The new weekly mission is called Lair of the Floaters (along with an elite version). We've retired the Vampire themed weekly missions but are keeping headshots only around for a few more days. We're also getting closer to releasing another large update to Gunheart in the coming weeks, so keep an eye out for details very soon!
Mission: Lair of the Floaters
One of our homesteads is getting hammered by Floaters non-stop! Rumor has it they have dug into the back of one of our nearby complexes, let's root them out.
9/15 Weekly Missions
This week’s Mission Mutator is headshots only, so leave your AOE gear at home, point damage only on these badboys. We've also kept last week vampire missions in rotation for those who didn't get a chance to play them yet (no auto shield regen, regain health by killing enemies). Happy hunting!
Mission: Head Hunter
The bugs have been drinking from our money pumps! Now their skin is indestructible and only special bullets can penetrate their soft brain cases. We got to go kill these jacked up hoppers before they enter the main population!
8/31 update notes
We've updated the game today with our first monthly content update which has the following new features/content along with a small army of bugfixes.
Update highlights
Gibs! Blowing up the bad guys now has a chance to leave behind some squishy bits.
Improved hit reactions and death animations!
New weapon: death disc! This death disc is a great weapon to take out any pesky anthromites that get a little too close for comfort. Try swinging this monster around at the nearest fleshy target and enjoy the fireworks. :-)
New combo weapon: rocket launcher! What better way to make lots of gibs than with a trusty rocket launcher? Can be upgraded to control rockets midflight as well for precision destruction from afar.
Arc bow re-tune, now equippable with an AOE stun effect to make it a great choice to lock down groups of enemies for your fellow bounty hunters to rain death down on.
Night mode missions have been added to the campaign that provide a new twist to several familiar environments. Apparently the bugs are really good at hiding in dark places...
Elite mode added! Turning on this option will bring out the most challenging Anthromites for high level players to take out.
New PVP mission type and PVP levels! We've added a new team objective PVP mode that has players fighting over control of money pumps.
There are also several new levels built specifically for PVP that we've added with this update.
Brawl rebalanced to now start players with base level pistols and you must find the weapons placed throughout the levels to pickup.
Shooting range added to the Bent Horizon. Accessible through the "Gunstr" weapon store you can now test out your weapons before heading into battle.
New crosshairs! We've tuned the default crosshairs to show left/right and made them adaptive to the scene color so that they're always visible when you need them.
Holoscope upgrade for pistols! We're experimenting with a unlockable scope for the pistol for players who like more precision aiming options. Give it a shot and let us know what you think as we'll be continuing to iterate on this for more weapons.
Jump in and send us your feedback as always. Also since this is a large update we expect some bugs might have made it through despite our efforts, so please let us know any that you encounter so that we can get them resolved as soon as possible.
Thank you for being an early supporter of Gunheart!
Servers under maintenance 9:30am PST 8/31
We're pushing a new content update and servers will be offline while we make the switch over. A new announcement will be added once the upload completes along with the change notes.
New weekly missions: Lost Complex & Uninvited Guests
Two new missions have been added to the bounty board, focusing on underground environments with smaller spaces and tight corridors to battle the Anthromites. We'll also be jumping into the game from 3pm-5pm PST to play along with you, so let us know what you think firsthand.
New weekly mission and play with the devs!
We're rolling out a couple new missions this week and giving those pesky snipers a break from the action. This time we're focusing on the Dhino's big and small, who love battling it out with both the Anthromites and bounty hunters alike.
Some of the dev team will also be jumping into the build from 3-5pm PST today to play the new missions plus fire up some PVP brawls. Come join us if you can or check out the twitch stream.
Also come share your feedback on our Discord server. Thanks for playing, see you in the Bent Horizon!
8/16 hotfix
We pushed a small update this morning to address a few issues.
Loading times have been dramatically improved!
Smooth rotation now even smoother
Potential fix for weapon "break" issue where weapons will stop causing damage until manually swapped by changing loadout
Lighting rebuilt on all levels to address some performance issues
Fix AI sometimes suiciding in player view when clearing objectives
AI weapon fire effects are re-enabled
Grunt AI "scare off" behavior tuned to fire less frequently
Add fallback to Grunt banzai behavior to fix them sometimes becoming stuck
8/11 hotfix
Here are the list of changes in the 8/11 update.
Minecaster
We've made some balance changes to the minecaster to reduce it's effectiveness, hopefully turning it back to the tactical weapon we want it to be versus the weapon that is most effective at just spamming entire missions. There's a couple major changes that we'll be testing:
Currently the firing recover time isn't properly respected, allowing you to refire faster than intended. Now the reloading of mines won't happen until after that recovery period, effectively reducing the base rate of fire to intended levels.
Mines now reload individually, taking longer per mine. Currently you get a full clip every 1.5 seconds and with the new changes it'll 1.5 seconds for 1 mine, 2 seconds for 2 mines, and 3 seconds for all 3 mines. You can interrupt the process at any time to fire, and it'll fire however many mines are available.
Friendly fire scaling will no longer protect you from self-damage. This means spamming mines in short range will likely hurt you as much as it hurts your target.
With these changes we hope the minecaster is still very powerful, but no longer so overpowered that it completely removes the decision of what weapons you want in your hands. Fun and not game breaking is the goal here. :)
Ghosting / Anti-harassment
We've extended ghosting to ensure that it affects weapons as well, so that obnoxious players aren't able to spam you with explosive weapons and whatnot in the Bent Horizon. We'll also be adding checks to matchmaking to prevent players you've ghosted from ever joining your games. Later on we'll add a vote-kicking option so that obnoxious or idle players can be removed by majority.
Longer term we'd love to find a much simpler way to ghost players, perhaps borrowing the "talk to the hand" feature that seems to work really well in Rec Room. Suggestions from other experiences that you've seen handling this well would be appreciated.
Safety's on
Gun fire has been banned in the Bent Horizon now. We'll be adding a firing range later this month to test our your latest upgrade before jumping in the mission, and in the meantime no more shooting other bar patrons - save those bullets for the anthromites.
More customization options
Several new vests have been added, including a vest that's unlocked for anyone who joins us in the first month of Gunheart early access! New unlocks have been added as well for even more vests to earn.
Gun latency
We've started the process of masking/reducing gun latency by adding more client side simulation of firing and impacts. We'll be rolling out changes in stages over many updates to get feedback from players on how the changes are improving their experience.
We're also working on improving the hit impact effects and animations to improve the feedback of landing shots, as well as introducing new crosshairs, but these will come in a patch later in the month.
Advanced locomotion: smooth rotation
In the spirit of exploring all the various ways that VR works best for different people, we'll be exposing our experimental implementation of smooth rotation options for both Vive and Oculus users. On Oculus this is a standard implementation using the thumbstick and on Vive we've experimented with some advanced control using the d-pad in combination with the swipe gestures.
Additionally we've fixed a global issue with how we were handling rotations. Previously any rotation was based on playspace origin which could cause you to rotate into geometry and could cause some disorientation. Now we rotate based on your HMD world position relative to the playspace origin as expected.
Health/Shield indicators
We've added health/shield indicators on the in-game HUD to provide better feedback of when you're taking hits and when your shields are recovering.
Death disc
We were hoping to have the death disc available with this fix but unfortunately we ran into issues so the death disc is still locked. We will work to have this weapon available and ready to play with our monthly update.
Misc bugfixes/improvement
Hit animations were only playing on the first hit for most creatures, this has been fixed now
Attempts to improve loading flow, including ducking in/out global volume during map transitions
Money pumps fixes and improvements, sequences now auto-activate on timer versus requiring UI confirmations
Can now specify strafe direction to be head relative instead of hand relative
Can now specify strafe on touch versus press for Vive users
Fix for combo weapons juttering for strafing players
Sniper rifle 'piercing shots' mod now unlockable
Ghosted players will no longer be invisible in brawl matches
Option to disable the down field weapon reticles added
Bounty difficulty now shows up on the active server list, increased text size for readability and added scrolling
The persistent 'humming' sound bug from the multi-tool should be fixed (yay!)
Player name, level, title and cash now added to the in-game menu
Added reserve spots for friends joining lobbies to make it easier for friends to get into the same instances
Fixed issues that were preventing players from joining a lobby that matches their region
Audio volume is no longer muted if focusing another window
Base respawn costs have been reduced globally
Upcoming changes
We're working on an update for end of next week and you can see the latest planned changes in this reddit thread. Please take a look and give us feedback if there's anything else you'd like to see us prioritize. Thanks!
8/2 Hotfix
We rolled out our first hotfix this evening, primarily focused on adding better friends support and some first steps in helping with latency issues. Please let us know if you have any issues connecting.
Hotfix notes:
* Players are now placed in lobbies that best match their region based on latency to all available servers
* Servers now available in the Asia/Pacific region
* Steam/Oculus friends will now show up in the social UI
* Can join friends/crew directly from social UI, including their lobby (if there is room in the server)
* Can now start missions in "friends/crew only" mode which will prevent anonymous players from joining that mission
* Can now mute/unmute players
* Ghosting a player now correctly mutes them
* Corrected CPU benchmark which was causing some users to set animation quality too low which would cause additional skating/pops
* Unlocked chapters in the campaign now highlight to better indicate new missions are available
* Added fix for clients attempting to join servers before the region ping tests had completed, which was causing the join attempt to immediately fail
* Fixed issue with UI becoming unresponsive sometimes after failing to connect to a server
* Tuning network saturation limits to improve experience for users with lower upload speeds
* Always allow players to spawn into lobbies regardless of collision, should fix cases of player being stuck in a black screen but still able to hear other players in the lobby