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Fast and Low screenshot
Genre: Simulator, Indie

Fast and Low

Patch 2.4 - Bonus Mission 20 Released

Hi Everyone,

Today I'm releasing a new bonus mission for Fast and Low. Unfortunately I haven't had too much time the past few months to make a new level completely from scratch...so this level is more of a re-imagining of Mission 19, but with a vaporwave aesthetic and with changes to the interior layout. The game is now on Version 2.4!

Mission 20 - Crystal Palace Redux


The 'Crystal King' is back out on the streets, and he's taken over another Crystaltech warehouse. We took him down once and we'll do it again.





Miscellaneous Changes


- made adjustments to some enemy running animations
- enemy's will now shoot a minimum number of bullets at the player's general direction when players go behind cover
- lighting update for Mission 12
- modified enemy density/patrol paths in Mission 12

I hope you're all enjoying Fast and Low, and are feeling the improvements I'm adding to the game.

Just a friendly reminder. If you're liking what I've been doing lately for Fast and Low, and have yet to leave a review for my game. Please do so! Leaving a positive review is the best way to further support Fast and Low, and it gives me massive amounts of motivation to keep forging on!!! ːsteamthumbsupː

As always thank you everyone for your feedback and support!

-Huskinator

Content Patch 2.3 - Mission 19 Released

Hi Everyone,

Today I'm releasing a new mission for Fast and Low. I've also made some tweaks for the FPS player (see below for more). The game is now on Version 2.3!

Mission 19 - Crystal Palace


Lead by the self-proclaimed 'Crystal King', the '16th Street Hustlers' have allied themselves with the 'Flamingos' to pump out a dangerous new drug into our streets. It's up to us to take down this nefarious operation.



Added new fake-civilian models, as well as new knife-wielding charging enemies.

Miscellaneous Changes


- added "Field of View" settings for FPS players
- fixed animation delay between reloading and sprinting (FPS)
- modified sprinting animation for AR's and SMG's (FPS)
- added sound effects for menus (both VR and FPS)
- Enemy AI will now break out of Crouch-Cover/Side-Cover stances when flanked
- Enemy density reduced in platform area for Map 11 - Metro Level

WIth the release of this patch, you may have to re-unlock the SCAB-AR from Mission 17

Thank you everyone for your feedback and support!


I hope you're all enjoying Fast and Low, and are feeling the improvements I'm adding to the game.

Let me know what you think of the new level, or if you run into any problems. Til next time!

Patch 2.21 - Misc HotFixes for FPS Players

Hi everyone,

Just a small patch to fix some issues brought up in the discord channel. Game Version is now 2.21

Misc Fixes


- fixed AI navigation issues in Mission 7
- updated FPS players "Controls" page to reflect the updated movement controls

Thanks for the feedback!

Patch 2.2 - Mission 18 Released, Finger Tracking Support and Misc Fixes

Hi Everyone,

Today I'm releasing a bunch of new improvements that I've been working on for Fast and Low. This patch adds finger-tracking support for the Index controllers, better gun-grip poses for VR players, and also, the brand NEW LEVEL that I've been working on! The game is now on Version 2.2!

Mission 18 - Neon Night Party


The Flamingo's are hosting a lavish night party to recruit prospective candidates into their ranks...it's time for us to put an end to this before things get outta hand.




This level is inspired alot by the type of music I've been listening to lately. I'm really aiming to capture a vaporwave/synthwave feel. Hope y'all like it!

Finger-Tracking Support



Not much to say but...yayyyy...you can move your fingers now... I've also tweaked some of the grip values for the index controllers so you don't have to squeeze as hard to keep things held.



Misc Changes


- slightly lowered the drawing speed for several enemy archetypes

- whilst working on my new level. I figured out why some of the lighting/shadows in my previous levels didn't look that great. The lighting was redone for Missions 2, 4, 7, 8, 9, 11 and the Shooting Range.
- fixed a bug that caused animations to mess up when Oculus users remove/put back on their headset

- made some changes to how the music transitions between action and non-action states. music now fades in and out instead of resetting back to the beginning every time. it also doesn't transition immediately when the last hostile is neutralized...
- got some new action music for a bunch of the levels. You'll hear the changes in missions 2, 4, 7, 8, 9, 10, 11, 13, 14

- added the ability to flip the orientation of your Gadgets and your Ammo pouch (this is for you lefties out there)


- Double barrel shotgun stock changed to pistol grip (VR users)
- improved gun grip poses for VR players
- fixed AI pathfinding issue in Mission 5
- fixed AI pathfinding issue in Mission 8
- added additional colliders in Mission 6 to prevent players from clipping into desks

Thank you everyone for your feedback and support!


I hope you're all enjoying Fast and Low, and are feeling the improvements I'm adding to the game.

Also, just throwing this out there...If you like what I'm doing and wanna buy me a coffee or something... here's my official donation link!
https://www.paypal.com/donate/?hosted_button_id=5PQ67WXNRJ334


Let me know what you think of the new level, or if you run into any problems. Til next time!

Hotfix Patch 2.12b

Hi Everyone,

Just wanted to post a small hotfix patch to address some issues for Flatscreen users. Game Version is now 2.12b

- UMP reload from ADS no longer locks up gun
- UMP left hand grip-pose improved
- Resized a bunch of weapons for the FPS player's world avatar
- SCAB-AR can now be unlocked for Flatscreen users
- fixed occlusion issues in Mission 17 when entering/leaving the hidden room.

Thank you for the feedback and support!

Patch 2.12 - Oculus Quest 2 Movement Fix, Misc Adjustments

Hi Everyone,

For the past 2 weeks I've been working on trying to fix a joystick/movement issue that some Oculus Quest 2 users were facing. This problem was sadly lingering around for quite some time now, and was particularly difficult for me to address since it was an issue I was unable to replicate on my end.

However, thanks to the patience of some fellow Fast and Low players, Bibfinger and Emochen; I was able to finally come up with a solution to this problem! So huge thanks to them!

The game version is now 2.12

Misc Fixes
- adjustments to the Fake civilians, their drawing gun animation is now a bit smoother
- changed collider types for hedges in Mission 12 (to make it harder for players to get stuck)
- fixed "Mission Debrief" for FPS players for Mission 13

For people who were having issues with the smooth locomotion prior to this patch, please let me know if this fixes your problem!

As always, thank you for your feedback and support so far! Fast and Low wouldn't be where it's at right now without y'all!

Hotfix Patch V2.11b

Good Evening,

Just wanted to post a small hotfix patch based on the feedback received over the past week.
Game is now version 2.11b

Misc Fixes
- revert changes made to Joystick sensitivity in previous patch (VR)
- several typos in the main menu were fixed
- re-activated Officer Select for VR players (was deactivated accidentally in the previous patch)
- arrows fired from VR bow now rotate more accurately
- arm/hand poses revert back to correct position when letting go of the bow whilst drawing an arrow
- arrows are removed from the bow if released with zero draw (not shot out slowly anymore)


There are still some issues with the bow in multiplayer (animations not syncing up). But I'll look into that in the future! As always...thank you everyone for your feedback and support! Have a happy summer.

Hotfix Patch 2.11

Hi Everyone,

Just wanted to post a small update to address some of the feedback I received from the latest patch.
Game is now on Version 2.11

Level Updates
- Updated the models and lighting for Map 11
- Updated cover points and enemy spawns in Map 11

VR Stuff
- Fixed UI issue with "Extra Gadget 3" perk button toggling "Extra Gadget 1" (VR)
- Added missing "Hold to Grab" functionality to Doorcam gadget (VR)
- Fixed UI error when holstering Door Cam (VR)
- Updated tooltip for VR Slow-motion

Flatscreen Stuff
- Added missing "Extra Gadget 3" perk for Flatscreen player

Misc Fixes
- Knife wielding enemies no longer get locked into "Cover Fire" status
- slight increase in enemy chance to engage on player when they are at the door

Thanks everyone for your feedback and support! Hope y'all have a safe and happy summer!

Content Patch V2.1

Hi Everyone,

I'm excited to announce the release of a new content patch for Fast and Low! I've spent a lot of time the past few months not only working on the new level for Fast and Low, but also looking back and improving on my previous creations. The game is now on version 2.1!

New Level: Mission 17 - Home Invaders Pt 2


The Flamingo's are back to their old tricks again! They've targeted a household out in the hills and it's up to you to get this family back to safety!





This is my first jab at creating/designing a contemporary styled home. I believe the soft/cozy color pallet perfectly contrasts the violence in this game >:D Let me know what you think!

This level also contains a brand new weapon for players to find and unlock! Good luck finding it!

New VR Gadget - Doorcam



VR players now also have access to the Doorcam! Use this gadget to give yourself some advanced recon, and see what's lurking behind those pesky doors.


Note: This gadget does not need to be unlocked.

Enemy AI Update


- enemies have a chance to start running for cover during a firefight
- slowed down enemy gun draw speed
- enemies shooting from cover will now attempt to shoot at players from longer distances (as long as the player is in view)
- enemies are more inclined to search for cover to set up an ambush instead of funneling into the player
- enemies (and civilians) now have a chance to engage on the player when they are stacking outside the door (so stay on your toes!!!)
- enemies now play the correct audio when dismembered

Misc Fixes


- Eagle-AR optics resizing
- increased haptics feedback on weapons
- New Audio for 9mm Pistol and Tech9 autopistol
- Model and Lighting Adjustments for Tutorial Level, Starter Area, Map 1, Map 2, Map 7, Map 10, Map 13, Map 14
- fixed floating civilian animations in Map 14 (Laundromat)

While developing this level, I've managed to learn a bunch of new modeling and lighting techniques and I decided to take the time to go back and apply these techniques to some of my previous levels... There are still some additional levels that need to be touched up...but for now....I hope you all enjoy Mission 17 and the improvements I've made to Fast and Low!

As always, thank you everyone for your feedback and support! If you have any questions or problems, please comment below or join the discord!

https://discord.gg/mNEBcBM

Stay tuned for more things in the future! :D

Hotfix Patch 2.00c

Hi Everyone,

Small patch to address some issues while I'm still working out a Fast and Low native Oculus version. The good news is that while I was working on this, I was able to discover the problem some smooth-locomotion users were mentioning about "sticky" movement and I believe I may have alleviated it! Let me know in the comments if you can feel an improvement! Patch version is now 2.00c

Misc Fixes
- smooth locomotion script has undergone some changes
- lighting fix in the laundry storage room for Map 9 (hospital level)
- lighting fix in main lobby for Map 6 (Office Level)
- slow motion can now also be activated with the Right Controller (in VR)
(I found moving while trying to activate the slow motion with the left controller kinda awkward. Hold A with the Oculus Controller, or hold the menu button with Vive Wand)

Thank you everyone for your support and feedback.

Enjoy your weekend! ːwinter2019happyyulː