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Steam News26 May 20261mo ago

Gore and Gunplay Progress Report

Hello everyone! A progress report today, as this next update is taking some time to finish up. I would like to start with mentioning achievements!

In this update2

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Full HARBINGER - Legacy Edition update

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Repeated intro

Hello everyone! A progress report today, as this next update is taking some time to finish up. I would like to start with mentioning achievements!

What changed

0 fixes6 additions1 change0 removals
  • Balance
  • Gameplay
  • UI and audio
addedGoal 1 : Improve enemy logic and reactions My main focus are on the most prominent enemies in Harbinger to make them more interesting to fight. Braindead Type A and B, Braindead Agents, and all Gun Cultists will have a new Gore and Stun system I've built from the ground up. Including better hit detection, stunning, head stress, etc. There are two possible ways you can stun Cultists and Braindead now ; Weak Weaponry If an enemy is hit with a weak gun, like an smg or pistol, and it does enough damage, you'll stop them in their tracks. They'll be unable to move for a second. You can use this to your advantage and begin unloading your gun into their heads, which now have a stress system...the more shots from weak weaponry into their head, the more likely it will be to explode! Strong Weaponry to the Torso If an enemy is hit with a strong weapon, and the shot hit them in the torso but didn't kill them, it will throw them down to the ground for a moment, being out of the fight while they stand back up. Shoot them again and aim for a vital limb!
addedthey had in Experimental Edition, this new Ai not only performs WAY better, but enemies are x10 more responsive to your presence.
addedI've noticed a significant drop in Processing Usage compared to their older Ai. Now you'll definitely ask ; "What's different?" Aside from their improved performance and fighting capability, I've re-recorded their voice lines and included new ones as well, these new sounds are actually going to be more indicative of their actions, Are you low on health? They're going to call that out now, and their bloodthirsty friends may come running.
changedGoal #2 : Improving how Guns feel outside of enemy reactions To put it simply and honestly ; This is going to be something that will be evolved over time. I believe there's a charm to jank, but if it leads to things being un-fun, then it's not charming and just annoying. As it stands, A common complaint is that weapons are EXTREMELY jumpy. I'm going to be lowering the screen shake effects and overall recoil of every weapon so they're a bit easier to handle and don't feel like you're shooting a minigun with noodle arms. Ill also look into tightening animations just a bit.
addedThe Smaller Changes :Shaders & Shading One of the complaints that I've had about Instant Action is sometimes it can get really difficult to see the difference between friend or foe especially in darker maps, also shaders are extremely inconsistent. So, in order to rectify this, in the next update and with new custom shaders, I can gladly say that Post Processing isn't broken anymore and will be switched on by default. (If you don't like the new effects, you'll still be able to switch them off in the options menu!) These new effects will bring a more unique visual identity to Harbinger, as well as allowing for NPCs, Weapons, and Items having a unique pop to them that they didn't have before. Bots in Instant Action will have Outline shaders, EXAMPLE : BTPA = Blue outline, slightly brighter shading Cultists = Red outline, slightly darker shading Cultists that wear gas masks will also now have red visors.
addedThe Smaller Changes :New Introduction sequence for Main Story Yes, I know before I said that I wouldn't update it again, but it needs to be updated. But trust me, this one's worth it! The new introduction will be a small playable, story driven segment that will bridge lore to game-play. (Oh, and you'll get the flashlight in Chapter 1 now!)

HARBINGER - Legacy Edition changes

addedGoal 1 : Improve enemy logic and reactions My main focus are on the most prominent enemies in Harbinger to make them more interesting to fight. Braindead Type A and B, Braindead Agents, and all Gun Cultists will have a new Gore and Stun system I've built from the ground up. Including better hit detection, stunning, head stress, etc. There are two possible ways you can stun Cultists and Braindead now ; Weak Weaponry If an enemy is hit with a weak gun, like an smg or pistol, and it does enough damage, you'll stop them in their tracks. They'll be unable to move for a second. You can use this to your advantage and begin unloading your gun into their heads, which now have a stress system...the more shots from weak weaponry into their head, the more likely it will be to explode! Strong Weaponry to the Torso If an enemy is hit with a strong weapon, and the shot hit them in the torso but didn't kill them, it will throw them down to the ground for a moment, being out of the fight while they stand back up. Shoot them again and aim for a vital limb!
addedthey had in Experimental Edition, this new Ai not only performs WAY better, but enemies are x10 more responsive to your presence.
addedI've noticed a significant drop in Processing Usage compared to their older Ai. Now you'll definitely ask ; "What's different?" Aside from their improved performance and fighting capability, I've re-recorded their voice lines and included new ones as well, these new sounds are actually going to be more indicative of their actions, Are you low on health? They're going to call that out now, and their bloodthirsty friends may come running.
changedGoal #2 : Improving how Guns feel outside of enemy reactions To put it simply and honestly ; This is going to be something that will be evolved over time. I believe there's a charm to jank, but if it leads to things being un-fun, then it's not charming and just annoying. As it stands, A common complaint is that weapons are EXTREMELY jumpy. I'm going to be lowering the screen shake effects and overall recoil of every weapon so they're a bit easier to handle and don't feel like you're shooting a minigun with noodle arms. Ill also look into tightening animations just a bit.
addedShaders & Shading One of the complaints that I've had about Instant Action is sometimes it can get really difficult to see the difference between friend or foe especially in darker maps, also shaders are extremely inconsistent. So, in order to rectify this, in the next update and with new custom shaders, I can gladly say that Post Processing isn't broken anymore and will be switched on by default. (If you don't like the new effects, you'll still be able to switch them off in the options menu!) These new effects will bring a more unique visual identity to Harbinger, as well as allowing for NPCs, Weapons, and Items having a unique pop to them that they didn't have before. Bots in Instant Action will have Outline shaders, EXAMPLE : BTPA = Blue outline, slightly brighter shading Cultists = Red outline, slightly darker shading Cultists that wear gas masks will also now have red visors.

I may, or may not have accidentally listed them as available before they can actually be earned.

I would like to elaborate on this mistake ;

They are planned, but they are not the main focus at the moment.

This next update, as the name implies, is almost entirely focused on gun-play and enemy dismemberment. I will definitely incorporate achievements in their own exclusive update later down the line.

Onto some of the main goals for Gore & Gunplay :

  • Goal 1 : Improve enemy logic and reactions

    My main focus are on the most prominent enemies in Harbinger to make them more interesting to fight. Braindead Type A and B, Braindead Agents, and all Gun Cultists will have a new Gore and Stun system I've built from the ground up.

    Including better hit detection, stunning, head stress, etc. There are two possible ways you can stun Cultists and Braindead now ;

    1. Weak Weaponry

      If an enemy is hit with a weak gun, like an smg or pistol, and it does enough damage, you'll stop them in their tracks. They'll be unable to move for a second. You can use this to your advantage and begin unloading your gun into their heads, which now have a stress system...the more shots from weak weaponry into their head, the more likely it will be to explode!

    2. Strong Weaponry to the Torso

      If an enemy is hit with a strong weapon, and the shot hit them in the torso but didn't kill them, it will throw them down to the ground for a moment, being out of the fight while they stand back up. Shoot them again and aim for a vital limb!

Steam post imagePictured ; Pistol Cultist Gore and Ai in testing environment (Thomsfield Vickers now obliterates like the handheld automatic cannon it was meant to be)

Another part of this topic ; Enemy intelligence.

I have rebuilt the enemy Ai from the ground up as well, as they currently use the relatively same Ai

they had in Experimental Edition, this new Ai not only performs WAY better, but enemies are x10 more responsive to your presence.

I've noticed a significant drop in Processing Usage compared to their older Ai. Now you'll definitely ask ; "What's different?" Aside from their improved performance and fighting capability, I've re-recorded their voice lines and included new ones as well, these new sounds are actually going to be more indicative of their actions, Are you low on health? They're going to call that out now, and their bloodthirsty friends may come running.

Is the Cultist about to die? They'll try to be more cautious, and call for backup.

Is the cultist just wandering, looking for something to kill? You'll get to hear just how deranged and brainwashed they are.

I've also categorized different behaviors based on the Cultist's assignment.

  1. Pistol Cultists are weak fodder, they'll rush you head on without a care, in greater numbers, they'll easily flank you and ensure you're surrounded.

  2. Shotgun Cultists are Glass Cannons, they'll try to catch you off guard and sneak around to get you.

  3. Bazooka Cultists Should provide support, ensuring to keep their distance from you to barrage you with missiles

  4. Machinegunner Cultists are the rabid bunch, it's really hard to tell what they may try.

  • Goal #2 : Improving how Guns feel outside of enemy reactions

    To put it simply and honestly ; This is going to be something that will be evolved over time. I believe there's a charm to jank, but if it leads to things being un-fun, then it's not charming and just annoying. As it stands, A common complaint is that weapons are EXTREMELY jumpy. I'm going to be lowering the screen shake effects and overall recoil of every weapon so they're a bit easier to handle and don't feel like you're shooting a minigun with noodle arms.

    Ill also look into tightening animations just a bit.

These changes are already beginning to take shape, and are going to pave the path forward with how things are done from now on, especially in the revamped demo.

There's a few more things that I'd like to address that were raised to me in the feedback forms!

So I'll get into them here...

The Smaller Changes :

  • Shaders & Shading

    One of the complaints that I've had about Instant Action is sometimes it can get really difficult to see the difference between friend or foe especially in darker maps, also shaders are extremely inconsistent. So, in order to rectify this, in the next update and with new custom shaders, I can gladly say that Post Processing isn't broken anymore and will be switched on by default. (If you don't like the new effects, you'll still be able to switch them off in the options menu!) These new effects will bring a more unique visual identity to Harbinger, as well as allowing for NPCs, Weapons, and Items having a unique pop to them that they didn't have before. Bots in Instant Action will have Outline shaders,

    EXAMPLE : BTPA = Blue outline, slightly brighter shading Cultists = Red outline, slightly darker shading Cultists that wear gas masks will also now have red visors.

  • New Introduction sequence for Main Story

    Yes, I know before I said that I wouldn't update it again, but it needs to be updated.

    But trust me, this one's worth it! The new introduction will be a small playable, story driven segment that will bridge lore to game-play.

    (Oh, and you'll get the flashlight in Chapter 1 now!)

There's definitely more...but, I'll have to save that for another time...

I am so extremely excited to share this next update with everyone. I'm so grateful for all of the feedback I've received, it really helps me make Harbinger - Legacy Edition even better. Truly, I don't think I'll ever be "done" with this game. I'll always figure something new out and think of ways to implement it to improve the main game-play loop or overall visuals and design. Naturally, this cannot be done by myself. So from the bottom of my heart, THANK YOU!

And remember, if you have any feedback you'd like to share with me or anything you'd like to see implemented, please don't hesitate to fill out the form I've created : https://forms.gle/Pgb7PiTxN9zTFp8m6 - Asterik Games

Source

Steam News / 26 May 2026

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