IronWolf VR cover
IronWolf VR screenshot
Genre: Simulator, Indie

IronWolf VR

Early Access 1.8.1.0 Night mission, varied weather and smooth locomotion in BETA branch now



Hey guys, we’re pushing a new update into the beta branch which adds a new night mission and rain weather effects. As a part of the new rain effects we’ve created a new GPU particle system that is optimized for VR and will enable us to add new complex effects within the performance requirements of VR.

We’ve also focused on improving the experience for players with limited space with the addition of smooth locomotion and a new periscope mode that makes it possible to target enemies without having to walk around the periscope as it rotates.

Next up we’re going to be starting work on the Open World with a world map being the initial focus.

Change log:

New content

  • Added a new random mission at night
  • Decreased submarine signature size at night
  • Enemies will fire flares to try and locate the submarine at night
  • Added chance of rain
  • Improved the offshore platform model and textures


Quality of life changes

  • Added a new ‘fixed mode’ toggle switch to the periscope so people with limited space or tethering issues do not need to walk around as the periscope rotates
  • Added smooth locomotion option in addition to dash locomotion
  • Added smooth locomotion speed control
  • Added translate options relative to head direction or hand direction
  • Option to hide hand when interacting with controls.
  • Increased resolution of periscope view

Early Access 1.8.0.2 Submarine Pen and new UI system in released now



IronWolf VR 1.8.0.2 is now out of beta, thank you to all those who tested and provided feedback during the beta. The following changes from beta have been made:

- Display message when the game is not correctly launched from Steam
- Fix cloud height in the periscope
- Fixed minor bug in tutorial


More details on the full release can be found in our previous post

Early Access 1.8.0.0 Submarine Pen and new UI system in BETA branch now.

In this release, we have added a submarine pen which you arrive in when you first start the game and return to between missions.



Inside the submarine pen is a blackboard on an easel which replaces the old user interface. You can either interact with the blackboard in VR using your tracked controllers or on the desktop using your mouse. It is now possible for players so join a game in progress. We have also improved robustness when handling players disconnects so that the UI will always inform players why a game has ended unexpectedly.

We have also added a wooden medal cabinet to the submarine pen which displays the medals acquired by everyone currently in your multiplayer session.

We have expanded the destroyer AI with some additional attack strategies to make it a more formidable opponent on the surface. The AI gun targeting has been improved to lead its targets more accurately.

The systems powering the blackboard are a significant addition for us as they provide the tools we need to create the complex user interactions required in an open world game. All users in the game can seamlessly interact with the same user interface at the same time. The system currently replicates the functionality in the previous user interface, however we can do a lot more with this going forward.

We have also been busy re-structuring the underlying systems that IronWolf is built upon to enable us to move away from the existing peer to peer networking architecture to an authoritative server architecture that will ultimately power the multiplayer open world and player vs player interactions.

Due to the significant number of changes, we are releasing this build as a beta so we can iron out any issues before releasing to everyone. You can opt-in to the beta using the normal methods on Steam.

Next we’ll be working on adding some more variety to the level environments with a weather system and night time missions.

IronWolf Open World Roadmap with new vehicles and PvP

IronWolf VR has come a long way since we released into early access over a year ago. We’re now embarking on developing the persistent open world elements of the game. This has led to some fundamental questions regarding the finished version of IronWolf VR.

Having spent the last few months listening to community feedback and undertaking R+D, we are now able to share a vision for the game that we’re very excited about.

Here is a high-level roadmap of what’s planned

  1. A persistent open world that you’ll be able to roam with your submarine to battle new varied enemies and protect allied convoys. Rewards for completing engagements will allow you to upgrade your submarine.

  2. Multiple player controlled submarines roaming a shared open world, where players can roam the map alone or team up with allied players to take on harder enemies. Submarines from opposing factions will battle to influence the outcome of large naval battles in experimental PvP.

  3. Co-op/single player controlled destroyer that opens up new gameplay opportunities and asymmetric PvP with submarines vs destroyers.

  4. Co-op/single player controlled bomber aircraft to assist your allies in naval battles, hunt down high-value targets and engage in PvP with submarines and destroyers.


We’ll be updating our Trello roadmap in due course to reflect these changes and releasing more details as we progress through each milestone.

The next release will include a submarine pen and a brand new UI system, which will be the foundation for many of the open world systems. Here’s a work in progress preview of the submarine pen.

Early Access 1.7.0.6: Performance improvements and settings

We’ve just pushed 1.7.0.6 which contains various optimisations to improve graphics and CPU performance in the game. Additionally, we’re beginning the process of adding performance options with a toggle for exterior shadows, located in the Performance Settings menu on the S.I.D.

Change log:


  • Significantly reduced draw calls inside the submarine.
  • Decreased texture memory usage inside the submarine.
  • Optimised water performance.
  • Added exterior shadows toggle to S.I.D.
  • Swapped lobby controller models to hands for easier left/right identification.
  • Added room scale setting explanation in settings.
  • No longer return the 88mm shell to the dispenser when using standing locomotion controls.



Early Access 1.7.0.3: Updated surface gameplay, now out of beta.

Hey guys, thanks again for all your feedback during the beta, with your help we’ve fixed a number of issues and the new surface gameplay is now available for all to try.

Since the beta we have significantly improved the S.I.D (Submarine Information Display) and it now features as the device that guides users through the various tutorials as well as an in-game settings menu.

We’ve also improved the splash particles, splash sounds and plane death animations.

Here’s the full change log from the beta:


  • Remodeled and textured exterior of the submarine.
  • Updated exterior sounds.
  • Updated exterior lighting.
  • Added bow spray to moving submarine.
  • Replaced existing flak gun with 50 caliber, 600 RPM machine gun.
  • Conning tower ceiling hatch is now located in the sensor room (periscope room).
  • New exterior location accessed via the control room ceiling hatch.
  • Added 88mm deck gun and 88mm shell dispenser for manual reload to new exterior location.
  • Added additional 50 caliber machine gun to new exterior location.
  • Remodeled and textured all merchant ships.
  • Added lightly armed merchant ship enemy, with two 88mm deck guns.

  • Limited naked eye vision to ~4km.
  • Added experimental personal telescope with vision up to ~10km.

  • New surface based mission (mission 4) where the submarine has run out of torpedos.
  • Updated enemy AI deck gun behaviour to use a more natural aim progression and believable firing pattern.
  • Implemented new AI system for destroyers.
  • Reduced damage of destroyer and battleship deck guns to allow for longer surface engagements before submerging is necessary.
  • Bombers now drop torpedoes.
  • Added tracers to deck gun projectiles and new on hit/splash particle effects.
  • Improved hit detection on all enemies.

  • Submarine now has a hull integrity, as the integrity decreases, the rate at which the submarine suffers leaks when taking damage increases. The hull integrity can not be repaired mid mission.
  • Added S.I.D (Submarine Information Display) to left hand that displays hull integrity % and number of leaks.
  • S.I.D will also display information about the last control or item touched with the left hand.
  • The S.I.D will increase in size for VR readability when turned towards the player and the player is facing the device.
  • Reduced damage caused by plane debris hitting the submarine.
  • Improved splash particle effects.
  • Improved splash sounds.
  • Improved plane death behaviour
  • Reduced interior hydrophone volume.
  • Inventory items that do not have a trigger behaviour no longer prevent themselves from being
  • stowed if the trigger is held down.
  • Minor tweaks to inventory slot usability.
  • General bug fixes, performance and networking improvements.


Early Access 1.7.0.1 Beta Minor Update

Hey guys, we’d like to thank everyone who’s participating in the beta for providing feedback, here’s some issues that should be fixed in this update.

Change log

  • Added a second handle to the heavy machine guns which allows for significantly easier gun placement rotation.
  • Fixed an issue where one of the new merchant ships could not be target locked.
  • Fixed an issue that prevented the battleship from spawning.
  • Fixed an issue that could cause the 88mm shell casing to occasionally get stuck in the deck gun breech.
  • Increased machine gun damage applied to the bomber.
  • Reduced damage caused by plane debris hitting the submarine.
  • Improved splash sounds.
  • Improved plane death behaviour
  • Torpedo Data Computer will now warn if the locked target is out of range
  • Fixed mission numbering labels.

Early Access 1.7.0.0: Updated surface gameplay in BETA now

https://youtu.be/uqERe1BpWe0

Hey guys, we’ve been busy working on updating the surface gameplay, there are a significant amount of changes so we’re putting this in a beta branch first. Let us know if you encounter any bugs.

Change Log

  • Remodeled and textured exterior of the submarine.
  • Updated exterior sounds.
  • Updated exterior lighting.
  • Added bow spray to moving submarine.
  • Replaced existing flak gun with 50 caliber, 600 RPM machine gun.
  • Conning tower ceiling hatch is now located in the sensor room (periscope room).
  • New exterior location accessed via the control room ceiling hatch.
  • Added 88mm deck gun and 88mm shell dispenser for manual reload to new exterior location.
  • Added additional 50 caliber machine gun to new exterior location.
  • Remodeled and textured all merchant ships.
  • Added lightly armed merchant ship enemy, with two 88mm deck guns.

  • Limited naked eye vision to ~4km.
  • Added experimental personal telescope with vision up to ~10km.

  • New surface based mission (mission 4) where the submarine has run out of torpedos.
  • Updated enemy AI deck gun behaviour to use a more natural aim progression and believable firing pattern.
  • Implemented new AI system for destroyers.
  • Reduced damage of destroyer and battleship deck guns to allow for longer surface engagements before submerging is necessary.
  • Bombers now drop torpedoes.
  • Added tracers to deck gun projectiles and new on hit/splash particle effects.
  • Improved hit detection on all enemies.

  • Submarine now has a hull integrity, as the integrity decreases, the rate at which the submarine suffers leaks when taking damage increases. The hull integrity can not be repaired mid mission.
  • Added ‘SID-Buoy’ (Submarine Information Display) to left hand that displays hull integrity % and number of leaks.
  • SID-Buoy will also display information about the last control or item touched with the left hand.
  • The SID-Buoy will increase in size for VR readability when turned towards the player and the player is facing the device. Sliding the SID-Buoy control to the off position will disable this functionality.

  • Reduced interior hydrophone volume.
  • Inventory items that do not have a trigger behaviour no longer prevent themselves from being
  • stowed if the trigger is held down.
  • Minor tweaks to inventory slot usability.
  • General bug fixes, performance and networking improvements.

Testing Heavy Guns (work in progress)

https://youtu.be/4jjzG77hW_4

Hey guys, this is just a quick update to show you what we’re currently working on. Our next release will focus on updating the surface audio, visuals and gameplay. Here’s a quick preview of the 50 caliber machine gun and 88mm deck gun.

Early Access 1.6.1.0 Single Player Radio Controller

https://www.youtube.com/watch?v=5r3ZZi_yIo8&feature=youtu.be

Hey guys, as IronWolf has grown with features and roles we’ve decided to add a new inventory item to help single players control the submarine during intensive gameplay. The radio control device will be available in a belt inventory slot if you are the only player in the game, you will be able to drive and set the depth of the submarine from any room, enabling you to pull off some of the more advanced maneuvers whilst fully engaging the enemy.

We’ve also revamped the belt inventory system which allows for precision control of multiple inventory items and the slots they occupy on your inventory belt. In IronWolf some of the items are quite large, this makes it difficult to know which slot you are interacting with. To solve this we made it so that when looking at the inventory belt, items will shrink down as you bring them near to a slot and the slot will highlight so you know which one you’re interacting with.

Change Log:

  • Added Single Player Radio Controller inventory item
  • Added 2 new inventory slots onto the belt
  • Items now shrink as they approach an inventory slot
  • Inventory slots highlight for interactivity cues
  • When roomscale locomotion is disabled, we no longer rotate the player as they travel between rooms.
  • Added and improved volume control sliders for VOIP and main audio
  • Added text cue indicating how many players are recommended for selected assist options
  • Assist options now persist between games
  • Snorkel will now replenish breathable oxygen for the crew
  • Added rear fins to submarine map icon as an orientation cue
  • Added protanopia colour blind mode to the settings menu as this form of colour blindness is severely affected by the red lighting mode.
  • Fix delay on hand closing animation
  • Fix colour of inventory items on the surface.
  • Fixed a rare bug where stowed inventory items could re-appear in your hand.