Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Project Haven - dystopian tactical RPG where you lead mercenary company striving for survival

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,892
Thanks Skorpion
 

udm

Arcane
Patron
Joined
Aug 14, 2008
Messages
2,805
Make the Codex Great Again!
Put some meat on those bones. Edgy can be Fanta after 1L of roman sambvca, or The Wall after seeing a game’s landing page included NPCs with rgb hair. Or whatever.

What do you mean by edgy?
"Dick and bones in my sight."
"Oh, fuck off."
"My sack's run dry."

I think it's juvenile, yes, but it does give me warm fuzzy vibes. It doesn't take itself too seriously, kinda like a lot of the games/movies from the 80s and 90s.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
6,736
I'm going to have to parrot everyone else's opinions:

Gameplay good, everything else not so good.

I really like the way that combat is set up, even though the particulars can be finicky. I didn't find it overly frustrating, but positioning can be tricky and trying to shoot out of windows is basically not really worth the effort unless your target is directly outside. Personally, I would like the shooting angles to be more generous as currently they're very narrow.

Outside of that, I don't really have anything super interesting to say except that combat is functional and has a surprising amount of options.

Honestly, I'm still looking forward to this game and I'll probably check it out when EA or whatever rolls around.

But....

I know it's 2023, but I'm really tired of mercenaries (you know, the job where you shoot people for a living) being composed of 80% social media managers with sassy dialogues.

I don't know if it's ironic, but a fashionably dressed 20-something crouched behind a car, taking fire and shouting back "You're playing with fire honey!" 5 times in a row is not what I expected this game to be.

And she's armed with a .22, a round so anemic that people think it's too weak to shoot rats with, because of course she is.
 

udm

Arcane
Patron
Joined
Aug 14, 2008
Messages
2,805
Make the Codex Great Again!
I would say shooting out of windows is best done against long-distance enemies, especially to suppress them. The nearer they get, the more easily they'll be able to get out of your FOV (especially if you're shooting out of multi-storey buildings).

I also wouldn't use the sticky cover feature of windows, as that's probably where the "finicky" part comes in. Just stand next to them, don't go into sticky cover, and then adjust the camera angle with "V" to make shots that would normally be impossible with sticky cover.
 

re.var

Code Three Fifty One
Developer
Joined
Jun 23, 2020
Messages
27
Hey all! Appreciate all the feedback!

Edgy dialogue is a hit or miss, some people love it others hate it, just like profanity, we're adding a option to just keep dry/informative barks ("Reloading..", "Out of ammo!"). You'll still have to deal with haxx0r_chick_37 in cutscenes though, but those are skippable.
We did it because we like the stupid dialogues from JA2 and 80's movies, it's not everyone's cup of tea, but we'll let you at least enjoy the gameplay without having to hear those. Also, game is going to be moddable, I'm sure someone will rip all those out and replace them with tacticool lines.

Someone mentioned AI voices being more human than ours, which is funny since a large amount of them are actually AI voices lol. We aren't doing human recordings until we are close to release.

Regarding the gameplay, every demo we try to decrease the amount of finicky stuff, we're increasing the sticky cover lean amount so it's easier to aim, it's currently as tight as it can be. In a previous Demo it used to be way too much, so a happy balance needs to be found.
We're aware of most annoying things and we're actively trying to improve those! But keep the feedback coming, it's always useful to hear everyone's perspective.

Thanks!
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,633
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
If "the characters are too wacky" is your game's biggest problem in a Jagged Alliance homage, your game is an excellent Jagged Alliance homage.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
13,758
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
My only suggestion is to go back and listen to Jagged Alliance 1/2 wackiness, and do something similar in Project Haven. They are on a whole different level.

Anyway, this and Archaelund are two of my most anticipated games. No pressure on the Iberian Peninsula.
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,633
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Someone mentioned AI voices being more human than ours, which is funny since a large amount of them are actually AI voices lol. We aren't doing human recordings until we are close to release.
I haven't played the most recent demo, but I'm impressed. In the earliest builds I had no idea it was AI voice.

Personally I'm still waiting for AI voices to become the norm. (Maybe they're not ready today, but soon.) Maybe have human actors provide the baseline template for a character, to give it zhuzh, but move on from there. Imagine a JA in which your mercs don't repeat the same 3 lines over and over but have 50 or 500 different lines each for "I see a bad guy", and the devs or modders can patch in as many more lines as they want that still use the "official" voices, decades after release.
 

re.var

Code Three Fifty One
Developer
Joined
Jun 23, 2020
Messages
27
My only suggestion is to go back and listen to Jagged Alliance 1/2 wackiness, and do something similar in Project Haven. They are on a whole different level.
Oh absolutely, I'm not suggesting we're re-creating JA2 style, I'm saying it's stupid, and we like stupid things, so we did something stupid :lol: Not for everyone for sure, arguably not even the best choice for this game, but that's ok. We're keeping it fairly contained and optional.

Personally I'm still waiting for AI voices to become the norm. (Maybe they're not ready today, but soon.) Maybe have human actors provide the baseline template for a character, to give it zhuzh, but move on from there. Imagine a JA in which your mercs don't repeat the same 3 lines over and over but have 50 or 500 different lines each for "I see a bad guy", and the devs or modders can patch in as many more lines as they want that still use the "official" voices, decades after release.
Yah I'm going to have to agree, based on the AI's we're using I'd say one more year or two at most and it's a done deal, and it'll be great for gamers, VA's will become near extinct though. Not only is it way cheaper, faster, more easily directable but it sounds just as good? There's really no drawback.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,414
My only suggestion is to go back and listen to Jagged Alliance 1/2 wackiness, and do something similar in Project Haven. They are on a whole different level.
Oh absolutely, I'm not suggesting we're re-creating JA2 style, I'm saying it's stupid, and we like stupid things, so we did something stupid :lol: Not for everyone for sure, arguably not even the best choice for this game, but that's ok. We're keeping it fairly contained and optional.

Personally I'm still waiting for AI voices to become the norm. (Maybe they're not ready today, but soon.) Maybe have human actors provide the baseline template for a character, to give it zhuzh, but move on from there. Imagine a JA in which your mercs don't repeat the same 3 lines over and over but have 50 or 500 different lines each for "I see a bad guy", and the devs or modders can patch in as many more lines as they want that still use the "official" voices, decades after release.
Yah I'm going to have to agree, based on the AI's we're using I'd say one more year or two at most and it's a done deal, and it'll be great for gamers, VA's will become near extinct though. Not only is it way cheaper, faster, more easily directable but it sounds just as good? There's really no drawback.
I doubt it will be as good as Jon Irenicus or Vampire Bloodlines, but it might replace modern generic trash
 

udm

Arcane
Patron
Joined
Aug 14, 2008
Messages
2,805
Make the Codex Great Again!
Finally finished the demo. Mission 4 was absolute cash.

It's an Escort mission with pretty stacked odds, as the party starts off outnumbered and outgunned. At Insane difficulty, enemies have at least the same equipment that you do and even more HP. They have all the vantage points and the party is caught in the open with minimal cover, and there's a good chance enemies can 1-hit KO a unit.

What I like about this mission is that you can't rely on RNG to save you. Each encounter throws about 6-7 enemies. Because the odds are against you, you have to rely on knowledge of the enemy's AP expenditure and potential vantage points to flank, occasionally draw them to you to lead them into an ambush, and suppress enemies to cover one another as everyone runs for some cover. It reminds me of Drassen counterattack when you cannot rely on RNG and cover alone, and must instead pull enemies and variate tactics (at least that's how I play).

It was a very satisfying moment indeed when we overwhelmed one of the snipers and took over his vantage point.
 

udm

Arcane
Patron
Joined
Aug 14, 2008
Messages
2,805
Make the Codex Great Again!
In the latest update, re.var added better snap to cover so that your character hugs cover more readily. I'm really not the biggest fan of this, as I liked being able to stand close to terrain without "snapping" to it. I've always thought sticky cover was one of the biggest declines of the tactics genre. Thankfully, they also added a manual button to choose if you want to snap or just stand at that spot. It's a compromise I can live with.

https://store.steampowered.com/news/app/443190/view/3711573961541847196

Heads up, Steel Dragons!​


If you've been downrange in our Demo during Tacticon, we salute you. Your debriefs have been pouring in and we've been combing through every piece of intel. We've already started patching up a few weak spots based on your feedback.

Now, let's bring you up to speed on the recent developments since our last devlog!

Level Design: Crafting the Battlefield!​


When we embarked on the development of Project Haven, our initial plan was to use procedural generation for level design. We even posted some of the tech we’ve developed for it on this platform.

However, as time went on and we further honed the game's storyline and gameplay, we realized that procedural level design wouldn't do justice to our vision.

Despite the monumental task it posed for our small but dedicated team, we made the conscious decision to craft each of the 45 mission maps by hand. And now, having completed the vast majority of the levels, we can confidently say that the extra effort and time invested were undeniably worth it.

While handcrafted maps may limit certain aspects of replayability, they significantly enhance the overall experience. Having said that, we’re happy to report that our missions offer a diverse range of approaches tailored to different playstyles and squad compositions, ensuring ample replay value.

Environmental Art: Elevating the Visual Look!​


Besides gameplay, an important aspect of level design is the look.

We have what we’d say is a fairly distinct look to our game and we want to bring it to the next level. With this in mind, we have dedicated some time to revisiting and refining every level, elevating them to their final polished form so we can achieve our unique artistic vision.

Before:

00f4afc4b6727ea96e4c08a4c4c7c52bbe4f3d49.jpg


After:

09adfaa6c2e32f9b9e1bdc7d09887aaa563eb1bb.jpg



Pathfinding: Navigating the Warzone​


Implementing a new pathfinding system was another major task. While Unreal Engine 4, our chosen engine, includes its own path finding system, despite multiple attempts at adjustments, it never quite hit the mark for Project Haven. While UE4’s path finding system is generic and works for the vast majority of use cases, we encountered significant hurdles in adapting it to the complex requirements of Project Haven.

Thus, we took it upon ourselves to construct a brand-new pathfinding system from scratch—one that encompassed all the necessary functionalities. This has resulted in cleaner paths, improved control when moving multiple mercenaries simultaneously, and an overall smoother experience.

Characters: Reinforcing the Steel Dragons Initial Roster

As some of you may have noticed in our new Demo or in the Tacticon’s trailer, we’ve added three new characters to the starting roster, expanding the pool of mercenaries available for your selection.

Here are the eight starting mercenaries you’ll play with in Project Haven’s campaign:




User Interface: Improving the Tactical HUD​


After carefully observing numerous players in action, we identified a recurring issue concerning cover selection.

To address this concern, we've implemented a new snapping mechanic and UI, that seems to resolve these difficulties. With the updated system, you will not only be able to visualize nearby cover options relative to your cursor, but also preview your character’s stance and how it will be positioned. For those that like extra control, you’ll be able to select the snapping distance or use a modifier key to temporarily disable the snapping behavior.

7a0145c88fa8a57378198d0cb9de84fb61d499cc.gif


Another common complaint is the HQ UI being confusing, which we definitely agree with. The current UI implementation was a temporary solution to facilitate early functionality testing. However, we always had plans to revamp it entirely, and now, we have started the process.

To enhance usability, we have divided the squad and loadout screens, so you can now view all your mercenaries at a glance and quickly equip everyone in the Armory screen. While squad selection screen will be exclusively dedicated to selecting the mercenaries you want to take to the current mission.


5d7d363c9aca33a6bb3420c8d98549be629e01c9.jpg



Looking Ahead to the Future!​



69cbd19e2644f4b63fed40790321c0509ed5fbf8.jpg

But what lies ahead for Project Haven, you may wonder? Closed Beta Testing of course!

Your valuable feedback throughout the Demo phase has played an instrumental role in shaping and improving Project Haven. As we’ve finalized all the mechanics and polished the gameplay experience, we have decided to have a closed beta testing period. This testing phase will provide a longer playtime than our Demos, allowing us to ensure that the campaign progression aligns with our standards. If you're interested in participating in this exciting phase, stay tuned for an upcoming post detailing how you can sign up!

As always we’d like to thank everyone who dedicated your time to play our Demos and supported us throughout Project Haven's development journey. Your unwavering support means the world to us, and we sincerely appreciate it.

See you on the next one!
Code Three Fifty One
 
Last edited by a moderator:

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
13,758
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
It seems like they have listened to criticism, and are looking to improve things. For the unaware about it, there is a link to a RPG Codex interview at the bottom of the update.
All Events > Project Haven Events >

July Development Report
New updated demo and a sneak peek at Project Haven's latest development progress. Hello mercenaries (and stealth enthusiasts)!

We are happy to announce that Project Haven will be featured in the upcoming Steam Stealth Fest 2023 (from July 24th to 31th), and we will be releasing a new updated demo so that you all can enjoy the thrill of stealth gameplay like never before!

e31ec531894d5d6a15e505133d0a995e10b619b3.jpg


Your feedback matters!
But before we get started with the exciting updates, we want to express our sincere gratitude to everyone who took part in the previous event and provided us with invaluable feedback. We've been working hard to incorporate your ideas to make the game even more immersive and polished. Your insights have been crucial in shaping the game's direction. So, let's dive into the key points you've raised during the previous event.

The things you loved the most!❤️
Multiple paths:

We are happy to hear that you guys really enjoyed the freedom and flexibility of our level designs. The wide range of options provided by the environment with its multiple paths and different vantage points were a real hit among you. Make sure to play the follow up to the first mission to see for yourself!

Numerous Gameplay Elements:
The options offered by the gameplay mechanics were also well received. Mechanics such as lean, strafe and change stance offered a range of tactical options during combat, empowering you to devise multiple strategies to overcome different challenges.

Stylish Aesthetic:
The overall style and aesthetic of the game seems to have resonated with you. The soundtrack also found a special place in your hearts, and that means a lot to us, but especially our composer.

Story and Setting:
The storyline and rich setting grabbed the attention of several of you, leaving you curious to see what more lays ahead.

Areas We Should Improve.
Clunky Cover System:

Some of you shared concerns about the cover system functionality and responsiveness. A few of you felt that certain areas that should have provided cover weren’t properly identified as such, causing confusion and frustration during combat.

Inaccurate Aiming:
While many of you enjoyed Project Haven’s third’s view aiming mode, some found the reticle occasionally to be imprecise, affecting the overall shooting experience.

Difficulty Aiming Grenades:
Tossing grenades from a third-person view proved to be challenging for several of you. Accurately judging the grenade's trajectory, landing spot, and blast radius seemed to not be an easy task.

User Interface Clarity:
The user interface requires improvement, as some elements were not intuitive or could be more user-friendly.

Awkward Dialogue Lines:
While many of you seem to really love or be neutral about it, some of the dialogue lines and voice acting did not resonate well with others and were perceived as awkward or out of place.

We hear you!
We have been carefully working to address the feedback received, while staying true to the game’s original concept, and we are excited to share the following changes in this next demo that address some of your concerns along with a few new additions:

Enhanced Cover System:
Say goodbye to clunkiness! The cover system was completely redesigned. We've added a new snap-to-cover mechanic, allowing you to easily take cover where you want. We also added a mercenary’s ghost figure when the mouse hovers over a potential cover spot, making it easier to see their current stance and know exactly where they are going to end up facing. Additionally, the shield icons previously projected on walls have now been moved to the floor, improving top-down visibility. We now also display all the nearby potential covers, for more situational awareness.

548f294ece7145e367e11abaffb5616883cba2f0.gif


Improved Aiming System:
Your shooting experience is about to level up! The difficulties with the reticle are now much improved, ensuring a more accurate and satisfying shooting experience.

Grenade Throwing Overhaul:
The long awaited change is finally here! We have completely changed the grenade system to make it possible from a top-down view. We hope you’ll find it easier and more satisfying to use grenades effectively, without the hassle of not knowing where the grenade is going to end up.

93f109dc59007af245ef73aafa2662b01023a770.gif


Added Progression:
Your actions now have consequences! HP damage is now carried over from mission to mission. Downed characters suffer a temporary loss in maximum HP during combat and will need medbay time at HQ to recover.

User-friendly Font and UI:
We care about your experience, so we're continuously refining the user interface. In this demo the focus has been particularly in the HQ. We’ve added a new Armory screen where you can view all your mercenaries' status and equipment at a glance, allowing you to quickly customize them to suit your needs! Plus, we also replaced the old font for a better and more readable one.


71e1c36187374b7e0467c06755d4f4e6d1c744bd.jpg


Added Ghost Walls:
Navigate narrow spaces with ease! We added ghost walls to make the environment more readable and reduce camera obstructions.

31a43045c3d150d69a6f17abc1d02af6157ec317.jpg


Updated Characters:
Indigo has received a new character model that better fits her personality! Scarlett, Altan and Patches will be getting new models soon too. We’ve also updated all character stats and initial equipment.

Expanded Settings:
Total control on your fingertips! In the new demo, you'll find additional settings options, including more graphic control, the ability to toggle specific combat area UI parts on/off, and more audio options (Yes, you can now turn dialogues’ volume off from those mercenaries who might rub you the wrong way). We've also added a daltonism mode for the color vision rebels among us. You will also have the option to invert aiming controls, customizing your mouse setup according to your preferences.


5123578b588dbcb0c857c959f203cd2f2d7ad4c4.jpg


Embrace the Stealth!
For those who are joining us through the Steam Stealth event, welcome, and get ready to immerse yourselves in a world of cunning and shadows. In Project Haven, stealth is an option you should always keep in your mind as it could be your greatest weapon.

Prepare to master the art of stealth as you outsmart cameras through hacking, quietly unlock doors using lockpicks, execute silent takedowns from the shadows and strategically dispose of enemy bodies to ensure no alarms are raised.

We can't wait for you to experience these changes and improvements firsthand during the Steam Stealth Fest 2023. Your feedback has been pivotal in shaping our game, and we're eager to hear your thoughts once again. Together, we will shape the ultimate tactical experience!

And meanwhile, if you are curious about learning more about the motivation behind Project Haven and read about future plans, check out our in-depth interview with RPG Codex.

We'll see you in the shadows!
Code Three Fifty One
 

re.var

Code Three Fifty One
Developer
Joined
Jun 23, 2020
Messages
27
- Unique free-aiming system allows you to take control of a merc and manually shoot from 3rd person view.

Why? Just so you can watch all your shots go wide-right anyway?

We didn't want percentages. So we could do what JA3 does, just no information at all, or we have 3rd person aiming with a reticle that allows you to gauge how likely you are to hit just like in shooter games.
Also with a gun like a shotgun you can place multiple targets inside the reticle and spread the damage between them. You can do this in some TBS games, but it's just more intuitive 3rd person.
It's also more engaging/immersive, but that's subjective of course.
 

StippleAlpha

Literate
Joined
Jul 19, 2023
Messages
13
We didn't want percentages. So we [...]
Oh shi- it's the dev himself! D:
Ok, that's fair enough, esp. about aiming the reticle at multiple enemies.
I'm mostly just dumping on the modern X-COM games where you get 90% to hit, but the rifle just shoots like it's taking its first morning piss
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
5,580
Pathfinder: Wrath
Tried the demo up to 2nd mission.

I like it. Some of the AI VA can be floaty sometimes. The shooting using free aim is a nice touch. As like most TB games the AI can be dumb sometimes, but can't hold this to the dev when 90% of TB games have the same issue.

Frankly I am not too bothered with the "reee i dont want modern characters in my video game, they have to be some ultra serious guys or some facelss mook" thing. That being said the dialogue is not as good as JA but it doesn't bother me all that muche either. I am not even sure what Tyranicon is complaining about. What other games where you control a group of non faceless mercenaries again? Most of the other TB games are faceless mooks in medieval settings. There is JA 3 but your complaint seems to make that we have dozens of modern-setting mercenaries game.

That being said there are indeed room for improvement. re.var I guess if there is a feedback, try to make it less "in your face quippy" would be good
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
13,758
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
All Events > Project Haven Events >

August Development Report
Co-op Mode Unleashed, and other new additions including the very much requested End Mission Looting Screen.
Greetings streetwise mercenaries!
Welcome back to another Project Haven update report.

We've been hard at work implementing changes based on your invaluable feedback and we're excited to unveil more updates, including a few that have been eagerly anticipated!

Let's delve into the details of what's in store for you:

Quality of Life Upgrades
Prepare yourselves for a smoother, more immersive journey through the streets of Project Haven with a range of new quality of life improvements:

Overall UX Improvements
We've fine-tuned various elements to make navigation and interaction feel more intuitive. Features like double-clicking to sell or buy items, or having a dedicated key to cancel movement - we believe that these and other small changes will significantly improve the overall experience.

b6c33ee81fd4d34cc7c7ea6f9f058b233dc12cdd.gif


Interruption smoothness
We've changed how interrupts work. No more unintentional toggling of aiming mode. Interrupts no longer toggle automatically with aim mode, requiring you to press the new 'End Interrupt' button. Take full control of your tactics without any accidental mode switches.

Improved Enemy Ghost
Navigating challenges on the battlefield requires insight into your opponents' positions. With the new improved enemy ghost, you'll have a clearer view of his position, stance and direction.

4c24e716a4866254eeaa50c2e2e0c7970dab9f60.png


End Mission Looting Screen
The sweet taste of victory gets even sweeter with a fresh addition of one the most requested features. We're introducing an end mission looting screen, where you can revel in the spoils of your conquest and decide which ones to take with you.

This screen is still a work in progress. We are not only planning to add more features to it, but also an extra touch of user-friendliness and visual appeal.

But for now, we hope it serves to make your experience smoother, as you'll finally have the chance to scoop up every bit of loot and decide what to do with it. Want more protection? That guy won't be needing his armor anymore! *Mine!* Needs some extra cash? Swap it for money! It's all about giving you more control over your spoils.


4ed084f6ebe30d4a9976d0627b0ae586b69e3c9f.jpg


Balancing
If you are one of those who like to dissect every digit and weigh each option meticulously, then update your spreadsheet, because we've tweaking the values!

Weapon Suppression Balancing
We've analyzed the numbers and made adjustments where necessary. Some weapons were packing a bit too much suppression power, and we did a calibration to ensure a more balanced playing field.

Gameplay
Free Look After Movement

The key to successful strategy lies in foresight. With the addition of a free look action after movement, you can now scout your surroundings after your mercenary's movements, enabling more strategic decision-making and proactive positioning.

b9c7fcad2282b1a019ea3e7a66987c34ed4410fd.gif


Co-op Mode is Here!
The fight for survival just got more thrilling! Co-op mode is now available, allowing you to join forces with fellow friends and embark on tactical endeavors together. Collaborate, coordinate, and conquer side by side.

2d58d8af24def3f145e08d7ab62945703fa8a2eb.png


Crafting a seamless cooperative experience brings its own set of complexities. Synchronizing actions between players and the world, create a new UI to cater more than one player, dealing with Steam integration and ensuring the cooperative gameplay is rewarding, balanced, and, most importantly, fun, is no easy task. But we are extremely happy to to be able to bring Co-op Mode to Steam Strategy Fest. It's a testament to our commitment to delivering an unparalleled tactical experience.

As always, your journey through Project Haven continues to shape its evolution. Dive into the action, embrace the updates, and let's conquer this battleground together.

See you on the dark streets!
Code Three Fifty One

P.S. For real-time engagement and tactical discussions, rendezvous with fellow mercenaries on our Discord channel. Let's keep the momentum going!
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom