I hope you are all doing well. It has been a while since I last posted an update on Panther VR. A lot of stuff happened the last few months, including some that are not so fun. I’ve missed the community surrounding Panther VR, and it's good to finally have the time to write another update. However, this update is also one of the hardest I’ve ever written. Since it is also the one that brings some heavy news.
The end of Wolfdog
It may not come as a surprise that the last few years have been a hard one. The moment we started Panther, we were at a pretty stable moment. We finished our work on our previous game (Skyworld) and we had big plans for Panther VR. The future of VR looked bright and business was going well. We launched the crowdfunding campaign for Panther VR, and it was well received. We had some funding to work on the first version, and we received a lot of support from the community and people around me.
But then Covid struck. It was something that somebody could expect. While I can count myself lucky as it did not affect the health of the people around me, including myself, it still took a massive hit on our production. It botched up our initial release moment and put the game in a difficult position. It was another massive blow to the game. The amazing support from our community, family and friends kept us going. I wanted to make a game that you all would love to play. So, we started a full rework with a new regeneration of headsets, software, knowledge, and funding.
Things did start to get better for Panther VR. We made some big improvements to the game with some huge updates. The quality of the game improved, and it started to look more like the game we had envisioned. We fixed a lot of issues and added a lot of new content. The new progression update would finally made it a full gaming experience. With some leftover funds, we could afford some help during the earlier updates, but after that, it was just me left as a single developer. I was too stubborn to drop the development of the game and I wanted to finish this personal project at all cost.
Unfortunately, these costs were bigger than expected. Due to dwindling funding, I had to resort to work-for-hire jobs to keep it going. While it did help for some time, it also gave me way less time to work on the game. And since I’m the only developer working on this project, it stretched out development time from what could take weeks to months.
The development went on for a while like that, but combined with some personal issues last year, it put me against a wall. Funding was depleted and time to develop the game was sometimes ever rarer. I did everything in my power to avoid it, but last month I came to the conclusion that it could no longer continue like this. The cost of living has greatly increased in the last months. This life is no longer viable for my health and living situation. That is why, with great sadness, I’m closing down Wolfdog Interactive. It is a tough decision to make, but it is the only one I can make at this time.
What will happen to Panther VR?
The closure of the studio also marks the end of my time as a developer. Unfortunately, this also ends the professional development of Panther VR. It pains me to even write it, as I’m still too stubborn to let it go. But the professional development is taking such a huge emotional and financial toll on my life, that it is not worth it anymore to continue it as a job. It would give anything to give you all a game that Panther could have been. I’m truly devastated that we did not reach that point with Wolfdog and with all the support we've gathered over the years.
However, since the professional development is officially stopping, I might still continue with the game at some point in the future when life allows me to do that. Deep down, I'm still in love with Panther, and the community that surrounds it, but it's so hard to see how I can continue in this way. The VR part it taking up so much time, that picking up the development for VR is a giant barrier to pass. Maybe a non-VR version will be the way to go forward again. Only time can tell.
The end of Wolfdog also means that there won't be any future projects. (Not that we were planning any). I'm also taking a step back from game development in general. We will close downs all social media pages, including our company website. We will leave the discord channel and email online, since some community members are still using them, and we still want to provide support for the people who are still playing the game.
Since I can't make any more development process in the short future, I find it only fair to reduce the price of Panther VR in according to what is already present. Sales will also go up to lower the price even further.
However,
How it came to be
To properly close off this chapter, I wanted to share with you why I needed to make this decision. Hopefully, it can give you an insight in what occurred. I'm always aiming to be as transparent and open as possible, so I hope that this would add to that. And maybe our experience can help another (VR)game developer, who might encounter similar problems.
Please don’t see this as a way to put the blame on something else. I will take full responsibly for the mistakes we might have made during our journey. We are all human and we are ever learning. But I want to put some things in perspective, since the life of a developer can be shrouded in mystery. It always starts by looking at yourself and your mistakes and miscalculations that you make on the way. Maybe the project was too big to begin with, our money could be better spent, or things could have been developed differently. It may be some, it may be all. It is always easier to look back at those moments. But I'm still proud of what we made, and I can honestly tell you that I have done everything that we can to make it work.
Main reason 1 - Funding
The biggest reason is funding. I’ve started making games as a hobby, but at some point are adults who need to pay bills. So, I was lucky enough to turn my hobby into work. The upside of this is that your work is awesome, but the downside is that you always need to make an earning from games to stay alive. While this was not a struggle in the beginning, it became increasingly harder with the stagnation of the VR market. We made a decent earning with side projects, and the initial funding of Panther VR gave us a bit of breathing room. But it turns out that making games can be very expensive. So much that it drained our funding harder than expected. To put things in perspective: we did not make a single cent of profit on Panther VR. The income on the game, which is already low as it is, only decreased the cost of the investment. Somehow we kept afloat for a while (still don't know how), but last year it reached a tipping point in which it would never be profitable to work on Panther VR. Only our passion and community support kept it going. Now it was never my main goal to be rich. I just wanted to make a game that I'm passioned about and share that with the world. But I was hoping, as a bare minimum, that the project could at least help me with the cost of living. Unfortunately, it never did.
Main reason 2 - (PC)VR is not going well
I’m still passionate about VR. I had the honor to work with Valve and Vertigo Games on one of the first VR games to be made for the first generation of VR headsets. I enjoy working with VR, and the initial people and influencers surrounding the VR community were amazing. I saw a bright future for VR and was happy to be a part of it. The game industry is already overcrowded, but VR was a part that was ready to be explored and to grow with. For a while, this went perfect. Sales went up, and the community was flourishing.
But as some of you might know, things are not looking like that anymore. VR is still not hitting the marks as was expected, and it does not look bright for the future as well. Sales are not increasing in a steady line. This is not only for us, but I hear the same stories from befriended VR developers. While VR usage has increased on paper, it does convey to an increase in sale. I also need to share that developing for VR is also more difficult than working on a normal game. Building mechanics for VR requires way more time and effort. While I did love to explore those new mechanics, it was not always as fun as it sounded.
It does not help at all that there are countless VR headsets out there. All with their own unique controller and input systems. This makes it even harder to build and test a game. Everything you build needs to work and be tested on a dozen of different expensive headsets. This is very difficult as a single developer with limited time and budget. And if your game does not work on all those countless headsets, pc setups and virtual desktops, it does not bode well for your game. I fully understand that people are upset when it does not properly work on their unique setup, but as a small developer, it took an unreasonable amount of work and time to make it perfect for everyone. I am not positive that this will change in the future.
I truly had fun working on our games. But I noticed, that during the last month, these negative aspects of the VR market took away all the fun and passion for VR. I’m happy for all the other developers who made it this far, and I wish all the best for VR and its community. But I know that a lot of (small) developers are struggling more than they care to admit.
Thank you all
I look back on an awesome journey with some wonderful people. Even though the last years were though, it gave me also one of the best experiences in life. I’ve had the opportunity to work with some amazing people and felt the love of a supportive community. But there comes an end to everything, and this came faster than I would have wanted it to be.
I would want to thank everyone involved in the development of the game. Big thank to friends and family who supported me since the beginning. I’m also very grateful for the wonderful community that surrounded the game over the years. They mean more to me than they might think. <3
If you have any questions regarding this news or the game, please feel free to ask. I will try to answer them all.
With that, I wish you all the best in life. Stay healthy and happy.
- Jesse
Panther VR - Dev Blog 15# [Improvements and polish]
Hi everyone,
The summer is almost coming to an end, and we hope you all had a great time. After a strange couple of years, it was refreshing to have a kind of normal summer again, and we took some short time off to replenish our energy. But progress on Panther VR keeps moving on, and so it is time for a new dev blog. This time we are talking about making improvements to the game. It is fun to add new stuff (and there will be a lot in 0.1.3) but looking at what is already there is also important. We took some time during this new update to polish some content. The feeling of a game depends a lot on how things feel and work. And creating that extra layer of attention to details and feeling is essential.
That is why we are talking about improvement and polish. With an upgrade to physics and interaction, Improvements to AI and guards and adding an extra layer of love to sounds, performance increases and replayability.
Development and Future of Panther VR
With this new dev blog we want to show you that we are still working on Panther VR despite taking a bit longer for this update. We really value your support and patience. We also believe that it is for the best to tell you more about this development process and why things are taking a bit longer. That is why I'm pulling away the curtain on this process so far and what you can expect from Panther VR in the future. We want to be fully honest with you all, and we are so grateful to have such an amazing community. You can read more about it in our special Development Update.
PLEASE NOTE: The content in this blog is a preview of what is to come, and can not be found in the live version of the game just yet. It will be added when the next Progression update (0.1.3) is released.
Physics Improvements
Hand Physics
Let start with the new improvements to the physics system. Interaction with physics is important to the feel of a VR game. That is why we improved the hand physics for the player. In the last update, you are not able yet to physically interact with the world. It was not possible to touch or move objects with holding them, and your hand would move through the wall. It made feel the world less present.
With the new physics improvements, you are now able to push and interact with objects while moving your hands. They will now also interact with walls and larger objects, giving you a more immersive experience.
Overall physics improvements
With the changes to the physics systems comes a lot of different overall improvements as well. Doors interaction, which you encounter regularly, are now massively improved. They now slide way more smooth, and feel way better as an interaction. Item and overall collision with the world is improved. The same goes for rag doll physics for the guards. They now fall more naturally and collide better with themselves and the environment.
Details
Hands now physically interacts with items
Hands now physically interacts with environment
Improvements to rag doll physics
Improvements to door physics
Improvements to object colliders.
Fixed several physics based bugs
AI Improvements
A good thief cannot properly do its jobs without a good security guard. They already had a massive rework in our 0.1.2 update. However, after some play testing and great feedback from the community, we made some more improvements. We tweaked their AI behavior and made some new adjustments to make them smarter and more aware.
There are some changed on how they will spot the player, and how they communicate with each other. We increased their perception, while in turn giving you a short margin or error before they start detection you. They will react better to gunfire, sounds, and movement. We fixed some pathfinding issues. We also improved their overall feeling. Polishing their voices over the radio, add more depth to takedowns with screams and extra effects.
Guardnames
With their improvements, we also wanted to make them feel more unique. That is why we added a small name tags, giving each guard their own unique identification. These names will be generated in each new mission.
This is where we want some amazing name ideas from our community. If you have a great surname you want us to put in the game, hit us up on the Panther VR discord. So that next time you play Panther VR with the 0.1.3 update, you can take down a guard with your name on it. :D
Join the Panther VR discord and submit your name for a guard. Panther VR Discord! .
Details
Overall Improvement of AI.
Fixed Pathfinding issues.
Making guard more aware of each other and the player.
Added a margin of error before they spot you.
Polished guard take-downs and voice lines.
Add guard name tags.
Performance improvements
Keeping a game running smooth is always important, but even more for VR. We want to keep that frame rate as high as possible throughout the game. The heists of Panther VR take place in a large open level. They are fun to explore, but also a challenge to optimize. We have revisited our optimizations systems and made some new improvements to them. There is a now a short loading time at the mission briefing, allowing the game to properly generate and optimize the mission. This short process is already showing some great Performance improvements during a mission.
Together with the new physics and AI fixes, the performance should be increased throughout the game.
Details
Increased overall performance
Added a load screen before the mission
Fixed several issues that reduced performance
Improved randomization
New spawning system
Replayability is a big goal for Panther VR. While we currently just have one heist location (with more on their way) all locations are fully randomized and unique each time you play. This was already the case in previous updates, but we made some great improvements to randomization, including our spawning system. We now have more and better control on where items and security spawns. This makes the level way more balanced and unique.
More replayability
We also greatly increase the items you can find, and with the new Thief scan from the last dev update, exploration feels more natural and rewarding. Security system and guard routes will now spawn in better locations and will connect more to your objectives. Some doorways and vents will now also be blocked, forcing the player to take new routes and choices to get to their objective.
While there is currently only one heist level, it is fully ramdomized on each play. New objective locatioms, spawn locations, escape location and guards routes. With this generation system this heist already has over 500.000 unique ways to generate. This amount is even larger with unique loot, weapon, security systems, and obstacle spawning.
Things that are randomly Generated each time you play
Mainobjective Location
Side objective Locations
Start Location
Escape Location
Guard Routes
Locked Doors
Obstacles [NEW in 0.1.3]
Securty Camera Locations
Router Locations
LaserFence Locations
Loot Locations
Lockboxes Locations
Explosives Locations [NEW in 0.1.3]
Health and ammo station locations
Melee weapon location
Security Station - Cameras Location [NEW in 0.1.3]
Security Station - Laserfence Location [NEW in 0.1.3]
Strongboxes Locations
Event locations - Birds [NEW in 0.1.3]
Mission Objectives
Last update we talked about the new Thief scan. By pressing a button, you can scan your surroundings. This scan also briefly show where your objectives are located. We wanted to improve the information and guidance on what you are doing and what needs to be done next. This is why we added a new message system that helps you figure out what to do.
These new messages will pop up on completing an objective. This way you can keep better track of your progress. Here is a short preview on how that looks. You can also still acces the details in your pause menu.
Details
Added new Message system for objectives
Destruction
As a thief, you are sneaking around a lot, but when you might find yourselves a gun fight. When bullets are exchanged, stuff will be destroyed. With this new update, we added some new destruction to the game. Screens and other items will be damaged when shot, and bullet impact will react according to what they hit. Water spills from containers and gas leaks from pipes. All adds to the immersion in the world.
Details
Added destruction for items
Unique Hit effects for enviroments
Sound Improvements and Bug fixes
Sound and Music
During our improvement process, we also took the time to upgrade our sounds. We added some new Ambient sounds to the heist, with a clear distinction between inside and outside. Gun shots sound differently indoors, and guards sounds better over the radio. Music volume is now adjusted based on what is happening, and the world feels overall more alive.
Bug fixes
And while are working on everything listed above, we fixed a huge list of bugs and issues, making the overall feel of the game smoother and better. Here is a compiled list of fixes.
Details
Fixed issues with security cameras not working
Fixed Pathfinding issue
Fixed issue where items fall through the floor
Fixed issue where rooms are not rendered correctly
Fixed issue where multiple routers spawn in a room
Fixed issue where loot spawn in wrong direction
Fixed Turning issues on Pimax
Fixed issues with grabbing the Main objective
Fixed backpack issues
Fixed that guards despawn with no cause
Fixed issue with weapon slots
Fixed issue where you could not pick up items on high ledges
Fixed reloading issues
Adressing input issues
I want to take this dev blog to also address some of the input issues we are experiencing. Panther VR is made for all kinds of headsets and inputs, and would run them on initial release. During the last updates and with time, it seems that there are some reoccurring input issues with some headsets, mainly with Windows mixed Reality headsets, and Virtual Desktop. All other headsets should work as expected.
We are still looking for a fix to iron out all input issues. We have an update to the input systems in our pipeline that should resolve the latest issues with certain headsets. We are sorry for those who really want to play the game but might have failed to do so due to this input issues. In the meantime, please read the following. Otherwise, keep Panther VR on your wishlist, and we will notify you on a future fix. :)
Windows mixed reality
As some of you know, this is a strange issue. It worked in the beginning, but suddenly it stopped. We already made several attempts to fix this, but since support for WMR is hard to find, it proved to be a bigger problem than we expected. Currently, WMR is not supported for Panther VR, but hopefully this issue will be fixed.
Virtual Desktop for Quest 2
Virtual desktop does actually work for Panther VR. However, there seems to be increasing more issues with input. If you are using VD and you are stuck in the main menu, then there is something wrong between VD and Panther VR.
Virtual Desktop is a third party software connection between you and the game. It is like playing a game on an emulator. We cannot provide proper support for this, but we want to resolve this issue as well. We hope that with the update to the input system, this issues will be resolved as well. But if you're encountering this issue, please check out our Virtual desktop guide for possible fix for you.
We are really looking forward to your reactions to this new Update. While it is taking a bit longer, we truly think that it will be a great step forward to Panther VR and the stealthgame we all want to see. :D
- Jesse
Roadmap
For more information about upcoming content, updates, and the latest fixes and features, you can check out our roadmap.
Discord
If you haven't already, don't forget to join the Panther VR Discord! Share your comments and suggestion with us and the community!
Socials
For more information about current and future updates, from Panther VR and other Wolfdog Interactive games, follow our Socials!
Thanks for all the support and feedback from our amazing community. This update is made possible by you guys!
Panther VR - Dev Insight [Development and Future]
Hi everyone,
Hope you are all doing well. Usually I’m writing a dev blog full of new content and features for the new update. But in this special blog, I want to talk about the development of Panther VR and what the future might look like.
It is a post I want to write for a long time, but also one that is a bit scary. I always try to be open to others as I can be, but doing it on the internet can feel a bit vulnerable. However, with such an amazing community and people looking forward to the future of Panther, I think it is only fair to show more behind the curtain of the development of Panther VR. I think that being honest and open can only be better for the future of Panther VR.
So if you want to hear more about the game itself and new content, then check out the new blog, but if you are interested in a personal but maybe long story then please read on.
Before we can talk about the present and future, let’s talk about how it all began. I started making games as a hobby, and I had the incredible opportunity to grow it professionally. I rolled into VR by accident when it just started out, making one of the first showcase demos for the HTC VIVE in 2014 together with Vertigo Games. That demo grew to become a full VR game called Skyworld. We had some amazing fun making it, but after that we mainly became focused on work for hire. We helped out with several projects, including Arizona Sunshine, After the Fall. However, the passion to make a new game always stayed.
Since I am a massive fan of stealth games like Metal Gear Solid, Dishonored and Hitman, the idea to make a Stealth game for VR grew. That is why we started on Panther VR. Perhaps a big project for such a small team, but when you really want to make something that you like, it is hard to say no.
We made a showcase demo of Panther VR and started a Kickstarter campaign for it. We reached our goal and an incredible community started to form around the game. The funding gave us some extra time to work out the game a bit more, next to our work for hire jobs, and we started working on a first release.
But then, Corona happened. We already set a release date with the Upload VR summer showcase, but the first lockdowns hit us hard. Not only our work for hire took some big hits, but also the development on Panther VR suffered a lot. We tried our best, worked every moment of our free time to hit that first release, however even that was not enough. We gained a lot of publicity during the first release, but the game was not nearly what we wanted it to be. Although we still had some incredible feedback and support, some reaction were also though, yet still fair.
This period was not the best one in my life. The lockdown and covid took a great toll on my mental and physical state. Seeing a game bomb so hard on first release after you put all your love and effort into it was really difficult. People deserve a proper game, and knowing that you can deliver that, but was not able to do, really sucks. I was not proud of the first release, and knowing that it might have damaged future success of Panther VR, a game made out of a passion for stealth, drove me almost mad. I’m also not the person to give up on something. I listened to all the feedback that release gave me. The ongoing support and love from the community and loved ones surrounding me kept me going. We started started to work on a better version of Panther VR.
Our work for hire kept going on the side, and we worked on a big rework and update of Panther VR. We release 2 massive updates that completely changed the look and feel of Panther VR, to a version of the game that I can be proud of again. It lifted me from a dark time, and made me look forward to the future with more happiness.
Present
This brings us to the present. I’m still working on Panther VR and the next update is getting closer and closer. It is great to see that people are still enjoying the game and are looking forward to what is to come. I love showing some progress in the dev blogs, and believe that Panther VR can only exist with the community that surrounds it.
Why is it taking so long?
While the dev blogs shows a lot of progress to the game, I know that one question might still remain: why is it taking so long!? Well, this is also why I’m writing this post, to show you how the development is taking place and why updates are taking a bit longer than people might expect. I might have talking about it before, but with new people joining the community I think it is for the best to talk about it again.
Small team
Wolfdog Interactive might feel like a big company, but we always stayed small. It mostly consisted of just 2 people, surrounded by the support of other amazing friends. That team grew bigger and smaller over time, but always stayed small.
Rework
With the rough first launch that Panther had, the best thing we could do was to almost start over again. We reworked nearly everything. We updated all systems behind the scenes, redesigned the AI and game design, wrote a lot of new code and polished a lot of art. This updates are taking a lot of time, but are also necessary to build a solid foundation for the future of the game. This rework is still taking place with upcoming 0.1.3 update.
Funding
This might be one of the difficult things for most developers to talk about, but also one that I think should be discussed in light of being honest and open. We make games for fun. Nothing feels better than to see someone enjoy a game you made. I think most developers can vouch for that. However, we still need food and a place to live. Making games take a lot of time, and proper funding will free up more time to work on a game. The funding from the Kickstarter gave us a breathing moment to focus way more time on Panther VR. But the moment that dried out, we mainly got our funding from work for hire jobs on the side and income from Panther VR on Steam. This meant that we also needed to shift our time to work on the side instead of working full time on Panther VR.
This might be the hardest part to share, but as you might expect: VR games are not the best way to earn big time. While VR grew over time, sales are always harder to make if the amount of VR users is low compared to regular gamers. There are plenty of success stories of course. Just look at the amazing Beat Saber, Blade and Sorcery and other bigger names. But our rough first launch and choice of genre puts us in a different position. Being a smaller indie dev, with no funding for marketing. does not make it any easier.
To this day, the profits we made on Panther VR are not the biggest, but the work we are doing on the side is what it is keeping the game alive. When you are building a game out of passion, funding is not the most important part, yet it can put a strain on the time you are able to spent on it.
This might be a biggest reason why things are slower than usual. I really love to work on Panther VR, but it can only be done if I also do work on the side, which in turn takes up time of its own. So a lot of free time is spent on Panther VR to at least keep some development going. Hopefully that will change in the future.
Future
Speaking about the future, let's talk about what is to come for Panther VR. Next up on the horizon in the 0.1.3 Progression update. It is nearly done and almost ready for testing. This is the third in line of the larger, bigger rework updates. You can read more about the update in these posts:
At this time, I cannot say when the update 0.1.3 will go live. It will depend on the community testing and what might still need to be fixed. One thing we learned from our initial release is not to force and update. It will be ready when the time comes. I hope soon, because I’m really proud of the work so far on the 0.1.3 update.
So what will happen to Panther VR after the next update. Let's take the main concern away: this is not a blog talking about quitting. I still believe in the future of the game, and my work will still continue. :D But depending on how things go, and how much time will be available next to other jobs, I cannot predict the timespan. However, I want to discuss some possible options for Panther VR in the future.
Quest Standalone
Let's start with the most obvious and requested one: Quest 2 standalone. Since I just wrote about the lack of funding, a move to the Quest might be a good way to go. And I agree with that! The bad news is that that jump is not so easy to make then it sounds. The Quest has way less power than PC VR, so converting a game to the Quest is not easy. Luckily, the visual of Panther VR are made with that in mind, and we can tell that we have made a first working prototype of Panther VR for standalone. It does not run on acceptable fps just yet, but with work and time can be optimized to be played on the Quest. Still, this will take some extra time (already on short supply). Even then is very difficult to land on the official Quest store, however Side Quest might always be an option.
Non-VR
One other option I’m thinking about more and more is to make a non-vr version for the game. A version you can play and enjoy without a headset. I truly believe that Panther (VR) also has a future without VR, and opening the game up to the rest of the world, who does not own a headset, might just be the thing we need. Since the game is also designed for VR, we are not going to remove or replace VR, but it will help in the development of the game. Please don’t take it wrong, I love VR. I’ve made games for VR since the beginning. But making a game VR adds an extra difficulty level during the development process. There are so many things to take into consideration. And with the fast amount of new headsets, firmware, and engine updates overtime, the development of VR games can take a lot of extra time.
We also have a smaller prototype working for non-VR. We even test Panther VR during development in Non for convenience, and it still feels like a fun game to play. The next updates will still be for VR, but a non-VR version might be a thing in the future.
Smaller updates
That brings us to the last part. We already shared that the 0.1.3 will be last rework update. Once that goes live, we will share a new roadmap for the future with new content and update. While bigger and longer development times were necessary for these large updates, we are shifting to smaller updates after the 0.1.3. With fewer time available for Panther VR, we think that small and faster updates with just one or 2 new features are better for the ecosystem of the game. This in comparison to one massive update with a lot of content like we did so far.
New Content
The most important thing that everyone wants to see is new content. First up on the list are new levels. I can share that we are also working on a new level, but more are to follow in the future. Same goes for new weapons, gadgets, weapon attachements/upgrades, new security and many more. We also have some plans for new gamemodes. These new gamemodse will add a new level of depth and replayability to the to the game.
Conclusion
Well, that was a lot of information. It might be a lot to read, but I just wanted to get it of my chest. For those who made it this far, thank you so much for your time. I truly hope that I gave you a better understanding of what we are doing and why things are as you see now.
We want to thank you all for your amazing support and patience. I would not have made it so far without the love and care from those around me. Let's look back on all the fun we made so far, and look forward to a bright future for Panther VR.
Love you all
- Jesse
Love to chat
If you have any question about Panther VR, or the development, I love to hear it. I'm always open for feedback, suggestion and ideas. I will always try to give a responds back, and I will always respect what people will have to say. Just asking to keep things respecfull aswell. We are all humans and I think that we all want to see an amazing Stealth game :D. <3
Roadmap
For more information about upcoming content, updates, and the latest fixes and features, you can check out our roadmap.
Discord
If you haven't already, don't forget to join the Panther VR Discord! Share your comments and suggestion with us and the community!
Socials
For more information about current and future updates, from Panther VR and other Wolfdog Interactive games, follow our Socials!
Thanks for all the support and feedback from our amazing community. This update is made possible by you guys!
Panther VR - Dev Blog 14# [New Weapons and Thief Scan]
Hi everyone,
Our development so far
Hope you are doing okay? It has been a while since we last posted, so it is time for an another Dev blog! :D We have been working hard on the progression (0.1.3) update. It contains a lot of new stuff and content. (way more that we planned) The biggest part of the development time consist of adding new future-proof systems behind the scenes. For a while, the update was in an "under construction state", meaning that all the system will still separate and not fully playable yet. Luckily, we are finally heading into a phase where things are connecting with each other, and the final results of the progression system are slowly coming together.
This mean that we are also able so show some more progress in this new dev blog. Before we dive into the new progression system (Sneak peek at the end), we will share some more information about the new weapons, and the new Thief scan (Panther Vision) system, and the new Security Consoles.
We can once again add a bit more depth to Panther VR with the addition of new weapons! From a new handgun to some larger weapons, you will now be able to choose what you take with you on your mission. Take aim with the sniper, or blast your way in with the shotgun.
If you don't want to shoot your way in, try out the new Thief scan. Reveal the locations of your objective and see where you found important items. Search for the new security consoles and download the locations of Security systems to give you a heads-up on the next room. It will all be explained in this new dev blog!
PLEASE NOTE: The content in this blog is a preview of what is to come, and can not be found in the live version of the game just yet. It will be added when the next Progression update (0.1.3) is released.
New Weapon - Revolver
First up is our new Revolver. The Slagter revolver is a more powerful handgun that deals more damage than the normal pistol. However, this increase in strength comes with a lower magazine size, larger knock back and a slower reload time. You can still reload the revolver with a full clip, but this weapon comes with its own unique reloading mechanic. Before you can insert a new magazine, you need to open the chamber and remove the old clip. The weapon also makes more noise than the Silenced Pistol, so it is better suited for combat situations instead of stealth.
You can use the revolver as a one-handed weapon for more speed, but holding it with 2 hands gives more accuracy in return. Since this is a small weapon, you can store the revolver in your holsters.
Weapons Stats
TYPE: Small weapon AMMO: Handgun bullets
Pros
Higher damage
Faster bullet speed
Cons
Lower reloading speed
Higher knock back
New Weapon - Shotgun
Our next new weapon is the Shotgun. The Krauger shotgun is a tactical pump action gun, that can quickly take down heavy enemies. Each slug fires a spread of deadly pellets into your target. It deals a great amount of damage up close, but loses out in longer range fights. The high damage output comes with a slow reload time. You need to pump the weapons after each shot, and the very limited capacity forces you to insert a new clip after just a few shots.
The Krauger is also the first new large weapon, meaning that you can only bring one on your mission. You can still fire the shotgun with one hand, but you need both for a fast reload. The shotgun is a very loud weapon, so it's not advisable in to use while sneaking around.
Weapons Stats
TYPE: Large weapon AMMO: Shotgun bullets
Pros
Higher Short range damage
Large spread
Cons
Low long range damage
Reloading after each shot
New Weapon - Sniper
Next up is my personal favorite new weapon: the Sniper. The Lehrer is a deadly long range weapon that can be used for taking down a guard while you stay safe and sound on your vantage point. The sniper comes equipped with a large scope. You can take some long distance precision shots at guards, security cameras or other targets.
The bullets have a really fast travel time and high damage output, but hitting a target, especially a moving one, can take some practice. You also need to reload the rifle after each shot, and the magazine has a limited amount of bullets. Since it is still VR, you can always use the rifle with one hand, and hit a guards up close. (if you keep missing the long range shots)
Weapons Stats
TYPE: Large weapon AMMO: Heavy bullets
Pros
Higher large range damage
Very precise
Cons
Hard to Master
Reloading after each shot
Updated Weapons - Pistol/Dual wielding
More Details
Besides adding some new weapons to play with, we also gave an update to the the old ones. We made a visual update for the pistol and the rifle to keep in more in line with the new weapons. In addition to the art update, we also changed the ammo counter. This now shows you an exact amount instead of just the bars. We also changed the feel of the weapons, included more details to the recoil, and added new particles affects. We also changed all the sounds of the weapons, and fired shots now sound differently in closed spaces in comparison to outside.
Dual wielding
We will discuss the new inventory and progression system in a later dev blog. But we can reveal that in with the new update, you are able to choose your own weapons to take with you on your mission. This makes it possible to bring multiple pistols, giving you the ability to dual wield. Why not try a combination of the pistol and the new revolver?
Updated Weapon - Rifle/Proper Holosight
Proper Holosight
We changed up the holographic sight on our weapons. It should now look and function as its real life counterpart. The target is now a proper projection, so you can only see it through the sight. This also makes the weapon more accurate if you aim it right.
Attachments (future update)
The look and feel of a weapon depends a lot on its attachments. We can say for certain that there will be an attachment system in the included in the game. But seeing how much time this progression update is taking already, we have decided to move the weapon customization system to a later update. But fear not! We are giving the current weapons their owns unique feel and play style with their own unique attachments for the time being. We do see a future for the game in which you can customize your own weapons and pick your own attachments. Adding silencers or sights to each of your weapons and changing up their stats and feel. So yeah, we do want to see that in the game!
That being said. You will need to unlock the new weapons in the progression. More on that soon!
New - Shooting Range
With all the new weapons and updated old ones, it would be a shame if you are not able to test them out before setting out on a mission. We have been very busy with the hideout, and one of the new additions will be the shooting range. This range gives you the ability to try them out and see how much damage they do. (Also works great for testing the weapons for development purpose).
Thief Scan
It would not be a proper Panther VR devblog without showing you a new mechanic. It also a mechanic I wanted to seeIntroducing the Thief Scan or “Panther Vision” as it was called during development. With this new mechanic, you are now able to start a scan of your surroundings
Exploration
The scan starts fairly basic. In the (old) current live version, you are always able to see a marker to your objective location. With the new update, these markers are now “hidden’ and can only be seen for a short amount of time with a Thief Scan. Since the Thief scan takes a short time to recharge (or you can choose not to use it), It gives more room for exploration in the game, instead of just always blindly following the markers to your objective *.
If you discover important objects, like Healing stations, ammo lockers or locked doors, they will now be added to your scan as well. This means that if you start your scan, you will be able to see their locations through walls and objects for a short time as well.
So what about guards and cameras? Well, we don’t want to make the game too easy. This is why guards will never show up on the scan. You are still able to tag them like you used to. For cameras however, we have another new feature that might help with that.
DEVELOPER COMMENT: *Exploration is one of the key parts of Panther VR. We are working on ways to increase the sense of exploration. With the addition of Thief Scan, we want to add a new level to your exploration experience, without the feeling of being lost. We hope that with remove the mission markers outside the scan, we are forcing the player to explore a bit more.
We do have some plans on the shelf that might change that a bit more in the future. We would love to see a point in the game where the object locations are unknown, and you need to track them down by following clues you find around the location. We would love to hear your thoughts on this!
Security Consoles
Also introducing: the new Security Consoles. These Msec Security console will spawn randomly across the map, and act as master controller for their respective systems. You can find two separate versions. There will be a Camera Console, which controls all the cameras in the locations, and you can find the Laser Fence Terminal, which controls all the laser fences and security routers.
Once you located one of the consoles, you can hold your hacking devices against the screen to download all the locations of their dedicated systems. Once your upload is complete, the locations of the cameras (Camera Console) or laser fences (Laser fence Terminal) will be added to your Thief Scan.
These locations will be revealed for a short time during your Thief Scan. This give you an opportunity to plan out your approach and will give you a slight advantage on what is to come in the next room. However, you will first need to find these consoles, before the cameras or laser fences are revealed to you. Time to explore, Panther!
Your input!
We would love to hear your input on exploration, the Thief Scan and the Security Consoles. We want to hear your suggestions or ideas! :D
Sneak Peek Progession system
While we are making great strides with the progression system, we are still not fully ready to showcase it. However, there is always room for a sneak peek. With this time: a quick look at the expansion of the armory, adding all kinds of new stuff to do in your hideout. More on this soon! :D
CONCLUSION
We are really looking forward to your reactions to this new Hacking System. We want to give players the tools to create their own path and adventure and we think this is another step in the right direction. We can't wait for you to test it out!
- Jesse
Roadmap
For more information about upcoming content, updates, and the latest fixes and features, you can check out our roadmap.
Discord
If you haven't already, don't forget to join the Panther VR Discord! Share your comments and suggestion with us and the community!
Socials
For more information about current and future updates, from Panther VR and other Wolfdog Interactive games, follow our Socials!
Thanks for all the support and feedback from our amazing community. This update is made possible by you guys!
Panther VR - Dev Blog 13# [Hacking and Interactions]
Hi everyone,
Some words before the blog.
We hope you are all safe and sound. It has been some strange couple of years, and last week's events made it even stranger. Like everyone else, we are also hoping for the best and that things will return to normal as soon as possible. We are against any act of violence and we wish that everyone involved remains safe and in good health. We hope to share positivity, love, and care in any way that we can.
It is a strange feeling to live our lives and continue with work as normal while events are evolving in the world. We started making games to make people feel better and happier in their lives, so it hurts to see the sadness and danger unfold in the world. We can only hope that besides doing what we can do for each other on a personal level, we can also bring some joy and happiness with our work on this game.
We wish everyone the best in the world, be kind to each other and stay safe
For peace <3
The update so far
So let's share with you all what we have been working on and what is in store for the next update. The first two updates were focused on reworking the core mechanics of the game. Now that has been greatly improved (besides some bugs that will be fixed), it is now time to look at new content and to create more depth to the game, elevating it more to a full experience. You may also have noticed that we tend to release larger updates to the game, with a lot of new content, changes, and reworks. Updates like these take up a lot of time to build, and being a team of 2 does not make it any faster. However, we are doing the best we can to make update 0.1.3 an amazing addition to the potential of this game.
Since the first day after the release of update 0.1.2, we have been hard at work on the next update. As the name suggests, we are now focussing on the progression systems of the game. We are adding a large system behind the curtains to support a level system, unlocking/customizing weapons, upgrading your gear/skills, and we are also exploring possibilities for new heist missions and game modes for future updates. So a lot of work has been put into this new big progression system which is the main feat of the upcoming update. This system still needs a bit more work and testing before we can showcase some new progressions features. [Besides giving a small sneak peek below ;)]
However, we have also been working on the side on some “minor” new features and content, and we would love to show off some of those new additions in the dev blog: this time we want to share the new Hacking system with you!
PLEASE NOTE: The content in this blog is a preview of what is to come, and can not be found in the live version of the game just yet. It will be added when the next Progression update (0.1.3) is released.
[previewyoutube="dNDB7ZTh46s;full"]
Hacking - Mechanic
Since the release of the game, we are getting a lot of suggestions and requests from the community. Among those requests were suggestions for a Hacking mechanic. Being a thief surrounded by security systems begging to be hacked, it was a logical next step to introduce this system to Panther VR. We take great value in suggestions and ideas from the community so that is why we started working on this new Hacking mechanic.
The new system introduces a new hacking device, that just like the syringe, is part of your base gear. It can be found on the wrist slot on the other hand. The hacking devices can be used quickly with one hand and give the player an opportunity to hack security systems and other electronics. The screen on the device shows information about the current target, and what options are available to choose from. Just grab the device from your wrist, aim at the target and hold the trigger to initiate the hack. After a short upload time, your hack will be executed and the targeted device will obey.
You will always start a mission with a full charge. The device will hold a certain amount of charges (which can be upgraded in the new progression system) and each hack has its own cost depending on how powerful it is. It will also be possible to find batteries during a mission that will provide you with additional charges. It is the perfect tool for any thief and a great new addition to your arsenal.
[previewyoutube="yyMbbzRRXAM;full"]
Hacking - Camera
There is already a list of devices that you will be able to hack, and the list will grow in future updates. Let's start with the most common one that you might encounter during your mission. Security cameras are widespread across each location and can spot you at any time.
The best way to get rid of them before hacking was just to straight-up shoot/destroy them. This option is still possible, but destroyed devices would always leave a trace. Now, with this new hacking device, you can silently hack and disable a camera without any trace. Just point at the camera and upload the hack until the camera is disabled.
[previewyoutube="Z-USzodLVac;full"]
Hacking - LaserFences
Next up are those pesky laser fences. They can now also be disabled by hacking them. You can choose to hack a router to shut them all down in a room, or you can now also target them individually with a smaller hack.
This brings us also to something new. It is possible to choose between a couple of options on a single device. Just press the Primary action button (reload button) to switch between the available options. In the case of the laser fence you can choose between these:
Option 1: Shutdown laser fence [2 Charges]
Option 2: Convert Laser fence to do damage to guards [3 Charges]
With the second option, you are able to turn security devices against the guards. Convert the laser fence to your side and you will be able to walk right through the lasers, but now the guards will take a nasty blow when they walk through the gate. These options will create new methods and combinations to lure guards into their own demise.
[previewyoutube="bRDckYybcAI;full"]
Hacking - Doors and Keycards
Another obstacle that you will encounter during your heist are locked doors with keycard readers. You could only unlock those doors by finding the right keycard, or “bypass” the readers by destroying them. With the new hacking device, it is now also possible to hack them from a distance. Not only is this a lot safer, but it unlocks the door without leaving a trace.
Keycards
With the hacking device you can also store keycards you find during your heist. Just insert them into your device and you are now able to unlock the doors with the same encryption by simply holding your device against the reader. With the keycard encryption downloaded to the device, all hacking actions on the door with the same clearance level are now completely free of charge.
[previewyoutube="I5DxrNnXons;full"]
Hacking - Distractions
With this new mechanic, you can hack even more devices than security systems. We already added some new mechanical devices that you can find around the level that can aid you during your heist. Here are two devices as an example, and more will follow in the future.
Distractions
Use your surroundings to create a distraction for guards. Hack a radio or a TV to create noise and a temporary distraction for the guards, giving you a better opportunity to sneak by.
Eliminations
It is also possible to use the environment as a weapon against the guards. You can now hack fuse boxes for a nasty surprise. The initial hack will lure a curious guard closer, and when they get close enough they will be zapped by a jolt of electricity.
More to follow with your suggestions.
We would love to add more of these hacking opportunities inside each level. So we would love to hear your ideas and suggestions on what might be fun or a cool device to hack!
[previewyoutube="_SQn0b_zF3Y;full"]
World - Interactions
With the addition of the new interaction you can have with your hacking device, we are also looking for other different ways you might interact with the world. We would love to see a game and a world that feels like a sandbox for a stealth player. This means more interaction with the environment and the world around you. Adding interaction that makes it feel more alive and adding to the opportunities to create your own route and story. That is why we are also adding some new world interactions, and more to follow in the future.
Birds
You can now find groups of birds on the outside and roofs. These birds flock together and can form a new obstacle to overcome. Getting too close might trigger the birds to fly away, which creates a lot of extra noise that the guards might hear. However, you can also use them to your advantage, shooting them from afar might create the distraction that you have been looking for.
Fire extinguisher
There were already some fire extinguishers scattered across the levels, but now you can also interact with them. Shoot the extinguisher to create a nasty explosion and a blanket of fog. The burst will knock closeby guards unconscious, so it's a creative way to maintain your no-kill streak, while also getting rid of a group of guards.
Your input!
Just as with the hacking mechanics, we would love to hear your input on what should be more intractable in the world. We want to hear your suggestions or ideas! :D
Sneak Peek Progession system
Here is a short peek at the new progression system. Added new loot and resources for crafting and potential new weapons and skins. More on that in a later Dev post!
CONCLUSION
We are really looking forward to your reactions to this new Hacking System. We want to give players the tools to create their own path and adventure and we think this is another step in the right direction. We can't wait for you to test it out!
- Jesse
Roadmap
For more information about upcoming content, updates, and the latest fixes and features, you can check out our roadmap.
Discord
If you haven't already, don't forget to join the Panther VR Discord! Share your comments and suggestion with us and the community!
Socials
For more information about current and future updates, from Panther VR and other Wolfdog Interactive games, follow our Socials!
Thanks for all the support and feedback from our amazing community. This update is made possible by you guys!
Panther VR Interaction Update - Hotfix 0.1.2c now live!
Hi,
We have some hotfixes that address the biggest reported issues and suggestions from the community and testing. It includes some major reloading and controller movement setup issues.
Another smaller hotfix (0.1.2d) coming next week.
We hope you enjoy! :D
- Jesse
HOTFIX 0.1.2c
(ADDED 27-03-21)
Fixed White ring around some headset borders
Major Reloading issues fixes
Fixed Fog on spectator Cam
Fixed Extra Drifting issues with Controller Movement Setup
Fixed misalignment Vivewands and Index controllers
Fixed Performance issues while on stairs and airvents
Fixed Guard saying "who is that" after death
Fixed some tutorial issues
Fixed Door spawning in the Vault door
Assualt team now Despawns after alert
HOTFIX 0.1.2b
(ADDED 21/10/2021)
Fixed Issues with reloading on the Index Controller
Fixed Drifting issues with Controller Movement Setup
Added Grappling hook icons
Magazine in the weapon will now highlight
Added extra Description in the tutorial
LaserFence zap will alert Guards
Fixed Wooden crate is very difficult to open
Fixed Items falls through the floor
Fixed Traces left count wrong in the End screen
Fixed Error when guard find a body or cam in the tutorial
Fixed issue that Non-lethal takedowns count towards total kills
Collision issues on certain floors
Bumpy staircase in Lab
Whiteboard markers drop on the ground when placed in a slot
Consider Leaving a Review
Being a small indie dev, the visibility of a game is one of the hardest things to achieve. So if you like what you see so far, or if you want to see some things change: it would be really amazing to us if you consider leaving a review on steam. Be honest and true to what you think of the game of course. Thanks in advance! <3
Discord
If you haven't already, don't forget to join the Panther VR Discord! Share your comments and suggestion with us and the community!
Socials
For more information about current and future updates, from Panther VR and other Wolfdog Interactive games, follow our Socials!
Thanks for all the support and feedback from our amazing community. This update is made possible by you guys!
Panther VR Security Update now Available - Patch 0.1.2
A much-needed rework for Panther VR!
Hope you are all doing great! With great pleasure and after a lot of work. We finally can give you the new Security update 0.1.2 for Panther VR. The last interaction update brought a lot of reworks and mechanics that changed the basic feel of the game, but this Security update will be even bigger. This new update does include a massive rework on stealth and Alert systems, big Guards AI/interaction improvements that fully transform the whole experience of the game to the next level. These new features will enhance stealth gameplay and will make your decisions even more interesting and important. No longer will your game “end’ when you are detected. You can now always break line of sight and guards will no longer be all-seeing entities, making it possible to reset, learn and continue playing after a mistake.
Manage your health with the new Health system. Try to make the most out of your sneaking skills with the new Lockpicking system and by completing the new Stealth bonus objectives. Takedown guards with a Dartgun with the new Non-lethal system and hide them away in the new Lockers and crates before they trace you down with the new Point of interest system.
As you might hear there are some big changes includes in this update that we are excited about. It did take some extra work and time to make. But we truly believe that Panther VR is getting closer and closer to the game that we envisioned, and this update is the next big step. With the next update on the horizon (Progression) there will be even more to look forward to like new weapons, mechanics, levels, and a full progression system with levels, resources, and unlocks.
We can’t wait to hear what you think of this!
Enjoy!
-Jesse
Why did it take longer than expected?
We already shared these points last time, but we think it is always important to share with you why things might progress slower than other games. One thing is sure: we are very dedicated to this project so we will keep going till the end. It is a big project build by fans of stealth, we want the best just like you, but we have limited time with 2 people working on it. Not even mention the small number of resources we can spend on this. We can only hope that you will take this into consideration. Help us to support the game by getting a copy on steam, or just by spreading the word or joining the community.
Future Content
Changes in Roadmap
We are changing up our timeline to increase our focus on the goal of the game. While most of the systems are in place, we are still missing a progression system to make it all worth it. That is why we are moving the Progression update forward instead of the contracts update.
New Levels
We are getting some questions about when or if we will be adding new Levels. We have some good news: that new levels/game modes will be added in the coming updates. The main reason why we haven’t added any levels yet is that we wanted to focus (our already limited time) on the core mechanics of the game. If the core is not up to standard then the game is still lacking, even with 100 different levels. So we focus our effort on getting the core mechanics right in this main level, and with the random level generation that is already present, this level is different and unique each time you play.
We want to add many more levels and game modes to the game. First up will be contracts mode: a randomly generated “dungeon” like system, just like you might see in our other game, VR Dungeon Knight. So we can’t wait to show you more. We also want to look at more open levels like the one that is present in the game.
Coming up next: 0.1.3 Progression Update
The progression update will add a lot of new stuff to the game that lets you unlock by completing missions and gaining exp/money. We have some new weapons and customization coming up to spice up your gameplay. Level up and spend points to unlock new abilities. Collect data drives and new items to upgrade weapons and gadgets. And track all your stats to see if you are the ultimate thief.
Progression and level up system
Data drives and new collectibles
New Weapons and customization
Skill and abilities
Stats and tracking
More to come!
Preview of the new weapons in update 0.1.3
Added: New Alert/Stealth System [REWORK]
At the core of the Security update lies the Reworked alert and stealth system. It is a full redesign of the old systems that brings familiar stealth mechanics to Panther VR. This system is the core of the game, so we think this is one of the most important and game-changing reworks we did to this date. In order to highlight what is new in the update let’s take a look at the old version.
Old system
In the old system, stealth was really fragile, unforgiving, and linear. You start the mission in full stealth with guards unaware of your initial presents. This is where it went right, but the moment you were seen by a guard or camera, it goes to red alert and it ends there. All the guards despawned and SWAT stormed the place, making it impossible to return to a stealth game, essentially ending the loop. Guards and SWAT never truly lost you out of sight and tracked you down like an all-seeing entity. The tiniest mistake (or bug) could mean a failure to the mission.
New System
A proper stealth game should have a loop that can reset itself and always give the player the ability to break the line of sight and re-enter stealth. This is exactly what we did in this new rework. As you can see in the schematics below, we added a whole new layer of depth to the alert system and made sure it has the possibility to reset the loop.
Alert does not stay forever anymore and instead of SWAT and special Assault team will be sent in to support the remaining guards. If the security forces lose sight of the player for some time, the Alert status will be lowered to Searching. In this state, all guards will remain vigilant. Once they spot the player again, the alert will be raised to Red, but if they still cannot find you after a set time, the loop will be reset and guards will return to their normal patrols.
Watch
We’ve also added a watch on the left hand (can be switched) to indicate the current Alert status of the Level, and how long it will take before the status will be lowered. In combination with other visual and audio queues, you can always track the alert status of the Level and Guards
Functionality:
Ability to rehide
Allert system can reset
Break line of sight
Guards and Overall Alert status are separated
Open in new tab to see old system:
Open in new tab to see new system:
Added: New Guards and AI system
Besides the Alert and Stealth system, guards will also be receiving a full makeover. We have completely rebuild the AI system adding more depth and intelligence to the guards. They are more aware of their surroundings and they will work together in combat and detection. We have reworked their detection system: you can distract them with sound, they will investigate your presents and traces and they will call for backup if needed, which might be answered by the new Assualt team.
In addition to their behavior, we also changed their appearance and gave them a voice. We have improved their visual looks and each guard is now uniquely generated and has more personality than before.
More to come
Keep in mind that making an AI system is the most difficult part of any game. This update will be a complete 180 of what it was, but bugs and issues might still happen. You see it even in the biggest of games where enemies might get stuck. AI in an open world can experience an unlimited amount of variables and options. We tried to iron out the most obvious ones, but know that we will always keep improving the AI in a future update. So help us out by reporting any issues you might find.
Details:
Whole new AI system
More interaction with guards
Seperate alert sytem
Visuall overhaul
Random ppearance dom
Added Voicelines
Added: Point of Interest/ Last seen Location
New to this Security update is the addition of the Point of Interest system. This system serves as an extension to the AI system and works as a visual indicator for the player. During the heist, the player can leave traces behind, and leaving as many traces as possible is important for a thief. Now you can easily track what might be of interest to guards and how they are going to respond to them. Now those broken cameras and bodies you leave behind have consequences for your results in the mission. The Point of interest includes the following parts:
Last seen location
A must-have for stealth games and finally present is the Last seen Player location. This marker will show the last seen/know location of you for the guards. This location will also be present and will serve as a place of higher investigation for guards. Keep in mind that both guards and cameras will share and create a last known location when you are in their sights. If you are in combat the Last seen location will be the point where you broke the line of sight.
Noise Distraction
Distracting a guard by making noise has made its comeback to the game. By throwing items, shooting the wall, or by running, you create noise that might be further investigated by a nearby guard.
Trace indicators
When you leave a body or broken security system behind, you also leave traces that can be found by guards. These traces are now indicated by a red or yellow icon. Yellow traces like security sytem will put a guard in an investigative position, but finding a body will even raise the alarm. Event messages show up when a body or broken system has been found by security forces.
Added: New Health Sytem
This update brings some big changes to the Health system. While you used to automatically self-heal over time without taking damage, this rework brings a set health pool and the ability to heal yourself with a syringe, healing stations, and items. This new system brings a whole new approach to the game, making the player much more vulnerable and increases the value of stealth.
You can view your health status on your new wristband. When you take damage from guards, security systems, etc, your health will not auto regenerate over time. You will need to heal yourself.
One of the different ways you can heal yourself is with the use of a syringe. The syringe is always part of your basic kit and has its own new slot located on your arm with the watch. You can grab the syringe with an empty hand. Once held you can stab the syringe in your other hand or straight up in your body/chest to heal yourself. The syringe will have a limited amount of charges. However, those charges can be recharged at a healing station.
With this update, it is now possible to make Non-lethal takedowns. Whack guards on the head with a melee weapon and they will fall unconscious on the floor. Unconscious guards will show Zzz above their head, and they do not count towards your kill amount. You still need to hide you, knockout guard, before they are found by other guards.
Melee weapons
You can use blunt weapons (orange), like a baseball bat, a crowbar, or a pipe for a non-lethal takedown. Sharp weapons (red), like knives, scissors, and axes will still kill guards. It is now also possible to whip a guard with the butt of your pistol or rifle.
Fists
In case you run out of bullets or anything else for that matter, you can now also use your fists as weapons. It might take a few punches, but it can work as a last resort to take a guard out.
Dart gun
To help you with Non-lethal takedown you will now be granted access to use the Dartgun. More information about this weapon is further down in this post.
Added: End/score screen
One of the many reworks in the update will be focused on the end screen and scoring system. A true stealth game can only work if there are enough incentives to play the game in a stealthy matter. Before this was not the case. The goal was to get the case, in any way possible, and running and shooting was the best and easy way to do this. That is why we changed up the scoring system and added extra additional objectives that will reward you extra bonus exp and money if you take a stealth approach. There are a set amount of new objectives that give you badges on completion and you will earn a final score in the form of a medal.
Bonus objectives
Secondary Objectives - Complete all secondary objectives
No Alarms raised - Set no alarms off
Never detected - Never be fully detected by security
No kills - Don’t kill any guards
Leave no Trace - Don’t leave any bodies or broken security systems behind to be discovered.
Ghost - Complete all 5 Bonus objectives
Added: Slow-motion Mode
This update also sees the return of slow-motion or bullet time. With the press of the right secondary action button, you can slow down time for a limited amount of energy. In slow-motion everything will be slower except for your hand movement, giving you more time to aim for that perfect headshot, or take down multiple guards in quick succession. New to slow-motion is that it takes up suit energy. Which can be tracked by a new tracker on your right wrist. After use it takes some time to recharge your bullet-time ability, so use it wisely.
Details
New BulletTime/Slow-motion mode
Start slow motion with the Secondary Action button on the right controler
Takes up Suit energy and has a cooldown time
Added: Various Improvements
One thing we did in addition to the rework was a small update to the visuals of the game. We updated the shaders, lighting, textures, and materials for the game. This visual update adds more depth to the environment and brings an extra touch of realism to the style of the game. Here are some screenshots which show the difference in style. We are looking forward to improving it even more in a future update.
Details
Visual Improvements
Finally fixed Throwing items
Fixed an issue with controller direction input
Interface polish
Weapon handling improvements
Ability to dual hold a pistol
Adjusted belt location/ easier to pick stuff up from the ground
Performance increases
Smoothing of doors/Airvents
Propane tanks interaction
Heist level Changes and improvements
Added: Dartgun [GADGET]
We are adding one of our personal favorite stealth-game gadgets: the Dartgun. This dart gun serves as a non-lethal gadget to silently take down guards. This air pressured devices fires a sleep dart to tranquilize a guard of your choice. Since it is a gadget that uses very specialized ammunition you can only use a set amount from the beginning of the mission. (This amount will be upgradeable in a later update) Guards hit by this dart will fall asleep and don’t count as a kill. Simply reload the Dartgun by pulling back the slide, and keep the dart drop-off rate and travel time in account when picking a target.
Gadget Stats:
Fires non-lethal sleep darts
A certain amount of bullets to use in each mission
Slower travel time and bullet drop-off
Needs to be reloaded after every shot
Added: Lockpicking [MECHANIC]
A stealth game would not be complete without lockpicking. It was one of the first things we had in our Kickstarter Demo, but now is returning with the 0.1.2 update! With this new mechanic, the player will be able to pick locks with their new lockpick set. These locks can be found on strongboxes, which spawn randomly around the whole level.
Just walk up to a lockbox and grab the lockpick to start the lockpicking. Now it is up to the player to find the right spot by twisting and turning the Lockpick. Once you find the hotspot with audio/visual/rumble cues, you can press the trigger to unlock the lock and open the strongbox. However be careful with the lockpick, if you go too fast you might miss the right spot, and your lockpick will break.
We also want to make sure that lockpick will always be optional, as like every stealth option in the game. You are not required to pick these strong boxes, but you will be well rewarded if you succeed.
Details:
Added Lockpicking system
Added Lockboxes in heist locations
Added High value loot to be found in Lockboxes
[previewyoutube="cOT6Yo-sYAg;full"]
Added: Lockers and Crates [ITEM]
With the new Stealth and AI system, it will always be possible to hide from enemy sight. In order to provide you with new ways to sneak away, we are introducing lockers and crates. Scattered around the level you can find these (very convenient) empty crates and lockers. Which are also the right size to hide an infiltrating agent or a guard’s body inside. So make use of these crates and lockers and take your stealth game to the next level.
Details:
Added Lockers and crates on set locations
Use it to hide from guards
Or use it to hide bodies and other items
Don’t get seen while entering the lockers (They are not bulletproof)
Added: Ammo Lockers [ITEM]
Ammo can be very important sometimes. In the previous version of the game, it was very difficult to find new ammo once you run out. That is why we are also adding Ammo lockers to the game. These lockers can randomly be found around the heist location and always contain ammo for your weapon. You can lock pick these Ammo lockers to gain access to new ammo. In case you are in a real hurry (say firefight), you can always shoot your way in. This is not recommended in stealth since an alarm will sound when you breach this locker with force.
Details:
Added ammolocker to heist locations
Can be lockpicked for more Ammo
Can be shot open for easy access
Provides you with new ammo for your weapons
[previewyoutube="jXM2xjTOGH8;full"]
Added: Healing Stations [ITEM]
Besides using the syringe, there are also other ways to heal yourself. One of these methods is to look for a Healing Station. These stations will randomly spawn across the heist locations. They are fully unlocked and accessible to the player and will open automatically once in range. The Station contains one full healing charge. You can start the healing process by grabbing the lever inside of the machine. The machine will start healing you over time until it's empty.
You can stop the process at any time, and you will be even able to use your other hand to shoot guards while healing up. The station will display your personal stats in combination with its own charge level. Once the healing station is empty it will automatically close and can not be used again.
Details:
Find healing station around the Heist locations
Heal yourself directly with the healing stations
Charge your syringe at the healing station for later use
Changed: Security Guard [GUARD]
Most of the changes of the guard are in its AI system (See AI system). They are a lot smarter and will have more physical interaction with the player and their environment. We also made big visual changes to their appearance and they are now fully unique and randomized. With this new overhaul, it will now be possible to greatly increase the number of guards during a mission; From only a maximum of 10 guards in the old version to a new amount of 30 40 guards.
Details:
A big increase in the number of guards: from 10 (old) to around 30 a 40.
Descreased damage
Randomized visual appearance
New Voice lines
Changed: Heavy Guard [GUARD]
Every change for the normal Security Guard will also apply to the Heavy Guard. We increased change you can find a Heavy guard, and once again increased their health. This makes them even more dangerous.
Details:
Same changes as Security Guards
Increased health
Increase spawn amount
Added: Assault Team [GUARD]
New to the roster is the Assault team. These special intervention officers will assist the on-site Muller Security forces in case of a security breach. Once an intruder has been located, the guards will call for backup. The alarm is raised and an assault team will be dispatched to investigate and terminate all potential intruders. These Assualt teams will come in a team of 2 and will carry automatic weapons and increase armor. They are trained to flush out intruders and will keep searching around until everything is confirmed to be all clear. They will continue their search on a Search Alert Level. If an assault team is killed, a new one will be sent in as their replacement.
Details:
Added Assault team as backup on Alert/search
Will replace the SWAT on normal Alert
High damage with Assualt rifles
High armor
Changed: SWAT [POLICE]
With the Security update, SWAT will play a smaller role in security. The security forces are now a lot more self-sufficient with the addition of theThe Assault teams and the increase of on-site guards and security systems. This means that the SWAT will only come into play when you start a Welding breach on the vault door. Since a detection/ red alert from a guard does not end your stealth game anymore, the SWAT now serves as a last resort effort to stop the breach.
Details:
SWAT only arrives when you breach the door
Increased Health and damage
Developer Comment: While SWAT is a good Endgame mechanic for those who want to force their way into the vault, we love to see some changes in how they work and when they arrive. This will be changed in the next update. Making SWAT the final option, only when you start welding the door. We also love to see a more stealth approach when SWAT arrives at the scene. They can now always find you. Stealth and hiding should be an option in the future.
Bug Fixes
Fixed Issues with the objective case
Fixed Issues with item physics
Fixed Issues in the Tutorial
Fixed various Grappling hook issues
Fixed Hard to reach items on floor
Fixed Rifle reloading issues
Fixed Pistol reloading issues
Fixed Drone endless jumping
Fixed Climbing issues
Fixed Issues with controller direction movements
Fixed broken Image effects
HOTFIX 0.1.2c
(ADDED 27-03-21)
Major Reloading issues fixes
Fixed Fog on spectator Cam
Fixed Extra Drifting issues with Controller Movement Setup
Fixed misalignment Vivewands and Index controllers
Fixed Performance issues while on stairs and airvents
Fixed Guard saying "who is that" after death
Fixed some tutorial issues
Fixed Door spawning in the Vault door
Assualt team now Despawns after alert
HOTFIX 0.1.2b
(ADDED 21/10/2021)
Fixed Issues with reloading on the Index Controller
Fixed Drifting issues with Controller Movement Setup
Added Grappling hook icons
Magazine in the weapon will now highlight
Added extra Description in the tutorial
LaserFence zap will alert Guards
Fixed Wooden crate is very difficult to open
Fixed Items falls through the floor
Fixed Traces left count wrong in the End screen
Fixed Error when guard find a body or cam in the tutorial
Fixed issue that Non-lethal takedowns count towards total kills
Collision issues on certain floors
Bumpy staircase in Lab
Whiteboard markers drop on the ground when placed in a slot
Special Thanks for testers
In the last couple of weeks, we got some amazing help from the community to test out the new features and mechanics. They gave some great feedback and helped us track down and fix a big list of bugs and issues. So special thanks to our amazing community testers.
We will continue community testing for future updates. If you want to join this amazing group of people and help us test out new content, join our discord and let us know!
Consider Leaving a Review
Being a small indie dev, the visibility of a game is one of the hardest things to achieve. So if you like what you see so far, or if you want to see some things change: it would be really amazing to us if you consider leaving a review on steam. Be honest and true to what you think of the game of course. Thanks in advance! <3
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