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Genre: Simulator, Indie

Fast and Low

Fast and Low Reloaded Preview # 2

Seasons Greetings Everyone!

[p][/p][p]Just wanted to give y'all an update on what I've been working on for the upcoming 'Reloaded' patch. Initially I wanted to have this patch ready for the holidays. However, instead of just upgrading Fast and Low to Unity 6, I decided to take this opportunity to also add some new things for players to unlock and work towards. The goal right now is for the patch to be ready for release by early-mid January 2026![/p][p][/p]

Progression Changes

[p]In Fast and Low Reloaded, the game will keep track of your Best Scores and Best Times for each mission. [/p][p][img src="https://clan.akamai.steamstatic.com/images/35182196/b2b2cc0544f88915b32a057c8dcee8b463064a4e.png"][/p][p]Progression for Normal mode and Hardcore mode will be split, and the game will also keep a separate set of scores and times for Hardcore mode![/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/35182196/3adcbbab03f8421f1a39bb5b0bad6f6e0bf1d331.png"][TAG-40][/p][p]This leads to another new feature.....[/p][p][/p]

Steam Achievements

[p]This is something that I've kept in the back burner for awhile now, but if there's anytime to do it....it would be now. I've added over 30 achievements for players to unlock! [/p][p][img src="https://clan.akamai.steamstatic.com/images/35182196/b39e9e9f293bb65a65d5ecfff52a62e218fd4346.png"][/p][p]While it did end up taking up quite a bit of time to create...it was still really fun to do! ːwinter2019happyyulː I'm really excited to see the unlock data when this patch rolls out![/p][p][/p]

Shooting Range Update

[p]I've also decided to update the starter FIring Range/Multiplayer Lobby. [/p][p][img src="https://clan.akamai.steamstatic.com/images/35182196/9048f2d8e049da96d9911af59a4b1d4f9987b884.png"]It's alot more spacious and has a ton of new targets to test your weapons on![/p][p][/p][p]The other Firing ranges that have been teased in the previous patch notes will be unlockable through progression of the game![/p][p][/p][p]Please note!!! When Fast and Low Reloaded is released, I'll be keeping the current version (2.7b) as a separate/fully accessible branch. [/p][p]Fast and Low Reloaded uses a completely separate set of save data so your progress for the old version of Fast and Low should be safe.[/p][p][/p][p]That's it for now! Still got tons to do![/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/35182196/76037ae0689f2ed210e0b3b180d00258d5451afc.gif"][/p][p] Keep warm, keep safe, and enjoy the holidays! I look forward to sharing more information with y'all soon.[/p][p][/p][p]-Huskinator[/p][p][/p]

Preview: The Reloaded Update

[p]Hi Everyone![/p][p][/p][p]Just wanted to provide everyone with an update on the development of the upcoming 'Reloaded' patch. The past month I've been working on setting up the multiplayer for the new VR rig for Fast and Low. And let me tell you....it was a lot harder than I expected. But I finally have a bunch of stuff to show off! So without further adieu....here's some fun things to expect in the upcoming 'Reloaded' patch.[/p][p][/p]

New Multiplayer Hub

[p]In my previous news post, I was showing some pictures of my in-game testing environment (for guns, movement, and whatnot). After working in the environment for so long, it eventually really grew on me, and I got the idea to update up the Shooting Range/Multiplayer Lobby. [/p][p][img src="https://clan.akamai.steamstatic.com/images/35182196/072e3bbecf7e00a3c47f0a1eb7fb50c22b697f16.png"][/p][p]A much more open area, with the access to all the guns that have been unlocked and targets to shoot at![/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/35182196/dbb115125b351bc06cf76c7a8df375a689a02035.gif"][/p][p][/p]

Multiplayer Stuff

[p]Multiplayer implementation for the new VR rig has been pretty challenging so far. But I've been able to make huge progress the past few weeks.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35182196/fd4149b2caa773edc228d61ee0370dd015639769.gif"][/p][p]Really trying to limit hands phasing through stuff (even other player's stuff).[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/35182196/b343c564177de6bd0bf44303cbd92e7c74e51ddb.gif"][/p][p]Friendly target practice![/p][p][/p][p]That's it for now! Just a small bit of news today. Still got tons to do! Look forward to sharing it with y'all soon.[/p][p][/p][p]-Huskinator[/p][p][/p]

Upcoming RELOADED Update

[p]Hi Everyone![/p][p][/p][p]I just wanted to give everyone an update on what I've been working on the past few months. I finally decided to take the plunge and update Fast and Low to the latest Unity Engine (Unity 6). One of the main drivers for this decision is that I eventually want to make a Quest port for Fast and Low and this is the first step towards that goal. Although this has been a pretty huge undertaking so far... it has given me the opportunity to add a bunch of new things to Fast and Low, and do stuff like completely overhauling the VR interactions![/p][p][/p]

Updated VR Interactions

[p]One of the things I'm most excited to show off is the new VR rig that I've added to Fast and Low. Gone are the days where your hands will phase through each other. Or where you can pass your hands through walls and tables to shoot your enemies. This is all still a work in progress![/p][p][img src="https://clan.akamai.steamstatic.com/images/35182196/9f55b9358ebc7831e608140c638c0594c88a11ee.gif"][/p][p]I also added the ability to "Force-pull" objects that are close-by. I figure it's a small QoL update that have pretty much become a standard in VR these days.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35182196/a3bd79961630c9ce61300d9c05cd2e28b14c46d7.gif"][/p][p]Each gun is now going to have a more distinct recoil and sense of weight to them. The Showstopper really kicks! ːwinter2019happyyulː[/p][p][img src="https://clan.akamai.steamstatic.com/images/35182196/33d3952a0448fd537b701cf9ab9762c73340226b.gif"][/p]

Update for FPS Players

[p]I've also added a bit more visual recoil for FPS players so guns feel more powerful and added things like hit-reactions to the player avatars so they feel a bit more alive.[/p][p][img src="https://clan.akamai.steamstatic.com/images/35182196/2696608b069c0d088655fceaf70518001bdbb776.gif"][img src="https://clan.akamai.steamstatic.com/images/35182196/635d918adf2c28cb1a0f13d92c5ce759cab0f13b.gif"][TAG-40][/p][p]I also made some significant changes to the enemy AI and to the enemy IK animation system. But...this is just a small sneak peek of what's coming to Fast and Low. [/p][p][/p][p]That's all for now! Thanks for tuning in![/p][p][/p][p]Huskinator[/p]

Hotfix Patch 2.7b1

[p]Hi Everyone,[/p][p][/p][p]In 2.7b, i tried to fix a bug that caused the FPS player to move wayyyy too fast during local asymmetric multiplayer. I adjusted it too much, to the point where it was actually slower than the VR player.[/p][p][/p][p]This patch aims to speed up the walking/sprinting for the FPS player. They should be pretty comparable now.[/p][p][/p][p]Thanks for the feedback.[/p]

Hotfix Patch 2.7b

[p]Hi Everyone,[/p][p][/p][p]Just wanted to post a small hotfix patch that addresses a couple issues I noticed in my recent playthroughs.[/p]
  • [p]fixed issue with the RPG being unintentionally unlocked in fresh game states[/p]
  • [p]fixed issue with all "Campaign" levels being unlocked for Multiplayer[/p]
  • [p]smoothed out turning speeds of enemies[/p]
  • [p]fixed issue with all shotguns knocking down enemies beyond expected range[/p]
[p]Thanks everyone for your feedback and support! Hope everyone's enjoying their summer![/p][p]-Huskinator[/p]

Patch 2.7 - New Map, Enemy AI Adjustments, Level Improvements

Hi Everyone,

With the summer season coming soon, I decided to take some time to work on a new map for Fast and Low. I've also looked into some of the recent feedback on the enemy AI, and have made the necessary adjustments to improve their behavior. More details below. Game Version is now 2.7.

Bonus Map 23 - In the Mountains



The Flamingos are back at it again! This time they've taken over a Sunset Villa in the countryside. It's up to you to get this family back to safety!


I've decided to go with a more cozy summery motif for the new level!


Learning how to incorporate more moving elements and particle effects in my maps!



Hope you enjoy the map! ːespressoː

Enemy AI Adjustments


It has been brought to my attention from recent feedback that the enemy AI wasn't working as intended. The game was designed to have more randomness in the enemy responses, and they were all just unintentionally super aggressive. Not sure when it broke, but it's been fixed now!

- fixed issue where "Stationary Enemy" type enemies were always rushing players when they lose line of sight instead of looking for cover or holding position
- melee enemies less likely to get stuck in invisible terrain
- made adjustments to Enemy Audio, so you can't hear their "Alerted" responses through walls

Map Adjustments


After taking a short development break, I was able to look at some of my older creations with a fresh pair of eyes, and I was able to notice some glaring issues. I also saw ways to improve the lighting and overall flow for some of the older levels.

- fixed map scaling issues for Maps 16, 18 19, 20, 22
- new passive Audio for Map 16/Map 19
- lighting improvements in Maps 13, 16, 18
- updated/added patrol patterns to a bunch of levels
- added new enemy cover points in Map 13, 16, 18
- added new falling leaves particle effects to older levels

Misc Bug Fix


- fixed issue with FPS player moving extremely fast when playing Local Asymmetric Multiplayer.
- increased the damage of the 9mm Pistol. It now takes 2 shots to the chest to down an armor-less enemy instead of 3.

So on that note, I am super excited for y'all to try out this new level!

Thanks for supporting and playing Fast and Low. Hopefully by the time I come out with the next patch, I'll be able to show off some stuff from the new project I'm working on!

Hope y'all have a fun-filled summer!

Surprise Holiday Update - Content Patch 2.6

Seasons Greetings Everyone!



I'm really proud and excited to release my latest creation for y'all to enjoy during the holidays. This is a level concept that I've been wanting to do for awhile now, and I personally think it's wacky setting fits perfectly with Fast and Low's aesthetic! ːwinter2019happyyulː Game Version is now 2.6

Mission 22 - Candy Cane Conspiracy



After years of harsh working conditions and endless holiday pressure, the elves at Santa's workshop have finally had enough and have decided to take up arms and revolt against the 'Kraus' family!


This is my first attempt at making a snowy level in Fast and Low! I even added snow particles! ːwinter2019surprisedsnowmanː



New Weapon - Less Lethal Shotgun



The past few patches, I admittedly swayed a bit from the original concept of Fast and Low (which was cops bringing order to chaos whilst minimizing casualties) by adding new AR's and even an RPG... ːwinter2019happyyulː

However, this time around, I'm adding a tool that would help preserve the lives of hostiles, and not just outright take them.



Note: this weapon still does 1 point of damage...hence Less-Lethal and not Non-Lethal

Hope y'all have fun knocking elves flat on their backs with this gun :D

Misc Fixes


- fixed shotguns not knocking down enemies at close range (if it doesn't kill them first)
- smoother enemy transitions from 'Grounded state' to 'Surrender state'
- knocking down enemies now inflict more fear build-up
- audio improvements with doors/enemy alerts (they now won't be heard from across the map)

Originally, my plan was to get this patch out earlier this month. But as usual, things never really go as planned, and it ended up taking a little longer than I expected; with all the new models and stuff that I had to make. But I'm glad I was able to still get it out during the Winter season.

So on that note, I am super excited for y'all to try it out! Please let me know how y'all feel about this level in the comments.

Thank you for your supporting and playing Fast and Low! I wish you all a Happy Holiday and a wonderful New year! Stay cozy!ːwinter2019happyyulː



Hotfix Patch 2.5b

Hi Everyone,

Just wanted to release a small patch that addresses a couple issues that I've noticed from recent playthroughs and gameplay videos. Game Version is now 2.5b

Misc Bug Fixes


- Enemies will now aim their guns accurately at the player when put in a grounded state
- Grounded enemies now automatically surrender when player targets are within close-ish proximity
- Ivan (in mission 1) no longer cancels his surrender if player takes too long to restrain him

Thanks everyone for your feedback and support! Until next time! :D

- Huskinator

Patch 2.5 - New Mission! New Weapon!

Hi Everyone,

I'm happy to announce that today I'm releasing a new content patch for Fast and Low. This patch includes a brand new level, and a new weapon for you to find and unlock for your arsenal. The game version is now 2.5!

Mission 21 - House of Tranquility





I've always been inspired by traditional Japanese architecture. So for this mission, I created a nice traditional styled home for everyone to tactically breach through!



New Weapon


I know in the past I promised to add more non-lethal options to complete missions....but at the same time, I also like seeing things go boom. So here's the latest weapon for you to unlock from Mission 21.


Boom!




Blam!



Here's a little hint on how you go about doing it!



(Yep, it's the same cat from Mission 7)

Misc Fixes



- Adjustments made to VR Reload Pouch and Zip-tie colliders (to avoid less overlap)
- Added new enemy and civilian models
- Fix enemy animation issue when disarmed
- FIx enemy multiplayer sync issues (for sitting/standing idle animations)
- Fixed issue with Bonus Missions not accurately tracking Mission Clear time and other variables

As always, Thank you everyone for playing and supporting Fast and Low. Please let me know if you run into any problems, and I'll catch y'all next time.

-Huskinator

Hotfix Patch 2.41

Hi Everyone,

This patch is being deployed in hopes of fixing the issue of enemies being able to shoot through walls. I can see how this can be very frustrating and unfair for players, so I've been working around the clock to try to get this addressed ASAP. Hopefully this fix works!

I've also included some of the stuff I was originally planning for the next patch :P

Game is now on version 2.41

Hotfix Changes


- addressed the issue with enemy bullets clipping through walls and killing players. a new check has been implemented on the bullet that prevents it from passing through wall colliders
I understand this must have been a very frustrating issue. Sorry!

- the interiors for Mission 20 have been reworked!
Some players felt that the interior was too similar to Mission 19....and after looking at it some more....yeah i was inclined to agree...

- revamped/re-added a new behavior for Enemy AI. After being ordered to surrender, if they aren't cuffed in a reasonable amount of time (random value between 20-30 seconds minus their courage stat), they would eventually pick up their weapon and start attacking the players.

Hopefully this resolves some of the issues that players are having with Fast and Low.

Thank you again for the support and feedback for this game. Wouldn't be able to improve this game without y'all.

- Huskinator