knight.
Increased cooldown on Knight rocket launcher.
Increased the angle at which the Giant can block projectiles; blocking is now slightly easier.
Slightly increased maximum speed the Giant can throw.
Reduced rocket speed slightly.
Parried objects that are blocked by the Giant will no longer grant a charge.
Increased rocket boost jump velocity slightly.
Thanks for everyone's feedback so far! We're continuing to work on gameplay balancing and technical issues - check out this Developer Update for a list of what's currently on our radar.
Stay tuned for more updates soon!
- Davigo Studio
Development Update #1
Hey folks!
We're excited that launch is now behind us and we can work with our community to help improve the game in Early Access! Thank you to everyone who has played so far!
While a lot of you are having a good experience, some of you have brought up important issues and suggestions on how to improve the game. We read all of these messages, so thank you for your feedback!
Here's a short list of issues we've heard about. Note that this list is nowhere near exhaustive!
Default rulesets make the gameplay feel unbalanced and make the game too hard for new giants.
General balancing on all mechanics, as expected.
Giant warping interaction needs improvement.
The giant's hands have a bad habit of getting stuck under some maps.
Headset support improvements, like better control mappings for the Valve Index.
Lobby improvements, like limiting room size and making ruleset options more clearly accessible.
Map design improvements to remove camping spots.
Audio and sound design should be improved (we planned this for post-EA).
Ability to join matches in progress as an observer (we removed this last minute before EA due to bugs).
Regional pricing issues in various countries.
Lots more suggestions and ideas to improve balance and the overall experience.
A rare bug where everything explodes on match start.
Some instances where voice chat broke.
Some hosts are finding their lobbies are made in the wrong region (workaround: enable dev tools and select a region other than "Best").
Some instances where hosts were unable to make rooms due to a networking system error.
Some instances of tremendous input delay for a few seconds on match start.
Lag spikes when effects are spawned in for the first time.
A number of other rare bugs that we will investigate!
If you're experiencing one of these issues, we know it can be frustrating. But we're working on it! Expect build updates over the next few days and weeks.