We just want to give you a headsup that there's a new update on it's way and we expect release within 1-2 weeks.
Since the last multiplayer update didn't work out quite as we expected the new update will remedy all problems encountered in multiplayer and single player games. Here are some things to expect:
Completly new smooth multiplayer framework
Players joining game spawn at the same location
Players are divided into regions for faster and more stable connections
Ingame Voice chat!
Shared score in co-op games (doesn't matter who kills what, everyone gets points)
New improved ingame and lobby UI
Avatar now moves correctly on all levels
Weapon placement is now in the hands of the avatar
Tons of bug fixxes and more content to come!
UPDATE #5 Live!
So the multiplayer update is finally live, this was a really hard one to do as it changes a lot of infrastructure in how multiplayer games are handled. Check the changes below.
Clients will Always try to make a direct connection which means less lag and faster Connection times. This is done with the help of NAT punch through and some external servers we have set up.
Map loading times are reduced.
No lobby - You no longer sit and wait for someone to join when creating a multiplayer game. Just start a game and start playing, hopefully someone will join you!
Change map - It's now possible to change the map when the game is started. It will automatically change to the next level from 1-9. Level 9 Changes to Level 1.
Update main menu UI - The UI now shows options and multiplayer games avaiable on separate screens. Available multiplayer games can be updated.
Multiplayer game name - Game names are listed as Hostname (the player who created it), Level difficulty (1 - 5) and map name.
Update #5 multiplayer games are NOT compatible with UPDATE #1 - #4. So if you see a game without hostname, difficulty and map then that means you cannot join it.
HordeZ listed as one of the top 9 multiplayer experiences on Vive and Rift!
We are really happy to announce that Upload VR has recently mentioned the top 9 multiplayer experiences and HordeZ comes in at an honorable 4th place! Thankyou for all the love this game has from the community, we really appreciate it! ːsteamhappyː
Working on a new update that will add Hot Join feature which allows you to start a game and people can just join in at any time! No more waiting in the lobby or being unable to join a game once it started. Also, work is progressing on the new multiplayer mode:
2 vs 2 vs Zombies!
UPDATE #4 HOTFIX #1 Live!
*UPDATE #4 HOTFIX #1 RELEASED*
Fix: Last Stand map now works correctly again
Bug: Monster stuck on practice map is now fixxed
Performance: Blood spurts up close do not cause any more drop in FPS
Fix: Level 9 zombies don't walk through cars
Fix: Flickering on buildings reduced
Restored: Level 1 "Slow & Easy" now only contains regular zombies again
Improved: Shotgun range is increased by 10 meters (30 feet)
It's been a while since the last update but we've been anything but idle! We hope this update will be appreciated and all the work that went into it.
We adressed a lot of the issues and bugs that were raised by the community and we eagerly await feedback on this update.
Don't forget to try the all new outdoor map - Level 9!
Multiplayer: Client can now hear monster/zombie sounds
Multiplayer: No delay between gun FX and firing
Multiplayer: Game now supports up to 4 players in Co-op
Multiplayer: Scoreobard separated
Multiplayer: Can select teams (Red & Blue), players on same team can't damage each other
Portals value now depends on difficulty
Bug fix : Zombies no longer slide on floor when killed
Added new map - Practice level (10 waves with different monsters)!
Added complete new map - Level 9!
Added new Death message
Added blood effect in face to show how much damage player has taken
Grenades has a failsafe and will not throw if you don't apply any speed
X-ploder zombies will slow down long before other zombies so they can be taken out before they get too close
X-ploder zombies makes a hissing noise audio cue
Improved shotgun - Bullets have a much longer range and goes through zombies for mutli-kills. (Feedback will determine if this is OP or not)
Score text above zombies can now be disabled in the menu for extra immersion
Improved Riot zombie hit box
Improved New Riot Zombie model, more details and better textures!
Zombies can now be hit with all weapons in melee to make them
stumble back. Useful way to deal with X-ploders before taking them out.
Bug fix : Zombies can no longer damage player if they are not within reach and attacking
Bug fix : Critter demons and Abominations no longer disappear when shot
Difficulty has been slightly raised on all levels
Tons of minor bug fixes...
UPDATE #3 Live! QUICKFIX #3
QUICKFIX #3:
All portals should now work on all levels
Level 7 end fixxed issues with occlusion/textures error
Level 2 start fixxed issues with invisible wall
Level 5 minor placement modification
QUICKFIX #2:
Last portal on Level 1 should now work correctly
Zombies now take a look at you from time to time, very unsettling feeling!
The old 2d UI is back as an option for those who just can't let go!
Riot Zombie hit box slightly adjusted
QUICKFIX #1:
Flaming skulls are no longer invincible
Critter demons can now be killed by shotgun (VERY EFFECTIVELY)
Spacing between weapons is increased by 1"
Weapons do not rotate in the bubble to increase visibility
Swapped place between grenade and shotgun
Level 1 is now correctly dark & moody again
Things rarely goes as planned but in this case we just couldn't stop ourselves from putting in more content than was planned. This update is something we are very excited about and at the same time terrified about as it brings some pretty game changing mechanics into play. Many have complained about the weapon swapping UI being clumsy and inaccurate so it has been completly overhauled. It works really well for us and once you get used to it you will be swapping katanas, shotguns and guns in a blazing speed!
We hope you enjoy this update and look forward to your feedback. Due to the amount of new content in such a short timeframe there may be some unexpected bugs so please let us know and we will get straight to work fixxing them.
Notice: We are still aware of bugs in the multiplayer and this is our next priority (yes, this update should have been multiplayer focus but we figured this was more important, we hope you agree).
Thanks and enjoy!
3D binaurial sound added so you can pinpoint the position of the zombies Before they pin point you!
Obliterator, a massive high-tech shotgun that you can dual wield which will blow you (and the zombies) away.
A complete redesign of the weapon handling system. It now offers a unique 3D holographic image of weapons to be selected which is highly accurate and fast. Once you get the right twitch you can swap weapons at break neck speed when you really need them the most.
Health meter swapped for a really nice animated Health globe system.
The Katana is larger and makes a nice swooshing sound and has cool flow trail. You can now litterally hack the zombies into giblets if you swing fast and hard enough. Damage is totally dependent on speed.
Grenades are now a lot easier to throw!
The grabber weapon now picks things up at lighting speed.
Critter demons can no longer kill you from underneath
Push back, zombies don't walk through katana, shotgun & machinegun
Tons of bugs and map fixxes as well as subtle gameplay tweaks
UPDATE #2 Live
This update is for those unlucky few souls who are highly sensitive to any form of locomotion in VR. To make sure all our customers can enjoy the game we not only included one, but TWO different ways of combatting motion sickness.
Anti motion sickness solution #1
Included an optional Holodeck for static reference points in the game. Gives a false sense of safety. ːsteammockingː
We recommend you try this one first before trying the next solution.
Anti motion sickness solution #2
This is the auto-teleport version with zero locomotion and should work for everyone. Expect about a minute delay between teleports. This is not the intended way of playing but a fail safe version for locomotion.
We would appreciate that all who reviewed the game in a negative way due to locomotion sickness takes a second opinion now that the anti motion sickness solutions are in place!
Also included in this update:
Updated Main menu UI
Volume slider for ingame sound!
New cool Beamer gun model!
Weapon angle can now be changed (-25 to +25 degrees)!
Chosen options are also saved.
We hope you enjoy this new update. Update #3 which we begin work on tomorrow will focus on nailing multiplayer and issues/bugs connected to it. Expect a new version within 4-7 days. Thankyou for your patience! ːsteamhappyː
Update #1 now live
The first update to the game is now live and we would love some feedback on it. Unfortunately, Auto-teleporting (anti-motion measure) did not make it into this update but will be in the next mini-update coming in a day or two. Still need to do some more experimenting and feedback will be crucial.
Reloading now keeps the previous ammo
Changed gun sound (need feedback on the new sound)
Weapon sound volume is higher
Small change to angle on weapons to better conform with controller
Small change to position on weapons to better conform with controller
Removed Level 2 floating in air sequence
Added stairs to level 2
Added shadows from light on platform (need feedback on this)
Katana damage is doubled and hitting the head does massive damage but not instant kill (figured it would make the Katana just too good)
Platform position is now more correctly inline with your "feet" and correct height
Blood/Impacts visual feedback is now set to 80% effect on close distance
Zombies floating in air bug should now be fixxed
Zombies are now 5-10% larger to give a more intimidating feeling
Lowered difficulty on Level 2, Level 3 and Level 4
Repositioned Final Score table
Long names on Final Score table is now supported correctly
Health meter is now positioned on the right hand (need feedback on this)
Grenades are easier to throw and moves faster (Releasing the button at the right angle is still key)
Grenades have a larger explosion area
Grenades do less damage to player
Multiplayer: Client zombies remain dead
Multiplayer: Client zombies now turn faster towards player
Multiplayer: Client now correctly gets pickup reward
Multiplayer: Client can now destroy demonic portals
Multiplayer: Other players now stand up instead of crouching
Multiplayer: Unity network team finally increased bandwidth cap for the game so client disconnects in multiplayer should be solved (Hamachi and LAN game setup is 100% working)
Tips & Tricks, Updates and List of things to come
Working on a small update to remedy the more urgent issues/bugs people found, will be released within a few days.
GENERAL TIPS & TRICKS PLAYING HORDEZ:
This is a short guide to help people master the hordes coming at you.
Destroy the portals around the levels for a really nice boost to your score. Simply toss a grenade into it, just make sure you wait for it to have the right angle.
A failed throw with the grenade can be fixxed by using the beam-gun and simple picking up the grenade (before it explodes!)
Shooting a grenade will cause it to instantly explode (can be done midair if you got skills!)
Watch over your shoulder, zombies can come from all unexpected corners
Multiple headshots in a row will get you some really high scores!
Keep a look-out for the green gasmask X-ploder zombie. Aim for his head and get a huge bonus when his comrades get blown to pieces
If the X-ploder gets too Close, shoot him in the stomach to make him stumble back a few steps then finish him off with a headshot
Riot Zombies are immune to shots on the helmet and armor. Shot them in the head or stomach.
Critter demons like to slash and eat your legs, if you take damage and don't know what's causing it you can be sure it's the little bastards eating away!
Flaming Skull demons are shielded until they fire, so don't waste your bullets trying to kill them. Dodge the first fireball then waste them!
Use dual beamer weapons to pick up drops twice as fast!
Higher difficulty levels yield higher rewards and score when killing demons and zombies!
IMPORTANT NOTE: The following are things that are being worked on and will be fixxed over multiple updates.
BUGS:
Singleplayer - Zombies on occasion get hit by platform and lift up in the air after dying
Multiplayer - Players occasionally get disconnected (Temporary fix, use Hamachi and connect to a LAN game)
Multiplayer client only - Zombies occasionally rise up after being killed (still technically "dead", but animation shows them being alive)
Multiplayer client only - Pickups will be added to client, not host
NEW ADDITIONS:
Adding optional anti-motion measure
Adding new optional weapon switching system where you press touchpad and can select a weapon from a floating static menu
Headshots will blow off the head of zombies
Helmets can be shot off the riot zombies so you can headshot them easily
Support for up to 4 players in both Co-op and deathmatch
Working on a multiplayer 2 vs 2 vs Zombies deathmatch level (more deathmatch levels will be released)
End of Level bosses - plans are to add bosses in later updates
GAMEPLAY CHANGES:
Katana will do more damage and can instant kill zombies if you hit them in the head (could make the katana OP so need feedback on this)
Grenade will have larger explosion area, be easier to use and do less damage on the player
Zombie speed/aggression will be lowered on the lower difficulty levels
Level 4, Level 5 will be made easier to beat
Ammo will not be lost when reloading
GENERAL IMPROVEMENTS:
Audio will be worked on (weapons, zombie walking, effects etc)
3D audio MAY be added (note, this takes considerable CPU on early tests and may end up not being included to prevent framerate issues on lower end CPU:s)
Iron sights on gun will be improved
Improving some weapons placement and angles
Weapon switching responsiveness under certain conditions
Platform will be stable and not rotate with player
#2 spot on France largest VR site
We are so thankful for all the positive feedback and response on the game which has so far been beyond all expectations, thankyou!
Also, we are happy to announce that the game grabbed the #2 spot on the biggest French site dedicated to VR:
Expect more news and updates on the game real soon where we gather feedback and improve gameplay. Your feedback matters and our only interest right now is to make the game an even better experience.