IronWolf VR cover
IronWolf VR screenshot
Genre: Simulator, Indie

IronWolf VR

What comes next for IronWolf VR

Hi everyone, we wanted to update you with the features that we’re currently working on for future IronWolf VR updates.

Inventory System



We’re implementing an inventory system for players to carry around and use items. Players will be able to pass items between each other.

In the single player game mode we’ll be adding an inventory item that allows players to issue orders that control common submarine operations.

Engine Room



We’re adding a engine room where you’ll be able to control both diesel and electric engine operations. We’re excited to experience this iconic room in VR complete with animated engines. We’re also planning on adding some damage control mechanics so that if the engine is overused the player will need to repair its pistons to maintain peak performance.

Damage Control



We’ll be adding a repair tool to fix leaks in the submarine. Additionally, manual water pumps are being added to remove water from inside the submarine after taking damage.

Freeplay



We’re working on simulating a large world in a background thread with many shipping lanes and convoys that the player will be able to hunt down using the new time compression mechanics in conjunction with a revamped hydrophone.

We’ll be adding a leaderboard to freeplay where you can compare your achievements with the rest of the community.

This will be a precursor to our persistent open world which when implemented will add ports, credits, upgrades and technology progression to the freeplay game style.

Early Access 1.3.1.3 Balance Patch

Hey guys, we’ve just applied some balance tweaks to the Destroyer and Battleship combat.

Change log:

  • Reduced submarine detection radius when below periscope depth to allow for depth charge evasion maneuvers.
  • Improved Battleship responsiveness when fired upon from max range.
  • Fixed issue where destroyer did not engage the submarine correctly.


Early Access 1.3.1.0 Update

Hey Guys, this is just a quick update to make the hydrophone role more interesting, tweak the submarine physics and fix some bugs.

Changelog

  • When the waypoint assist is turned off, the hydrophone user must now track the target to get up-to-date map marker positions for the enemy. Out of date map markers will continue to move with the last observed velocity until the hydrophone has received new readings.
  • Setting the Engine Order telegraph will now rapidly set the engine throttle to the desired state, giving more immediate power in the required direction.
  • The submarine will now experience less drag when travelling on the surface vs submerged.
  • Using the hydroplane will now increase drag of the submarine.
  • Improved rudder and turning physics model for the submarine.
  • Improved buoyancy gauge stabilization.
  • Fixed a bug where torpedoes could fire in the wrong direction
  • Fixed a bug that allowed the player to open the conning tower hatch before being fully surfaced.
  • Reduced network bandwidth usage.

Early Access 1.3.0.0 Major Update - Battleship and more

New Enemy: The Battleship, heavily armed and armoured.




  • Battleship has a long range Hedgehog Mortar that fires between 1500m and 3000m, so get in close.
  • Battleship can fire torpedoes at you from its broadside, dive quickly as torpedos can not track you below periscope depth (~15m).
  • Battleship deck guns do a lot of damage, recommended not to surface.
  • Battleship takes approximately 10 torpedos to kill.
  • Added 2 new missions featuring the Battleship.
  • Extended random missions to occasionally spawn Battleships.


Completely Reworked Enemy Detection Model.




  • Pulsing circles on the map show the area where enemies can detect you.
  • Enemies inside this area will be able to see or hear you and know your location.
  • The area is large when you’re surfaced, larger still if the periscope is fully extended.
  • The following items affect the detection area when submerged: Submarine Speed, Submarine Depth and Periscope height above water
  • Firing a torpedo or the deck gun will spike your detection area for a short period of time.
  • Enemy sonar pulses are now displayed on the map as a translucent blue wave. If you can hear the sonar ping, the enemy has detected you.


Official Oculus support and locomotion option for players without Roomscale


  • We’ve added an unobtrusive locomotion mechanic where you can use the Vive track pad or Oculus Joystick to make small adjustments to your location and orientation inside the submarine. You can turn this on/off from the settings menu.
  • Left control will let you do a small hop, forward, back, left and right.
  • Right control will rotate you 90 degrees.
  • Grip button crouches.


Misc.


  • Improved enemy ships physics simulation.
  • Improved AI steering and engine control.
  • Added settings to the main menu that allow players to change locomotion type.
  • Replaced enemy ship alarm with automatic incoming torpedo alarm.
  • Reduced destroyer deck gun damage.
  • Reduced damage of AA flak gun against enemy ships and forts.
  • Bug fixes.

Preview for Upcoming Update 1.3.0.0

Hey guys, this update has taken a little longer as we’ve added and reworked more things than we had initially planned, I hope you will all enjoy the extra things we’ve been working on.

Here’s a sneak peak of the new enemy’s weapon, the Hedgehog Mortar.

Early Access 1.2.0.1 Minor Update

Hey guys, this is just a quick update to fix a few outstanding issues whilst we're working on more content for the game.

Change log:

  • Fixed issue where auto rudder would turn back on when rudder was moved.
  • Fixed issue where desktop controls depth gauge needle would become obscured
  • Fixed textures on conning tower.
  • Fixed issue with backwards torpedo offset gauges.
  • Slightly improved layout of desktop controls.

Early Access 1.2.0.0 Update - Local Multi Crew and Underwater Terrain



Hey Guys,

It wasn’t officially on our road-map, but we hope you’ll approve of this update. We’ve added an experimental local desktop control for the control room so that someone can play using the monitor and mouse at the same time as someone using the VR headset. When you’re using desktop controls, you can switch between your controls and what the VR player can see by pressing the spacebar.

Some points to note:

  • Local controls can be turned on/off in the menu
  • Local controls are available in single player mode
  • Local controls are only available to the host in multiplayer mode

We’ve had a lot of fun with this in testing, let us know what you think.

We have now added underwater terrain which can be used to avoid Sonar if you have landed on or are very close to the sea bed. Use the Depth Under Keel Gauge (next to the depth gauge) to judge your descent and use the underwater terrain display (above the rudder) to find a suitable location to land. Carefully!

Other changes:


  • You now take less damage in the orange depth zone.
  • Some texture improvements.
  • Minor network stability fixes.


Next up we’re going to be adding a new enemy ship type along with extra missions.

Quick Preview for our Underwater Terrain update.



This shows the Depth Under Keel Gauge and the optional pull down cross section display assist. You'll be able to hide from sonar, but try not to crash.

We're also going to be releasing a surprise feature that's not on the road-map...

Early Access 1.1.1.1 Update - Group Remake and Hot Join Rooms

Hey guys, based on a lot of feedback from the community, this update is focused on improving the multiplayer lobby experience.

Change log:

- Once a mission has ended, the host can remake the room with the same group of players.
- You no longer need two players to start a game in a multiplayer room, you can start a game while waiting for players to join you.
- Players can now join rooms with games in progress and will be able to participate in the next mission.
- The host can abort the mission at any time from the menu (accessed by the menu button on the controller) to return to mission select with the same multiplayer group.
- We have removed region select as rooms are now automatically created on the server with the lowest latency for your location.
- Rooms from all regions are now displayed in the same list, the region of the room is visible next to the room name.

Early Access 1.1.0.3 Flooding Desync Hotfix

Hey guys, we’ve fixed some issues with the torpedo doors and flood levels becoming desynced between clients.