Project Sparrow cover
Project Sparrow screenshot
Genre: Shooter, Indie

Project Sparrow

Patch 0.0.7

- 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