The Nest cover
The Nest screenshot
Genre: Simulator, Sport, Indie

The Nest

The Nest is now completely free, forever.

It is with a mix of pride and sadness that I announce we are making The Nest free for all, forever.

We had high hopes for this game, and in 2016 after an unexpectedly successful launch, we tried to remake the small demo game into something more massive, and more epic than we were ultimately able to pull off.

The Multiplayer which we came to love...could not keep concurrent players, so most people never got to play the game that we saw in testing. With unflinching determination, Victor kept improving the Multiplayer, added an entire Co-Op Campaign, and even started remaking single-player levels.


With the game going free, our hope is that enough people will try it out that they can experience the game the way it was intended. You will find bugs, and if you try the Co-Op campaign you'll find a number of mechanics like healing players with a blow-torch, riding in vehicles that might make you sick, and the vestiges of a number of incomplete features.

The Multiplayer PvP mode is what should provide the most fun. Gather 4-6 players, try out the two different classes, and just go nuts.


The final announcement is that Victor has moved on to a truly epic new job, but that means the chances of updates and patches are near zero. He will still be on Discord, and we'll all jump in to play from time to time, but there's nobody left to continue the game, so The Nest has reached its final form.

Cheers.

Patch 0.2.8

Balance:
- Sniper headshots are now instant kill.

Features:
- Snap turning for oculus users! A 360 setup is no longer required.
- Added master volume control, voice volume is still WIP.
- Added prototype health bar HUD, can be disabled/enabled in general settings.
- Added a "class select prompt" when the player first joins a match.

Improvements:
- Reloading the pistols are now easier and it feels better.
- Sniper "predator" effect is now cancelled upon taking damage.
- A launched teleport grenade is now destroyed and cancelled if locomotion input is initiated again.
- Pistol projectile tracers are now shorter.
- Increased size of Angroid sniper scope.

Fixes:
- Game will now default to oculus keybinds if playing with oculus, no manual choice needed.
- Fixed menu trace rotation on oculus touch controllers.
- Fixed projectile tracers going through objects after collision.
- Mothership ambiance is now looping.
- "Player joined" VO is now properly working.

Patch 0.2.5, Oculus Rift support!

Oculus with touch controllers are now fully supported! A 360 tracking setup is required, but snap turn might become an option for the sniper class if there is interest.

Design:
- CTRL Points now has the shape of a cylinder, and should be less visually intrusive, while still providing good information on current control status.

Features:
- A ghost shader has been added to dead player avatars
- Teleport grenades are BOOM no more! Enjoy new SFX not recorded with my voice.

Fixes:
- CTRL Points no longer spawn at the same location twice.
- Teleport grenade will no longer fire if an occupied nest was targeted. Same if locomotion is currently on cooldown.
- Refactored reload on slinger pistols, it no longer matters if they're colliding with objects. Should be easier to reload in general.
- Outpost23(level): Added out of bounds volumes on top of start zones to prevent spawn camping. More polish.
- Relic(level): Added a killvolume if player falls through the map. Fixed some rocks that a player could climb inside of (thanks ZyferTV).

Patch 0.2.3

The holidays are over, my fever is gone and I survived food poisoning. Which means I can get back to work.

Features:

- Outpost23(level) is now crowned! Check out the new centerpiece.
- Experimental HardlightVR support. This has been in the project forever, but I finally got my suit back and so I was able to update the plugin. It needs some iteration to become a good haptic experience but the ground work has been done.

Fixes:

- The game window no longer needs to be in focus for audio, microphone and controller input to work!
- Slinger will no longer dip into the floor if killed while climbing.
- Projectiles no longer spawns "GroundHit" particles if they already damaged a player.
- Fixed "return to ship" logic in Relic(level). You can now properly exit the game.
- Updated match info board in motherships to display new character icons.

Singleplayer/Multiplayer

The project has gone through much since it was last updated, and the old code base (which wasn't much of a base) had to make room for the new.

The multiplayer patch isn't the end of single player content, I've just moved the old branch to a beta that you can opt into.

Right click the game in your library, then go to Properties - > Betas, click the drop down and select "legacy_content".

I'm working on single player content for the new networked codebase, I'll hopefully have some stuff to share in the next week or two.

Thanks for reading, the new year is almost here and I wish you all a creative one.

Patch 0.1.99

I didn't have much time this weekend, but I tackled a couple of things:

Features:

-A simple tutorial prototype has been added to the main menu options.

Bugfixes:

-Match notification text defaults to wrong location - FIXED
-Default class was set to slinger, should be sniper - FIXED
-Faction names in CTRL match display updated
-Nameplates are now always displaying the player's name
-Added faction/class menus to Relic start area
-"Return to ship" could be initiated several times - FIXED

The Nest: "Ctrl Alt Delete" Multiplayer Update is Live!

This has been an exhausting journey, but The Nest has been reborn as a competitive multiplayer game!

The patch is live for all owners, and we hope a bunch of you join us online. The game is Early Access, so this is more like a beta than a finished game, and every bit of feedback helps.

We especially want feedback on balance of the different classes at different skill levels.


Cheers,

Invrse

Updates coming soon

We have a pile of updates that we can't wait to share with you guys, revealing the heavily guarded details of the upcoming Multiplayer Beta and patch.

Keep an eye out for breakdowns on:

1. New classes

2. New levels

3. New Locomotion systems

4. Game Modes, playing with friends, VOIP

5. New art style

6. Taking down the freaking Christmas decorations

And plenty more. The Nest was never abandoned, but we went into cockroach mode to survive this year, and finally have something that we hope was worth the wait.

Cheers,

The Invrse team

Holiday Achievements Are Live!

We had a lot of fun taking a break for trying to ship Multiplayer, and instead making some fun Holiday art for people to check out during the Steam Sale. In retrospect, we probably should have mentioned these earlier...


  • You can now shoot down Santa.

  • There is a hidden achievement. It does not relate to the robots, so use your imagination.



The Holiday art and achievements will stay live for a few more weeks, mostly because we find it very charming.

The next update to the game will be the Multiplayer patch, which may introduce bugs, as the game has been totally rebuilt inside a new version of Unreal. We could publish it today, but there is an engine bug in 4.14.1 that breaks the game when interleaved reprojection is enabled.

Holiday Patch Notes

Hope all are enjoying the holiday season.

We have added some Christmas cheer and it's live!

Please enjoy the holiday cheer with lights, trees, explodable decorations and the evil AI have dressed for the occasion. Donning ugly sweaters and Santa hats. But watch out they are still as dangerous as ever.

Also the strangest thing has happened... We've added a puzzle! The internet will probably spoil it for you, but good luck solving it on your own.

Happy Holidays everyone!

Invrse Team

P.S. Be on the look out for Holiday Achievements and an upcoming Multiplayer patch.