Valhall cover
Valhall screenshot
Genre: Role-playing (RPG), Adventure

Valhall

Survival Map Updates & Optimization & Combat Control Changes & Ship Update

Vikings!



We are following the roadmap and updating the Survival map to introduce the Einherjar lore afterwards. New mythological elements will be incorporated as we build a layered world. The current Survival location is in the upper realm of Asgard, near the hall itself. After completing the series of map upgrades to give it an appropriate look and prepare everything, the possibility to descend to the lower layers will emerge. This will play a significant role in the gameplay loop systems we are working on.

This Survival map upgrade is still a work in progress. Alongside the global changes, we are also focusing on optimizing and improving smaller things, such as adding new camps to raid and more animals.


Here is what today's patch brings!


Combat Control Changes



First of all, we have received feedback regarding the combat control and have implemented changes to address it.

Now, the combat control system is a combination of the holding mechanics with the option for a click attack.

If desired, you can click the attack button, and the action will be executed in the direction of the current cursor. For those who prefer real-time control, it is still possible to hold the attack button, allowing you to adjust the trajectory of the blade while it's in mid-air by moving the mouse. Furthermore, we have enhanced the intensity of inverse kinematics while the attack button is held.

Additionally, we have fine-tuned the stance switching to make it feel smoother and more stable.


Survival Map & Elements Updates





You will see changes to the map in the game, however, this is only the first part of the picture, and more will become visible in the upcoming updates. We are currently implementing a vertical layering to the map and adding mythological aspects to certain parts of it.

New camps to raid have been added, placed in more noticeable locations. They will respawn every 15 minutes.

Bear attack damage has been decreased.

The maximum health of wolves has been lowered.

Additional animal spawners have been placed around the map.

Floating stone ores around the map have been fixed.

The issue with crafting two-handed axes has been fixed.

Building stone objects issue and their resource requirements have been fixed.

Crafting time for weapons has been reduced.


Mining Freezes Fix



There are no more game freezes when you mine ores.


Survival Map Optimization



You should feel some additional framerate in Survival. It's better while there are more active actors like animals and warriors around. It's also more stable now, espesially in the dense forest. It still has a room for further improvements.


Ship Update





First of all, the issues with the ship that were causing strange things to happen have been fixed. It no longer sends you into the sky or underground when you step on it. Additionally, it doesn't descend at full speed nor skip on water anymore.

The ship controls have also been adjusted, making it easier to rotate now.


Almost Instant Bed Respawn



The second death in a row will not trigger a lengthy respawn cooldown, making it easier for you to defend your settlement.


Damage & Stamina Balance



Special attacks now require more stamina and deal greater damage compared to slash and stab attacks. The cost of common attacks is also adjusted for different weapons. Should feel more realistic.


Additional Improvements



Fixed a position in the Northern Lights map where bots were unable to reach the player.

Reduced the collision size of the shield.

Further decreased fall damage and velocity proportion to prevent unrealistic deaths when falling from hills.


Thank you for your feedback, guys! We hope you enjoy this update!


Skål!
Blackrose Arts

Stability Update & Control Adjustments & Active Raids & Spawn Improvement

Vikings!



After introducing the new combat systems in the last update, we have made many improvements to them and addressed feedback. The stability, smoothness, and control difficulty have become better. Survival also received important adjustments, with more fights, resulting in an overall smoother experience.

Also, we have been working on a significant Survival map update, which will be showcased in the next update.

Let's take a look at what today's patch brings!


Survival Spawn Area Adjustment





Near the cliff where you spawn, there is now an easy way to go down.

Additionally, roaming enemies have been added nearby, and more animals can be found along the road.


Battle Stance System Improvements





Now the stance changing is smoother, and the animations have been adjusted, along with angle readjustments to cover a wider radius.

The controls have been changed in a certain way, now, it's not necessary to drag the mouse as far as before. You can release the attack button to execute the attack even at the beginning, or you can continue holding it for more control during the flight.


Camera Shakes Changed



We have heard a lot about camera shakes, so we reworked them to retain the weight effect but minimize motion sickness. They will be further improved in the future, but we hope they feel better for you now. Of course, you can still adjust their intensity slider in the settings.


Attacks Inertia Adjustments



The camera inertia and dynamic turn caps during attacks have been tweaked to make the combat more controllable.


AI Keeping Distance



AI can now attack from a larger distance and tries to maintain that distance instead of getting too close.


Combat Tuning



Less frequent, excessive battle cries.

Shield block collision adjusted.

Stamina balance adjusted.

Special attacks and foot kicks now deal more damage.


Arena Adjustments



Added a small delay between the waves changing.

Reduced the possibility of flying out of the map.

Enemies don't start running to you too early.


Various Survival Improvements



Landscape adjustments with water level and weird holes fixes.

Shorter nights, longer days.

Reduced arrow crafting time.

Chopping trees gives more wood, and mining yields more ore.

Fixed replaced objects description.

Added more flax, easier to find it.

Added more animals.

Cheaper building costs for certain objects, such as beams, to facilitate easier creative building.


Active Raiders



There are raiders that come in waves to attack your settlement, but in this patch, we have added more of those who are looking for you. They will still attack the settlement if you try to hide.

Let us know if you feel there are too many attackers now or vice versa, if there are still not enough fights.


Ragdoll Jittering Fix



The bug that was making the character fly to the moon after the latest new combat features addition has been fixed.


Falling Improvements



Falling damage dealing is now more organic. Instead of becoming a ragdoll instantly upon falling, your character will go through an animation first, depending on the velocity and time of the fall. This means falling from, for example, small hills will not be as problematic. Additionally, getting up after a fall happens faster.


Thank you for your feedback, guys! We hope you enjoy these changes!


Skål!
Blackrose Arts

Entering Beta & Combat Levels up & New Map

Vikings!



Today, we are excited to announce a major update.

VALHALL is entering Beta. The combat experience has been taken to a whole new level. We have implemented new diverse features for interactivity, improved procedural animations, changed, and tuned how certain systems work. There is room for improvement, and we are working on it further. However, we hope you already find it pretty cool. You can now control the interactive battle stance with your mouse. Additionally, there is a directional block available now.

We have also introduced a new arena map with a focus on performance, along with numerous significant gameplay improvements.

Take a look!



Here is a roadmap reflecting the main points of our current plans.

We will continue to make constant patches with new content, gameplay improvements, community requests, and bug fixes.

In the next updates, we will share more details about the Enherjar Challenge we are preparing. Overall, it is a unique combination of Survival, Extraction, and Battle Royale. Its first appearance will be as a new world event system in Survival.




In today's patch:

Interactive Battle Stance



Contollable Inversive Kinematics



Combat Sounds Update



Realistic Hit Reactions Update



Directional Block



New Optimized Arena Map



Combat Sounds Update



Warriors Combat AI Update



Warriors Hiring Update



Combat Sounds Update



Various Survival Improvements



*Patch note details to be added soon.


Skål!
Blackrose Arts

Building Update & Death Animations & AI Improvements & Fixes & Pre-Beta 0.9.9

Vikings!



Today we have a significant update. Here is what the Pre-Beta 0.9.9 patch brings!



Building Freedom





We are introducing a building system upgrade that brings freedom to your expression. Previously, the way you could build was too limited, and there wasn't anything special about it.

This update allows you to be more creative by changing the way you place elements. Now, there are no strict snapping and limitations on where certain build types can be placed. Instead, if an object touches something, it can be placed. This approach is more casual in a certain way, but it provides huge possibilities.

There are new options for object movement during placement. You can rotate the building element along different axes, and you can also move it higher and lower. The user interface will show when these options are available during placement.

There is no height limit anymore, and the problems with fence placement have been solved. We have also updated the building visual effects for more satisfying. Objects that couldn't be placed on the ground before can now be placed.


New Building Elements





First of all, the new building objects are using Nanites, and the previous ones have been converted as well. This means that you can place a lot of them without experiencing significant performance impact. Of course, we will continue to monitor and improve overall optimization in other aspects.

We have added the first essential objects, such as logs and beams, in different sizes. You can rotate them to your desired angles. Additionally, some of the previous objects have received updated looks.



We will be adding more elements for you to build with in the upcoming updates. Some of them will be also essential, while others will be more unique and even weird. Feel free to share your feedback on which objects you would like to see added the most.


Raid Bots Fixes



Issues that were preventing raid bots from tracking you through the map have been fixed.


Settlement Attack Wave Fixes



Enemies will now target your settlement again (they had stopped doing so after the map transition). They will come in waves over the course of the game days and attempt to break your buildings, and kill you if you are there. To make it less easy for them, we have reduced the damage caused by burning arrows.

If you feel that there are too many waves or if vice versa, please let us know.


Death Animations





There is now a chance that your last hit will trigger a death animation that depends on the body part hit. However, most of the time, it will still transition into a ragdoll immediately.


AI Improvements



AI enemies now block more frequently, and their approach to the player has been updated in terms of both the way and the distances at which they engage.

They move more during fights and retreat. Archers now retreat at a greater distance, so it no longer feels like they are simply waiting to be killed by melee weapons.

Following these changes, the Arena waves and enemy HP have been slightly adjusted.


Updated Archers Reactions



Updated hit reactions have been implemented for archers, providing a better feeling when you defeat them.


Swimming Full Fix



All previous issues related to player swimming have now been resolved. Getting out of the water should happen smoothly, just like butter.


Unstuck Feature Fix



This functionality broke after transitioning to UE5 but now works again.


Survival Improvements



The lighting has been improved, resulting in less dark shadows and warmer colors. However, there is still room for further improvement in future updates.

Animals now have a higher chance of providing both meat and fat when harvested.

The visual effects for burning buildings, specifically when archers fire them with burning arrows, have been updated.

Changes have been made to the cooking UI to make it more user-friendly and easier to understand.

Issues with water opacity holes have been fixed.

Night time have been reduced.

The amount of wood obtained from different trees has been adjusted.

A new crafting recipe for a two-handed axe has been added.


We hope that these improvements enhance your experience and that you enjoy this update!


Skål!
Blackrose Arts

Combat Improvements & Parry Upgrade & Balancing & Pre-Beta 0.9.8

Vikings!



We've been working on some very special features, but unfortunately we haven't been able to solve all the issues that come with them for this patch. They will arrive in future updates. We won't hype them up too much now with the details, but here's a hint.



* The GIF above shows work in progress. It's not included in the current patch yet but will be available in future updates and will have a more polished look.

In addition to combat improvements, we have building upgrades on the way. You will be able to build freely even crazy structures without the current limitations and with new elements. That will most likely be available in the next patch.

Thank you for sharing your feedback with us. As usual, we have made tweaks based on it in this patch. If you find it difficult to reach the 10th wave in the Arena to reach Mjolnir and would like to play with it more, let us know.

Let's take a look at what today's Pre-Beta 0.9.8 patch brings!


Combat Improvements



Procedural animations have been stabilized. This means that attacks have slightly more weight, are more controllable, and for those who thought the wrist movement was weird, it has become less shaky. We're still planning to make the swings a bit longer with other changes.

Equip-unequip animations are now much faster, which brings more dynamics to the field. You can now switch weapons more easily during a fight.

We fixed some dodge distance mismatches. The foot kick wound decalss have also been fixed.

Dead body ragdolls are now interactable with weapons.

In Deathmatch, health has been adjusted, so you kill and die faster now.


Parry Upgrade





When you successfully parry an attack, your enemy cannot attack for a short time, but you can attack immediately.

We improved the block animation to cover a larger area. We are also considering shortening the time needed to activate the block after pressing the button.

We made some tweaks to the stamina balance so that block stamina doesn't drain as quickly.


More Wave Diversity



Battle Arena now has more diverse enemy wave combinations.

Enemies now have slightly more health than before, which allows for more reactions from them but they are not too difficult to kill as there is not only one opponent. It may be a bit harder to kill them, but there are fewer opponents at the same time in most waves.


Map Improvements



The Survival map has received visual updates. The mountains have been adjusted slightly, foliage materials have been improved to be more organic in the whole picture, the fog has been improved, and floating trees have been fixed.

The Arena now has updated collision, hits and ragdolls will make contact with objects more naturally.

The time before dead bodies disappear has been reduced per game mode, which positively impacts performance in certain cases.

Sharp shadow glitches that were mostly visible on foliage have been fixed.

The tree regrow time has been adjusted and now takes much more time.


Addressing the Shore Problem



We know that getting out of the water is still problematic. Getting out of the lake should be much easier now. Shore has got little improvement, we will introduce a full solution in the next patch.


Building Object View Distance Fix



Some building objects had issues with the view distance, but now they are fixed and won't disappear in a strange way.


We hope these improvements feel better and you enjoy it.


Skål!
Blackrose Arts

Pre-Beta 0.9.7 Hotfix

Vikings!



Just a hotfix for Pre-Beta 0.9.7 that addresses the issue of the days and seasons cycle not working properly.

Additionally, it fixes some glitches such as flickering fog and optimizes game disk space.

Skål!
Blackrose Arts

Deathmatch Servers On & Combat Upgrade & Survival Map Upgrade & Pre-Beta 0.9.7

Vikings!



Today we have one more significant update!

First, we have improved combat and addressed various aspects mentioned in your latest feedback. Controlling attacks is now much easier, camera shakes can be adjusted using a slider, archers have been nerfed, and enemies are now more enjoyable to kill, among other improvements.

Our Deathmatch servers are now back online, you can fight with your friends.

The first iteration of the promised Survival map upgrade is here. It is larger and works on the UE5 World Partition system, which loads the world by chunks. Despite the increased size and updated appearance, there are some performance enhancements. All trees and stumps are now choppable, and the foliage is interactable, allowing your character to "touch the grass", among other changes.



Speaking of combat, this patch improves the experience a lot. However, we are preparing some exciting completely new features for upcoming updates. It's worth noting that the circle control system, which may feel a bit weird to some players at the moment, is still unfinished. It is a part of the features we are preparing, here's a sneak peek:



* The GIF above demonstrates a new physics control feature that is currently in development. It is not included in the current patch but will be available in future updates and will have a more polished look.

Now, let's take a look at the Pre-Beta 0.9.7 patch!


Fixed Deathmatch multiplayer



The Deathmatch servers are now back online. We have addressed the multiplayer issues that arose after the recent combat updates. The experience should now feel more responsive and smoother as well.


Combat control upgrade



There are many systems that influence the feel of combat control, and we continue to improve them. In this patch, it is now much easier to aim your attacks while in motion and keep your opponent in view. We have also added the ability to control your movement during special attacks and dodges. The Circle UI is now turned off by default, but you can switch it on in the options.


Camera shakes intensity slider



We conducted a poll on camera shake intensity previously, but now we have the ultimate solution: the slider option. You can adjust it to your liking!


Dodge upgrade



We have adjusted the system to allow for different dodges for each direction and added more animations. Additionally, we have implemented a small cooldown to prevent spamming and fixed the issue with dodging during a jump.


Block upgrade



We have increased the speed of the next hit after a successful block and made the character move slower during it. We have also fixed the issue with blocking not working after a clash.


More hit reactions



Added more hit reactions for different parts of the body.


FOV slider



Now you can adjust the field of view if you need.


Enemy AI improvements



The AI now feels more lively and has received a stats upgrade that changes the feel of fight. As many players requested, archers have become easier targets. We have also adjusted the arrow hits to be less deadly.


Arena waves adjustment



We have adjusted the types of enemy waves and their quantity to make it easier to reach Mjolnir (the 10th wave) and to enhance the overall gameplay experience. Should be more fun now.


Survival map upgrade



This is the first iteration of a series of coming upgrades to this map. There are mountains, fjords, fields. The map is large, and some areas may appear empty, but we will be filling them. Some content such as warrior hiring will return in future updates. Performance has improved.



All trees, stumps, and rocks can now be chopped or gathered without exception.

If you encounter any issues, you may need to restart the save. Thank you for understanding.




Chopping upgrade



The timber axe is no longer limited to two angles, and it has been improved to feel like it sticks to the tree. Additionally, its hit collisions have been corrected to make chopping easier.


Fixed water



There were several water-related bugs, such as the game losing track of water in certain areas, causing players to walk underwater. We have fixed these issues, so walking underwater should no longer be a problem. Additionally, swiming in random map point bug shouldn't be possible anymore. However, we know that swimming can still be a bit strange at times, we are working to improve it.


Fixed ship not spawning or drawning at spawn



Spawning a ship should no longer be a problem. However, we are aware that there are still other issues with the ship that need to be fixed.


Fixed incorrect drop



Animals used to drop incorrect items instead of meat and fat, but this has been corrected now.


Fixed foot kick issues



Previously, when kicking with a foot, a bloody trail would appear on the weapon, and when chopping a tree or mining a stone, the leg would also give resources. These issues have been fixed now.


Fixed lack of blood effects from stabbing and special attacks



This includes effects, wounds and ground decals.


As always, thanks a lot for your feedback guys. Hope these improvements feel better and you enjoy this update!


Skål!
Blackrose Arts

Unreal Engine 5 patch is here & Arena & Pre-Beta 0.9.5

Vikings!



We're excited to announce that our game has made the transition to Unreal Engine 5!



This upgrade brings a lot of significant improvements to the game. Some of the benefits you can feel today, while others will become available in the future.

Players can now experience a whole new level of graphics. To fully take advantage of these new visuals, we recommend to check out the new graphics settings that have been added.



This patch will reinstall the entire game, so please be aware that this process may take some time. The existing saves should remain, but if you encounter issues, please clear them. We apologize for any inconvenience this may cause.

We've taken care of most of the problems that came up during the transition, but there may still be some remaining issues or performance instabilities that we will work to improve. The Survival map will also see significant updates in the future utilizing the capabilities of UE5.

UE5 makes possible an unprecedented level of detail and we will use its power to change our building system and add a variaty of elements. Nanites will allow placing a big amount of them without killing performance.



Certain elements of the combat system, such as camera animations, were temporarily removed during the transition. Also, some animations may currently be stuttering in multiplayer. However, the upcoming patches will prioritize and greatly improve the combat experience with the new features that will be added.

Patch Pre-Beta 0.9.5 is here, let's take a look!


Transition to Unreal Engine 5



Next-gen Unreal Engine 5.1 features such as Nanite, Lumen, Virtual Shadow Maps, and Temporal Super Resolution are now available in the game.

We recommend to experiment with these new graphics settings to find the perfect balance between visual quality and performance for your hardware.

Nanite provides highly-detailed geometry rendered from millions of polygons without huge performance impact. DirectX12 is required to run Nanite.

Lumen provides real-time global illumination and high-quality ray traced reflections on glossy materials and water.

Virtual Shadow Maps enable highly detailed shadowing. Every leaf and modeled detail will cast a shadow, and the self-shadowing of characters is extremely precise.

TSR is an upgrade over Temporal Anti-Aliasing, a high-quality upsampling technique.

FSR is currently not available as we are waiting for it to be updated to UE5.1.

Going forward, players on PC will need to use Windows 10 or a higher version in order to play the game natively. Windows 7 and 8 will no longer be officially supported.

The graphics is one aspect of the transition, but it is not the only one - the physics, destructions, and all future updates will take advantage of the capabilities of UE5.


New Arena














New Deathmatch



The Loki's Maze Deathmatch mode has been replaced with a requested more traditional arena-based Deathmatch mode. The Loki's Maze feature will be updated and re-introduced in a new form in the Survival mode.


Improved basic lighting in Survival



We received a lot of feedback that the lightning during different weather conditions was too dark. We've made it brighter, so that storms should no longer cause complete darkness. The lighting during overcast and rainy weather has also been improved. Overall, the lightning and post-processing has been enhanced. We will continue to make further improvements.


Almost all stones can be collected





You can now destroy and collect most of the stones on the map. Large rocks and small stones cannot be collected using a pickaxe.


Main menu update






Parkour on built objects






Fixed quests issues



The problems preventing the completion of the assault quest and sending the player to the end of the map have been resolved. If the issue persists, a save restart may be required.


We would like to thank you for your support and patience as we work to improve the game. We appreciate your feedback and participation in the form from the game. We can't wait for you to see what's next!


Skål!
Blackrose Arts

Moving to Unreal Engine 5 in the next update & Better dodge & Pre-Beta 0.9.3

Vikings!



Today we have great news, we haven't mentioned it before, but we are finishing up the transition to Unreal Engine 5.

And this Valhall upgrade will be already available in the next patch!

What's to come is just mind-blowing. Next-gen graphics, a larger and more optimized world, improved physics and much more.



Despite how it looks, your computer won't explode, the visuals and optimizations stay balanced.






The electricity situation here in Ukraine is hard, but we keep pushing progress and the updates ahead will be significant. Today's patch is not very big, but some of you will definitely like it.

Patch Pre-Beta 0.9.3 is here, let's take a look!


Better dodge



Dodge got accurate movement instead of instantaneous, updated animation, smoother blending, lower stamina cost. You can see it in the GIF above.


Hit reaction update



New body parts based hit response with extra movement and longer recovery.


FOV adaptation



FOV now adapts to screen resolution. On the ultra-wide monitor, the field of view was distorted and uncomfortable to play, now it is as it should be.


Unstuck feature



A useful feature for when you accidentally get stuck somewhere, we've heard feedback that this is not uncommon.

Firstly, there is now an "Unstick" button in the pause menu, which will help your character get out. What is important, it does not just teleport you forward, but takes into account the environment and does not let you into locked places, for example, houses.

In addition, in some cases, it automatically detects the stuck position and helps you without need to press the button.




Fixed random parkour and character flying



Yes, parkour caused many problems, this time almost all of them should be fixed and your character should no longer fly erratically.


Additional improvements



UI adjustments. Added Command wheel rebinding.


Thanks to everyone for sharing their feedback and filling out the form from the game.


May the upcoming holiday season bring happiness and joy to you!


Skål!
Blackrose Arts

Cataclysm & Relight & Optimized characters & Physics & Fixes & Pre-Beta 0.9.2

Vikings!



Today's update is pretty big. New cool stuff and a lot of improvements based on the latest feedback.

Patch Pre-Beta 0.9.2 is here, let's take a look!




Cataclysm & Shrinking zone



This is part of the Challenge system that we are preparing. It will rule world events like cataclysm and bring new activities that go to Survival and BR. We are now starting to test the shrinking zone in Survival and will share information about BR separately in future updates.

In this patch, a cataclysm comes and the zone starts to shrink on the 7th in-game day, then on the 50th and 100th day of survival. Later, this will be tied to the days of the Challenge and will only occur when it is activated.

There are several battlefields on the map, and the zone will randomly select one of them to make it your arena for that day.



When the zone begins to shrink, a marker appears on the compass. The intensity of the earthquake and sound should also help you orient. Be careful while running!



As soon as you arrive on the battlefield and the zone closes the arena, waves of enemies attack you. During the fight with these waves, you will respawn at a random point of the shrinked zone.



The zone will disappear after all the enemies of the last wave are killed.


Relight



Lighting has been updated in many ways to fix gameplay comfort issues and improve the overall look.

First of all, we fixed those random moments of darkness. The brightness has been adjusted for different weather conditions, so that even during a storm at night you can still orient. In addition, shadows are now of better quality, and updated post-processing makes the game more beautiful without compromising performance.


Updated and optimized characters



Most of the characters have been replaced with more optimized and higher quality models.



We also improved existing ones, updated textures, optimized them, and fixed issues with cloth physics.


Ragdoll and physics update



Ragdolls no longer fly like crazy and explode on impact. The related issues have been fixed and it now works correctly in multiplayer as well. Impulses for different weapons and some other aspects of physics have also been improved.


Parkour improvements



Now you need to press the jump key to climb, auto-climb while sprinting is disabled. Adjusted NPC parkour abilities. Reduced unwanted parkour behavior.


New Loki's Maze Deathmatch servers



We have moved Loki's Maze Deathmatch to new, more powerful EU and US servers provided by GPORTAL. Survival servers will also be there in a little while, we will announce about them in another update.


Settlement raid fixes and adjustments



Raids have been changed to be more logical and less frustrating. Your house is now attacked less often.

Fixed an issue that caused Settlement raid bots to respawn after logging back into the game.


Death and respawn markers



The spawn point you set is now displayed as a compass marker.

You can see the place of the last death, so you can come back.


Adaptive focus of interaction with water



You can pick up objects under drinking water, the selection outline will switch depending on priorities.


Fish trap improvements



Now it can be placed without problems both in lakes and in sea water. Fixed accessibility issues.


Fixed issues with lakes



Lakes no longer glitch and instantly kill, and are now easy to get out of.


Fixed Mjolnir hit



Fixed issues with Mjolnir's hit causing it to not work.


Fixed water passing through the ship



High waves no longer pass through the ship bottom.


Fixed squad revive



Warriors now respawn when revived.


Additional Improvements



  • Vikings now always have something in their pockets.

  • Fixed get up animation playing randomly.

  • Fixed an issue where the get up animation would play randomly.

  • Quest texts corrected.

  • Optimized the performance of Loki's Maze Deathmatch mode.

  • Fixed strange inventory sounds.

  • Fixed hanging deer collision.

  • Fixed an issue that caused the squad control wheel to appear and break the game in Loki's Maze Deathmatch.

  • Speed up the respawn time of Weapon test bots.

  • Fixed collision of trees that blocked attacks.


Thanks to everyone for sharing their feedback and filling out the form from the game!


Skål!
Blackrose Arts