Hey everyone! In recent days, we have received some complaints about the incorrect position of the hands on some headsets. We are glad to tell you that we have fixed this problem. Fixed - Fixed hand placement for headsets: Valve Index, HTC Vive and Oculus Quest 1/2 We are also co
Hey everyone!
In recent days, we have received some complaints about the incorrect position of the hands on some headsets.
We are glad to tell you that we have fixed this problem.
Fixed
- Fixed hand placement for headsets: Valve Index, HTC Vive and Oculus Quest 1/2
We are also continuing to work on other issues that will be fixed in the near future.
Join our Discord server for live discussions and fresh news about the upcoming updates.
Hey! We are very grateful to all the players who left their feedback after the Hotfix #2 on Friday. Thanks to them, we managed to quickly fix some problems. The rest of the fixes will be released soon. Today we fixed: - Some interface settings and modifiers. For some players, the
Hey!
We are very grateful to all the players who left their feedback after the Hotfix #2 on Friday. Thanks to them, we managed to quickly fix some problems. The rest of the fixes will be released soon.
Today we fixed:
- Some interface settings and modifiers. For some players, they were not displayed and they couldn't make changes to them; - A bug with height calibration in the game due to which players couldn't start the tutorial; - The display of hands for HTC Vive and Valve Index headsets.
We continue to work on other issues that are still in the game. Join our Discord server for live discussions and fresh news about the upcoming updates.
Hey everyone! A new hotfix for AGAINST is live. We fixed: - Some particular sound effects on Hard difficulty levels; - Some particular sound effects for melee enemies and boxers on the level Air Ship; - The bug with enemies standing backwards when the game was paused; - Calibrati
Hey everyone!
A new hotfix for AGAINST is live.
We fixed:
- Some particular sound effects on Hard difficulty levels; - Some particular sound effects for melee enemies and boxers on the level Air Ship; - The bug with enemies standing backwards when the game was paused; - Calibration of the player's height; - Unjust damage to the player during wall runs, inflicted before the indicator arrows appeared; - Replaced the old bullet deflection indicator on flying enemies.
We added:
- Ability to adjust the volume of the metronome; - New tips for gameplay modifiers; - Ability to disable the indication of damage and healing; - Ability to disable the background ray VFX that followed the beat and showed you when to hit the enemy.
Feel free to join our Discord community for live discussions and fresh news.
A new update for AGAINST is live. We fixed: • WMR support; • Now the settings you have selected remain after restarting the game; • Gameplay modifiers Metronome, Colorless, Beatcircle, Onechance, and Freestyle have been improved and now work correctly; • Issues with LIV caused by
A new update for AGAINST is live.
We fixed: • WMR support; • Now the settings you have selected remain after restarting the game; • Gameplay modifiers Metronome, Colorless, Beatcircle, Onechance, and Freestyle have been improved and now work correctly; • Issues with LIV caused by the latest update; • Incorrect sound effects; • Some issues with user interfaces in the tutorial and on particular levels; • Minor adjustments on the levels 'Ship' and 'Temple'; • Other minor bug fixes.
Localization: • The game was localized into 8 languages: German, French, Spanish, Italian, Russian, Japanese, Korean, Chinese (Simplified).
To change the language, check the settings of the game. If you noticed a translation error, kindly let us know on Discord or via email.
AGAINST is getting its first major update, aimed to improve players' experience with the game. Since the game was released in early access on Steam, we continue to receive feeedback that slashing or shooting may feel slightly off beat on some levels of the story campaign. We've o
AGAINST is getting its first major update, aimed to improve players' experience with the game.
Since the game was released in early access on Steam, we continue to receive feeedback that slashing or shooting may feel slightly off beat on some levels of the story campaign. We've overhauled all animations and timings to make sure they're exactly in sync with the player's actions.
To make it easier for the player to pick up the rhythm, we have also added new visual effects to the game.
Furthermore, we have added new, more intuitive interface markers.
And improved the LIV integration with better effects in the 3rd person view.
As for new content, work on the 1.0 version of the game continues, and it may take a few more months before the full release.
Please note that since many timings have been changed, the Beatmap Editor and some custom maps may not work correctly. We keep the previous version of the game available on Steam, so you can continue using the editor and custom maps by switching to the beta branch of the game. And we are working on the editor to make it compatible with the latest update as soon as possible.
By this point, 22 community members created 34 custom levels using the Beatmap Editor app. To learn how to download and install custom maps (levels), join a community-driven Discord server for AGAINST mapping and modding. Everyone who owns AGAINST on Steam has 'AGAINST Beatmap Ed
By this point, 22 community members created 34 custom levels using the Beatmap Editor app.
To learn how to download and install custom maps (levels), join a community-driven Discord server for AGAINST mapping and modding.
Everyone who owns AGAINST on Steam has 'AGAINST Beatmap Editor' in their library. If you can't find it, make sure that your selected search filter allows applications.
If you're feeling creative - make your own maps, there is an in-app tutorial and a community willing to help ;)
Against Beatmap Editor is a free tool that allows you to create your own maps using your own music. Using this editor you can place enemies, weapons and obstacles in perfect synchronization with your music. Then you can play your custom maps in AGAINST. The app has been added to
Against Beatmap Editor is a free tool that allows you to create your own maps using your own music. Using this editor you can place enemies, weapons and obstacles in perfect synchronization with your music. Then you can play your custom maps in AGAINST.
The app has been added to your Steam library. If you can't find it, make sure that your selected search filter allows applications.
Here you can find answers to all possible questions that a content creator may have. Music and copyright All music in the game is licensed via Warner Music and Artlist. We are allowed to transfer all rights to 3rd parties for streaming/review purposes. If you get a copyright clai
Here you can find answers to all possible questions that a content creator may have.
Music and copyright
All music in the game is licensed via Warner Music and Artlist. We are allowed to transfer all rights to 3rd parties for streaming/review purposes. If you get a copyright claim, send us a link to your video/stream via email or DM us on Twitter or Discord, we'll take care of that.
Recording in-game content
AGAINST features camera stabilization and ultra-wide camera options, so you can shoot best footage possible.
Beatmap Editor - Custom Levels
We made Beatmap Editor - a free tool to create your own levels. You can find the editor on Steam, as a free DLC (it may be undownloadable or function incorrectly for the next few days, we are solving some problems with Steam).
AGAINST, the combat rhythm game, has just been released on Steam in Early Access. Though, it's already a fully-fledged and polished experience, and we invite you to try it :) For a limited period of time, you can grab the game on Steam with a launch discount. KEY GAME FEATURES •
AGAINST, the combat rhythm game, has just been released on Steam in Early Access. Though, it's already a fully-fledged and polished experience, and we invite you to try it :)
For a limited period of time, you can grab the game on Steam with a launch discount.
• A story campaign of 7 levels, all available in 3 difficulties, from Easy to Hard.
• All levels are set in different locations, each with its own unique touch.
• Multiple types of enemies will try to stop you: henchmen of Dr. Vice and phantasmagoric creatures from the seamy side.
• Defeat deadly bosses in sync with a musical climax.
• Slice the henchmen with your sword and mow them down with your gun - but do it rhythmically for points and pleasure. Brass knuckles and a Tommy gun will complement your arsenal.
In earlier trailers, we also showed 2 more weapons: throwing Kunai blades and a whip. They were sent for revision after the last beta testing.
These weapons will appear shortly after the release in one of the first updates. When we finish working on them, they will replace the standard weapons in some gameplay sections of the story campaign and(or) will be added to new levels.
We also made a Beatmap Editor tool, so anyone wishing to create their own levels, is able to do so. It is available as a free DLC on Steam (it may be undownloadable for the next few days, we are solving some problems with Steam). You can expect a lot of custom maps created by the community, and some of them are already available!
We are also considering the following options for further game development: • Campaign expansions • Music packs • Additional locations and environments • New mechanics, weapons, enemies, bosses • Monthly score competitions • In-game events • ... and more!
Launching the game in Early Access is a great opportunity for us to collect player feedback and implement their wishes for the further development of the game. After all, we make our games for you guys!
Dispatch villains to the beat this winter! Dive into a story about the confrontation of Detective (the protagonist) and Dr. Vice, whose ambitions went beyond the scope of an ordinary scientist and became dangerous. The storyline will be revealed through comic book cutscenes full
Dispatch villains to the beat this winter!
Dive into a story about the confrontation of Detective (the protagonist) and Dr. Vice, whose ambitions went beyond the scope of an ordinary scientist and became dangerous. The storyline will be revealed through comic book cutscenes full of dimmed colors and frightening shadows.
You will finish this twisted investigation in 7 levels, all available in 3 difficulties, from Easy to Hard.
All chapters will be set in different locations, each with its own unique touch.
Multiple types of enemies will try to stop you: hinchmen of Dr. Vice and phantasmagoric creatures from the seamy side. At the end of each chapter, defeat deadly bosses in sync with a musical climax.
Slice the henchmen with your sword and mow them down with your gun - but do it rhythmically for points and pleasure. Throwing blades, brass knuckles and a whip will complement your arsenal.
All of the mentioned above and even more will be available on release, it will be a fully-fledged experience.
Wishlist the game to get a notification when it's out:
Closed alpha testing of AGAINST will start this Friday. To participate, sign up on our website . Please pay attention to the requirements (you will need to record your gameplay and accept a non-disclosure agreement). You will receive an email this Friday or Saturday if you are in
Closed alpha testing of AGAINST will start this Friday.
Please pay attention to the requirements (you will need to record your gameplay and accept a non-disclosure agreement).
You will receive an email this Friday or Saturday if you are invited, and if not, do not worry. There will be a few more alpha rounds after the this one. You will be invited, just don't forget to check your emails weekly.
AGAINST is a combat rhythm VR game that will immerse you in a crime nightmare. Follow the beat to shoot and slice your way through Mafioso forces. Empowering modern music is your only way out from the bleak streets of 1930's New York. Best, Joy Way team ❤️
AGAINST is a combat rhythm VR game that will immerse you in a crime nightmare. Follow the beat to shoot and slice your way through Mafioso forces. Empowering modern music is your only way out from the bleak streets of 1930's New York.
Everyone can try AGAINST on Steam, now with LIV support! 🎮 PLAY A FREE DEMO ✅ Compatible HMD: Oculus Quest 1/2 + PC (Link/VD/Air Link) Oculus Rift Valve Index HTC Vive HTC Vive Pro HP Reverb G2 ❌ NON-compatible HMD (at the moment): Windows Mixed Reality HTC Vive Cosmos AGAINST i
Everyone can try AGAINST on Steam, now with LIV support!
✅ Compatible HMD: Oculus Quest 1/2 + PC (Link/VD/Air Link) Oculus Rift Valve Index HTC Vive HTC Vive Pro HP Reverb G2
❌ NON-compatible HMD (at the moment): Windows Mixed Reality HTC Vive Cosmos
AGAINST is a combat rhythm VR game that will immerse you in a noir crime nightmare. Follow the beat to shoot and slice your way through Mafioso forces. Empowering modern music is your only way out from the bleak streets of 1930's New York.
AGAINST is still in early beta, but you already can try a public demo. LIV support has also been added to the game.
P.S. The "Download Demo" button is located to the right of the wishlist button
AGAINST – a combat rhythm game by Joy Way Here at Joy Way, we LOVE mixing genres and gameplay mechanics. For a long time, our game designers wanted to make a rhythm game that would seem fresh but familiar to fans of the genre. It took some time to decide on a game mechanic that w
AGAINST – a combat rhythm game by Joy Way
Here at Joy Way, we LOVE mixing genres and gameplay mechanics. For a long time, our game designers wanted to make a rhythm game that would seem fresh but familiar to fans of the genre. It took some time to decide on a game mechanic that would be unique to the market, but we think we have finally found a winning formula!
The search for our own style and gameplay led us to create AGAINST, which we plan to release in the third quarter of 2021.
Let us tell you how the game was created and what players will get on the release.
The lead game designer of AGAINST, Aidar, has a fondness for rhythm VR games. Pistol Whip, Beta Saber - these projects made great impact on the industry, being system sellers and the first choice for newly arrived VR gamers. And for a long time, while we were working on Stride and other projects, our developers wanted to give this genre a try. Although the genre is considered oversaturated, Aidar had his own vision of what could be brought to it.
The player's arsenal is not limited to the sword
Aidar tried to combine the mechanics of slicing and shooting, which was generally similar to how Pistol Whip works, but there was a problem - we wanted the player to quickly switch between the weapons, following the beat. We had the following options:
- the weapon automatically switched at the right moment. This was confusing for players. They didn't feel like they were in control of the game;
- the weapon could be switched with a button. This created an additional challenge for the player who was distracted by that, instead of focusing on the rhythm;
- the weapon appeared in front of the player for them to grab when needed. This idea worked for us, because when the player sees the weapon in advance, they already know what they should do next. In addition, the moment a weapon appears and is picked up is synchronized to the rhythm, which works in favour of the overall concept of the game.
Based on this idea, we have mocked up a prototype of the game. Prototyping is one of the most effective tools in game design, as it allows you to quickly see whether your ideas would work in a real game.
The first prototype for testing basic mechanics
The prototype was approved inside the studio, and we also realized that we were not limited to the sword and pistol and could add any weapons and new mechanics as long as the moments of their activation coincides with the rhythm of the musical composition. That's what led us to brass knuckles and the movement mechanics.
Locomotion and similarities with Stride
As for locomotion, we believe that it has a very strong impact on VR immersion, and that point & teleport locomotion should be forgotten as a relic of a bygone era. This idea was elevated to an absolute principle in Stride, with free locomotion based on the player’s body movements. But despite that, we decided that AGAINST should utilize the “on rails” type of locomotion in order to reduce the difficulty curve for casual players or players, focus on the rhythm aspect of the game and reduce potential motion sickness.
However, we have taken some of the best practices from Stride and added running, jumping and wall-running to AGAINST to diversify the gameplay.
Wall-running derived from Stride
Visual style: how it started
The visual style is very important for us, because it either hooks a potential player, or makes the game look like another clone of SUPERHOT or Pistol Whip.
As we started with the gameplay prototype, the initial style was corresponding: simple shapes and colors; low-poly, easy-to-make models. We started experimenting, and our artists prepared a lot of concepts.
Initial concept art
At some point, we decided on a digital Tron-esque style. Our 3d designer shaped the level, threw a bunch of particles in, adjusted the light, and it was ready. We recorded a gameplay video that was posted on Reddit to collect initial feedback.
Many positive reviews and well-reasoned criticism were received, so we made the final decision to make this game. Everything looked nice in the video, but the visual elements in actual VR were overwhelming the player due to the large number of particles and bright elements around. Enemy animations were hard to read, which is a big no for a rhythm game.
The search continued.
The gritty noir style
Concept art evolution
One of the most popular options within the team
However, almost all options were similar to variations of SUPERHOT or Pistol Whip. We decided to try something radical and started looking towards the gangster aesthetic of America in the early 30s.
It was important for us to convey not only the scenery, but also the crushing atmosphere of the Great Depression era, when a person’s own fears were even more dangerous than the marginalized social elements that flooded the night streets of New York.
Concept art that formed the basis of the final style and spirit of the game
That’s how a style was born that was unlike any other rhythm game, which reflected our vision and fit well with the gameplay.
However, just like in the first prototype, enemies kind of blended in with the background environment.
The enemy blends in with the environment
Therefore, we tried to make everything black and white, except for the interface elements and blood, and highlight the characters with contour lighting. It turned out much better.
Noir style, concept art
Noir style, in-game
The visuals remained a little flat and we decided to add volumetric light (aka “god rays”) to additional light sources like streetlights and car headlights. This created an even more mysterious aura, the atmosphere of film noir.
No volumetric light
Volumetric light: on
[You’re now here] Game announcement and a free demo.
As the game began to look great and the main gameplay elements worked well together, so we decided to release the demo on Steam. We wanted to introduce players to our game and get more detailed feedback. You can play it right now for free, and we hope you do! We would love to get more feedback to further improve as we get closer to the final release.
The noir style doesn’t suit our goals very well. In the future, we can keep it as an option, but the main style will be colored. In the game, a lot of attention will be paid to locations that will be very different from each other visually, as well as have a variety of characters. The black-and-white style imposes limits in terms of music, which is bad for the modding community. We want the game to be played equally well with both electro swing and your favorite pop hits. Also, the monotonous visual style can quickly bore the player and reduce replayability of the game.
Therefore, the final product will offer more visual diversity. The main focus is on the characters and objects of interaction.
A sky battle level looks fabulous in color
VR optimization is a tricky process
The VR optimization process deserves special attention.
Developing VR games, especially for standalone devices, is very much like developing a game for the first PlayStation. Our 3d designer on the project watched a bunch of videos about how developers made games for it and he was always interested in how they managed to find creative solutions to overcome the strict technical limitations. For example, it was possible to display only 5 enemies on the screen because PS1 has very little RAM.
We have to work in a similar situation, we constantly face rendering challenges and have to monitor the displayed number of polygons in each frame. For example, most of the houses in the new style will be just square boxes with textures, and all the details (windows, window sills, etc.) will simply be drawn.
Good old boxes with textures
For optimization purposes, we can't make the shadows from the enemies to render in real-time, so we want to make them hand-drawn spots on the floor. At the same time, we didn’t want them to be static, but change their rotation depending on the position of the light source.
This means that when an enemy runs near a lantern, the shadow under them is affected realistically.
The city is teeming with shadows
Also, we probably won't be able to use post-processing of the frame and all the other options for contrast and color tone. Rather, we will do it on the textures themselves in Photoshop. And instead of real light reflections on the edges of enemies, there will be an imitation with the help of shaders.
Returning to the houses, we have reduced almost all the house models to simple boxes with detailed textures, while adding unique buildings as points of interest for the player, with more complex silhouettes and detailing.
Interactive points of interest
Balancing between mysticism and realism
The main challenge in the enemy concepts is to maintain a balance of realism and mysticism to the extent that our Mafioso-nightmare-creatures fit eclectically into the setting, and don’t look ridiculous. When we were preparing a replacement for the Venom model (what we in the studio call the enemy jumping on the player), the first thought was to make a lizard man from retro horror movies, a kind of amphibian, but the lead artist stopped us in time, and we came to a more neutral option - a werewolf.
Current model of the jumping enemy (“Venom”)
A reference for the lizard man concept
Final concept art of the new model – the werewolf
The perfect reference for us is the style of animated series by DC, for example, Batman, and their animation in general.
We were inspired by their sharp stylization and simplicity of forms, so that the silhouettes of our characters, weapons, and other things were highly readable and easily distinguished from each other.
Sharp grotesque forms in DC animations
Easy-to-read enemy silhouette and animations
Bosses and… a story?
It is no accident that so much attention is paid to the visual design of enemies. For us, this is not only an element of game design (it is much easier for a player to navigate in what is happening at high levels of difficulty if different types of enemies differ visually), but also an element of a story narrative. Yes, you heard us right, the game will have a story component, all levels will be connected by a lore and a certain plot. You will learn more about the story closer to the end of development.
Bosses at the end of each level fit perfectly into this concept. They simultaneously test the player's skills, are a rewarding challenge for completing a level, and also close the level's story arc and tell a piece of the game's lore.
A spider boss
Give the game a try
Despite all the work done, the game is in the alpha stage and has more surprises for you, the players.
Right now, you can try out the demo of AGAINST on Steam to get acquainted with the key mechanics of the game for free. We will be grateful for any feedback in our Discord. Have fun!
A free demo of AGAINST is available on the game page. AGAINST is still in beta and can't offer much content at the moment, but due to popular demand, we decided to launch a public demo. The demo will feature the same content as the closed beta, but with minor changes. The video e
A free demo of AGAINST is available on the game page.