Virtual Warfighter cover
Virtual Warfighter screenshot
Genre: Simulator, Strategy, Indie

Virtual Warfighter

Update 5 is Live!

Hey guys.

It's time for that highly anticipated update of ours! We are sorry we took our time with this release. The mini game of disarming the bomb took its while. But it paid off! Its really sweet arming and disarming the bomb with physical enabled copper wires that respond to your movements and are networked fluently to all machines!

We introduced two new concepts in this update, Tickets and "Perma.death where applicable". The new S&D bomb mode defaults to that the attacker has Tickets, these will deplete by killing attackers. If the server instead choose to activate "Perma.death where applicable" some game modes will instead revert to permanent death when killed. Right now the S&D game mode is the only mode using perma.death.

We have also improved on the in-game lobby menu so that you get more information like tickets, which team you are on etc. We have also fixed team switching so its easier to play with your buddies.

Here is a short video showing how awesome the new game mode is! Hope you enjoy it.
https://www.youtube.com/watch?v=9zCpCGVyRnA

That said, aside from continuing to push out new content our next focus will be on establishing a player base. We will explore options to allow potential players to try out the game for free, chief among them a multiplayer demo or a "free weekend" on steam. We will also look into other promotional possibilities.

Oh, and here is a quick teaser for the upcoming next game mode!

Playtests started

Hey guys.
Sorry for the huge delay on this update, it's been a huge undertaking completing the bomb mode. Disarming and arming the bomb has been a game within the game in its own right, plus private life and day jobs do take alot of time from the game. We hope you understand and are stoked about the upcoming bomb mode!

We have a release candidate that we started playtests with this weekend, initial reactions are that its really fun and it will require alot of team effort to be successful at this game mode, it's not a game mode for the lone wolf! We will continue playtests a few days now and fix balancing like bomb timer count downs, attacker tickets, round lengths and the like.

We hope to have this game mode ready for you guys very soon!

Happy hunting!

1 Year Anniversary Status Update

Hey Guys!
It's roughly 1 year since me and my brother started developing Virtual Warfighter, two seasoned System architects but complete noobs to Unity and game development in general. It's been an awesome year, and we have learned so much and improved so many aspects of the game. We will keep doing that while adding new features. Also to mark the 1 year anniversary we offer Virtual Warfighter at a 25% discount!

Again, we are very sorry for the lack of updates and status updates since Update #4, the upcoming Bomb defusal mode as taken all our free time. Its going to be the most physical based update yet, which means alot coming from us since Virtual Warfighter is all about cool network physics!

Our artist is finalizing the bomb as we speak and we are polishing the mechanics for it in the meantime. Stay tuned for the most awsome bomb defusal game mode VR has to offer!

High poly WIP


Over and out!

Update #5 Status update

Hi guys!

We are very sorry for the lack of status updates from this sprint. We are working hard on the upcoming anticipated physics based objective game mode. Like many of you have guessed the upcoming mode will be Bomb defusal. Using our networked physics framework we will make sure to deliver a cool objective based game mode to you guys with a large portion of team play.

This sprint/update is taking longer than we first had planned, mainly because of our day jobs (Well one of us are on Parental leave) but also because we need to make a large refactor of our game mode code thanks to a new feature coming in the next update and that is ticket based rounds! The server will default to ticket based game play but the server can opt.in to use "Perma .death where applicable", which today is only the new Bomb defusal game mode. The perma.death servers will be marked with a Death Skull-symbol so people that do not like waiting in a lobby can stear clear of these servers, this way we hope we can please all tastes and play styles. :D

Another aspect that's taking longer than expected is the Physx side of things, the new game mode is a lot more physics driven than earlier features in Virtual Warfighter, and getting these features just right has taken more work than expected.

So again, sorry for the delay, we hope you agree with us that at this point its important that we take our time with the core architecture. We have so many upcoming cool features and game modes that we need to make sure they all fit into the code base and that the code is maintainable over a long time span.

Over and out!

Update #5 Mid sprint teaser

Hey guys!

We are working hard on the new anticipated objective based game mode we know you all are waiting for, but luckily we are two devs on this team and one of us are working one some new cool weapons parallel with the game mode.

A short vid showing them in "action", no real action, but still cool :P

https://www.youtube.com/watch?v=M6EaptcqXYg

Hope to have this ready for you guys really soon!

Update #4 Released!

Hi everyone!

The time has come for another release of Virtual Warfighter, and if I say so myself, development is moving along pretty well now!

This update is all about tactical weapon attachments. We're really starting to get a feeling we like in the in game lobby now, where you can outfit your weapons just how you want to!

Basically, we have added support for dovetail and picatinny attachments on the weapons we have that have such rail systems. The current attachments now released are: 4x scope, laser sight, 12x scope, holo sight, red dot sight, front grip, and a picatinny to dovetail adapter.

A point of pride for us at this point is fully networked physics, and the attachment system reflects this, of course. You can detach your attachments in game and throw them away or give them to an ally in need. Switch your laser sight on or off depending on need, it can be a bummer when you are compromised because the enemy saw your little green dot.

To give you full customizability, we've added a new AR platform assault rifle, with no less than 4 rails! Mount your 4x sight with red dot on top on this beast, while mounting 4 lasers for a full "predator style" sighting system.

Some recommended kits:

One of the picatinny-enabled pistols and laser
AR platform rifle with 4x scope with red dot sight on top, laser side mounted and front grip on the bottom rail
Sniper rifle with Dovetail -> Picatinny adapter, laser sight and 4x scope

On top of this the release includes a new map, which has great visuals and great performance! The map features a police station.

List of new features (incomplete):

  • Attachment system for all supported weapons
  • One new, very customizable, AR platform rifle
  • Laser sight
  • 4x Scope
  • Red dot sight
  • Holo lens sight (previously preinstalled on AR)
  • 12x Scope (previously preinstalled on sniper rifle)
  • Front grip
  • Dovetail -> Picatinny adapter (sniper rifle supports Dovetail)
  • New map (Precinct 13)


Check the video for confirmation on how awesome this is!

https://www.youtube.com/watch?v=yS88FuOp_EE

Also, get ready for a little sneak peak on what's up next. Let's just say that one of our goals, objective based scenarios with physical interaction, is in the pipeline!


Update #4 Teaser

Hey guys.
We have been hard at work with Update #4. This update is all about attachments. We take pride in our custom physics engine built on top of Unity that enables networked physics, so we decided to use this also for our attachments.

This means any attachment can be removed during a game and it will be perfectly reflected on the other machines while you are working on the action. It also means attachment cant clip into other attachments or the firearm itself while being slided on the rail.

Here is a quick teaser video we put together
https://www.youtube.com/watch?v=fGj2F5pAj8E

Update #3 Finally released!

It's finally time to release the next major update of Virtual Warfighter, and we are stoked to show you what's in it!

The major focus of this release was weapons, including a bolt action sniper rifle (with a really cool, relatively realistic scope feature) and two new pistols. To make this happen we had to build a framework that allows you to choose what loadout you want. Since this initial work is done, further weapons will be easier to implement.

To choose weapons, you return between each respawn to an in-game lobby, which has the available weapons lying around. You pick up the weapons you want, and put them into your inventory, and then signal that you are ready to spawn by pressing a button on the laptop nearby. Each weapon is fully functional so you have the opportunity to try them out before choosing.

The (incomplete) list of features and improvements:


  • 1 sniper rifle, 2 pistols
  • In game lobby, where you choose your current loadout.
  • Further optimizations, particularly of Subway map
  • New skybox for Subway = prettier lighting overall
  • Better movement, instead of going black it's simply not possible to move into walls. Leaning over / between stuff is still possible.
  • More realistic ragdolls
  • Losing tracking should no longer be able to cause players to end up in walls
  • Plenty of stability and performance fixes


https://www.youtube.com/watch?v=Ic5tTXblYvc

Update #3 Mini teaser

Hi guys and a Happy New Year!

I thought I do a quick mini teaser/devblog for you guys so you know what we are up to. The new in game weapon selection system is coming along nice, here is a quick vid showing it,

https://www.youtube.com/watch?v=1SmmCL26JNo

We hope to have this ready for you guys really soon! Also make sure not to miss out on the Steam Winter Sale! :D

Over and out

Update #3 Teaser

Hey Everyone.

It's been quiet from us for a while, been working very hard on the next Update,

Update #3. Its all about weapons!

We have 2 new handguns and a sniper rifle for you. A big challenge has been the Scope effect, but we think it came out really nice in the end. Here is a little video showcasing some of the new stuff.

https://www.youtube.com/watch?v=wtG3GukC2kA