Door Kickers cover
Door Kickers screenshot
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Genre: Shooter, Puzzle, Real Time Strategy (RTS), Simulator, Strategy, Tactical, Indie

Door Kickers

We sure hope that your body is ready…

https://www.youtube.com/watch?v=_H-bs_rzsSc

Update 0.0.103

Hey there Steam Workshop lovers,

We've issued a new update that seriously improves modding and also a couple of other improvements/fixes.

Here is the complete changelist:
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0.0.103
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Modding / Structure changes:
- Can update mods on Steam Workshop
- Mods will try to auto-activate the first time they're downloaded from Steam Workshop
- Mod file conflicts are shown in log.txt
- The individual sounds/entities/firearms/firearmattacktypes/abilities are now overwritten when found in another mod with the same name
- Mouse scroll for mods menu
- Game now reads mods from a local mods/ subfolder
- Fixed editor saving maps/thumbnails in the wrong folder
- Auto delete local mod when unsubscribed/deleted from Steam Workshop
- Steam Workshop loading is done on the loading screen so that you get some feedback

Features:
- Can no longer scroll farther than the map's borders
- Added backwards compatibility versions for replays: replays still work for minor version changes

Fixes:
- Fixed missing windows/doors on some video cards (OpenGL issue)
- Fixed sometimes losing unused skill points when quitting the game
- Fixed a crash that would happen when a bullet would go through more than 4 windows

Door Kickers Alpha 10

Friends from distant lands…you have been called to answer the threat of the armored bad guy!
Your bullets will bounce. You will scramble at their bursts of automatic fire. You will use clever tactics or you will perish. You will … download Alpha 10!




10 is such a nice number, and counting a little over 1 year since we started releasing these builds, we thought its time to move to Beta?

What does that mean? Nothing to fear! ? Just that from now we’re focused on actually finishing features and giving a more complete level of polish to the game! You will see the overall quality ramp up, and also the remaining features being tackled. We still listen to feedback, we still add and change stuff!

To keep you occupied while we do this, we’ve added Steam Workshop support and an in-game Mod Management interface. This means that you get to see mods and custom maps shown in a centralized location, and its also easier to activate / deactivate mods without editing game files yourself. If you’re into modding or map building, head over to http://inthekillhouse.com/steamworkshop to read Pintea’s (work in progress) guide on modding.


The moment you start the game you will notice the new Squad Doctrine Tree. Every time a trooper gains a level, you get a Promotion Point. Used that point to give a permanent upgrade to your squad, and all troopers benefit from it. We’ve opted to have it work this way, as opposed to upgrades on the individual level, since our game is all about the team, and we hate micromanagement. But remember, we’re not done with the game yet :)

This also means that your squad is now back to level 1. They don’t know anything. They’ll shoot stuff, but its up to you to teach them advance stuff. Double Taps? Long Range shots? Sure. Headshots? Well, that’s not yet implemented :( Soon!

So get them up and running, and make sure to let us know what you think of the current doctrine tree, while we work on V2.


What else is New and Important in Alpha 10 of Door Kickers:
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Features:
- Bigger maps (zoom/scroll enabled for all maps)
- New scenario type: Protect the VIP
- Three new enemy types (Operator Orville, Juggernaut Emil, Assassins)
- Three new maps
- Improved enemy/SWAT AI
- Export replays to video
- Modding support + in-game mods menu
- Steam Workshop support
- Can resume a game anytime during a replay
- Added enemy ghosts for last visible location

Other:
- Added maxFPS and vertical-sync in options.xml
- Improved FPS / loading time
- Game size reduced significantly (due to compressed textures)
- Can now hide the HUD while playing; not yet in replay mode
- Multiple graphics improvements
- rebalanced armor types
- rebalanced 9mm and .40 caliber vs .45 caliber pistols
- New sounds
- game now loads .dds files in addition to .tga and .png
- new door types added - elevator and bus doors

Fixes:
- Can no longer be heard through walls when picking locks
- Fixed a couple of replay-desync bugs
- Fixed some ambient sounds that were too loud
(plus bugs, crashes, etc)

Modding / Structure changes:
- changed location of single mission and RMG repositories
- the distance at which shots are heard is now specific to each weapon
- the noise distances for stealthily opening a door vs kicking it down are now configured separately.

Have fun, wear your plates, and don’t forget to hit the feedback button :)
Your DevTeam @ KillHouse Games

http://inthekillhouse.com/door-kickers-alpha-10/

Door Kickers now has Trading Cards

Sneaking around in Stealth Mode, we have just added Steam Trading Cards to Door Kickers!

So get collecting, get your badge, and there's some nifty backgrounds and emoticons in this too ;)

Speaking of which... the first person to comment here using a Door Kickers emoticon wins a Trooper Portrait (Stuff of Legends) package!

Door Kickers Alpha 9

Hello again!



Alpha 9 is upon us! But fear not, we’ve got our body armor on! Get it ;) ?


We’ve had so much good stuff built lately that we just had to let it out. But there are two main changes you will see. The first one, which affects the entire game, is that your troopers now wear body armor. Really, check it out in the equip menu - you even get a few choices on armor type!


SWAT being SWAT and rules being rules, you always wear your rifle plates, front and back. Take a round of AK47 in the plate, no problem, if you’re that lucky. But if you want more protection, you can get that, and pay the price in encumbrance. Just remember, no armor is impenetrable, nor it offer 100% protection.


Speaking of protection, shields are a much more complex business right now, with 5 models available for your use. The first 3 are handy against the pistol caliber threats, Mac10 bad guys and so, but Kalashnikovs pierce right through. Choose the latter shields for protection against Rifle Threats, but don’t expect the same amount of coverage as weight would just be too much!

We still have the armor a little too powerful, with blunt trauma from non-penetrating shots not factored in. Will be fixed.


The 2nd main change to the game is we’ve put some Less Lethal stuff in. What do you get:

  • Stinger grenades - use them to scatter people but do it with caution as accidents do happen!
  • Tazers - Equip them and you can stun bad guys or runaway suspects. Tazing gives you a couple of seconds to handcuff the subject, its not a fire and forget option.
  • Arrest Warrant mode! A new scenario type, look for the old distinguished gentleman wearing a a suit. And once you find him, arrest him. Pretty simple right? If you can catch him…



Soon you’ll have more Less Lethal stuff as well as bad guys surrendering when overpowered, but for now we only have the VIP doing so.



What is New and Important in Alpha 9 of Door Kickers:
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Features:
- New scenario type: Arrest Warrant.
- Body Armor added to the game. Select it from the inventory menu.
- Stinger Less-Lethal grenades added
- Tazer Less Lethal gun
- New shield models + improved shield mechanics
- 1/2 playback speed option for viewing replays
- New trooper skins + better animations
- Graphics improvements
- Improvements to enemy/swat AI

Fixes:
- Troopers now properly remember the weapon they had in hand before breaching a door.
- Fixed some issues with snipers
- Fixed unable to breach with shotgun as secondary weapon when activating potential waypoint
- Trooper stats are no longer updated and XP is no longer reset when viewing replays
- Fixed invisible walls on very large screen resolutions
- Fixed immortal troopers
- Sniper bullets ignore cover now


Have fun, wear your plates, and don’t forget to hit the feedback button :)

Your DevTeam @ KillHouse Games

Door Kickers Alpha 8!

Hello, Troopers!



It’s time for the arrival of SWAT snipers and Shield Troopers, all part of Alpha 8.

Alpha 8 completes the class system in Door Kickers, with all 5 classes being available for use. Each brings a different approach to the tactical picture and its up to you to decide how to mix them.

  • Pointman – fast movement and first to shoot, an excellent choice for first man through the door. Unless its a trap, in which case its better to send in the …
  • Shield – Excellent protection from the front but poor accuracy and rate of fire. Needs his flanks protected and can’t breach doors.
  • Assaulter – Excellent firepower at medium to long ranges but may have trouble in tight corners and when handling doors.
  • Breacher – Quickly brings doors down when noise is not an issue, and packs quite a lot of close-range firepower.
  • Stealth – Silent and deadly but vulnerable at long range.


Its not by accident that snipers are not mentioned in this list as they are an off map asset. They don’t deduce from your manpower and you have limited control over them.

Speaking of Shields, enjoy them in the current invulnerable form while you can :) – as the armor system is implemented you will see most shields (note: plural) succumb to rifle fire.

Alpha 8 also brings a little bit of trooper evolution – they will get XP and rise through ranks. While we work on the perks that will be unlocked by this evolution, we’d like to hear from you how far you manage to get your troopers before they die!

Since Alpha 7 we have seen a lot of players putting the replay system to good use. Taking your feedback and actual use experience into account we have improved a number of things:
-There’s much less sound clutter in the replays
-Replay browser now shows the actual filename, making them easier to sort and distinguish
-There’s a convenient button that opens up the replay folder
We’re also preparing an Export to Video function for the game and would like to hear from you. What options would you like to have? What interface or playback functions would be needed? Let us know so we can make a better tool!


What is New and Important in Alpha 8 of Door Kickers:
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Features:
- Shield trooper class
- Snipers (off map asset available in select missions)
- Windows
- Troopers gain XP and advance in rank (though nothing to do with that, yet!)
- Better enemy AI + pathfinding
- Added “open replays folder” option + replays file name
- Improvements on trooper control

Fixes:
- Trooper statistics are no longer updated after watching a replay
- Less sounds overlapping in replays
- Stealth Class no longer kicks doors
- Silenced weapons are no longer heard through walls
- Flashbang target no longer resets to default when setting a gocode
- Fixed a bug where a dead trooper would not be replaced
- Fixed a bug where completing HostageRescue on a mission with more than 1 rescue zone would not end mission
- Fixed playing “Aborting” sound after shotgun-breaching a locked door
- Fixed a couple of crashes, tweaked some stuff and in general improved the game in too many ways to mention here.

Enjoy the game, and like always, don’t forget to hit the feedback button :)

Your DevTeam @ KillHouse Games

Door Kickers Alpha 7 !

Ho ho ho, kick the door for Santa Claus!

Happy Holidays, everyone! But what would vacation be without a new build of Door Kickers? Alpha 7 is out! And with it, your greatest missions can now be immortalized forever - replays are in.

Does the game look different? New trooper models! New animations! Smoother and more natural movement. And now that we have the system in place, you can expect more detail to be added to the characters, and new animations are waiting their turn to be added. For now, you can truly kick the door ;)

Before Santa comes, send us a (successful) replay file for Level 43 – A Question of Time. Just mail the .rpl file to replaycontest@inthekillhouse.com.
We’ll centralize them, share them with the public – and the one we like best will win one of the fancy trooper portraits.
Speaking of which, have you seen the new trooper portraits?


What is New and Important in Alpha 7 of Door Kickers:
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Features:
- Replays!
- Major improvement to enemy AI. They will seek cover. They will move around. Even we can’t predict what their doing.
- New models and animations for troopers/enemies (replaced old ones entirely)
- Added “Delete” option to final waypoint: deletes path up to the previous waypoint or the entire path otherwise
- Added personalized trooper portraits for the Stuff of Legends price tier
- Improvements to the random mission generator
- Various gameplay/control/graphics improvements
- Modding / Structure changes: Can use secondary weapons for beaching (modding request)

Fixes:
- Moved game files on Linux from ~home/DoorKickers to ~home/.local/share/DoorKicker
- Game should run smoother on older hardware
- Fixed a crash from 0.0.60
- Fixed accuracy being incorrectly calculated for shotguns
- Fixed a bug where troopers’ names were not visible

Read the full press-release here: link

Vote Door Kickers for Indie of the Year!

Troopers, we need you to vote!

Help Door Kickers win the 2013 Indie of the Year on IndieDB: go to http://www.indiedb.com/games/door-kickers and vote for us.

Let's see how far and fast we can climb!

Alpha6 is out: shotguns, stealth, mission editor and more!

Hello, Door Kickers!



We took a little jump ahead in time and here’s Alpha 6. Shotguns inside. And suppressed SMGs. Need we say more?

With Alpha 6 you have the option to run 2 new trooper classes - the Breacher and the Stealth trooper. Fear not, the Stealth has no fancy cloaking devices, just a suppressed weapon that can open a silent and deadly path through the level. Warning: stopping power is not always on the suppressed SMGs side ;)

The Breacher class, on the other hand, is all about blasting your way. Doors, enemies, they all come down, if you pattern your shots correctly. Handy for opening locks when time is short, but not really good for long range accurate shots.

With Alpha 6 we’re also taking the first step towards a real Mission Editor. Give it a try.

There’s also a bunch of tweaks that happen regarding aiming speed and the way troopers prosecute targets, especially after passing doors and obstacles. They’re still deadly, but a little more realistic so. We advise you to rely on handguns when expecting encounters at close range, but the truth is we’re not designing another Rock-Scissor-Paper game. So tell us how it works for you. Write back.
Or even better, come over to the forums and join the discussion. Vote on features. Win contests. It’s a lot of fun.

What is New and Important in Alpha 6 of Door Kickers:
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Features:
- Breacher class and Shotguns added
- Shotgun breaching now possible – replaces Mechanical breaching where appropriate
- Stealth class and Suppressed firearms added
- Lockpicking. Beware – can be heard by enemies at short range.
- Something approaching a real Mission Editor
- 3 new pistols
- 7 new Semi-Auto/Auto weapons
- 3 shotguns
- 4 new single mission maps
- 2 new random maps
- Improvements to old maps
- Improved the random mission generator
- Improved enemy AI
- New enemy AI: Sawn Off shotgunner. Yeah, watch out for him.
- Troopers now holster the current weapon while operating devices (defusing bombs, lockpicking etc.)
- Smoother path drawing around corners
- Enemy Stun/reload icons are no longer visible in fog of war
- Tooltips are now flipped when cut-off by the edge of the map
- Improved visual effects (debris, burn marks, muzzle flash lights etc.)

Modding / Structure changes:
- Simplified new map creation; Background Entity no longer needed, texture directly referenced in mission file
- Changed location of single mission and RMG repositories
- Differentiated Speed Reload vs Tactical Reload times for weapons

Fixes:
- Fixed flashbang trajectory showing different path that the actual one
- Can no longer operate devices from behind walls/doors, you cheaters.
- You must now have LOS with an object in order to be able to interact with it
- Fixed sometimes losing rclick orientation tracking
- Fixed a bug where the path would not be highlighter while dragging it

Enjoy the game, and like always, don’t forget to hit the feedback button :)

Your DevTeam @ KillHouse Games
www.inthekillhouse.com

Door Kickers for MIL / LEO Training

Door Kickers was conceived to put real life CQB tactics and operations in an easy to understand form, to teach the general public by letting them try their hand at tactics and see first hand what works and what doesn't.

And to have a lot of fun doing that.

As expected, the fixed top down perspective proved ideal for quick assessment of building layouts and sight lines. And to plan troop movements. Or to show real troopers how they should move - as some of our users already did. No, we won't give names ;)

We knew the game had training value, and now have found the perfect partner to make it happen. Enter BlackFoot Studios - the studio lead by John Sonedecker of Rainbow Six / Ghost Recon fame. With their experience in developing tactical shooters for the general public and serious software for the military, they are in perfect position to shape our game into a training tool.

You can read the full announcement here: http://www.blackfootstudios.com/blackfoot-studios-enters-partnership-with-killhouse-gamesinc/

What does this mean for Door Kickers and how will it affect our development? In short, there will be no ill effects to our game. Features and technology that are needed for the MIL/LEO version are based on the game, so development threads go together. Don't worry, KillHouse Games stays focused on technology and making the best game experience possible, for you, our supporters.

Now should we find in this new ways to add realistic features to the game, we're sure nobody will complain :)

Your DevTeam @ KillHouse Games