Enter the Training Grounds map and visit any challenge to compete and win a Quest 3! The contest is active until December 15, 11:59pm (Eastern Time). To learn more, join us on Discord!
⚔️ Training Grounds:
Added new map! (see left door in hub)
3 main challenges: Archery, Tatami Mat, and Punching Bag
Cross-platform, competitive leaderboards!
🛠️ General:
Implemented AI hit cap so that enemies can't be permanently stun locked by players
Ranged enemies that lose their ranged weapons should now default to using hand to hand combat
Achievements should now correctly unlock on Steam and Playstation
Replaced tutorial enemy with regular knight
Fixed an issue in which Crossbow can collide with bolts shot by it
Fixed an issue with the seated mode height changing if headset is put to sleep
Fixed an issue when weapons are thrown out of bounds and are now returned to the center of the level correctly
Fixes an issue in which players lose the ability to grab objects if headset goes idle
🏹・Get ready to unleash your skills in the highly anticipated Ranged Combat update!
🎯・The update features new ranged weapons, multiple arrow types, ranged AI, and an archery range. Take your combat skills to the next level in completely new forms of gameplay! Try out the infinite arrows and manual Chronokinesis modifiers, challenge yourself with increasingly difficult archery range settings, spawn movable targets in Sandbox mode, or test your skills in "Ranged Only" Arena mode. The new archery range is perfect for practice, equipped with a scoring mechanism and adjustable targets. Check out the trailer below to see what's in store, and get ready to "Draw, Aim, Fire" like never before!
🙏・Your feedback and opinion are invaluable to us, and we can't wait to hear what you think about the new update in 💬general . Thank you for your support and patience as we work towards perfecting combat in VR. If the trailer wasn't enough content for you, then you must watch Rhy's playthrough of the new update.
🏹・Get ready to unleash your skills in the highly anticipated Ranged Combat update!
🎯・The update features new ranged weapons, multiple arrow types, ranged AI, and an archery range. Take your combat skills to the next level in completely new forms of gameplay! Try out the infinite arrows and manual Chronokinesis modifiers, challenge yourself with increasingly difficult archery range settings, spawn movable targets in Sandbox mode, or test your skills in "Ranged Only" Arena mode. The new archery range is perfect for practice, equipped with a scoring mechanism and adjustable targets. Check out the trailer below to see what's in store, and get ready to "Draw, Aim, Fire" like never before!
🙏・Your feedback and opinion are invaluable to us, and we can't wait to hear what you think about the new update in 💬general . Thank you for your support and patience as we work towards perfecting combat in VR. If the trailer wasn't enough content for you, then you must watch Rhy's playthrough of the new update.
[Improvements / Content Update] - New Sandbox mode lets you create custom combat scenarios! Spawn any enemy / weapon combination (including multiple bosses at the same time), experiment with modifiers, and more! - Improved AI navigation; the AI will feel more real, strategic, and won’t bunch up together when there’s more than one of them - New, improved gloves for the Light and Medium armors
[Bug Fixes] - The rain rendered on top of menus on the pirate map - The intro cinematic cutscene could not be skipped - Misc. minor visual issues in the intro cinematic level - Spoon couldn’t be telekinesis gripped after player dropped it - Snowballs didn’t auto-recharge with the specials modifier enabled - While spawning, snowballs had the pick-up indicator on them - Hearts in Horde (hard mode) fell to the ground when grabbed. - Hearts in Horde also couldn’t be telekinesis gripped after dropped - Some weapons were mislabeled as 1-handed, but are 2-handed - Enemy health bars didn’t follow knocked out enemies - In-game patch notes were visually cut off (and outdated) - Sometimes opening a hub menu caused hands to spazz out
Between December 16 and December 28, use the Candy axe to kill 5 enemies in Finisher state (execution) to be entered into our Christmas live stream prize draw! We're giving away x2 PS5s, x2 Meta Quest 2s, and x4 studio merch packages.
To enter the draw and learn more about the contest, check out the Contest channel on our Discord server: https://discord.com/invite/sinnstudio
Swordsman 1.74
[Improvements / Content Update] - 2022 Holiday Draw - AI can't be stunned by weapons while attacking, prompting you to parry - AI attacks less often, but moves around more - General performance improvements - Some Holiday decorations added
[Bug Fixes] - Fixed some weapon item descriptions in shop - Permadeath failed to delete certain progress - Some users were not seeing UI text - Doomfist could fail to kill enemies in certain situations - Skin color failed to load correctly on VR hands - **(PC, PS4/5)** Horde map failed to load
[Improvements / Content Update] - Boss Weapons Remastered: (Solis, Stormbringer, Tombstone, Kodoku, and Hellfire) - Improved wind-up for enemy light attacks - "Hard" Horde mode added (default) - Nerfed Horde rewards (per level) - Improved enemy two-handed grips - Improved Telekinesis gripping (traces from palm, easier to use) - Lowered cool-down for Telekinesis gripping weapons after dropped
[Bug Fixes] - Enemies decapitated while entering Finisher state stayed alive - Enemy bodies sometimes jittered (especially the arms) - Kicking an enemy in Finisher state did not kill them - Touching things in Hub could trigger sounds even when body not visible - Pause menu could clip into objects and hide behind them - Blood decals from enemies could render on top of Gun Sword's barrels
+ 1.72 Hotfix - Weapons in hub could spawn sounds even when not visible (on player) - New boss weapons were not in the correct weapon category in shop - Arena victory screen showed contest win screen instead - Weapons on the ground could still damage enemies - The game crashed without an internet connection
To chat with us, join us on Discord: https://discord.com/invite/sinnstudio
Patch 1.66
Swordsman 1.49
[Improvements / Content Update] - New contest (see Modes > Event tab) - Performance optimizations - Horde map changes (large building converted to 1-story)
[Bug Fixes] - Zombies in Horde didn't walk through some doors - Punching made no sound if "Invincible Enemies" modifier was on - Bosses could still taunt during Finisher state - Baltok clipped with his sword during walk / idle animations - Enemies could still attack and look at you when phasing with Reaper
To chat with us, join us on Discord: https://discord.com/invite/sinnstudio
Patch 1.62
Swordsman 1.62
[Improvements / Content Update] - Hand-to-hand (AI) returns to Swordsman! See the trailer for more - Reduced how far you get kicked by enemies - Replaced fight start horn
To chat with us, join us on Discord: https://discord.com/invite/sinnstudio
Patch 1.52
Swordsman 1.52
[Improvements / Content Update] - AI now more responsive and aggressive (we underestimated you!) - Improved hit detection - Increased opponent shield bash range - The Jian sword is 25% larger - It's now easier to grab and choke enemies - Misc. AI + UI clean-up
[Bug Fixes] - You could see inside of your own body for a moment after dying - Some player armors could prevent damage entirely - Giant in Hel fight stopped trying to kill you after the first crystal - Ragdoll enemies could still kick you - Gripped (ragdoll) enemies were not colliding with the floor - Some player stats were not incrementing or saving - Hel was not properly holding her daggers (visual bug) - Enemies with invincible modifier could still be hurt by snowballs - Game complete % sometimes showed incorrect value (visual bug)
To chat with us, join us on Discord: https://discord.com/invite/sinnstudio
Patch 1.44
Swordsman 1.49
[Improvements / Content Update] - Advanced Combat: a complete overhaul of our AI and combat systems, introducing intelligent opponents that can anticipate your actions, parry, riposte, step, dodge, combo, shield bash, kick, and lots more. - Back Holster to let you temporarily store weapons in combat - Perfect and reliable collisions / hit detection (physics sub-stepping) - Swordswoman (playable character) - Two new swords (Jian and Sabre) - Grip flipping for daggers (with special attack input) - Improved player damage (now depends on where you got hit) - Improved AI damage (more balanced based on where they got hit) - Added finger tracking for Index, Rift and Quest controllers - Modifier to make enemies invincible for never-ending combat - Localization for German, French, Spanish, Spanish (Latam) - Cloud saves to help you restore corrupted save files - Improved player HP display on wrist (if show player HP is enabled) - Misc. UI changes and improvements - Lots of optimization across the board