Improvement Double Tap To Sprint Option In the menu under controls you can now choose between enable or disable double tap to sprint. The control has a scroll bar on the right you can pull down to see the option. Improvement Fixed the collision on printers. Bug Fixed a bug in Hive where the forcefield could block your progress in the level.
LONN | Patch 6
We've had some great feedback from the community, thanks for posting in the discussions. We've got some really nice updates, fixes and improvements.
HTC Vive Wand Support Iteration 1 We've implemented an iteration 1 of the Vive Wand controls. We don't have access to the controllers however a community member uploaded Vive Wand bindings. We tried to match the engine inputs as close to this binding as possible. Please let us know how this goes, if any issues come up we'll try hotfix it quickly.
Left Handed Support In the game options under controls you'll see an option to change between left and right handed. This will change where your magazine and item slot is. This was requested by the community, we hope you find this useful.
Sprinting Another requested feature was being able to press the left thumbstick forward twice to sprint. We've added this feature into the game and we hope you enjoy using it.
Haptic Feedback when your slotting an item We've added haptic feedback when your hand is near a slot and you're holding a weapon. This should help for users who want to quickly put a weapon away without looking down at the UI prompt.
Optimisation Hideout has been Optimised. The city humans have had big performance improvements. Optimisation Apartment has been Optimised. Optimisation Optimised lasers for puzzles improving performance in multiple levels. Improvement Shredder Drone SFX is louder so they shouldn't sneak up on you anymore. Improvement Optimized shaders in Confrontation and unknown to improve performance. Improvement Haptic Feedback has been improved for all weapons. Example hitting a WUX-n red sword will have haptic feedback now. Hitting melee weapons together or against enemies will have haptics/improved haptics. Improvement Added Gangmember death sound effects. Bug Fixed enemy navigation issue in Metro. Bug Gangmembers will no longer shoot after death. Bug Fixed being able to grab the credit in Luna Hideout prior to her giving it to you. Bug Fixed a bug on the hand where if you had your fist closed it was hard/impossible to push interfaces and some buttons.
LONN | Patch 5
Quick fix for the map Unknown if you encountered a soft lock this will fix it.
Bug When quitting Unknown and entering the game or dying the cutscene with Megalo would not continue. Now the end sequence will continue allowing you to complete that section. Bug A target point in Unknown would teleport you too close to the ground causing an issue with you getting stuck in the roof sometimes. This would lead to you not being able to jump or move up onto the edge of a building for example.
Vol.3 LONN Release Date Trailer
Hello everyone!
We're back with a LONN Community Update. This week we're releasing our Release Date Trailer!!
We'll be releasing LONN on November 17th. Make sure to check out the trailer below.
Thank you for your continued support, we hope you enjoy the trailer.
Dan, Matt and Sanjay SixSense Studios
Vol.2 LONN Advanced Physics Gameplay
Hello everyone!
We're back with a LONN Community Update. This week we'll be looking more into the gameplay of LONN.
Steam has a 5mb limit on gifs, you'll find higher quality versions on our website Showcase Gifs
Advanced Physics Character As mentioned in the last Community Update we have advanced character physics systems. Here you'll see the climbing system used to get hidden loot. You don't just grip climb, you can mantle any surface. When you push on surfaces your body will produce force.
When playing LONN make sure to take full advantage of our advanced physics character to explore every part of the map. We've had a lot of fun playing with the climbing systems during development, maybe too much fun.
Full Physics Combat Since we went for a full physics character all aspects of our game include physics; objects in the world and enemies.
While fighting enemies be it WUX-n, Drones or Bomb Bots you'll be able to use your weapons, the environment and even your fists to defeat them. You may even come across characters who aren't after you, but as we said in our first Community Update don't disrupt the city NPCs
Telekinesis and Exploration In LONN you'll be climbing, exploring, fighting and solving puzzles. A big part of the game is exploring each of the 16 levels. While exploring you'll find uses for Telekinesis such as bringing a crate down to get credits. Or solving a physics puzzle. Exploration has other rewards finding credits, weapons, health stations or 3D Print Stations. We hope you enjoyed this look into the physics and gameplay of LONN.
Dan, Matt and Sanjay SixSense Studios
Vol.1 Physics and Dynamic Movement
Hey everyone!
We're back with the latest edition of LCU (LONN Community Update).
This week we're discussing our Kinesis Physics System.
From the very beginning...a long time ago...we decided on developing core systems that allowed for player freedom in a virtual world. We didn’t want hands to go through walls, enemies to be interacted with in one way only or for exploration to be teleport based. We wanted the experience to be immersive and for the player to feel presence; accepting the virtual world as real.
We’ve developed a core system built on physics for the player, enemies, world and objects in LONN. This allows all gameplay systems to connect and work together simultaneously.
If you run into an enemy and see an object in the world. Grab, throw and hit them with it
if you see a fence with a lock, try climb over it or use a dagger or crowbar to break it
if you run out of ammo, grab your rifle with both hands, knock your enemy to the ground and finish them off
if you want to be stealthy instead of being all out attack, go for it...
if you want to use a baseball bat and an enemies shield, instead of a sword and dust bin lid..you can
The list goes on....there's endless possibilities that grow into more complex gameplay scenarios.
The Kinesis Physics System is what we call the underlying system that links all of our gameplay together: Player Character; AI; Environment Interactions; and Objects.
With this core, each level is ridiculously fun to play in. You can do lots of things in each space while playing the campaign and experiencing the story in your own unique way.
Player dynamic movement
You can run, jump, climb, mantle, grab, push, pull, punch, crouch...using parkour you can traverse obstacles whichever way you choose. Take out two enemies, then jump over to the small platform on the left before jumping back and grabbing the tiny ledge. It should be next to a big pipe that’s snaking up the wall. Climb up the pipe and turn back on yourself to see the next platform in front of you. Leap onto it, then jump across the gap to then mantle on the other side.....you get the idea! There's many game modes in LONN including parkour and time trials.
LONN is playable from start to finish (logo to credits) and we can't wait for you to play it soon!
Have a great week,
Dan, Matt and Sanjay SixSense Studios
Vol.0 The World of LONN
Hello everyone,
Thank you for following LONN and welcome to our inaugural Steam community update!
As we get closer to launch, we will be sharing exciting news and updates, just for you.
Topics will include gameplay, story, characters, mechanics, weapons…and….shh….will you be the first to see fresh content!?! Keep a sharp lookout.
Firstly, a brief history about LONN. LONN is ~3+ years in the making. The idea was conceived on Feb '19, when SixSense was formed in Sydney, Australia. Our announcement trailer was revealed to the world on Nov '19 and from that day we set out to create an impressive and immersive gaming experience.
Why make a VR game? It’s serious fun. We love the immersive experience after putting on a headset and the feeling of being in a new environment and having a realistic experience using your body to control your character to interact with the world.
What influenced us to make LONN? We have many game influences such as: Deus EX, Half-Life, Dishonoured and BioShock to name a few and all of these games inspired us to bring you LONN.
How long is LONN? It's an epic story based game, however there are experiment modes too. There are many levels to explore and you get to play your own way…more to follow on these topics soon....
Vol.0 The World of LONN This week we are delving into the world environment of LONN, with a focus on: storytelling, complex physics interactions, level spaces, and gripping gameplay.
WUX-n Research Laboratory: What are they doing here? What are the chambers for?
Civilians: Listen in but don't get too close. You've got to be tough to survive the city and these civilians will put up a fight if you annoy them.
Strat Bank: World's most advanced bank, what is WUX-n doing here?
Lucky's: Need a new weapon? He is your guy. Just make sure you have enough credits by exploring and finding loot in levels.
Central Mall: Electricity on the floor, physics props and knocked over objects. Using your gloves to manoeuvre objects, parkour to jump or climb, how will you navigate this?
We hope you enjoyed this look into the world of LONN. See you next time for more updates!