Metal Heads cover
Metal Heads screenshot
Genre: Indie, Arcade, Card & Board Game

Metal Heads

20,000 DEMO DOWNLOADS!!!!

TWENTY THOUSAND DOWNLOADS!!!!!



We did it!
Thanks to all of you amazing, awesome metal heads out there who downloaded my stupid little party game, it has reached a massive 20,000 downloads on Steam.

I am so overwhelmed with joy and SUPER excited for what's in store this year, and what a way to start the year off!

As a celebration for 20,000 downloads, I created a sneaky little mini-game for the Discord testers who have helped me so much over the last year with testing the online portion of Metal Heads and helping me iron out many many bugs (waaaay too many).
[previewyoutube="5g-KoXF3VKw;full"]

Game development is not an easy task, especially for one person to make a game this big, with 100% original content, so having such an awesome community who consistently show their love and support of the game is truly incredibly heart warming and motivation for me.

When I started Metal Heads, I felt like I was onto something, but at the same time, remained realistic in the sense that it could flop and never get any attention.
I set out to create a party game that I wanted to play with my friends, because there just aren't many options for party games out there, especially for PC.
Mario Party dominates the Nintendo systems, but there really was only 1 party game like this on PC when I first started Metal Heads. Even now, there's only 3 (including Metal Heads), so it's great that I can add to the options available to you all.
The best part about these party games? They are made by either solo developers, or small teams.

WHAT'S NEXT?


I am aiming to launch Metal Heads into early access mid-late March.
At the end of last year, I burned myself out, I needed a break, so I took most of December off, and relaxed a bit, spent time with family and loved ones and actually played some other games!
It was hard for me to peel myself away from Metal Heads, but it was the best thing I could have done, because I couldn't wait to get back into development again with a fresh mind.

JANUARY - is dedicated to fixing major bugs, and already, I have eliminated so many massive problems.
I will be updating the public demo possibly within a week or 2.

FEBRUARY - will be dedicated towards getting the board game mode ready for early access, and the boss fight mode finished up (it ALMOST works, it just has a few bugs).

MARCH - Final preparations for the Early Access launch, changes to UI, more social media content created and content creators contacted to help with shining a spotlight on the launch that will hopefully happen in March.

BEYOND EARLY ACCESS - Post early access launch bug fixes, reviewing feedback and making changes based on that feedback, adding more content at the same time, including a wider variety of mini-games, such as team based game modes, asymmetrical modes, memory based modes, reaction based, etc
Essentially, getting the game ready and feature complete for the full 1.0 launch which I am aiming to do later on in the year.
If I get time and it's not too painful, I will also try to get a Nintendo Switch, Xbox and Playstation development kit to launch on console too, however I have a feeling that console launch will most likely be in 2022 as it's not a quick and simple process.

LINKS


DISCORD
TWITTER
FACEBOOK (GAME PAGE)
FACEBOOK (OTREUM GAMES)
INSTAGRAM (Never gets used, but might be used soon!)

THANK YOU ALL SO MUCH!
YOU ROCK!!!!




BUGS! THEY ARE EVERYWHERE!!! :(

Alrighty guys! It's 2021 and I've officially lost my mind...actually I think that happened in 2020...but anyway, I thought I'd give you all a little bit of an update on what the heck is going on and what my plans are.

THE DEMO IS SOMEHOW ...WORSE?
Yes....I upgraded to Unreal Engine version 4.26, and while it is helping me in many ways, it's also giving me (and you) more grief in the form of bugs and other issues.

Firstly, I want to apologize for the problems you are all having, I absolutely HATE that you guys are having game breaking bugs, it pains me to see people playing the game, knowing that these bugs exist, and that a lot of you are probably running into them, thinking "this game is soooo broken".

But this motivates me to do better, and so I will.

Some bugs you may encounter are: (in no particular order)

- Game not shutting down correctly, the task is still running in the background.
(This happens especially when you alt+f4 now).
- Player count incorrect in lobby, it says there are more players than there actually are playing. Preventing players from continuing, and the host can't even force start to continue.
(For example, 7 of....12?, despite only having a max of 8 players)
- Players losing input sometimes, especially when restarting a mini-game.
- Some players just not even respawning.
- Duplicate players, where sometimes the controller reconnects briefly, and is recognized as a new controller.
- Scoring system is utterly broken.
- Sometimes can't even go to the pause menu to leave the game, so need to alt+f4.
- Keyboard support is horrible when playing in groups.
- User interface elements, like the tutorial screen will shrink down, then appear full size again, blocking the screen.
- Going to the options menu doesn't let you go back, or the camera just doesn't even manage to reach the options menu, it just flicks back to the main menu.

These are only a FEW of the bugs that may stand out, but there's so many other bugs that are occurring and it is killing me.

I will be spending perhaps the entirety of January focused purely on fixing these bugs, so that you guys don't have a terrible experience.

Aside from bugs, there are some glaring design problems, in particular with the scoring, and the tutorials, as well as things that don't make sense in some of the mini-games, so I'll be working towards making the design much better.


Once again, I apologize for all of these bugs, I got excited about upgrading to Unreal Engine 4.26 but it seems to be causing more problems than fixes.

Please bear with me, and I thank you for your patience while I sort out these issues.
If you do run into any bugs, feel free to post them on the forums, I don't mind, as it helps me keep track of them.
Your feedback is so incredibly important to making Metal Heads the best damn party game there is.

Thank you guys, YOU ROCK!

FATAL ERROR FIX

Thanks to community member "Stahler" for bringing this problem to my attention, the fatal error that occurs when loading the demo will no longer occur.

The problem was that I accidentally compiled the game and put it into an already compiled game's folder, so the .exe file was buried a little too deep.
For example Steam looks for the file here:
MetalHeadsAlphaDemo/WindowsNoEditor/MetalHeadsGame
but the actual exe is in
MetalHeadsAlphaDemo/WindowsNoEditor/WindowsNoEditor/MetalHeadsGame

And therefore the error occurred.

A simple fix however, but wanted to let you know it is sorted out, and to give Stahler a pat on the back for pointing this out to me :)

A little hotfix for the character menu back button (offline)

Hello fellow Metal Heads!



This is just a quick hotfix I decided to do after just returning home from a week away.

The fixes are:
- Only player 1 can hold B to return to the main menu from the character lobby.
There was a problem where if someone who wasn't the main player hit B on their controller, the game would get stuck in an endless loop of returning to the main menu if it was in the character lobby.
This made the game unplayable and resulted in needing to quit the game and reboot it, which was not ideal.

- Dropped the volume on the main menu fade in guitar, after talking to Andy Gillion, and playing the game with him in Melbourne, Australia the last few days, it was really bugging him, so we discovered the peak volume was 7dB too high, so now it should be fixed...or better at least.

---------------------------

I know this is just a small update, but I spent the last week in Melbourne, sadly for a funeral, but there were many positives that came out of that trip, including going to stay with the Metal Heads composer, Andy Gillion.
It was an awesome time, especially since he doesn't have a gaming PC as it allowed me to play the game with him and let him enjoy the end result of his music for it's intended purpose.
That's a story for another day though ;)

I am wrapping up some virtual convention work in the coming day or 2, and then will continue working on getting Metal Heads ready for Early Access. This may mean things will be quiet, but if you do want to experience the fun of playing work in progress mini-games with the wonderful testers over on Discord, please do not hesitate to show your interest and join.

METAL HEADS OFFICIAL DISCORD

HOTFIX! Fixed up capes, zombies and Tap Out scoring.

VERSION:
BOOTS OF MUSICAL PROWESS #1



Hey guys, just a quick little hotfix for you all.
Here's the change-log!

Fixed cape materials not being set correctly when respawning as a ghost.
Fixed cape materials not being set to the correct colour at the end-round/winner screen.
(Hopefully/Untested) Fixed up Tap Out's scoring. There was a missing variable for ghost players which pretty much gave them a perfect score.
Dark Dangers zombie animations now fixed up, characters face the correct direction, and animate correctly.

This change-log might be small, but it isn't all I have been working on.
I've been super cool virtual expo booth which is no small task, especially now the organizers want me to do something significant and make my booth into a center-piece of the expo (which is SO DAMN COOL!).

I've been sorting out a bunch of bug fixes for mini-games you guys don't have access to yet, and also working on new mini-games, animations etc.

So while this update is small, rest assured that I'm working hard to get the whole game finished, but also needing to do other stuff too.

Game dev aside, I've been super burned out, and it has been a huge struggle for me to get things done, I essentially turned into a zombie the last 2 weeks, unable to focus on anything, it was like my brain just flat out refused to think. I had lost all motivation and energy too, which really sucked.

But I'm getting back into again, I've been productive the last few days and I'm glad to get the ball rolling again. Sometimes, the body and the brain just need to be turned off and back on again.

Thank you for your support, and btw, 17,000 downloads now! HELL YEAH!

YOU GUYS FREAKIN ROCK!!!!

IS IT A BIRD? IS IT A PLANE?! NO! IT'S AN UPDATE!



A NEW UPDATE HAS LANDED!



It's time for a new update to save the day!

Now...this one isn't huuuuuuge, so don't expect a bunch of new content, it's mostly some quality of life changes, but also an updated character model which isn't as easy as you'd think.

Why wasn't it easy? Well, the game has about 40 animations in use, and the old character model was exported out of Blender in a weird way so the scaling caused issues with physics and a bunch of other things I was constantly fighting to work around.
I decided to finally re-rig the character model with the correct scaling, but sadly, there is no way to salvage the animations, so I had to re-do them all.
This took me a little while but I got there in the end!

There's still some tweaks here and there to smooth animations out, for example you will notice while jumping, the character kind of snaps their head forward at the start of the jump and it can really make the movement feel a bit janky.

I did a bunch of other fixes, mostly to do with the user experience, and quality of life stuff, but here's a list:


  • Fixed not being able to hold B to go back to main menu in an online game as the host.
  • Fixed not being able to go back out of the game mode selection to the lobby as the host in online play.
  • Fixed Keyboard players respawning, then only having the ability to move up and right, now you are FREE!
  • Fixed Keyboard players not being able to move at all on mini-game start.
  • Updated character model to include hands with 3 little fingers, mainly so they can do the metal horns.
  • Updated character to have feet with toes because why not?
  • Updated physics on character now that the scaling is correct.
  • Added capes, because capes are awesome. Capes reflect player colour.
  • Added 2 new heads, the roman general helmet head and a gladiator helmet head.


OTHER NEWS



OPTIMIZATION
I have added a graphics preset option into the options menu.
For those with potato PC's, or if the game just runs terribly due to poor optimization on my end, you can run the game on the lowest preset if you like and it should run a significant amount better, at the cost of looking significantly worse.
This is really just a temporary measure so those with potato PC's can actually play the game.

There are some tweaks also done to turn off some performance destroying settings in the individual video options such as post processing.

I have a test PC with an AMD Ryzen 3 3200g, no GPU, just the built in APU and 16gb RAM, it's nothing special or fancy, but it can play the game smoothly now with 75% resolution scale at 1920x1080, low graphics preset.
My aim with this PC is to get it running 100% resolution scale, 1920x1080 with settings on medium or high, so optimization work will come in the future!

OTHER STUFF!

GAMEPAD INPUT FIXED
This was a pain. Valve/Steam causes this problem with an update months ago, and it only got fixed about 3 weeks ago after hounding them to fix the problem.
During the time of fixing the issue when they finally got around to it, I had to refactor a lot of the game input, then they changed things again, so I had to refactor everything again, so I was getting rather frustrated, but eventually, it all started working with the help of the developer of the input plugin I'm using (WM Input Manager) and Valve employees.
To put things into perspective, it took Valve a day to fix the problem. But over 6 months to actually decide to fix the problem.
So now there's nothing you need to do, to get your gamepads working, HOORAY!
(Now lets hope they don't do something else to break the input).

STEAM AUTUMN GAME FESTIVAL WRAP UP
Oooooh boy, this one was an absolute killer for me...and not in a good way.
I put so much work in during the lead up to this festival, making sure I did everything right, marketing the game heaps too and just trying to make it as big as the very successful summer game festival...but no, despite streaming every single day, multiple times a day, Steam screwed up big time for all non-publisher titles.
In summary, I had less than 1% visibility compared to the Summer game festival. I had less downloads and less wishlists than an average day. Essentially, Metal Heads was tucked in a dark corner along with many other indie devs.
It felt like going to a games convention, and when you look at all the booths, there's no developers in sight, there's just pre-recorded footage at all of the booths, zero interaction with developers despite being marketed as something where you can interact with developers of their games.
And the few developers who put in all the effort? Well they were put in a back room, which nobody knew about.
That is essentially what the Autumn game festival was.

Most "live" streams were pre-recorded, and the event scheduler was exploited by the top viewed games so they could stay at the top. We were supposed to only get to do 1 scheduled live-stream event, but there was a way to keep re-creating the event over and over again at different time slots, which all the publisher titles exploited big time.

The developer forums were filled with anger about this, and there's been little to no response from Valve/Steam.

The festival was a waste of time and a complete flop, but also crushed my morale and motivation.

IWOCON - VIRTUAL EXPO
I have been preparing for a virtual game convention called IWO Con (Indie World Order convention) and made a virtual booth for that, but because the organizers loved my booth so much (it's a metal stage), they want me to have a much larger booth and be a key feature of the virtual convention.
I'll update you guys when I have something more to show so you have an idea of what's going on, but it's a lot of work. A hell of a lot of work.

EARLY ACCESS DELAYED
I had to regretfully delay the early access launch which I originally planned for the end of this month.
I have been neglecting my health, I have been neglecting my life, my girlfriend, my family, my friends...everything...to try and hit a deadline that I set for myself for no real good reason other than "November is the best time to launch".
The reality of this though, is November would have been the worst time for me to launch, because unless I slowed down, I'd probably end up in hospital.

I don't have a new release date, and not going to announce one for early access until I am absolutely 100% confident in launching, as I want the early access to be as smooth a launch as possible and for you guys to feel like what you are paying for, is worth buying.

BOARD GAME AND OTHER MINI-GAMES
One of the things that has been taking a lot of time, is working on the board game mode, converting it all to support online multiplayer and to be working properly.
I'm happy to say that the base gameplay loop all works fine online now, but still needs a lot of work before it's ready.
I have been working on converting other mini-games to support online play as well, some of these you guys got to try out during the Autumn game festival.
Some mini-games are easy to convert to online and only take a few hours at worst, others are a lot more involved and take several days of work, with lots of testing, but I'm super excited to be getting all of these mini-games functional online.
Not only am I converting mini-games to online, but I'm also working on new mini-games too, which I LOVE doing, it's incredibly fun and I cannot wait to start testing it with people on the Discord community.

FINAL NOTE



THANK YOU ALL for your support.
I keep seeing the download count going up and up, the wishlists too, and it's incredible to see, especially considering the lack of marketing behind the game, so thank you to every single one of you who download and play Metal Heads, it puts a smile on my face every single day.

YOU ROCK!

A few fixes! Including some keyboard fixes on respawn.

VERSION:
Magnificent Stick (public)



Hey guys! Here's a quick update for you all that I didn't write down earlier due to prepping for the Steam Game Festival live-streams.

TODAYS PROGRESS:
- Added danger area around Blasted arena now, so the tiles turn red, and if you're standing on them for too long, you catch fire.
- We can kick bombs in Blasted again, it was a really random bug, no idea how it even happened, but when players tried to kick, the collision type was set to...."Foliage"?
- Ghosts don't get harmed as much in Blasted anymore.
- Ghosts don't shake the screen when respawning.
- Falling Apart balancing changed to not be completely stupid right at the start.
- Falling Apart resets time for platforms to restore between rounds.
- Reduced time before Sudden Death occurs on Blasted, but still really need to factor in player count for this instead
- Blasted bombs no longer randomly just get stuck in open space when kicking them.
- As per community/Discord member Manny32923's excellent suggestion, added flames to player safe tiles in Melting Memory, and made them the colour of the player who owns that safe spot.
- Fixed Wheely laser problem where clients saw the laser stop, but it was actually still going.
- Falling Apart tiles are now fixed.
- Changed percentage chance for curse and event items in Blasted.
- Termination Trail pickups spawn more items when down to 2 players and increased Length++ item.
- Dark Dangers "Sniffer" monster AI now working :smile:
- Deadly Disco enumerates players correctly and removes the correct number of tiles.
- Items in Blasted are more varied now, so there will be more curse items spawning in, and also unlocked more level events such as universal curses that happen to all players, such as everyone getting reversed controls, or uncontrollable bomb dropping. XD

KEYBOARD FIX!


While the keyboard still is fairly broken in a lot of cases, I did fix something up thanks to Steam user "1004" in last night's Game Festival stream pointing the problem out to me.

There was a problem where if a keyboard player died, and respawned, they could only move up and right, not left and down.

THIS IS FIXED! YAY!

As I have said though, the keyboard support is experimental, and there are still plenty of problems, especially when the keyboard player isn't player 1.
Since I barely spent any time getting it working just before the game festival, I will be working on it a bit more afterwards so that it functions nicely.

If you run into any problems, be sure to post it on the forums, I do check the forums and will try to help you the best I can! :D

WHAT'S IS THIS DEMO!?

Thank you so much...


for checking out the Metal Heads demo you awesome, kick-ass, human!
This demo is filled with bugs, it's broken as heck, the online is laggy, menu stuff sometimes doesn't work properly after playing a mini-game, and some people have to mess around with controller settings in Steam...urgh, the list goes on! Why can't a game just NOT have problems?!

BUT...


This demo is a tonne of fun even if you lose (when it is working nicely) DOES contain a whopping 13 mini-games out of the 30 that Metal Heads will *sigh* EVENTUALLY launch with.

During this Steam Game Festival, which goes from the 7th until the 13th, I will be unlocking TWO NEW MINI-GAMES for you all to try your hand at, heck I may even throw in a 3rd additional mini-game if I get it working properly, which I'm pretty happy about as you might be able to tell.
These mini-games are only going to be temporarily available during this game festival, so make sure you get in while you can!

The current mini-games provided in the demo are:
- BLUE BALLIN'
- COGNITIVE COLLECTION
- CREEPING CREEPERS
- DARK DANGERS
- DODGY
- FALLING APART
- LASER LUNACY
- OH BALLS
- PIPEMARE
- WHEELY
- ROASTED
- TAP OUT
- TERMINATION TRAIL


AND THE 2 NEW MINI-GAMES ARE!


(Please bear in mind these are still work in progress, not all features are implemented yet).
- BLASTED (I wonder if it's inspired by another game? hmmm!?!?!)
[previewyoutube="LAIBOpHrE_g;full"]
- GET PUCKED

[previewyoutube="oyE-D0Hn13w;full"]

And if you aren't in the mood to play with anybody else? Try the survival modes of mini-games to see how long you can survive (Press Y at tutorial screen)
Some mini-games are completely different in survival mode, like Falling Apart.


KEYBOARD SUPPORT!!!!


I know most of you have controllers, but I'm still adding keyboard support anyway, even if it's buggy and broken, it's better than not being able to play at all right?.....right?.....guys?


DISCORD


To make this an AWESOME community, there is a official Discord server set up for Metal Heads at the link below: (Still working on verification)
JOIN THE METAL HEADS DISCORD
So don't be shy, come on in to the Discord channel and lets have some fun with our fellow gamers and metal heads.


TWITCH


Head on over to the official Twitch channel for OTREUM GAMES where the I will be streaming live during the Steam Games Festival.
TWITCH

Otreum Games supports other indie devs too! So be sure to check out some of the streams where other indie games will be shown off too!

OH NO THERE'S BUGS?! HELP ME CRUSH THEM


Bear in mind that this is very much still the early testing version of online multiplayer and the game is still in alpha, so there may be some potentially game breaking problems and things may look a bit janky.
If you do experience any problems, such as a very well known issue where controllers simply are not working.
Head on over to the steam forums:
SUPPORT FORUM


ARE YOU A CONTENT CREATOR?


Are you interested in streaming Metal Heads on platforms?
Or are you interested in uploaded pre-recorded footage somewhere?
Show me your interest by filling out the following form, this will help me organize events with you, and gives you an opportunity to do live-streams where you can "play with the dev".
You may also get access to versions of the game that contain additional features and content that are otherwise not available to the public:
SIGN UP NOW

If you enjoy the demo, or just want to support Metal Heads while staying up to date, please consider wishlisting it here on Steam.

Thank you guys SO MUCH! You guys ROCK!


MENU FIXES!

Version: Terrible tap



Not a big update, but this should resolve 2 big issues.

CAN'T CLICK ANYTHING OR USE THE MAIN MENU WHEN RETURNING TO MAIN MENU


This was a bit of an annoying issue to hunt down, but I finally found it just before I was about to throw in the towel for the day.
So this no longer is an issue, YAY!
No more leaving the server for whatever reason, only to then find you can't do anything and need to restart the game.

CAN'T USE LB AND RB TO CHANGE MINI-GAME PAGE


This is fixed now, it was another really stupid issue that took a while to find and fix, it was literally one little thing.
I know it's not a major issue, but it certainly helps.

SPAWNING IN THE FLOOR ON FALLING APART


I haven't been able to replicate this problem myself yet, so it's really difficult to pin-point what is going on with this, but I have moved the spawn points up higher to hopefuly remedy the issue.
I don't think this IS the fix, but we shall see what happens.
Let me know if you encounter this problem.

TAP OUT SCORING IS WEIRD AF


HOPEFULLY I have fixed this, but not 100% sure, let me know!
I'll be testing this soon with the Discord testers.

TAP OUT LEVEL IS NOW UNLIMITED....WITHIN THE CONSTRAINTS OF THE GAME ENGINE


I changed how Tap Out's level is generated.
Previously the Tap Out level was pre-generated when the level started, but the problem with this is that there were a tonne of entities that were ticking away, doing stuff off screen, using up CPU and networking resources which could cause performance and network lag.
Now the level procedurally generates indefinitely.
Online the level generation has a limit, but you'd probably have be tapping away for 50 hours to reach that limit I would imagine.

UPDATE ON PROGRESS WITH INPUT


I contacted the developer behind the WM Input Manager plugin I'm using to handle the game input to see if he could help with the input problems players have been having, and have also reached out to Steam support (again....) to a point where I feel like I'm spamming them, to try and fix what they broke and said they were going to fix.

I spent the entirety of yesterday researching how to write my own input and ....my brain melted. There's just sooooo much stuff to do to make it all work sadly :\

Anyway, I'll leave it at that.

Thanks again for your patience.

YOU ROCK!


HOTFIX: Smoother (oh) balls and fixed laser lunacy trap doors

Version: Mysterious monkey shaped ball



HEY GUYS!

I spent the whole day yesterday trying to resolve some issues that I have been wanting to solve for a while now but never really got around to it, or didn't know HOW to fix the issues.

OH BALLS MOVEMENT FIX


Firstly, if you didn't figure it out from the title of the update news, the ball movement in Oh Balls SHOULD be much smoother.
I was going about the process in a round-a-bout way and it wasn't really the most efficient way to do things.

After working on a new mini-game, I discovered a much better method for moving physics characters around online, and so took that method and applied it to Oh Balls.

LASER LUNACY HATCH DOORS FIXED


Ball talk aside, I also discovered in a recent play test that client's were glitching through the trap doors in Laser Lunacy, but not all of them.
This is a strange bug and I'm still not entirely sure why it even happens, but I THINK I fixed it.
I went from 100% being able to replicate the issue to now 0%.
While this issue wasn't a game breaker, it just FELT really janky and that's not ok with me, especially if you're running around the level dodging lasers, only to suddenly disappear through closed doors.

If you guys run into these issues, please let me know, as I haven't really tested this online with players outside of my own network yet. And while it's ok to test with computers within the network, it doesn't always show problems.

NEW "GET PUCKED" MINI-GAME!



As some of you may know, I have been working on new mini-games again now that a lot of other issues have been sorted out.
This mini-game is one of the first mini-games I ever worked on, but I turned it into the "Dodgy" mini-game.
I like the adult pun, and wanted to still use the name and have a mini-game with a puck in it, so I created a kind of air-hockey style mini-game out of it.
It's nothing super special yet, and I have some great ideas to improve upon the mode, along with doing a team mode, but the last test I did resulting in a tonne of laughter and everyone seemed to really enjoy this new mode, which I consider a success!

This mini-game is only available to those who wish to help out with testing in the Discord channel found here:
JOIN THE METAL HEADS DISCORD

Here's a little sneak peak at the mini-game and it's AWESOME music once again made by Andy Gillion.
[previewyoutube="eLR_t1hpnRk;full"]

MOVING FORWARD



There's still a LOT of work to do, and I have taken more time off development to recover a little bit as I have been mistreating my mind and body to work on this game for ridiculous hours...something is eventually going to give, so I'm moving forward with the development in a smarter, healthier way, which hopefully means that I'll be more efficient and get more done in less time

Other than that, I have some major things to get finished before the release of Metal Heads. These things are:

  • Another 13 mini-games (at least)
  • Finish off the board game mode
  • Proper character customization and new much needed character models
  • New promotional trailer
  • General bug fixes, QoL, User experience changes, UI changes. Basically a big polish up.


And that's about it. It seems to easy when put into a tiny list like that, but every single little thing can take such a long period of time, so fingers crossed I can get it all done by the end of the year. Otherwise if I have to move development back for the sake of a better game, I will.

THE DREADED INPUT PROBLEMS!



While the Metal Heads demo has had a lot of downloads and wishlists, I have this sinking feeling in my stomach that so many people downloading, are probably giving up playing the game because it doesn't work straight away. Most people have to adjust Steam input settings, and even then, it doesn't always work.
This is unacceptable by my standards, and totally understand if people flat out say "Well this game sucks", because having that kind of a problem, especially on an Unreal Engine game, just isn't right.

I worry that this is happening a lot and if Metal Heads randomly blows up at some point with this issue still at large, that would be incredibly embarrassing.
So I'm going to be dedicating a sizeable chunk of development time to purely focus on making it so there aren't any annoying input problems.

I may not fix them any time soon, but I won't be releasing Metal Heads until this problem is solved, because it could really hinder the success of the game.

On that note...

THANK YOU all for sticking with me, and keep on rockin!

YOU GUYS ROCK!