Punji VR cover
Punji VR screenshot
Genre: Strategy, Indie

Punji VR

Update 10

Highlights:




  • Added left handed mode which swaps the controller's inputs & switches the holster to your left side (dominant/preferred hand can be changed in the settings)



  • Added magazine release button for guns that have an easy mag release (Does not work with Vive Wands)




  • Grenade pins can now be pulled with your teeth!




  • Added a helmet to the player that shows the ammo count of a magazine when the mag is tapped on it





  • Added the MP40

  • Added the MAS 49/56



  • Added the Hi-Power





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Major Changes/Fixes:




  • Added "Buttweiser Extreme" cans which are like normal Buttweiser cans but more extreme
  • Replaced follower AI on Combat Base with static AI
  • Knocking an enemy out (with your hands or a grabbable item) in Siege mode will grant you a free token
  • Ammo crates no longer respawn on Siege mode, but spending one token replenishes all that were used
  • Friendly AI can no longer hurt the player (with bullets at least)
  • Added inventory settings where you can change the inventory offset, holster placement, and eventually holster presets
  • Added an option for controller-based movement
  • Added option to enable/disable the Knuckles controller rotation offset fix (if your using Knuckles controllers & your hands are rotated by about 90 degrees when grabbing, then enable this option)
  • Buttweiser cans are now available on Firebase Alpha (main menu) & can be stored and saved to a custom loadout
  • Inverting the M79 & cut-down M79 when it's open will drop the shell out of the chamber

  • Temporarily removed Embassy (will be expanded & improved in Update 11!)

  • Added an option to revert back to the last stable update (tutorial below)



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Minor Changes/Fixes:




  • Rearranged ramparts & the ground around it on Combat Base to fix numerous issues
  • Fixed issue with AI falling/jumping continuously on Combat Base
  • Made terrain bumpier on Combat Base
  • AI can vault over the ramparts now on Combat Base
  • Added Buttweiser Extreme spawner to Combat Base
  • Added a sound that plays when you earn a token outside of surviving a wave in Siege mode
  • Fixed bug with graphic preset & hand editing button in the settings
  • Rearranged the settings UI to be more clear (still need work, but it's much easier to use)
  • Added mag release tooltip to FirebaseAlpha
  • Added an additional 30 seconds to prep time on Siege mode
  • Increased friendly AI accuracy on Siege mode
  • Decreased accuracy of NVA enemies that come after wave 10 on Siege mode
  • Increased M2 Carbine fire rate
  • Increased scale of the flashlight
  • The flashlight's lens color changes when its on/off
  • Added a flashlight to the start of the tunnels on Streets
  • AI that use an M14 no longer shoot 5.56 and use the proper 7.62 NATO ammo & ballistics
  • Centered player inventory
  • The river on Bridge pushes you and items towards the other side of the river to aid with swimming
  • Fixed error spam from bad code
  • Added option for a left-hand holster
  • Made settings, tutorial, & credits buttons larger so they're easier to navigate
  • Fixed issue where the player settings wouldn't update correctly
  • Changing the difficulty setting now affects player health to levels where it's applicable
  • Reorganized menu UI to encourage playing other missions before diving into the campaign
  • Increased ballistic durability of dirt material
  • Added mission map & briefing to Streets
  • Made middle menu panel show the UI pointer when hovering over any spot of it
  • Added collision sounds to Thompson magazine
  • Adjusted player mouth trigger size
  • Fixed bug where the bottom right inventory slot wouldn't save properly for custom loadouts
  • Fixed issue on Ruins where enemies couldn't stop jumping
  • Fixed muzzle flash issue with grass on Ruins
  • AI no longer spam their "spotted" bark when they see an enemy
  • Added collision & collision sounds to .45ACP casings
  • Added muzzle smoke to XM21
  • Fixed casing ejection issues with M16a1, XM177, M14, & XM21
  • Disabled Knuckles rotation fix by default
  • Fixed credits page button
  • Decreased weight of M14 & XM21
  • Decreased thick foliage ballistic strength
  • Fixed collision issue on Elephant Grass
  • Added background trees to Elephant Grass
  • Slight optimizations to Tunnel Rat
  • Lowered trigger reset threshold on all guns
  • Adjusted directional light intensity on Combat Base
  • (Possibly) Fixed issue with a gameObject being wrongly instantiated & causing performance issues in Tunnel Rat
  • Adjusted position of some enemies on Streets
  • Added game mode explanations to each mission
  • Added new tips to the rucksack menu
  • Fixed bug where AI wouldn't shoot player
  • Replaced tree line on Paddies with a more fitting one
  • Fixed an issue where some AI got stuck in search mode
  • Changed layers of audio triggers on Streets so that enemies can see through them as they should
  • Adjusted reaction times of some courtyard AI on Streets
  • Friendly AI can no longer accidently shoot the "skip wave" box



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Closing


Though it may not be as exciting as a huge content update, Update 10 was the stepping stone for future updates. As I mentioned above, I temporarily removed Embassy from the available mission selection because I wasn't super happy with the state of it. It was rushed and not thought out as well as it could be and I didn't feel comfortable with leaving it in its current state. Alongside the helicopters & beach mission that will be included in Update 11, I'll add a new & improved Embassy mission!

Another noticeable change is that quick-play and war story missions were merged into one mission selection board. This was intentionally done to prevent Bridge & Operation X-Ray being the first experience of PunjiVR for new users that may not be used to the unforgiving nature of the game. Hopefully this small change will allow players to be gradually introduced to PunjiVR & its mechanics rather than thrown in face-first.



As always, if you experience any bugs or problems, don't hesitate to let me know through one of the links below or on the Steam forums. Good luck and remember to check for leeches!


Discord
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Subreddit


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How to Revert to the Last Stable Update:




  1. Right-Click on "PunjiVR" in your Steam library

  2. Select "Properties"
  3. In the properties tab, select "Betas"
  4. Click on the dropdown box, then select the option for last_stable_build



If you want to go back to the most recent update, follow the same process but click on "None" in the dropdown box.

Update 9 Patch 2


  • Fixed crash when loading Elephant Grass
  • Gave player more starting health on Combat Base
  • Smoke grenade pins have their collision removed when the grenade is holstered
  • Slightly optimized Bridge
  • Fixed incorrect ballistic materials on metal barrels
  • Fixed some sandbag collision issues on Bridge
  • Shrunk player boundary on Combat Base
  • Fixed a few tree collision issues on Combat Base
  • Slightly increased light intensity on Combat Base
  • Slight optimizations to Combat Base

The Near Future (Update 10 & beyond)

Maintenance Update (The New Update 10)


Update 9 turned out very well and introduced a few impactful things to the game, mainly loadouts and the Siege game mode. Just as I figured, a lot of you have really been having a good time defending the base [and yourself] on Combat Base, but there are still a lot of things that could be polished, fixed, and tweaked. Because of this, I decided to push what was meant to be U10 to U11 so I can really set the current state of the game in stone before I add any more major content.

I'll work on a maintenance update next that does those things I just mentioned (polish and bug fixes, mainly) for the new content as well as the rest of the game. I have received a lot of super great suggestions from a few of you, some of my favorites being:


  • Additional holster layout options
  • Magazine tapping on your helmet
  • Additional spawn points for S&D mode
  • A left-handed option
  • Grenade pins being able to be pulled with your teeth? (it's unrealistic, yes, but can be fun for gameplay. Let me know your thoughts on this)


Plus a lot of others that I plan to include or at least work on for this maintenance update, including balancing for: AI, the Siege gamemode, level design, health, and so much more.

While this update will relieve a lot of issues and improve many quality of life aspects, it may not be as exciting as a content update like U11 due to most of the things being behind-the-scenes changes/additions. To fix this, I'm planning on adding in as many new weapons as I can!

I'm talking:
-SMGs like the MP40, MAT49, and the Owen Gun
-Rifles like the MAS 49/56, Arisaka, SKS, and SVD
-Pistols like the Hi-Power and Makarov
-Machine guns like the DP28, RPD, and RPK


I probably shouldn't have went overboard with the weapon naming like that because

not all of them will be added in this update

, but I do have a lot of gun models ready! It depends on how long the fixes and changes take, but I'd love to add as many as I can before November, especially now that there are custom loadouts!



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Update 11


After Update 10, when everything is more polished and rigid, I'll start work on U11 which will return the focus back to helicopters!

I plan on adding at lease 2 new helicopters in this update, one being the AH-1 Cobra and the other being the Huey Gunship (one variant with rockets and another with quad-M60s), as well as a beach assault mission.

For the Cobra, I aim to make both the pilot and the gunner role playable. The pilot will have an AI gunner that engages any target that comes in their view. You'll be able to fly around freely and take out objectives with your rockets & machine gun. To keep the non-linear feel of other missions while playing in the gunner seat, the idea is that you'll have a map that you can point to which will give your AI pilot a waypoint that they fly to and loiter around while you clear out enemy positions. I'm excited to see how this will play out and what doors it will open up for future missions.



The planned mission that will come with U11 will be a full assault on a beach and medium-sized village. You'll be able to play as different roles on either the attacking or defending side.

I'm planning an infantry role where you fly over the village once in a Huey and get to shoot the mounted M60, then you land and push your way up the beach to secure the village. I'll add a few combat helicopter roles and maybe a transport pilot role too, but I'll have to see how everything works out for the timeframe and mission design.

The defending side will have access to heavy machine guns and rockets to defend the village from the "birds" and it's your job to hold them off for as long as possible, a similar style to the mission Paddies.

All in all, this will be a very exciting update and I can't wait to see how it turns out!



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The Next Campaign


The next campaign will start development after U11 drops and will likely take more than the one month update schedule, but hopefully no longer than 2 months.

This campaign will have you playing as a Viet Cong sapper and will be focused on stealth. Missions will be designed in a way that will make your standard shootouts even more challenging than they already are to encourage staying undetected, although a guns-out approach will not be directly punished and you'll still be able to play however you want/need to. A few of the missions include laying & escaping from an ambush, sneaking into a combat base, assassinations, and sabotage.

Along with this, I plan on reworking enemy AI to work well with this stealthy set of missions by giving them more realistic behaviors like having a more difficult time seeing when it's dark and the ability to detect dead bodies. This campaign is inspired by the classic stealth games from the early 2000s and late 90s and will be taking a lot of mechanics and aspects featured in those games.


If all goes as planned, I'll start work on the campaign at the start of December and have it ready by the end of January, 2023. I'll keep you all updated and will be able to have a better idea for the release schedule after U11.



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If you experience any issues while playing and/or have additional suggestions, don't hesitate to let me know through one of the links below or on the Steam forums. Good luck and remember to check for leeches!


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Update 9 Patch 1


  • Fixed stair angles on Streets
  • AI detection & reaction improvements
  • Enemies can see through glass now
  • Added some more cover to the start of Streets
  • Fixed some collision issues on Streets
  • Lowered first wave cout to 5 enemies on Combat Base
  • Made all enemies stand and run on Combat Base to increase the flow of waves
  • Fixed a few areas enemies got stuck at on Combat Base
  • Flattened terrain on Combat Base to prevent AI "dancing" bug from happening
  • Made static allies more aware on Combat Base
  • Adjusted some colliders on Combat Base
  • Added a tooltip that lets you know when a mission doesn't support custom loadouts (only Combat Base for now)
  • Fixed issue with sandbag LODs on Combat Base
  • Removed overlapping text on Ruins
  • Fixed a typo on Combat Base
  • Fixed out-of-scale ammo crates on Ruins, Bridge, and Highlands
  • Removed old ammo crate models from Ruins
  • Fixed some floating props on Bridge
  • Fixed a few broken enemy spawns on Highlands
  • Increased grab timeout on M60

Update 9

Highlights:




New Mission: Streets




Streets is the first urban mission included in PunjiVR and features three main buildings (with interiors), a courtyard, and an underground tunnel system. Eliminate all of the enemies in the area to win!


New Mission & Gamemode: Combat Base




Because so many of you enjoy the Wave Defense gamemode on the mission Paddies, I took the core idea of it and expanded it into an entirely new mode: Siege. Enemies charge your position and it's your job to repel their attacks! For each wave you survive, you earn a token, which you can spend on upgrades like forifications, new weapons, AI reinforcements, fire support, and more. How long can you hold them off?


Custom & Preset Loadouts




You now have the ability to bring whatever loadout you want into battle!


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Major Changes/Fixes/Additions:




  • Loose round stacks have been added for weapons without magazines (mosins & shotguns). This allows for easier weapon storage and reloading.
  • AI detection quality changes based on your stance (stance detection works for physical crouching/lying down as well as changing your stance in-game by using the right joystick or touchpad)
  • Smoke grenades block enemy vision properly now
  • Added visual & audio effects if you're too close to an explosion
  • The game is labeled properly as "VR Only" rather than "VR Supported"
  • Heavily optimized enemy AI scripts
  • A defensive enemy that was shot and didn't die becomes aggressive
  • Added enemy count to Search & Destroy missions



Minor Changes/Fixes/Additions:




  • Decreased volume for Huey radio, rotor blades, & engines
  • New explosion, smoke, & muzzle flash effects!
  • Fixed issue with M2 Carbine magazine storage
  • Fixed material issue on violet smoke grenade
  • Increased damage & blast radius of all frag grenades
  • Made ambient sounds louder on Firebase Alpha
  • Tweaked recoil for both mosins
  • Tweaked threshold for crouching
  • Replaced some terrain textures on Paddies
  • Re-optimized Paddies
  • Moved magazine grab & bolt grab on Type 56 to prevent accidental grabbing of one
  • Fixed issue where the bolt/charging handle on the XM177 & Thompson could only be grabbed with the offhand
  • The chopped version of the Model 37 shotgun shoots #4 buckshot instead of 00 buck
  • Increased decal lifetime
  • Decreased saturation on some environmental objects on Highlands
  • Added new explosion sound effects
  • Changed ammo crate placeholder out for a real prop
  • Made ammo crate signs more clear
  • Added single shells that start in the side holsters on the chopped Model 37
  • Added collision sounds to some environmental objects (will work on adding more)
  • Added new trees to Firebase Alpha
  • AI are more likely to crouch when being shot at
  • Fixed tree & hut LOD issues on Highlands
  • Fixed skybox rotation issue on Highlands
  • Added build number under the logo on Firebase Alpha
  • Empty 40mm shells no longer despawn and can be refilled like a normal magazine
  • Changed out Spooky Gunship model for something more accurate
  • Adjusted player holsters
  • Fixed issue with ladder hint text not showing on Paddies
  • Adjusted M60 muzzle position



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Closing


Wow! Update 9 was a big one, but I'm very happy that I finally got it out to you all. I'll make a post in the next few days that will cover the plans and goals for Update 10+, so stay tuned for that! If you experience any other bugs or problems, don't hesitate to let me know through one of the links below or on the Steam forums. Good luck and remember to check for leeches!


Discord
Twitter
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Roadmap for Update 9

My idea for the "Ride of the Valkyries" update was composed of the content added in Update 8 with the addition of combat helicopters, a large beach invasion mission where you can play multiple roles, and a few minor things like new weapons. It's pretty obvious that the scope was a little too large for the monthly update timeframe I'm working on, so I made the decision to split the major update in two: Update 8 and Update 10. I'll discuss this more in-depth after Update 9.

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For U9, I'm taking a break from helicopters to focus on some requested quality of life options, loadouts, and [at least] two new missions. To get more replayability and freedom out of the game's missions & campaign, I'll be working on a loadout system where you can either choose a preset or create your own custom one.

Each of the three presets will be inspired by the historical roles & equipment used by a soldier of the military and time the mission is based on. The first preset will use standard issue weapons and gear for the average soldier, the second preset will have close-quarters style equipment like SMGs and Shotguns, and the third will include weapons like the M60, marksman rifles, and M79. Loadouts will save between all missions and the presets are dependent on the specific mission's time period and who you're playing as. If you just want to grab a gun and go, presets will be the best option for you!

I know many of you have been wanting custom loadouts, so I'm happy to finally add them in! The way I'm planning on implementing them is to have it so you can create your loadout in the menu scene (Firebase Range), then hit a button that reads what item is stored in each inventory slot and stores it for use in the missions. Unfortunately, this won't save any items stored in your rucksack due to the way it was coded, but I'll experiment with some things to try and get it so you can at least bring a few more items than you can store in your chest webbing to make up the difference.

Other parts of the inventory & loadout system that I've already completed for the update include stacks of loose ammo that can be stored in your chest webbing & rucksack (for shotguns & bolt actions) as well as revamped smoke grenades that actual conceal positions from the AI.

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Update 9 will also see at least two new missions, and they'll be good ones!

The first mission will be an urban scene with a tunnel system underneath. I will be working on completely redoing the doors so they work this time and aren't buggy and will hopefully have those ready for this mission. There will be about 9 separate building interior floors to clear in this level as well as a deep maze of tunnels, so this will be a perfect map for those of you that like close quarter combat and room clearing!


-

For the next mission, think Paddies but 10x better.

This mission will be a similar wave defense game mode but with elements of tower defense games. You'll start out with basic equipment and no allies, but after each wave you survive, you'll be granted one point which acts like your currency. You'll be able to spend one point on ally reinforcements (stationary or ones that follow you), a new weapon, health replenishment, or fire support.


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I plan to have Update 9 ready by the end of September or early October, although I doubt it will take that long where it spills over into October. After U9, I will start work on the beach mission and combat helicopters for Update 10 as well as start putting more effort into the next campaign.

I am working full time and most weekends on the game and I really want to get some good content out for you all without it being sloppy or of poor quality, so I appreciate all of your patience, feedback, and support! We're already past one month since release and I'm really happy with the progress so far and am excited to see where the game goes with these upcoming updates.

If you experience any bugs or have any questions, don't hesitate to let me know through one of the links below or on the Steam forums. Good luck and remember to check for leeches!


Discord
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PunjiVR - Update 8 Patch 2


  • Added a button to start the helicopter engines manually
  • Helicopter engines start when the cyclic or collective are grabbed
  • Removed a forgotten button that loaded a testing level

PunjiVR - Update 8 Patch 1


  • Re-Optimized Tunnels, Firebase, Ruins, & Embassy
  • Added volume slider to radio
  • Fixed center of mass for loose 7.62x54R rounds
  • Attempted fix for 1911 hand rotation bug for Knuckles controllers
  • Hands follow the shotgun's pump now (no more telekinesis :( )
  • Removed and moved many floating and poorly rotated trees & foliage on Flight Range
  • Added ladder tooltip to ladders on Paddies
  • Fixed minor clipping issues on Embassy
  • Magazines can now be inserted easier & with less hassle

PunjiVR Update 8

New:




  • Flyable UH-1 Huey


  • Flight Range Map


  • Custom Radio


  • Difficulty Options




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Major Changes/Fixes:




  • Player height automatically calibrates on start
  • Added color filter to camera
  • Major optimizations for environmental objects (trees, foliage, huts...)
  • AI have a relaxed & alert state, where they start off less aware but get more alert once shooting starts
  • Player is harder to see when in thick foliage or tall grass (concealment drops every time you shoot though)
  • Updated & improved UI for QuickPlay mission selection screen
  • Re-added Buttweiser cans (health items)
  • Fixed major issue with AI fleeing and getting stuck, not shooting, and/or looking the wrong way
  • Settings save automatically even if the "Save All" button isn't pressed


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Minor Changes/Fixes:




  • Lowered matcap brightness on many objects
  • Decreased fog distance & density on Bridge
  • Slightly increased player view distance on Bridge
  • Fixed collision issues with rope bridges
  • Fixed foreguard grab trigger for XM177
  • Fixed minor audio issues with M60
  • Fixed issues with M60's dust cover
  • Edited & rebuilt navmesh on Island Camp
  • Edited & rebuilt navmesh on Bridge
  • Added option to disable automatic height calibration
  • Trigger reset threshold lowered on all firearms
  • Updated credits page
  • Added ammo cans to Evac
  • Increased max enemy presence on Island Camp
  • Increased enemy presence on Bridge
  • Enemies fire shorter bursts with default difficulty settings
  • Decreased hit sound priority to hopefully fix some audio issues
  • Slightly moved chest webbing forward
  • Removed LOD group on sandbags that caused visual issues
  • Added more tips to the rucksack menu
  • Auto climb tip appears above the player's left hand now
  • Watchtowers are now auto climbable
  • Fixed issues with XM177 collision & grab trigger
  • Made notch on Type 56 slightly wider
  • Tweaked M60 recoil
  • Tweaked Thompson recoil
  • Lowered river speed on Bridge
  • Increased contrast & decreased brightness on Ruins' temple materials
  • Lowered muzzle position on Type 56 to adjust for long ranges
  • Made clearing more clear on Bridge
  • Fixed issues with guard tower collisions


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New Known Bugs/Issues:



  • No volume control for radio
  • Some levels may need more optimization
  • Paddies' palm trees dance and aren't supposed to
  • Xm177 foreguard grab trigger may need tweaking
  • Lone wolf mode may not work properly on Bridge
  • Position for helicopter may move around after reloading the scene. Going to the menu and back fixes it
  • Possible audio issues where the sound gets quieter after playing for a long period of time (reloading the game fixes it, let me know if you experience it though_
  • Possible issues with mission progress saving (let me know if your progress doesn't save/load properly)


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Closing


Update 8 has been in the works for over a long time so I hope the wait was worth it! Shortly after posting this, I'll add a guide that explains how to add custom music, so be on the lookout for that. If you experience any other bugs or problems, don't hesitate to let me know through one of the links below or on the Steam forums. Good luck and remember to check for leeches!


Discord
Twitter
Subreddit

Progress & Insight on Update 8

Time has flown by since I made the last announcement that gave you all an idea of what to expect with this upcoming update, and now that the U8 is getting close to being ready, I thought it would be a good time to share the progress and roadmap with you all.

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Flying & the Huey:



The Huey is done and working perfectly!

Originally, I was going to make two flight models (arcade & realistic), but after flying around for a couple hours, I decided not to do so. Flying is much easier in-game than I originally thought and, because the Huey is one of the easier helicopters to fly in real life, there isn't any major challenge or issues with the current flight model that an hour or so of practice would fix. With that being said, if there are a lot of reports of wanting an easier flight model, I'll definitely put the idea back on the table.



Another large part of the update is the flight range (also finished). It's the largest map in the game and has the most amount of objects, so I put a lot of work into optimizing it. As you could see in the video above, the trees have more extreme LODs which basically render objects with more detail the closer they are to the camera. Since making the video, I have adjusted the values a little bit to make them not as extreme, but considering it's a flight scene and that there are thousands of objects in it, optimization is still going to be necessary.

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Radio




PunjiVR is a Vietnam War game, so obviously the music is going to have a large part to play. Unfortunately, I don't have the budget to license music of that era, so the playlist that will be included in the game will be rather limited. Expect a few classical songs, fan made songs (special thanks to MemeIsMyDream on Discord!), and a few others.

Because I can't put in whatever music into the game doesn't mean you can't. The way the in-game playlist will work is I'll have a folder that's included in the build so you can access it in the game's files. You'll be able to drag whatever eligible audio file(s) you want into that folder and the in-game radio will use the music selection from said folder as its main playlist. Hopefully this will satisfy some of your needs of playing Fortunate Son full blast while flying down the river.

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Other Additions & Improvements



Besides helicopters, I've made and will continue to make a lot of other improvements to the rest of the game.

AI Improvements


I've upgraded the AI by giving them a defined "relaxed" and "alert" state. In the relaxed state, they have their max view distance dramatically reduced as well as a more narrow field of view. Unless they were knowingly hunting you and your squad down, they likely wouldn't be so eagle-eyed as they currently are in Update 7.

Whenever you or someone else shoots their weapon, if the enemy is in hearing range of the shot, they'll go into a more focused/alert state. Their view distance and field of view will increase, their eyesight and detection time will substantially improve, and they'll look around a larger radius at a faster speed. This is to mimic the panic effect you would likely get if you're in that situation where you see someone shooting at or around you.

After going into the alert stage, they'll be on the hunt and either flee/make a tactical retreat, stay in position, try to flank you, or outright charge the noise position. They do not reset to a relaxed stage unless all threats are gone.

Lastly, if they see you or a squad member, they'll enter the combat state, which is unchanged from Update 7.

Hopefully this should make missions a little more realistic and a little more fair for you all. Don't let your guard down though because they will still aggressively hunt you if they directly see you!


Foliage & Stealth


The next campaign focuses more on stealth than outright combat, so I've been working on some features and mechanics in preparation for it, one of which will be included in Update 8: the foliage system.

In tall grass, dense brush, and [eventually] extreme darkness, the player will gain a stealth bonus by making it harder for most enemies to spot you (snipers are affected less). The only mission that this is notable in at the moment is Bridge, but future levels will have this feature included as well.

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Closing



Instead of working another few weeks to a month on one super huge update, I decided to break it up into two parts. Update 8 will be the framework and first part of the upcoming "Ride of the Valkyries" update which will expand on helicopters and flying a lot more. I'll give more info on that update after Update 9, but expect a few helicopter-orientated missions, additional helicopters including combat ones, and much more!

The update split lowers the scope of Update 8 and makes it so you all will have new content much sooner! Update 8 is expected to release in the next week or two.


Thanks so much for reading, let me know if you have any questions, suggestions, or concerns, and don't forget to check for leeches!

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