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TrenchesWIP

HOTFIX - Instabuilding

Hey Everyone! I just hotfixed a bug where anyone could instantly build any building.

Pretty funny to launch on steam with a cheeky stealth bug like that. Anyways, make sure you update before playing again.

Happy Trenching~

TrenchesWIP now in Early Access!

Hey everyone! TrenchesWIP is now playable in Early access for free! Now the real task at hand begins, let's turn this thing into something awesome.

If you pals that you think could enjoy a game like this, feel free to rope them in.

As we start to get more and more players, we can really get a feel for how the game behaves at high player counts, and we want those big 100 v 100 fights as much as you do ;)

Thanks again for everyone who helped us test out the game so far!

0.163 Patch Notes

Hey Everyone! Thanks again for coming to the playtest, and participating in the giveaways we're trying out in discord! It was a blast.

Here are this weeks patch notes:

- Optimized building networking costs by about 134.61x - this is less of a testament to how optimized it is now, but rather how bad it was before
- Fixed tanks and artillery not being able to fire
- Tanks are now properly craftable.
- Added "death cam" when the player dies. The camera will follow characters head to the ground with physics, kinda broken atm but pretty neat
- Forward box bunker collision fixed
- Added in swanky new art for the shotgun
- Removed the magic torch that came with the shotgun (shotgun muzzle flash now acts as expected)
- Made all items stack to 1000 for now for ease of testing
- Added shotgun shells
- Players now start with 8 shotgun shells
- Shotgun now requires shotgun shells to fire
- Shotgun shells can be crafted at the munitions depot for 20 requisition and take 0.5 seconds to build
- Stealth nerf - Sandbags now have approx 250 HP

We look forward to seeing yall at next weeks playtest!

0.162 Patch Notes!

Thanks again for everyone that came along to the playtest! We got a lot of awesome footage recorded for the trailer, and all-round had a blast exchanging bases and fighting between two established footholds. Lots of issues to fix, and a few bugs :(, but thanks again!

Here are the 0.162 Patch Notes:


- Set flags to be relevant to all players regardless of distance
- Dropped the frequency that flags replicate at to compensate
- Guns now correctly display their trace channels (bullets correctly show going through the barbed wire)
- Disabled STEAMVR so Trenches shouldn't hijack your VR headsets anymore
- Set HQ to replicate out to max distance
- Panzerfaust rockets now correctly buildable from the munitions factory
- Score screen now displays player Kills/Deaths properly
- 'ANY DAMAGE' (aka non-bullet/explosion damage) on players now must cast to environmental damage (to prevent doubling up of damage taken)
- Player collider is now hidden in-game
- Added network error outputs to the screen so users can better understand if their connections failed
- Refactored chat to be just a little better under the hood, and added support for team chat colors
- MAJOR CHANGE - Added a brand spanking new drag-drop based inventory UI similar to most popular well-known easy-to-understand(hopefully) designs.
- Production buildings show both the player and internal inventory side-by-side, with the ability to drag between both freely.
- Size of containers can be dynamic, as well as the name. All inventories currently start with 24 slots.
- Consumption and crafting respects various stacks of items in different orders and quantities within an inventory.
- Ability to swap the position of stacks within local inventory by dragging overpopulated slot.
- Ability to drop stack into the world by drag-dropping out of the inventory window.
- Inventory UI reloads when any changes are made.
- More than one player can modify an inventory at the same time.
- Added split stack function in local containers.
- Made throwing items to the ground to ignore pawn while moving to avoid instant pickup on the drop, and positioned the throw to originate from the player face/neck area.
- Added ability to 'Ctrl + Left click' items to send them without dragging between inventories within the production building UI.
- Added ability to 'Ctrl + Left click' to instantly drop items to the world from player inventory when opened.
- Added placeholder icons for varying items (Currently have a bug where these icons draw WHITE instead of appropriately, but they are there for when we fix this)
- Added credits
- Added ability to split stack directly to another container.
- Added function for recombining split items in inventories.
- Added description to all items.
- Made inventory widget regenerate when re-opened to save losing it forever if dragged off-screen. Locked the mouse to the window too when open, which should help.
- Added nuke UI function that activates when opening the settings menu, forcing all-new UI. This is precautionary to help against all the UI bugs.
- Added clear all UI on init of a new player, which could fix server travel UI double up. If not, the nuke all UI should help.
- Added editor splash, game name to the window, version number, website data etc.
- The incremented version number of build in the menu.
- Added scroll to select weapons.
- Added extra step to make sure guns don't fire when the player killed.
- Added zoom in LMG.
- The ancient treasure of 'j' and 'k' to host and join is no more! Old code cleanup.
- No more double up on production building UI.
- Production building UI closes when you run out of the interaction zone and focuses back to game only.
- Added exit game button the main menu.

0.161 Patch Notes

Thanks again to everyone that came along to the playtest! Had the first 'real' fight so far. Blue team established a foothold above the central hill, Red temporarily took and held it. Shortly after, the Blue's assaulted the hill pushing Red back, removing all their spawn points, and subsequently breaking the game ...

We have a lot to fix! Anyway, here's the patchnotes:

- Fixed up rotation of minimap in vehicles.
- Fixed minimap icon rotation of other players.
- Locked rotation of the map elements to the yaw axis. No more strange deforming map.
- Added scale by DPI of map elements.
- Re-Added visibility modifier to characters on map. Team members will always be visible to each other, but enemies are hidden. Enemies appear temporarily when they are firing their weapon.
- Made a health component that allows us to specify 'hit zones' on the player and vehicles for damage multipliers. Head shots for 5X damage! (initial value setting).
- Made player icon hidden in map when mounting something.
- Fixed interaction issue around HQ buildings.
- Made placing buildings time 0.1, so essentially as soon as you go to place a structure it's instant.
- Made flag on the HQ building invincible. As it's the building that must be destroyed to destroy the flag also.
- Added sitting animation for players who are mounting vehicles and guns. Players can be shot and killed separately to the mountable they possess. Does not support hit points at this stage due to unknown reason (Headshot etc).
- Added optional seat actor ref to vehicles, so we can set catered offsets to mounted players.
- Added Panzerfaust rocket launcher to the 7 key.
- Fixed all the rotations in vehicles on the minimap. Changed it to use camera manager, camera rotation. So we shouldn't ever have that issue again.
- Stopped tank turret rotation when exiting the vehicle.
- Added new flip vehicle code, but not sold on it. It's a potential improvement at least.
- Added shotgun reload sound.
- Fixed attenuation on the shotgun reload.
- Can now shoot through barbed wire. Still, need to add in conditions for specific bullet types. Say a tank shell vs little bullet. Right now they both might just pass through, but radius damage should still work on barded wire.
- Added three distinct icons to each resource spawn area to differentiate (in color only) between steel, copper, and requisition
- Removed a rock in the river to allow players to climb out easier, but only onto the central island
- Renamed "Bazooka" to "Panzerfaust"
- Added Panzerfaust Rocket Item, and crafting recipe
- Added Panzerfaust rockets to munitions factory
- Removed debug print out from buildings
- Removed player starting Panzerfaust ammunition (because that spam would be CRAZY)
- Nerfed player starting items too:
200 Requisition
10 Steel
5 Shells
100 Bullets
20 Fuel
30 Rifle Rounds
3 Mines
- Rotated starting bridges to match new orientation
- Buildings now display items true names required for finishing construction rather than class display names
- Nerfed MG health to 75, down from 100
- "Mountables" such as the AT gun and LMG etc, now take 4x damage from bullets
- Added "Drop all" to player inventory screen

Did you enjoy the playtest? Like the changes etc? Did we break something? (in all likelihood we did) - let us know via discussion or discord!

0.160 Patch Notes

Hey Everyone, a tad late on this - but better late than never ;) - for those of you who came to the last test and helped break a whole bunch of stuff (while having fun I hope <3), thank you!

Here are the 0.160 Patch notes:

- MASSIVE CHANGE - No longer can the game be won by capping "points" (which we all know sucked) - now each team starts with a command H.Q. which has 50 000 HP. If your team has 0 command HQ's at any point - you lose the game. Players can build additional command HQs wherever they like, so you can effectively reposition your teams entire base to anywhere on the map. Players may spawn off of the command HQ
- BUG ADD - Guns/vehicles no longer interactable when driven/built in the range of the command HQ (yikes).
- Flags are now immune to friendly fire
- Construction buildings now immune to friendly fire
- Players can now take "Bleed damage"
- Barbed wire now inflicts "Bleed damage"
- Tanks immune to "Bleed Damage"
- Game no longer prints steam friends list on load
- Removing more and more debug information from the screen
- Players can now walk off ledges while crouching (no longer gets stuck in the bunker)
- Resource nodes now show what resource they grant above themselves
- Added muzzle flash to every handheld gun (currently also includes mines but we can fix that)
- BUG ADD - Shotgun now has "muzzle flash" turned on by default, so, free torch everyone!
-Fixed up bridge orientation (FINALLY)

As always, let us know what you think!

0.159 Patch Notes

Hey everyone. So uh - we jumped from 30 something discord users to about 150. Suffice to say - we’re all blown away by the support thus far. It was awesome fun to watch a few of the players stream the project and have a blast with the goofy state of the game.

- Fixed minimap anchor position, and scale.
- Made the server browser on the right of the spawning map for now. Ease of early use case.
- Added fuel recipe. Required for building engines for tanks.
- Removed tank from the red side of the river.
- Artillery now displays HP in the viewport
- Multiplied artillery range by 5x approx
- 75mm Howitzer - 75 damage per shot 1x Explosive 0.1x Bullet - 1 second fire cooldown, 5 second reload
- 110mm Howitzer - 300 damage per shot 1x Explosive 0.1x Bullet - 4 second fire cooldown, 5 second reload
-155mm Howitzer - 3000 damage per shot, 1x Explosive 0.1x Bullet - 15 second reload (single round in 'magazine', so 15 seconds cooldown per shot)
- Modified weak artillery to handle easier then stronger artillery
- Added simple crouching
- Added large engine to the foundry, used in the production of tanks.
- Shotgun magazine count changed to 8
- Shotgun reload time set to 2.5 seconds
- Players start with 30 rifle rounds
- Players now start with 400 ‘bullets’ (used for shotguns/pistols)
- Removed unplayable artillery from the map
- Landmines nerfed from 3000 damage to 300 damage.
- Guns now display names along with ammunition type
- KV1 renamed KV2 across the board
- Grenade now explodes with "shell" damage type
- LMG's are can now be destroyed with mines - and have 300 HP
- Added simple minimap

Let us know what you think. - The TrenchesWIP devteam

Steam "Coming soon" / how to play.

Hey Everyone, slight misunderstanding with our steam 'release'.

The TLDR is (and I promise this isn't a ploy to get more users into the discord) - if you wanna play either:
1. Jump in either discord here: http://discord.gg/RmSJus2
2. Message Ethan#0206 on discord directly for a key.
3. Email here directly and ask for a key trenchesprototype@gmail.com

We devs are in the Australian Eastern Standard timezone - so I'll get back to you as soon as I can with a key :)

Take care, and thanks to everyone whose come along so far :)

0.158 PATCH NOTES

Howdy everyone, we're rounding week 6 of development, got a bunch of changes in on the weekend before we release the prototype on steam. Look out for a community event in the next few days so we can arrange a playtesting session.

Here are the patch notes for 0.158:

- Fixed kill feed not showing players names
- Fixed team damage bug on allies
- Flags are team-colored on the minimap now
- Player teams properly reflected in the minimap
- Added "target" icon to resource locations on minimap
- Sandbags now cost 10 Requisition to build
- Walls now cost 150 Requisition and 200 steel
- All trenches now cost 50 requisition to build
- Tank Factory totally nerfed - no longer start with resources
- Munitions factory totally nerfed - no longer starts with items
- Jeep garage totally nerfed - no longer starts with items
- Munitions factory now costs 200 Requisition and 100 Steel
- Foundry can now build crafting materials
- Construction buildings now show on the minimap
- Setup foundry to be buildable and added to construction list
- Foundry now cost 75 requisition
- Foundry now has placeholder visuals
- Building requirement text now faces placing player till placed down.
- Barbed wire now hurts to walk through.
- Barbed wire slows the player down a lot whilst traversing.
- Barbed wire hurt sound placeholder.
- Hammer no longer mines resources. Split up the tool damage into harvest damage and construction damage.
- Hammer and pick animate properly
- Hammer animates as soon as you try to place a structure (fix)
- When putting away hammer, you swap back the the 1911.
- Reduced hammer and pick effective range.
- Added particle effect to pick on mining resources to help feedback.
- Fixed lag on death and optimized widgets in the player controller.
- Made all players (client and server) start with gun equipped. Clients previously had no visible gun at spawn and could still fire it as though it were there.
- Added sound to the player on any damage received. Added modulation to sound to vary it up a tad.
- Added splash notification when harvesting from resource nodes.
- Big map re-added to track everything without lag.
- Big map tracks buildings and player positions/rotations.
- Icons can pulsate.
- Map set up to correctly rescale on different window sizes.
- Changed the big map to a 'M' key toggle, so that you can freely move with it open. Seemed like a popular want in tests :D
- Minimap and Large map can be toggled between with "M" key.
- BUGFIX - Changed foundry floating text from "Munitions Factory" to "Foundry"
- BUGFIX - Anti-tank gun now displays ammo and health in UI
- Anti-tank gun now fires shells and no longer has unlimited ammo
- BUGFIX - LMG shows Health + ammo on UI and no longer has unlimited ammo
- Added LMG reload sound effects
- BUGFIX - LMG fire audio clipping with players ears, sound no longer flickers from ear to ear
- Made LMG fire sound higher-pitched, and lower volume no longer oppresses the users' ears into uninstalling the game.
- Buffed LMG fire rate to 0.075s per shot
- Nerfed LMG reload time to 5 seconds
- LMG now has 80 round "magazine" rather than unlimited ammo
- Minimap now skips items from render if not contained within the map bounds. Big map skips nothing.
- Rescaled the minimap so it's not intrusive to view.
- Big map and Minimap now function as intended.
- Minimap positioned roughly in top right of HUD
- Removed junk from player state
- Removed junk "custom name" related bugs
- Tanks, when killed, should display on a kill feed properly (should)
- Player killing player should display on killfeed properly (should)
- Character names above head fixed
- Hud doesn't remove itself when respawning
- Miners pick sound less oppressive, and no longer telepathically tells you MAP WIDE when someone is mining anything...
- Hud version incremented

Alright, lots of changes, lots more to go. We're pushing these changes to both the live branch, and the testing branch.

Unfortunately, we won't be available for when the project actually launches on the steam store - but we will be shortly after, look out for a community playtesting event in the next few days. Be there or be square.

P.S - if you encounter any issues, feel free to let us know either on discord or in the steam community forum.

0.157 PATCH NOTES

Hey Everyone! We just added a massive list of changes to polish up the steam builds a little more. As always, much is still left to do, and this update broke a few things that we will be fixing for 0.158.

0.157 Patch notes:

- Added hud flash on damage taken as a player (This does not factor if you own that player, because its assumed only one player can ever own the pawn, could throw bugs
- Added hud flash on damage taken as a tank (this is crazy obnoxious and will be toned down)
- Added LMG, AT gun, LMG 2, to offensive build menu
- Made LMG sounds less ridiculous
- Changed built actors to use scale of 1 always - may add unintended bugs
- BUGFIX - Fixed a bug where tanks couldn't be shot (collision channel)
- Changed guns to trace on a "bullet" channel - and ensured snappable parents trace against "visibility"
- Huge change to minimap, old map not functional for now
- Weapons now have vertical and horizontal recoil
- Hammer and pick no longer have recoil
- Shotgun spread buffed (halved spread) (It's now pretty OP)
- Added reloading for magazine based weaponry
- Added auto-reload on last shot fired if out of ammo
- Weapons now have lame animations on them
- Inventories properly refresh when items are changed while inventory is open
- BUGADD - Broke fog :(
- Lowered terrain resolution massively to reduce build size
- BUGFIX - Fixed nullrefs on dead players in new minimap setup.
- HUD now displays inventories remaining items
- Added inventory to placeable guns
- Switched Artillery to "one round magazine" functionality, now requires ammo
- Buffed Artillery attack cooldown to 1second - Nerfed howitzer reload from 0s to 5s
- Buffed nighttime vision
- Added team changing to spawn menu
- Refactored game mode to allow better assigning of teams
- Reduced hammer range.
- Added attenuation to construction sounds.
- Buildings now require items to build
- BUGADD -Scuttling of buildings temporarily disabled (use mines to delete them or something)
- Players can now change teams
- Guns now require ammo
- Changed buildable machine gun emplacement to better controlled version.
- Added a couple starting armoured vehicles to test with.
- NO MORE DEATH WATER Added swimmable water volume with screen effect. Stay hydrated homies.
- Vehicles will explode after a duration in the water (not tanks atm...)
- Adding HP indication in combat cars to UI
- Tanks are now highly allergic to water and will Thanos into dust within SECONDS of touching any
- BUGFIX - Tanks no longer throw nulls when they die to water (this is due to kill feed being not finished)
- Damage reduction "Armor types" now work, tanks and vehicles take 25% damage caused by bullets
- BUG FIX - Resources couldn't be mined, big yikes there, but it's fixed now.
- Landmines now require ammo, players start with 10 mines
- Added LMG to IS3 tank
- BUGFIX - Combat cars immune to explosive damage are now highly allergic to explosive damage.
- Combat cars take 30% bullet damage
- Spawn flags take 650 requisition to build - so 17.5 seconds of nonstop hammering
- ZOMBIE TPOSE PLAYERS NO LONGER INVADE OUR FRONTLINES

Thanks for testing everyone! Let us know what you think.