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Steam News30 March 20188y ago

March update is live!

We've updated the servers and pushed the March update for everyone. Check out this video from our Creative Director for a summary of some of the changes included in this version of Gunheart. https://youtu.

Full notes

Full Gunheart update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions2 changes0 removals
  • Server
  • UI and audio
  • Gameplay
  • Balance
changedWe've updated the servers and pushed the March update for everyone. Check out this video from our Creative Director for a summary of some of the changes included in this version of Gunheart. https://youtu.be/DfJSNRGRzAY Here's the most recent patch notes for reference. Catch us in the forums or on discord to share feedback directly with team. Thanks for playing Gunheart, more goodness awaits!
addedNew in-game menuWe've made a new in-game menu that allows you to quickly switch between weapons mid battle while also keeping all of the game options easy to access. You can toggle it by tapping the menu button, or use hold/release for quicker access mid-fight. The quick menu also exposes all of the social gear which you can equip to each hand just like normal weapons. The pixel builder has been expanded with a color picker and we've updated the visuals so it's now possible to make much more colorful 'art' with it.
addedStrafe 2.0For those who love smooth locomotion in Gunheart we've overhauled the strafe code to make it much smoother and less likely to get snagged into objects. We've also added the option to allow smoothly strafing off ledges if there is valid ground below. The goal is to make smooth locomotion as frustration-free as possible when battling the Anthromite hordes, and we appreciate feedback/suggestions on how we can further improve this mode of locomotion for everyone.
addedCreature polishAs you can see from the screenshot some of the Anthromite's have been updated with new skins. We've also tweaked their aggressiveness and combat distances to ensure they're always presenting a good challenge for players. Several of the creatures have also received an audio polish pass with more VO callouts and reactions. New custom death animations have been plugged in, impact effects have been polished up, and we've also iterated further on their hit reactions. Headshots have never been more satisfying in Gunheart.
changedPhysics upgrades + melee!Throw any physical object into an enemy has a good chance to send them flying, and you can use your weapons in hand to smack them away as well. Weapons also have boosted impulses when impacting physical objects and we've also taught the AI how to smoothly recover from being knocked around (unless their dead of course...). Grabbing a grunt with the multi-tool and sending him into his comrades is now an effective form of crowd control, which is particularly useful now that their even better at swarming players. Also swatting a Hopper in the face with a fish and watching them sail away is highly recommended.

Gunheart changes

changedWe've updated the servers and pushed the March update for everyone. Check out this video from our Creative Director for a summary of some of the changes included in this version of Gunheart. https://youtu.be/DfJSNRGRzAY Here's the most recent patch notes for reference. Catch us in the forums or on discord to share feedback directly with team. Thanks for playing Gunheart, more goodness awaits!
addedWe've made a new in-game menu that allows you to quickly switch between weapons mid battle while also keeping all of the game options easy to access. You can toggle it by tapping the menu button, or use hold/release for quicker access mid-fight. The quick menu also exposes all of the social gear which you can equip to each hand just like normal weapons. The pixel builder has been expanded with a color picker and we've updated the visuals so it's now possible to make much more colorful 'art' with it.
addedFor those who love smooth locomotion in Gunheart we've overhauled the strafe code to make it much smoother and less likely to get snagged into objects. We've also added the option to allow smoothly strafing off ledges if there is valid ground below. The goal is to make smooth locomotion as frustration-free as possible when battling the Anthromite hordes, and we appreciate feedback/suggestions on how we can further improve this mode of locomotion for everyone.
addedAs you can see from the screenshot some of the Anthromite's have been updated with new skins. We've also tweaked their aggressiveness and combat distances to ensure they're always presenting a good challenge for players. Several of the creatures have also received an audio polish pass with more VO callouts and reactions. New custom death animations have been plugged in, impact effects have been polished up, and we've also iterated further on their hit reactions. Headshots have never been more satisfying in Gunheart.
changedThrow any physical object into an enemy has a good chance to send them flying, and you can use your weapons in hand to smack them away as well. Weapons also have boosted impulses when impacting physical objects and we've also taught the AI how to smoothly recover from being knocked around (unless their dead of course...). Grabbing a grunt with the multi-tool and sending him into his comrades is now an effective form of crowd control, which is particularly useful now that their even better at swarming players. Also swatting a Hopper in the face with a fish and watching them sail away is highly recommended.

We've updated the servers and pushed the March update for everyone. Check out this video from our Creative Director for a summary of some of the changes included in this version of Gunheart. https://youtu.be/DfJSNRGRzAY Here's the most recent patch notes for reference. Catch us in the forums or on discord to share feedback directly with team. Thanks for playing Gunheart, more goodness awaits!

New in-game menu

We've made a new in-game menu that allows you to quickly switch between weapons mid battle while also keeping all of the game options easy to access. You can toggle it by tapping the menu button, or use hold/release for quicker access mid-fight. The quick menu also exposes all of the social gear which you can equip to each hand just like normal weapons. The pixel builder has been expanded with a color picker and we've updated the visuals so it's now possible to make much more colorful 'art' with it.

Strafe 2.0

For those who love smooth locomotion in Gunheart we've overhauled the strafe code to make it much smoother and less likely to get snagged into objects. We've also added the option to allow smoothly strafing off ledges if there is valid ground below. The goal is to make smooth locomotion as frustration-free as possible when battling the Anthromite hordes, and we appreciate feedback/suggestions on how we can further improve this mode of locomotion for everyone.

Creature polish

As you can see from the screenshot some of the Anthromite's have been updated with new skins. We've also tweaked their aggressiveness and combat distances to ensure they're always presenting a good challenge for players. Several of the creatures have also received an audio polish pass with more VO callouts and reactions. New custom death animations have been plugged in, impact effects have been polished up, and we've also iterated further on their hit reactions. Headshots have never been more satisfying in Gunheart.

Physics upgrades + melee!

Throw any physical object into an enemy has a good chance to send them flying, and you can use your weapons in hand to smack them away as well. Weapons also have boosted impulses when impacting physical objects and we've also taught the AI how to smoothly recover from being knocked around (unless their dead of course...). Grabbing a grunt with the multi-tool and sending him into his comrades is now an effective form of crowd control, which is particularly useful now that their even better at swarming players. Also swatting a Hopper in the face with a fish and watching them sail away is highly recommended.

Waypoints

We've replaced the old manual 'ping' functionality with a smart waypoint system that always highlights where you need to go or what you need to shoot. Our goal is to have it there when you need it while also avoiding cluttering up the view with markers everywhere. We're happy with how it's functioning in the latest build but would appreciate feedback if you ever find yourself lost in a mission and not quite sure how to proceed.

Source

Steam News / 30 March 2018

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