Operation Hardcore cover
Operation Hardcore screenshot
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Genre: Shooter, Platform, Adventure, Indie, Arcade

Operation Hardcore

Build 1.9



Build 1.9 is now live and includes the following:

Fixes



  • sorting layer fixes
  • fix for Cave BG not repeating seamlessly
  • fix for both players able to collect pick-ups simultaneously
  • fix for camera shifting slightly at start of level (2P only)
  • fix for electrocution SFX not playing on mixer SFX channel
  • fix for vendor items not always triggering

New Features/Improvements



  • add power-up drops to most boss fights
  • add par times and persistent user time tracking for challenge levels
  • Super Secret: major visual overhaul
  • new challenge level: Portal Puzzler
  • challenge level music
  • add charging SFX for laser
  • Cave Secret: design tweaks
  • Ascension: design overhaul
  • add Alien Drone Scout damaged states
  • Forest: design tweaks
  • player sprite improvements (unique weapon sprites, bracing frame, hand improvements)
  • alien trooper sprite changes (palette change, better weapon sprites, hand improvements)
  • increase brightness of several levels
  • stop level timer when transitioning

Changes



  • decrease max shields to 9
  • double default damage to 4 DPS instead of 2
  • don't allow shooting while shielded
  • remove difficulty-based adventure achievements, replace with a single "Adventurer" achievement which doesn't require starting on first level
  • critters no longer pursue once off-screen

Known Issues



  • timer displays 99m99s at start of City level

Build 1.8.2



Build 1.8.2 is now live and includes the folowing:

Fixes



  • possible fix for blur shader left on camera when gamepad unplugged
  • fix for whiskey pickup giving player shield instead of whiskey
  • Cave: fix for missing ambient music
  • Infected Planet Secret: fix for rockets exploding when hitting botttom of clouds
  • Forest: fix for ambience missing
  • Alien Ship Boss: fix for missing respawn icon
  • Alien Ship Boss: fix for duplicated bloom effect

New Features/Improvements



  • new challenge levels (3 for now, more to come)
  • Apartment: visual and design updates
  • City: visual updates
  • Mountain: visual and design updates
  • Mountain: move boss camera target up a bit
  • Mountain: split map into separate segments to improve rendering performance
  • Infected Planet: visual and design updates
  • Infected Planet: push cacti and fire-breathing heads back a bit so gore pieces render in front
  • water drops in secret cave now use 2D physics/collisions
  • remove player collider (fixes isue with player "pushing" pick-ups before collecting them, also fixes issue with coins being double-counted)
  • increase projectile glow
  • increase ambient light for most levels
  • update act intro images to match recent visual updates
  • add light to player shield

Known Issues



  • touching edges of elevator when grounded triggers movement

Build 1.7

Snug here, just a quick note to let you know that build 1.7 is now live in the main branch and includes the following:

Fixes



  • fix for particle FX occasionally spawning in wrong location
  • fix for P2 Vendor tooltip using old UI style


New Features/Improvements



  • major update: new health system! Try it out at let us know what you think!
  • difficulty setting adjustments
  • enemy projectile speed no longer scaled with difficulty
  • visual updates to City (new props, tile sets, etc.)
  • visual updates to NPC gib in City
  • added new segment to City
  • City boss battle now starts after fully crossing bridge
  • visual updates to Forest
  • minor level tweak to Desert
  • level tweaks for Alien Ship Boss level, including slower scrolling speed and player not force-scrolled
  • integrate remaining mastered music (City boss, Desert)
  • lower overall loudness of audio by 8db


Known Issues



  • ambient music missing from cave level
  • coin pick-ups being double-counted

Preview: new health system (beta 1.7)

In an effort to balance the difficulty and make the game a little bit more accessible, we're experimenting with a new health system.



This is live in the beta branch now, try it out and let us know what you think!

Here are the full release notes for beta 1.7:

  • major update: new health system! Try it out at let us know what you think!
  • difficulty setting adjustments
  • enemy projectile speed no longer scaled with difficulty
  • visual updates to City (new props, tile sets, etc.)
  • visual updates to NPC gib in City
  • added new segment to City
  • City boss battle now starts after fully crossing bridge
  • visual updates to Forest
  • minor level tweak to Desert
  • level tweaks for Alien Ship Boss level, including slower scrolling speed and player not force-scrolled
  • integrate remaining mastered music (City boss, Desert)
  • lower overall loudness of audio by 8db
  • fix for particle FX occasionally spawning in wrong location
  • fix for P2 Vendor tooltip using old UI style

OST and Deluxe Edition now available



Snug here, just a quick note to let you know that the OST (via DLC) and Deluxe Edition (base game + OST) are now available. To celebrate, we're running a sale this week: save 15% on the base game and OST, or 20% on the Deluxe Edition!

Build 1.6



Build 1.6 is now live and includes the following:

Fixes



  • fix for escape key not pausing when using gamepad controls
  • fix for trooper self-illum layer slightly offset from main sprite


New Features/Improvements



  • upgrade to Unity 5.4.0: this should improve overall rendering performance
  • new charge/attack behavour for final boss (to reduce cheesing)
  • small tweak to Alien Ship level layout
  • blood and ground impact particles now collide with solid ground
  • more "explosive" blood particles
  • enemy gib now float in water
  • visual improvements to Tutorial level
  • flames are now lower-def / explosions are slightly higher-def


Enjoy!

Build 1.5.1

Build 1.5.1 is now live and includes the following:

Fixes



  • fix power-up missing before alien ship boss


New features/improvements - general



  • new "minimalist" UI; we think this suits the overall aesthetic of the game much better. Here are some before/after shots:


Build 1.5

I'm pleased to announce the biggest update to OH since we first launched in Early Access! Enjoy!

Fixes



  • fix for stars appearing abruptly in Ascent
  • fix for rocket-spawned enemies spawned on top of each other
  • fix for recoiling off screen (see below)


New features/improvements - general



  • recoil and knock-back now applied with velocity instead of repositioning. As a result, it is no longer possible to "recoil" off the screen.
  • new weapon, shield and weapon upgrade icons


New features/improvements - weapons



  • experimenting with charging laser behaviour
  • add slight Y-axis recoil (a la Cave Story)
  • reduce price of basic special weapons in vendor
  • randomize enemy bullet starting position slightly (similar to player)
  • bigger player bullets
  • randomize player bullet direction slightly
  • screen-shake for spread gun
  • add projectie/ground impact FX
  • bigger flamethrower projectile
  • randomize flame-thrower projectile rotation


New features/improvements - levels, enemies



  • add whiskey pick-ups (only in one level--Desert--so far)
  • power-ups and coins are no longer permanent
  • revamp desert mini-boss and boss
  • revamp space boss
  • add a bit of "slipperiness" to trooper/gun trooper walking
  • critter crates now shake
  • first boss now drops a power-up-spawning trooper
  • add "falling" frame for cannon troopers (i.e. when knocked off a ledge)
  • more screen-shake for explosions
  • pick-ups (shield, weapon) now have gravity applied
  • integrate mastered Mountain and Super Secret music
  • experimenting with more dynamic camera (reverse offset if player(s) looking in opposite direction)


Known issues



  • charging laser relased on pause and boss warning and at end of act intro screen
  • no audio feedback when laser is charging
  • may have gone a bit overboard with desert and space boss,we'll see ;)
  • it's currently possible to "push" desert mini-boss/boss, and space boss, while invincible or shielding (exploit it while you can :)
  • ground particle effects triggered at edges of some levels (cave, infected planet)
  • missing power-up before alien ship boss
  • possible to "cheese" final boss by trapping him in a corner using knock-back

Build 1.4

Build 1.4 is now live and includes the following:

Fixes



  • fix for enemies walking into crates and partially destructed walls


New features/improvements



  • explosive crates ːsteamhappyː
  • level tweaks, mostly to add explosive crates, but a few other small ones as well (Apartment, City, Forest, Cave, Desert, Alien Ship, Ascent)
  • bouncier critters
  • textured BG and more lighting in Apartment level


Be sure to consult the "Known issues" discussion topic for a list of known issues introduced in previous builds: http://steamcommunity.com/app/395550/discussions/0/405693392908171145/

Steam Cloud now enabled

Hey all, just a quick note to let you know that I've configured Steam Cloud. If you play across multiple computers your save data will synchronize automatically. Let me know if you run into any issues at all!