Out of Ammo cover
Out of Ammo screenshot
PC PS4 Steam
Genre: Shooter, Real Time Strategy (RTS), Strategy, Indie

Out of Ammo

Out of Ammo: Death Drive

Hey all,

So awhile back Dean spoke about doing some more content for Out of Ammo in the form of DLC to add to the main game.

This hasn’t happened.

Since the inception of said content, the Out of Ammo team have been left to their own devices, in that time they have produced something beyond a minor DLC pack, so we’ve made the call to ‘kick out the jams’ and upgrade this into its own stand-alone follow up. So without further messing about, we are very proud to announce that Out of Ammo: Death Drive to Italica will be coming early next year.



But what is this new game I hear someone cry from the back, right on cue. Well, we’ve taken to playfully calling it Edgar Wright directs Planet Terror, a grindhouse road-movie in which you lead a group of survivors hanging out the back of an RV across the country, as waves of the infected populus lay waste to civilization.

Out of Ammo: Death Drive to Italica will include:


  • Full story based campaign
  • New freeplay maps
  • Brand new weapons
  • All new structures including turrets, barricades, towers (to help you fend off the hordes)
  • A cricket bat, in an actual pub (How’s that for a slice of fried gold?).


The reason we’re telling you guys first is we didn’t want to blindside you with this change, we know some of you were looking forward to the DLC and this is pretty different, but we feel that ‘more game’ is the right way to go.


If you have any questions, throw them in the comments below and I’ll do my best to answer. In the meantime, please enjoy these screenshots:



Hotfix 1.0.4 Released

Summary


Another quick bugfix is released, focused on feedback we've received that we felt needed to be addressed urgently. Thanks as always for letting us know! Please do post on the forums with whatever else you find.

Bug Fixes



  • FIXED: Left handed mode should always function correctly now, and persists between sessions.
  • FIXED: Fixed a rare bug where friends couldn't join the appropriate session

Next Steps


The team has been going really hard on our new content. It's likely this will be a standalone expansion for the game, as it's a very big departure from the current gameplay. We'll discuss a bit more closer on the forums what our plans might be for pricing, and what plans are beyond! Most importantly as said above: let us know any issues on the forums.

Hotfix 1.0.3 Released

Summary


The team focused again on bug-fixing for the latest update. The main area of focus was on fixing bugs with the Oculus touch. UE 4.13 introduced a few problems that we have now ironed out.

Bug Fixes



  • FIXED: Some weapons wouldn't spawn properly out of the Gun Rack.
  • FIXED: Haptic Feedback missing from some Gun actions
  • FIXED: Engineers becoming stuck in their "Building" Animation
  • FIXED: Possessing a Unit should no longer pause the game
  • FIXED: Material for Golden Deagle is now correctly displaying
  • FIXED: Restored Correct Geometry for the Handgun Model
  • ADDED: The B & Y buttons on the Oculus Touch controller will now rotate the player slightly, allowing a full 360 view of the Battlefield without breaking line of sight to Oculus cameras.

Next Steps


It might be a few weeks till we do the next update, although we will do updates if anything is identified that needs to be fixed. The team will return back to a focus on some new (paid) content for the game!

Hotfix 1.0.2 Released

A small hotfix to fix some issues that were in the build was released yesterday. There were issues with the tutorial, that have now been fixed. We look forward to future updates now!

  • FIXED: Tutorial level will now function correctly.
  • FIXED: Texture irregularities in maps with dark grass have been fixed and are now displaying correctly.
  • KNOWN ISSUE: Pulling upward on the MG reload bolt can cause it to detach.

Update 1.0.1 Released

Summary


Much of our work has been upgrading to the latest Unreal Engine version and supporting Oculus Touch. When we started the project we locked to a build of UE4 and kept with that to ease development. We've also been doing a lot of work behind the scenes preparing for new content, a mix of which will be free and some paid as well.

Bug Fixes



  • UPGRADED: Engine version upgraded to Unreal Engine 4.13
  • FIXED: Icarus Map - prevented ammo from dropping through the floor for the map.
  • FIXED: Teleport location mesh should now always work correctly.
  • FIXED: Floor height should now apply on all levels.
  • FIXED: Oculus Touch can now correctly interact with objects and menus.
  • FIXED: Hands should now always be correctly set after loading in due to UE4.13 change
  • FIXED: Chaperone system should no longer lag in game after upgrading to UE4.13
  • FIXED: Enemy units should no longer be stuck at spawn on the D-Day map.
  • FIXED: Removed atmospheric Fog from "Contact", as it interfered with Sniper Scopes.
  • FIXED: Wall materials should no longer appear completely black when looked at through a scope.

Next Steps


We'll continue patching and updating, as we prepare to release new content. Please let us know any bugs or issues you encounter on the forums.

We are officially released!



It's been five exciting and, at times, long months - but the date is finally here! Our official release!

When Valve first sent us the HTC Vive we experimented with a number of concepts and this was the one we really enjoyed. Over the last five months the game has grown a great deal thanks to the dedication of the team and excellent engagement with the community. A big thank you to all those who have taken the time to leave reviews, both positive and negative - as these have helped us shape the game into the foundation it is today.

We've incorporated a number of fixes in today's build from yesterdays release candidate (RC2). Don't think this is the end! This is just us saying that we have a base game that we think is a complete product. Read below for our plans for the game, which include developing and bugfixing on the main game as well as additional free/paid content and possibly additional HMD support.

Bug Fixes



  • FIXED: Enemy snipers won't fire unless they have direct line of sight to their target.
  • FIXED: Fixed graphics settings not getting applied properly in some cases.
  • FIXED: Can no longer open pause menu, use commander abilities or possess unit after game has ended.
  • FIXED: Lowered the sight radius for friendly units on Overwatch.
  • FIXED: Tweaked unit health bar position in Overwatch.
  • FIXED: Pause menu effects (greyscale/slow-mo) shouldn't persist after a player disconnects.
  • FIXED: Increased medic and engineer health from 100 -> 150
  • FIXED: Doubled helicopter volume.
  • FIXED: Fixed unit kill achievements and lowered 'Pen Pal' kill distance from 300m -> 150m.
  • FIXED: Added custom 50cal fire sound to enemy snipers.
  • FIXED: if you open and closed the quit menu too quickly the game would get stuck in slow motion.
  • FIXED: Enemy units occasionally walking into battle rather than running.
  • FIXED: Enemy snipers lasers now work in D-Day.
  • FIXED: Enemy snipers firing twice as fast as they should.

Our time in Early Access


Early Access offers a unique opportunity for developers to expose their game to the community much earlier than traditionally expected. This means there is still time for the game to "pivot" and change due to feedback and consumer interest. Those who played early versions of Out of Ammo will notice just how far the game has come, with some of my favorite additions during Early Access being:

  • Cooperative Multiplayer
  • First-person missions
  • Left-handed mode
  • Heaps more content
  • Performance optimizations
  • Enemy tanks

What Next?


Our future content team (Kane, Rory, Connor, and Aaron) have been preparing for future content and experimenting with what to do next with the title. Now that the game has gone 1.0 it means they can edit the base game, freeing them up to start properly implementing their work.

The next steps are a mix of paid and free content. This means the team will be working on a DLC as well as continuing to fix bugs. We're also keen to add in new missions/maps in the coming months as well.

Congratulations and thank you


I'm really proud of the Out of Ammo team who made this all happen:

  • Francis (Programmer, Concept)
  • Jayde (Programmer, Concept)
  • Stephanie (Producer)
  • Virgil (Designer, Voice Acting)
  • Connor (Art)
  • Aaron (Designer)

Additionally, welcome to our new team who are working on the future of the game:

  • Kane (Lead Programmer)
  • Rory (Programmer)

Special Thanks


Chet Faliszek (Valve) for being not only a mentor to me personally, but always making time to help me develop and correct the many mistakes I've made in the past. Also for believing in us enough to help with our questions and devkits.

Nathaniel Blue (Valve) again, for being awesome and just so kind and helpful. Without his support and assistance over the years, and many others at valve, I'm confident that we would not have gotten Out of Ammo out there.

Our players!. We have received so much feedback. One of the highlights for me has been engaging with people who left negative reviews. In many instances, they not only clearly outlined their issues but also wanted to be part of solving them. Once we had, so many of them ended up changing their reviews to positive. This, to me, is what Early Access and the review system is all about.

Synty Studios. I worked with these guys when I was at Sidhe as a Producer, and they're now one of the top unity store developers. While we made this game in Unreal - we used their assets as base for the game. Awesome guys and also fellow kiwi's!

Shaun Hammond. He did the new logo, so we've hired him! He will be helping us with branding and UI work here in the studio now.

Community Feedback worked into RC2

Summary


We got excellent feedback and bug reports from the community for Release Candidate 1 (RC1) a few weeks ago. Our team has worked as much of this as we can into our next release candidate (RC2) which is now live.

General



  • NEW: Added new animations and rigs to all units
  • NEW: Various fixes to Engineers and Medics
  • NEW: Tweaked difficulty scaling on all Freeplay levels and missions
  • NEW: Dead friendly units are now moved to the MedTent for 25 seconds before they are fully healed and respawn
  • NEW: Medics and Engineers now have unlimited ammo
  • NEW: Player hands now disappear when you pickup objects
  • NEW: Added new materials and meshes to some objects in Vertigo
  • NEW: Made toxic vial contagious
  • NEW: Machine gun ammo belt now respawns if it travels too far away

Bug Fixes



  • FIXED: Inconsistent constraints on the machine gun
  • FIXED: Enemy units not spreading out correctly when moving to base
  • FIXED: Units sometimes not firing at units that are behind them
  • FIXED: Building particles not showing correctly for clients
  • FIXED: Casing eject location on the M16
  • FIXED: Muzzle effects and empty casings should spawn more reliably on clients
  • FIXED: Other player hands not animating correctly
  • FIXED: Not being able to build defences on the Port map
  • FIXED: Icarus pause menu
  • FIXED: Icarus transparent teleport material
  • FIXED: Mission spawn heights
  • FIXED: Scope fog on D-Day
  • FIXED: Music toggle setting not working in Vertigo
  • FIXED: Units sometimes shooting through the ground on their first shot

Next Steps


We currently have not one, but two teams working on Out of Ammo! Our original team who came up with the idea (Francis and Jayde) have been working on getting us to 1.0 at the same time as helping our second team of programmers (Kane and Rory) get up to speed with the codebase. We also have our art and design combo (Aaron and Connor) continuing their awesome work.

This means that we are looking to future content with Kane and Rory, while Francis and Jayde have been able to help fix and improve the base game. We've really excited to head towards 1.0. Please let us know your experiences with this release candidate in the comments, forums, or by emailing enquiries@rocketwerkz.com.

Beyond Release


Getting out of Early Access is an important milestone for the team. Originally we had scheduled three months for early access, and we're now over four. We now have a solid base of mechanics which we can add and refine, as well as grow new content into. Focus of our future team is experimenting with new mechanics, as well as looking at what steps we can take with additional HMDs.

The Road to Release! RC1 is live now!

Summary


We've been on the road to a release of 1.0 for Out of Ammo for some time now, and this build represents a "release candidate" towards that. As such, it contains quite a bit of new content that we have been working on for some time - such as a new mission. Additionally, all missions now work cooperatively in multiplayer - so get out there with your friends and try them out! Other than new content the build also has a host of bugfixes for problems reported by the community. Please report anything you find with this release candidate in the forums!



Known issues



  • Ping shows 9999 in server browser

General



  • NEW: Added new Vertigo mission. Enter a high rise apartment, hack the laptop and prepare for a fight. Most of the assets in the level are destructible.
  • NEW: new exploding unit to Vertigo.
  • NEW: All missions now support multiplayer.
  • NEW: Added special reward when making a 3 pointer in the main menu basketball hoop.
  • NEW: Re-calibrated all bullet speeds relative to their real life counterpart.
  • NEW: Added throwing knives to main menu.
  • NEW: Game now scales difficulty based on how many players there are.
  • NEW: Headshots now do 110% damage.
  • NEW: Added easteregg to main menu.
  • NEW: Added several eastereggs to vertigo.

Bug Fixes



  • FIXED: Pausing the game while possessed no longer boots you out to commander view.
  • FIXED: Updated mountain skybox to a higher quality cubemap.
  • FIXED: Overwatch now only requires saving 4 units to win as opposed to all 6.
  • FIXED: Server browser mouse can now be used with either hand.
  • FIXED: Ammunition being wrong rotation when grabbing from your hip in left hand mode.
  • FIXED: You can now switch to left hand mode without a gun equiped.
  • FIXED: Fix for left-handed players not having the correct hands shown in multiplayer games.
  • FIXED: VOIP button now alternates based on the players handedness.
  • FIXED: Server list "Servers not found" wasn't showing.
  • FIXED: Adjusted barrel exit location for pistols.
  • FIXED: Projectiles now properly track multikills.
  • FIXED: Artillery shells not spawning in the correct location.
  • FIXED: Assassination fire sound not being replicated.
  • FIXED: Picking up objects in both hands not working properly.
  • FIXED: Artillery shells should spawn craters on clients now, and should disappear on clients when hitting the ground instead of bouncing off.
  • FIXED: FXAAx4 is now the default AA setting instead of None.
  • FIXED: Updated basketball mesh & material.
  • FIXED: Shifted basketball location in MenuLevel.
  • FIXED: Can pickup guns from rack at a larger range.
  • FIXED: Hitmarkers now work on killing shot.
  • FIXED: Player hands now replicate opening and closing over the network.
  • FIXED: Properly enabled quit/pause menu for missions.
  • FIXED: Added custom gameover screen to Icarus.
  • FIXED: Buggy selection on AttachmentSelector and stopped player from being able to pull out mag whilst choosing an attachment.
  • FIXED: Friendly AI properly turn to attack if they are shot.
  • FIXED: Engineers shoot again.
  • FIXED: Friendly AI should no longer switch rotations rapidly when moving.

Next Steps


We are focusing now on fixing any remaining issues with this release candidate before going 1.0 with the build. Then we're focused on new content! We are looking at one paid DLC with any fixes/updates found during that rolled into the existing build of Out of Ammo.

Hotfix 0.11.6 Released

Summary


The team have been hard at work towards getting the game ready for a 1.0 release and preparing for development beyond this. This update represents a lot of work towards this and we're hopefully that many of the bugs that have been experienced are now fixed.

Known issues



  • Ping shows 9999 in server browser

General



  • NEW: Added 'Unassign' option to unit interaction wheel
  • NEW: Server radio now remembers which option you last used
  • NEW: You can now view your health on your watch when playing the Icarus mission
  • NEW: New units are automatically added/removed when another player joins/leaves your multiplayer game
  • NEW: Replicated weapon slide animations and some other sounds to network players
  • NEW: Added weapon movement auto-smoothing to the Barret scope and Night-Vision scope
  • NEW: Added 'Iron Sight' attachment to all weapons that could equip scopes
  • NEW: Added new model for the UAV in 'Overwatch'
  • NEW: Added throwing knives to main menu.
  • NEW: Added sounds to basketball hoop and improved its collision.

Bug Fixes



  • FIXED: Not being able to kill mortar teams
  • FIXED: Jets not making sound in Canyon map
  • FIXED: Deployables staying opaque on clients when being built
  • FIXED: Deployables not following the engineers correctly on clients
  • FIXED: Clients not being able to dodge bullets when possessed
  • FIXED: Flares, grenades and shells falling through the world when thrown
  • FIXED: Showing possessed units as available when assigning units
  • FIXED: Gun sounds playing after returning a weapon to the gun rack
  • FIXED: Being able to run out of ammo in the Overwatch and Icarus missions
  • FIXED: Various bugs with enemy units, including not attacking the Command Point in 'Contact' and rapidly rotating between different targets
  • FIXED: Engineers not shooting at targets
  • FIXED: Some pickup objects snapping to your hands when they shouldn't
  • FIXED: Rockets not colliding with defences and enemy units
  • FIXED: Magazines being the wrong way round in your hand when spawned
  • FIXED: Not being able to build on the port map
  • FIXED: Clients sometimes being spawned in the wrong place on 'Contact'
  • FIXED: Attachment selector UI facing the wrong direction
  • FIXED: Weapon movement auto-smoothing
  • FIXED: Credits screen not scrolling properly in missions
  • FIXED: Projectile impacts not showing for clients
  • FIXED: Weapon scopes breaking when switching to and from iron-sights
  • FIXED: Sniper rifle ejecting round when you teleport/possess units
  • FIXED: Visual issue on teleport mesh in main menu.
  • FIXED: Various untextured objects now have textures.

Next Update


We have a new mission that is still in testing that will be released with the next major update, likely to be 1.0! We may continue to release hotfixes as we fix bugs looking towards 1.0 and then beyond.

Hotfix 0.11.5 Released

Summary


More hotfix for this update big thanks to the community for all the reports we have received! We almost had our new mission ("Penthouse") completed but it still has a large number of bugs. Additional work was done on making the missions MP compatible but that was also not available for the hotfix. So for this hotfix it is all just bugfixes!

Known issues



  • Ping shows 9999 in server browser
  • Small graphical issue on DDay map shoreline.

Bug Fixes



  • FIXED: Difficult to select particular maps from the level board.
  • FIXED: Difficult to select options on the pause menu.
  • FIXED: Headshot effects not playing correctly on clients.
  • FIXED: Controller haptic feedback inverted when selecting with your off hand.
  • FIXED: Build area being limited in tutorial.
  • FIXED: Defence assignment indicator now updates when unit is assigned rather than when they reach the defense.
  • FIXED: New MG belts cannot be picked up with the dominant hand.
  • FIXED: Clients spawning in incorrect position in Contact map.
  • FIXED: Rocketeers shooting their own defenses.
  • FIXED: Jet stuck below map in Canyon.
  • FIXED: Sniper round ejecting on teleport.
  • FIXED: Toggling to friends only mode doesn't refresh the server browser.
  • FIXED: Targets in main menu and Forest not being properly synced over the network.
  • FIXED: Artillery shells sometimes bouncing off the terrain when playing as a client.
  • FIXED: Adjusted NV toggle sound.
  • FIXED: Force feedback being applied to wrong hands during some actions.
  • FIXED: Units changing targets to quickly causing them to flicker.
  • FIXED: Adjusted ability costs in Contact.
  • FIXED: Mortar teams not being properly synced over the network.
  • FIXED: Clients not being able to deconstruct defenses.
  • FIXED: Waves in Desert always spawning from trucks.

Next Update


We are going to continue to make the game more and more stable as we head towards a 1.0 release.