- Performance improvements - Fixed ultimate ability being put on cooldown every round - Fixed a bug where you couldn't open the loadout whilst spectating - Fixed player stats being reset between each round in Arena - Changed elimination text to lower case to match rest of the UI + made it localized - Added missing gate on flagstone left side spawn - Fix death camera going absolutely wild - Fixed deathmatch allowing more than 6 players into the game causing you not to spawn in
Patch Notes: 0.0.6
I've done some movement changes in this patch to improve the smoothness/feeling & response. Bhops should now feel very consistent and you shouldn't get 'deadhops' any more. With this changes I've altered some other movement aspects to keep everything in line. Let me know what you guys think! Personally I think this is the best it's been :D
- Scoreboard text capitalization changed from all uppercase to default to match the rest of the UI - Fix camera going to 0,0,0 on respawn - Fix spectating different player on respawn - Loadout is now shown by default on first round of the match - Fixed bhop consistency - Reduced wallbounce active timer (delay till you can redraw bow after wallbouncing) from 300ms > 250ms - Increased Loadout phase banner message lifetime from 3s to 5s - Fixed water effect not showing in Sanctum - Fixed some bad climbing collision on Flagstone - Changed a piece of stairs on Sanctum to a wooden shootable barricade - Added difficulty ratings to abilities - Changed default utility ability to smoke bomb - Added small 150ms grapple grace period when jumping so it doesn't instantly cancel after accidental jumps or jumping to close to the grapple start time - Increased smoke bomb opacity - Increased Void Rift trail from .75s to 2s
Patch Notes: 0.0.5
- Increase bhop forgiveness period from 50 > 200 (let me know if it feels more consistent) - Added versioning support so we can update over live servers and remove people from queues and let players know to update - Added 500ms cooldown to ziplines to prevent spamming - Exiting a zipline now has 2 outcomes: Jumping out of a zipline impulse depends on your looking direction. Looking up higher as you jump off will launch you higher. Crouching is a set impulse value and won't launch you upwards. - Improved animation performance resulting in 2-3ms gain - Improved collision performance resulting in .2ms gain - Increase air control after a wallbounce - fixed being unable to skip killcam in deathmatch - Increased roll impulse whilst grounded modifier from 0.45 to .60 - Increased roll impulse whilst falling from 0.167 > 0.20 - Increased impulse for failing roll timing from 300 > 400 - Fixed bots not moving after swapping to a new map in Deathmatch - Deathmatch maps now swap to the next map rather than random Kings > Sanctum > Flagstone (repeat) - Flagstone map updates
Patch Notes: 0.0.4
- Reduced poison sfx volume - Increased teleport exit sfx volume - Fixed a bug where there the Match Found modal would stay on the screen when receiving a Connection Failed error - Renamed teleport/blink to Void Rift - Added slight dim on the video settings background - Fixed animation bug when drawing bow whilst using Void Rift - Fixed backfill not working correctly in Deathmatch - Fixed match result screen showing over the round ending kill - Poison no longer uses a damage curve based on draw time, it's flat base damage of 30 no matter the bow draw time - Fixed a bug where the tutorial input action for Grapple was using Utility - Fixed lighting in the tutorial level - Changed Dash level in the tutorial to Void Rift level instead - Fixed water post process screen effect not working in Tutorial level - Fixed some bad climbing collision on flagstone - Adjusted Flagstone lighting - Added back roll fail timing - Decreased roll failing timing from 175 > 180 - Added bhop check to diagnose bhop inconsistencies (added as a test) - Increased smoke bomb throw distance from 300 > 350 - Smoke bomb vfx changed - Smoke bomb fade no longer decreases size - Fix some server errors
If you are receiving a connection failed message when trying to entering a match, please verify your files or reinstall the game
Patch Notes: 0.0.3
DEATHMATCH GAMEMODE
Added a new Deathmatch mode, first to 20 kills, lasts 10 minutes before swapping to a random map
Deathmatch, Training Range and Tutorial modes are available to play whilst searching for a match. You'll see a new set of buttons above the find match area
Bots are enabled in deathmatch and will be replaced by players as they join
POISON ARROW
New poison arrow type. 12s cooldown. This is more of a skill shot arrow type which applies a poison effect when hit on a player which lasts for 4.5s, applying a poison tick every 1.5s. If you have a poison effect on you, your movement speed is reduced by 30% and take 12 damage each tick
New poison visual effect on the player when poisoned + status naming
New slow effect to movement added, this is applied when poisoned. Dash, wallbounce and roll are all affected by your base move speed, so having 30% reduction on move speed will affect those as well
BLINK REWORKED
Blink is now a actual teleport rather than a series of impulses. You throw you a projectile which spawns a portal, then after a short period you teleport to it's location and receive a short impulse
Updated blink description: Throw a projectile to create a portal, then teleport to its location shortly after
Cooldown stays the same at 10 seconds
PERFORMANCE
Performance improvements have been made to Kings' Rest, Sanctum and Flagstone
Fixed AA method not saving correctly in the settings (more on this further down)
Added NVIDIA DLSS option to AA
Reduced games file size
Reduced memory usage
I'll continue to improve all maps performance with each patch.
GAMEPLAY
Increased smoke bomb spawn radius infront of the player from 275 > 300
Changed smoke bomb to be a set at 220 radius rather than random between 180>200
Fire arrow ticks now happen as soon as you enter rather than at fixed intervals
Fixed pullback when getting stunned by a lightning arrow
Increased Powershot cooldown from 130s to 140s
Added collateral to Power Shot
Reduce roll fail time from 200 > 175
Roll doesn't give velocity increase after 800, changed to 850
Roll impulse every tick reduced from 350 > 300
Roll impulse every tick whilst in air/falling increased from 60 > 100
Reduced Ultimate orb ultimate cooldown reduction on Shadowform from 20s to 15s
Reduced Ultimate orb ultimate cooldown reduction on Powershot from 30s to 25s
Buffs now spawn multiple times per round rather than just the start of the round
Ziplines should now feel more responsive on higher latency connections
Movespeed buff now orange due to some players reporting it being hard to see the blue and I personally thought it was an ally a few times
Increased Spirit Bomb knockback slightly
Bots no longer see other bots as targets (this also fixes them spinning constantly)
No longer able to draw bow whilst grappling/wallbouncing/zipline
Wallbounce will no longer be triggered if not holding a directional key
Blink is now the default movement ability
Fire arrow is now the default special arrow type
STATS
Added multiple stats to a new section in the loadout tab
MAPS
KINGS' REST
Visual updates to Kings Rest (added back the mountains, thanks Blahajda for the reminder)
Some invisible wall adjustments
Reduced total polycount and lighting complexity
Reduced memory usage and asset sizes
SANCTUM
Removed some spots that were unintended to reach
Some invisible walls adjusted to not unintentionally block the player
Reduced total polycount and lighting complexity
Reduced memory usage and asset sizes
FLAGSTONE
Flagstone lower side spawn changed, now spawn higher up to match similar height of the other spawn
Removed rain
Changed to more cloudy/daytime setting
TRAINING RANGE
Added some visual styling from Sanctum
AUDIO
New audio effect added for blink
UI/SETTINGS
Renamed Anti-Aliasing Quality to Anti Aliasing Method
Nvidia DLSS added as an anti aliasing option
Updated 'Interacting' styling
Removed background of the menu whilst on the video settings page
Adding missing text localization to match result screen
EFECTS
Added a way to do camera effects, currently only used with the new blink effect
BUG FIXES
Fixed a bug where you could see arrows in your own head or a spectated players head
Fixed a bug where arrows weren't penetrated at the correct location on players
Fixed a bug where the Shadowform UI or Interact UI would get stuck on the screen or duplicate
Fixed special arrow effects not being reset when entering/leaving an instant replay
Fixed incorrect audio playing for arrow type sounds on hits
Fixed 3D resolution not saving correctly
Fixed a bug where you could swap ultimate's before a round started and it giving full charge
Fixed a bug where ziplines didn't check for geometry so you could go through objects near the start and ends of ziplines
Fixed a bug that allowed you to keep your bow drawn when hitting a wallbounce or grapple
Fixed a bug where projectiles weren't accurate when using the third person camera mode
Fixed a bug with speed multipliers not being applied correctly (having a speed buff now increases move speed whilst drawing too)
Fixed a bug where cancelling find match wasn't waiting for it's callback allowing you to find match before receiving it. Resulting in you not finding a match after a few seconds
Fixed spirit bombs and gates still showing even when destroyed in the training range
Fixed a bug where you were unable to use ziplines or pickup buffs if you had an arrow attached to you
Fixed a bug where buffs were only randomized at the start of the game rather than each time they spawn
Fixed being able to grapple to the Flagstone skybox
Fixed characters always being male and not random between male and female
Fixed female head being used on the male body
Fixed AI view rotation not facing the player they are targeting
Fixed a bug with movement speed buff not resetting all movement cooldowns
Fixed a bug where leaving a game on the last round ending kill replay would keep replaying/bug out
Fixed crosshair spread not being accurate with damage, should now correctly be max damage as soon as the crosshair spread hits the center dot (thanks Nate and Jive for pointing this one out)
Fix scoreboard not splitting players into correct teams when getting into a match whilst being in the training range
Fixed crosshair colour not updating until entering a new match XXX
Fixed zipline not being in view whilst using it
Fixed a bug where the anti-aliasing and motion blur settings weren't being saved or applied correctly (Please change these settings / reset them as anti-aliasing method won't have been previously saved) This should also give performance improvements too, if using a lower AA method
KNOWN ISSUES
If you still have the audio bug where volume becomes really quiet/silent. Please do the following and let us know if you still have issues.
Please note: This will wipe your settings, so make a backup just in case.
Uninstall Project Sparrow:
Find Project Sparrow in your Steam Library
Right click on it and go to Manage > Uninstall
Delete Files in your AppData:
Press Windows Key + R
Type *%USERPROFILE%/AppData/Local* then press enter
Delete the folder in here called *ProjectSparrow*
Delete Files in Steam local:
Go to the location of where Project Sparrow is installed
Make sure the folder you are in is something like *YourDrive\SteamLibrary\steamapps\common*
Delete the *Project Sparrow* folder
Reinstall the game
Patch Notes: 0.0.2
- changed the game mode to arena 2v2! - fixed training range not respawning bots or players
Patch Notes: 0.0.1
- added ok button on opened steam overlay - Fixed crash reporter not reporting crashes - Fixed a bug that would cause match found to stay on the screen when a matchmaking error occurred - Fix crosshair options not saving between games - Fixed round ending replay being repeated/not playing if a player leaves during it - fix scoreboard not working in the training range - added skybox to flagstone - fix sanctum skybox - Increase fail time from 150 > 200 - Roll doesn't give velocity increase after 1000, changed to 800
Rework Now Live!
The rework is now live, update your game to get the latest update. I want to thank everyone who has supported so far on this Early Access journey, I hope you can see how much this game means to me and all of you. We will continue to update the game with frequent updates as we progress, now we have got past this major hurdle in development.
I've made an update video you can check out here if you're interested in the most recent changes!
DEVELOPER UPDATE
HIGHLIGHT VIDEO
IN-GAME CURRENCY & SUPPORTER PACK We have credited everyone who has played before the rework update with 2000 currency to spend in the store. We currently just have a supporter pack available if you want to help us out with development costs and support future development. Thanks to everyone who picks this up <3
Included items in the supporter pack
Finisher Kill Effect
Spray
Badge
Bow Charm *
Bow Skin *
Character skin *
* Please note the bow charm, bow skin and character skin will be coming soon. They will be delivered before Project Sparrow leaves early access, at the latest.
ACCESSING THE OLD VERSION OF THE GAME For those wanting to play the old version of the game this has now been moved to a separate Steam branch called 'OG-SPARROW'. For those of you who need the sweet nostalgia.
Rework Playtest 5
As we progress closer to releasing the rework, we want to open a short test to make sure we have everything working as intended! We'd love for you to come and help us test this Saturday December 7th 7:00PM - 8:00PM GMT.
HOW TO ACCESS Right click Project Sparrow in your steam library > go to properties > betas > then in the 'Beta Participation' dropdown, select 'rework - rework'.
Note: If you want to swap between playing the live version of the game and the rework, you'll have to come back here and change from 'rework - rework' to 'none'.
PATCH NOTES:
GAMEPLAY
Added new ability: Pocket Dust - Throw a cloud of dust in front of you, blinding any player it hits for 3.5 seconds. Cooldown: 8 seconds
Reduced cooldown on fire and smoke arrows from 18 seconds to 16 seconds
Reduced blink strength but increased active time (similar distance still)
Kick now has two variants: Strong (cooldown: 8 seconds) and Weak. Strong kick activates when it's off cooldown. The strong version of kick has it's cooldown indicator shown near the ammo counter in a red circle. Kick can be used by using melee whilst in the air, otherwise you will punch melee
Roll now has two outcomes: jumping within 200ms of activation boosts 2m; after 200ms, boosts 5m
Rolling backwards now functions the same as forward/side directions.
Increased dash strength from 1200 to 1300
Increased dash height strength from 200 to 250
New buffs added in all maps
There are 3 different buffs; Double Damage, Extra Move Speed & Health these will spawn 60 seconds into the round. Buffs last for 15 seconds for the player that picked them up
Ultimate orbs have been moved from the middle of maps and are now on the sides
Ultimate orbs now spawn 30 seconds into the round
Reduced ultimate orb regen from 100% to 50% ult charge
Arrows now use lag compensation up to 160ms
Reduced cooldown on fire and smoke arrows from 18 > 16s
Increased trail lifespan and width for special arrows
Smoke arrow activation time reduced
Smoke arrow exiting/entering now has distortion effects
Added blink VFX
Reduced screen tint camera effect in shadowform
Player hit VFX updated to red; world hits are sparrow yellow
New gates added in spawn areas that open at the start of each round
Added a countdown timer with faction logo in the 5 seconds before a round starts
Now able to open loadout whilst dead
Players are no longer locked in movement during the loadout/shop/buy phase
Updated spirit bombs mesh and effects
Reduced smoke brightness from smoke arrow
Added new VFX for slide, wallclimb and walljump
Added ultimate orbs and buffs to the tutorial / training range maps
New VFX for shadowform and powershot
New materials and effects added for each buff type
MAPS
SANCTUM
The last greybox we showcased in the previous test called Eversong has now been fully complete with assets. Current name for this map going forward will be Sanctum, but open to any other names! We may also use Chamber or Echo
FLAGSTONE
A new map in it's early days. A rainy cliffside environment with sharp edges and caves. This map will be smaller and tighter than SANCTUM
KINGS REST
Kings has had a few tweaks, along with collision and performance improvements. Especially in areas where wall climbing would fail
MAIN MENU
Changed greybox to use new assets and set default max menu fps to 60 (was 30)
AUDIO
Lowered volume of heal pickup SFX
Added new announcer volume category
Reduced delay of powershot sound on activation
Friendly/ally sound effects on certain abilities are now quieter
UI
All ability icons have been replaced with newer versions
Added new broken shield icon when shields have been broken
Added team/faction icons and names to the scoreboard
Colors have been changed to Amber/Blue for teams rather than Red/Blue
Added climb passive information to the character info panel (F1)
Renamed dash to "movement ability" in keybind settings
Added F1 character information popup to the tutorial
Fixed uneven teams making top-scoring UI uneven
Updated replay controls
Added HUD indicator for kick strong cooldown
Fixed a bug where UI information (e.g., combat text, hit markers) wasn't being displayed sometimes
Styling updates to scoreboard and match result
Interact styling updated
Updated shield broken effect in the floating combat text to show a broken shield icon
BUG FIXES
Fixed multiple loadout hints not showing when more than one player was in the buy zone
Fixed tutorial navigation indicators not working correctly
Fixed match outcome not displaying correctly
Fixed hit markers persisted after being shown in a replay and respawning
Fixed arrow trails disappearing instantly for special arrows
Fixed victory/defeat screen showing over round-winning kill
Fixed pressing F in the menu did not close the friends list
Fixed particle effects attached to characters causing flicker artificing
Fixed a bug where players could see arrows inside the camera when spectating others
Fixed melee/kick not working on spirit bombs
Fixed arena closing SFX playing every time a banner update occurred on the HUD
Fixed a bug causing loadout to get stuck on screen when opened while holding the scoreboard
Falling off the map in the tutorial and training range should now respawn you correctly
Fix multiple loadout hints to show when more than 1 player was in the buy zone
Fixed tutorial not working correctly
Potentially fixed a bug where you could spectate other players when you respawned
Fixed if you held the scoreboard whilst opening the loadout, the loadout would get stuck on the screen
KNOWN ISSUES
Loadouts now saving between games
Ziplines sometimes not functioning correctly
Ultimate's reset at the start of each round
Rework Playtest 4
Looking to help us test the upcoming update to Project Sparrow? Come and take part in the latest playtest for the Project Sparrow rework on October 19th 7:00PM - 8:00PM BST. See below for more information on how to access the rework.
How do I access the rework?
Right click Project Sparrow in your steam library > go to properties > betas > then in the 'Beta Participation' dropdown, select 'rework - rework'.
Note: If you want to swap between playing the live version of the game and the rework, you'll have to come back here and change from 'rework - rework' to 'none'.
You can check out the latest YouTube video for a full in-depth display of features and game updates!
Patch Notes for this test:
Spirit Bombs: New Spirit Bombs added around maps, these can be shot to explode and deal damage to nearby players, they also provide a small knockback and give you 1 ammo. You can use these to launch yourself or damage other players. Great for comboing with other movement.
Ziplines are back! With some improvements, your look direction will now influence launch velocity when exiting the zipline. Getting knocked back or stunned by anything will cause you to fall off the zipline.
Streams: These push the character through them, depending on the direction they are facing, some are vertical/diagonal/horizontal (if you have a better name for these, please let me know :D)
General Gameplay: - Projectile whizby sounds added - Added a short impulse if jumping out of a roll - Can now look around during the loadout phase - Added current round below the clock on the UI - Added an Ultimate Orb in the middle of the map (standing in the vicinity displayed around the orb will decrease your current ultimate cooldown percent by -50% and give you 10 ammo) - Arrows now stay in the hit location for 30 seconds and can be picked up to increase ammo count - Arrows now dissolve after start dissolving at 27 seconds - Ammo & Infinite ammo indication shows on ammo count near your crosshair - Reduced blink cooldown from 12 > 8 - Base ammo is 12/20 - Shadowform resets whatever movement ability you are using - Added back the UI indicator above ammo packs - Added ammo packs to the tutorial - Wallbounce now directional to the player instead of camera, can keep looking at an enemy whilst you want to wallbounce. When you jump near a wall/object and press space + input key (W/A/S/D) you'll go that direction. For example, Jump + A to jump off a wall to the left - stunned/status text no longer shows in round start - Fixed first person animations not working sometimes when spectating other players - Fixed a bug where you could kick bots into the orbs to go to the next level in the tutorial and spawn all bots at that position - New keybind for interacting (with ziplines etc..) - Increased collision size of special arrow types - Reduced special arrow type speeds from 8000 > 5000 - Map changes - Collision fixes - Matchmaking fixes - Climbing/mantle accuracy adjustments and increased climb speed
UI/UX: - No longer show blocked/ignored friends in the in-game friends list - Party invites are no longer spammable - Can no longer join a party you are already in - Fixed a bug where the party members UI wouldn't update if someone left the party - Loading screen images depending on the map you are loading into + updated style - New font added - Added new UI to show when you unable to connect to our online services (this will disable matchmaking and other online functionality) - Able to go into the training range and tutorial levels whilst in a matchmaking queue - Added a 'Cancel Search' button to cancel matchmaking in the ESC menu when in-game and not in the menu - When someone in your party starts finding a match it should now show for all party members - New modal for connecting to a game and sound fixed