Project Sparrow cover
Project Sparrow screenshot
Genre: Shooter, Indie

Project Sparrow

Patch Notes 0.3.2

- Bots can now shoot players (let me know if you find them too difficult or hard to play against and I can adjust how hard they are. I'll be bringing bot difficulties for you to chose before the match starts in a future update)
- Bots now react to sounds from you landing, or using any of the following; movement abilities, utility abilities, grapple

- Added new SFX when picking up the buff in the middle of the map
- Added new skyboxes on Kings Rest, Sanctum and Flagstone
- Updated Sanctum loading screen image to reflect the new changes
- Flagstone lighting changes and slight map changes to allow more sunlight in darker places
- Reduced knockback stun check radius height to stop being stunned into floors/stairs
- Reduced game file size slightly

- Fixed a bug where you could see arrows on your camera when being shot in the head by another player
- Fixed a bug where bots wouldn't get knocked back correctly by knockbacks such as kick/powershot




Patch Notes: 0.3.0

Art:

[p][img src="https://clan.akamai.steamstatic.com/images/39574725/551bfb59beb1940f82427f88b4ef4d94e7a134d5.png"][/p]
  • [p]New concept art has been made, you'll be seeing this around our socials![/p]
[p]
Gameplay:
[/p]
  • [p]Fixed void rift exit effect sometimes appearing in the wrong place + clean up[/p]
  • [p]Void rift trail removed when the portal spawns[/p]
  • [p]Increased Shadowform cooldown from 60 > 80s[/p]
  • [p]Throwing knife can now be held and released rather than just thrown straight away[/p]
  • [p]Added magical and physical stat types[/p]
  • [p]Powershot is now a magical and physical ability, it now does 100 magical damage and a 100 physical damage. So for example, if you were magic immune you would only take the physical damage[/p]
[p][/p]

New Utility Ability - Cloak of Shadows:

  • [p]Become immune to physical and magical effects for 3 seconds. This includes stuns from lighting arrow & kicks. Cloak has the longest cooldown out of all utility options at 25 seconds. [/p]


Animations:

  • [p]All first person animations have been replaced[/p]
  • [p]New kick animation added for third person[/p]
[p][/p]

Keybinds:

  • [p]New inspect keybind added, defaulted to 'Y'[/p]
[p][/p]

Audio:

[p]New sound effects:[/p]
  • [p]Void Rift Enter[/p]
  • [p]Void Rift Exit[/p]
  • [p]Roll[/p]
  • [p]Grapple[/p]
  • [p]Loadout open[/p]
  • [p]Loadout close[/p]
[p]Audio pass: All audio sounds have been normalized to the correct volumes, you will have to adjust your master volume level. All sounds previously were to quiet, it should now match the similar audio levels you play on other games.[/p]


Maps:

[p] Sanctum: [/p][p][img src="https://clan.akamai.steamstatic.com/images/39574725/d97c39da4954f2079ce631ea2806fc2235979bcd.png"][/p]
  • [p]New lighting, more pizazz, gone are the old dark days of Sanctum, welcome to the light mi amigos.[/p]
[p]As always I'll be revisiting all maps with improved lighting and more quality of life changes in upcoming patches! Sanctum is not fully finished with this rework either, it's mainly the middle of the map that has been updated so far.[/p][p] [/p][p]Kings Rest:[/p]
  • [p]Reduced collision size on Kings Rest cylinder pillars[/p]
[p][/p]

UI/UX:

  • [p]Added visual indicator for health and shields[/p]
  • [p]Improved readability of health, shields and names[/p]
[p][/p]

Misc:

  • [p]The grapple will now show coming from the players hand[/p]
  • [p]Added partial controller support for use in the main menu[/p]
  • [p]Ultimate keybind on controller now RB+LB by default[/p]
  • [p]All actions are now bound on controller. Future improvements will come later down the line, such as changing binds in the settings and more customization.[/p]
  • [p]Added more sensitivity pre-sets for controller (Godlike (++))[/p]
  • [p]New default bow[/p]
[p][/p]

Bug fixes:

  • [p]Fixed spectator free-cam movement speed smoothness[/p]
  • [p]Fixed a bug where the 'Change Loadout' hint would show all the time when being a spectator[/p]
  • [p]Fixed a bug where the crosshair would show in spectator free-cam mode[/p]
  • [p]Fixed a bug where the screen fading to black would get stuck for 10 seconds when a round ended when the zone had just closed [/p]
  • [p]Fixed lighting glitch on zipline materials[/p]
  • [p]Fixed not being able to wallclimb on a controller[/p]
  • [p]Fixed inverted aim on controller only working if in aim down sights[/p]
  • [p]Fixed not being able to use the loadout on a controller[/p]
[p][/p]

Performance:

  • [p]Improvements made to all maps, most notably Kings Rest and Sanctum[/p]
  • [p]Reduced animation time on the game thread significantly[/p]

Patch Notes: 0.2.0

Gameplay:



  • Increased initial slide impulse from 200 > 220
  • Reduced braking deceleration when sliding from 140 > 120
  • Increased void rift horizontal portal exit impulse from 1000 to 1250
  • Air control increased after using a wallbounce increased from 150ms > 300ms
  • Increased wallbounce hitbox from 45 > 50 units
  • Void rift no longer cancels bow draw on exit
  • Reduced base arrow count from 12 > 6
  • Reduced arrow recharge time from 3.25s to 5s
  • When hitting a headshot you gain a 5 second buff that increases the draw time of your next shot by 30%
    Added more player starts in all spawns to accommodate more players
  • Throwing knife can no longer headshot
  • Reduced parry daze time from 2.5s > 2s
  • Moved shoulder hitboxes down slightly to stop blocking shots that should be headshots
  • Character collision with other players is now disabled whilst on moving platforms


Movement has seen more refinement, the most notable feedback was the slide ending to fast, these changes help alleviate some of the sudden ending and not having enough of an impulse to start with. Please continue to let me know how you feel regarding these changes!

Custom games & spectating:



  • Added LockOn keybind for spectating
  • Added Toggle 3P keybind for spectating
  • Added DropOff keybind for spectating
  • No longer able to start a custom game with unassigned players
  • Custom game settings now update for everyone in the lobby
  • Custom game settings are now saved when returning to the lobby

Maps:



Flagstone:


Kings Rest:


Training range & Supporter area:
I've added a new supporter area that has the names of all previous patreon supporters! We'll be doing more events in the future to get names on here, as well as placements from placing high on the leaderboards in upcoming seasons!




UI/UX:





  • Added score points at the top of the screen to show how much you need to win the game
  • Increased size of the roll indicator UI
  • Improved roll indicator UI
  • Loadout options now sorted by skill difficulty
  • Improved scoreboard performance
  • Scoreboard stats no longer rollback to where they were in an instant replay
  • Scoreboard stats now update faster
  • Added welcome screen popup
  • Added FAQ button to menu
  • Removed the loadout hint when in a replay or instant replay
  • Updated loading screen image for Flagstone
  • Updated loading screen image for the training range
  • Updated loading screen image for Kings Rest
  • Disabled deathmatch button whilst waiting for a response from the server so you don't accidently cancel searching for a game too fast


Bug fixes:



  • Fixed a bug with spirit bombs/gates not showing correct state when joining a match that has already started
  • Fixed a bug with other players on moving platforms looking laggy
  • Fixed a bug where teams would swap sides more than once per round
  • Fixed a bug where you could respawn on a moving platform if you had died on it
  • Fixed a bug where you could climb whilst dazed
  • Fixed a bug where roll timing UI was stuck on the screen
  • Fixed a timing issue where you would see a quick glimpse of a killcam before a transition to the round ending replay
  • Fixed the Hide HUD keybind not working
  • Fixed a bug where having a spectator in a custom lobby would cause players to not spawn at the correct location
  • Fixed a bug where you could spawn at the incorrect location
  • Fixed a bug with the pocket dust effect dying/respawning
  • Fixed an issue with custom games settings resetting when returning back to a lobby
  • Fixed a bug being able to shoot through some meshes on sanctum
  • Fixed a bug where you were unable to buy currency in the store

Project Sparrow x Saved.gg - Post clips, get paid!

Hey everyone!

We’re partnering up with Saved.gg to give you the chance to create content about Project Sparrow—and get paid for it!



Here's how it works:


Post as much content as you like about Project Sparrow—clips, edits, memes, tutorials! And for every 1,000 views your content gets, you’ll earn $1.

There’s a $1,000 pool that will be going live on the dates below. When live the funds will be ready to be claimed—first come, first served.

Start date and time:


Start time: April 18th, 2025 @ 6PM BST
End Time: May 18th, 2025 @ 6PM BST OR Until the fund has been depleted

For more information about Saved.gg and the event you can check out their site here: Saved.gg

Please reach out if you have any questions through discord! We'll share more details later next week.

We have other exciting events happening soon, so be sure to keep an eye out!

Cheers,
- Dids

$1000 Charity Creator Tournaments for NA & EU!

Hey all! We're going to be running 2 tournaments for creators to participate in! One for North America and one for Europe. The winning team will be able to choose which charity will take a donation of $1000!

The event will also be broadcasted on our Twitch channel.

If you're a creator interested in playing, please reach out via social DMs or fill in the form here: Google form

North America:

  • Start date & time NA: Saturday, March 29, 7:00 PM GMT
  • Bracket NA: https://challonge.com/3xvvh33

Europe:

  • Start date & time EU Saturday, April 5, 1:00 PM GMT
  • Bracket EU: https://challonge.com/h2vzdekm

Tournament Info:

  • Max teams: 32
  • Single elimination
  • Rounds are best of 3
  • Semi-finals and finals are best of 5
  • Approx total time for the each tournament ~3 hours


Custom games! New map, leaderboards & more!

Custom Games:


Custom games are finally available again, sorry this one took so long to get into the new version! We have added the functionality to do the following:

  • Create a new custom lobby with a invite code
  • Choose the map
  • Choose the game mode
  • Choose the region
  • Enable or disable bots
  • Arena mode supports 1v1 - 6v6


We've also greatly improved the spectator features over the previous version, the same for our spectating in-game. It should feel super smooth when spectating other players. For custom game spectators we have spectator controls as a UI that you can open by pressing N. You can also cycle between all players in the game using the F1-F6 keys. Along with having a free roam camera you can use as well.

Please let me know what other changes you'd like to see with customs!

Leaderboards & Ranked:


Leaderboards are now available to view on our website here leaderboard.

We are currently testing the ranked system and will post a date when our first test season starts. Seasons will be shorter during our initial tests to make sure everything is working as intended. We'll also be giving away unique rewards to participating players along with extra unique rewards for those within the top ranks.

You can see your ranking points in the armory tab on the menu under the stats. As well as on the leaderboard. You'll also see them change at the end of each match.

We'll have more information in the coming weeks.

Audio:


I've done a pass on all audio in the game, fixing some bugs and modifying the volume of some sounds. You'll most likely need to lower your master volume because of this! Please let me know if you feel some sounds are too quiet or loud, and I can adjust as necessary.

New audio added to the game:

  • Atmospheric winds
  • Waterfalls and other water sounds
  • Find match and match found sounds
  • Footstep sounds for different surfaces

I'll be going through a lot of the maps and adding various objects on different elevations throughout the map so you can tell more easily where footsteps are coming from! Ambient audio is now present in all maps, so it shouldn't feel as empty! This will continue to be improved as we go through early access development.

Maps:


As noted above, all maps are undergoing changes to help with readability and sound cues. As well as improving the layout and making them player better with the newer mechanics. There has been a lot of polish on Sanctum (this is the most complete map so far).

Flagstone:
Flagstone has received some much needed greenery! I've added stair pathways up to highground from different sides on the lower side of the map. Added some sight line blocking and better collision accuracy. There is still a lot of work to be done on this map, so don't count it out just yet! :D




Sanctum:
The moving platform that was in the sewer area now goes around the outside pillar and through the cave. It passes by the new entrance you can see coming out of the middle sewer. Sewer mid has been opened up more to allow more space to move through, as this was quite tight and didn't feel great to play around. Floating pillar added in mid to remove a strong sight line angle.




Kings Rest:
I've made some changes on the pool side of the map primarily, swapping back to a central staircase with 2 more openings. As well as creating some differences rather that it being symmetrical with the other side.





Outpost:
The first map I've created specifically for Deathmatch. This will only be available for testing in custom games as it's not been played on before and still in it's greybox stage. The map features new portals that take you to mid and a moving platform that goes through the whole map.



Gameplay:



  • Increased all special arrow cooldowns to 24s
  • Reduced wallbounce to draw cooldown from 250ms > 200ms
  • Changed default movement ability to Dash instead of Void Rift
  • Increased Dash height gain from 250 > 300
  • Increased zipline look Z direction boost multiplier from 30 > 35
  • Increased zipline look X/Ydirection boost multiplier from 700 > 800
  • Jumping out of a zipline now has the Z velocity capped the same as the X/Y
  • Added an extra check to make sure you can't get stunned into the floor after being kicked
  • Jumping out of a roll now gives a burst of 450 impulse speed if successfully time, otherwise its 45. Roll uses the new indicator shown in the UI/UX section at the bottom of the page. This should make it clear and easy to see if you're missing the timings!
  • Roll now works better when using it in the air
  • Improved hitbox on spirit bombs for projectiles (this unfortunately will make them hard to melee for now till a bug with melee and spirit bombs is fixed)
  • All projectiles are now removed from the world at the start of each round
  • Changed bot outline color to white from orange
  • Bots can't no longer pickup mid buffs


We'll be testing 200 health as a baseline so headshots will no longer one-shot-kill (200 health, 50 shields). I believe this will be better for the overall health of the game, but let me know if you like or dislike this change.

Misc:



  • Now able to buy in deathmatch when not in a buy zone
  • Buff spawn sfx no longer uses occlusion


Gameplay Tips:


To help the ease of learning and onboarding for newer players, I've created a new gameplay tips system that should help! This is enabled by default and can be turned off in the settings under Gameplay > Show Gameplay Hints.

UI/UX:



  • Added a new indicator on the HUD when using roll to show roll timing success or fail
  • Changed parry and kick cooldown indicators similar to the ammo bar for now to reduce crosshair area clutter (this will be improved)
  • Startup screen is now skippiable with mouse




Bug fixes:



  • Fixed a bug where killcams would happen when you respawned if you died during a round ending replay was in progress
  • Fixed a bug where the round score would be rewound in the round winning kill replay
  • Fixed a bug where teams would swap sides more than once per round
  • Fixed a bug where you could draw your bow whilst stunned
  • Fixed a bug where Dazed and Poison VFX stayed on the player even after they died
  • Fixed bug where you could cancel powershot with secondary fire cancel
  • Fixed ultimates not showing blocked icon when stunned or dazed
  • Fixed loading screen images not being loaded sometimes
  • Fixed some text that wasn't localized
  • Fixed a bug where changing the FOV slider didn't work until performing a FOV changing move action


Tutorial:


Added a new level in the tutorial so players can learn to use the zipline and spirit bombs.

Localization:


Added font language support for Greek and Coptic, Korean, Japanese, Chinese Simplified, Chinese traditional, Thai, Arabic and Cyrillic.

Note:


Just a note that the old version of the game is still available to those who wish to play it. You just need to change your steam branch to og-sparrow.

Patch Notes: 0.1.1

- Fixed decals showing on characters
- Updated UI for round ending kill, killcam and spectating other players
- Fixed a bug with bots targeting players when out of sight, they will now return to pathing correctly
- Fixed a bug where you could get stuck in crouch after being kick stunned
- Added 1 star rating to Powershot
- Fixed being able to Powershot whilst dazed
- Added loading screen tips
- Fixed localization languages not showing in the settings menu

Patch Notes: 0.1.0

New mechanic Parry:

  • Using parry will activate a 500ms window where if you receive melee/kick damage you will knockback the player, deal 40 damage and daze them for 2.5s
  • Parry has a 6 second cooldown
  • Successfully parrying a player will reset your parry cooldown
  • Parry is indicated by a blue effect on the player with a shield effect
  • Shares the same key as interact


New status effect Dazed:

  • Unable to use certain abilities
  • Unable to slide or bhop
  • Movement speed slowed by 75%
  • Unable to draw bow


Movement:

  • Fix knockback not working on self when using explosive arrow in arena
    Increase bhop grace period from 67 > 100ms


- Fixed loading screen text being wrong
- Added animations for some UI elements
- Changed outline colour on bots to orange instead of red
- Changed deathmatch buff respawn timer from 15 > 30 seconds
- Reduced pocket dust blind effect from 3.5s > 3.0s
- Fixed a bug with FOV change unintentionally affecting many abilities instead of just slide
- added FOV change on Slide, Powershot and Dash
- Updated Flagstone lighting
- Updated Sanctum, now has a extra alleyway on top of mid + slide through spot & removed some parts of inner mid rocks above the center to allow more light
- Updated character base colouring for better visual clarity
- Menu updated slightly
- Reduced Pocket Dust range from 540 > 380
- Reduced Pocket Dust radius from 460 > 420
- Reduced Poison arrows slow speed from 20% > 15%
- Fixed a bug where the game would start even if 4 people hadn't connected in arena
- Fix glove clipping in first person gloves model
- Kick cooldown reduced from 8s > 6s
- Removed weak kick from the game
- Melee whilst in the air will perform punch melee and only use the kick version if it's off cooldown (indicated by the red circle by the crosshair)
- Loading screen visual changes
- Font changes on some UI elements
- UI ability icon indication for when abilities are unusable (stunned/dazed)
- Fixed crosshair visibility and crosshair color not being saved when entering a new level
- Fixed AA method not being saved correctly when re-opening the game until opening the settings
- Increased Deathmatch buff spawn timer from 30s > 60s
- Added matchmaking information button on the menu next to find match. This showcases the current season info and other useful information (to be updated)

Patch Notes: 0.0.9

- Explosive arrow self damage now set at 5
- Explosive arrow damage now set to 20
- Explosive arrow knockback direction fixed
- Explosive arrow fire pool tick damage is 3 (self damage total will be 8 unless you use it at the right distance to avoid fire pool tick)
- Fixed multiple server errors for explosive arrow
- Bots will no longer show as disconnected players on the scoreboard
- Actually fixed the deathcam issue spiralling out of control!
- Fixed collision on Sanctum allowing arrows to go through the floor in mid
- Reduced arena round timer from 90 > 60 seconds
- Fixed spawns in Deathmatch
- Fixed names in killfeed not always being enemy coloured in Deathmatch
- Improved game thread performance by 1ms
- Changed character appearances slightly
- Added slight fov interpolation increase when sliding
- Improved kick reliability
- Added ultimate orb and buffs to training range

Patch Notes: 0.0.8

- performance improvements
- Added loading screens for Flagstone and Sanctum maps
- Reduced poison slow movement speed from 30% to 20%
- Reduced poison arrow hitbox from 20 > 16
- Fixed spirit bombs only knocking back one player even if multiple were within range
- New Arrow Type, Explosive Arrow. Knocks back players and spawns a small & short pool of fire
- Increased zipline exit velocity look up check from 20 > 30 (Don't have to look up as high to get max velocity when jumping off a zipline)
- Increased zipline jump exit velocity from 650 > 700

I'm aware of some settings AA/Motion blur not saving correctly again from a recent update. I'll put a fix out asap for this!