Hide Or Die was first released into early access on August 1st 2019. Our studio continued to support this game and work on it full-time after the early access release and ultimately exited early access and fully launched on May 1st, 2020. The game has always required dedicated se
Hide Or Die was first released into early access on August 1st 2019. Our studio continued to support this game and work on it full-time after the early access release and ultimately exited early access and fully launched on May 1st, 2020.
The game has always required dedicated servers for our multiplayer capabilities and we have kept them live since our release earlier this year.
Unfortunately the game's revenue will no longer be able to support the costs associated with keeping the dedicated servers running beyond December 31st, 2020. It is with a heavy heart that we inform you that the servers will be taken offline effective January 1st, 2021.
In the meantime we have already made a request to Valve to retire the game and remove it from sale on Steam.
We want to thank all of our fans for their support over the years and if you have any questions or comments you can visit our discord here.
-Fixed some exploitable locations across all maps -A10 on survivor is reduced from always showing hunter position to showing for 3 seconds after entering an active zone (localization text is a bit tiny for now) -Sound sliders combined into a single master to prevent exploiting fo
-Fixed some exploitable locations across all maps -A10 on survivor is reduced from always showing hunter position to showing for 3 seconds after entering an active zone (localization text is a bit tiny for now) -Sound sliders combined into a single master to prevent exploiting footstep sounds only -Lucky draw reduced from 20% chance to 10%. -Total item spawn rate in match reduced 50% (important to bring in your preferred item) -Sledge can no longer sprint and aim with ban slam. Basically same functionality as ADS with harpoon on fisherman -Hitting a player with a combat knife will give you a slowdown similar to the one when you connect a melee hit to prevent spamming -King of Knives re enabled throwing 1 additional knife -Heavy Slam radius multiply reduced from 30% increase to 15% -Velocity speed reduced from 40% increase to 25%
Wanted to give everyone a little status update on the state of things. For now we simply do not have the capability to continue development full time (which was 7 days a week, 10+ hours a day). Despite having mostly positive launch reviews the sales were just not there as everyon
Wanted to give everyone a little status update on the state of things.
For now we simply do not have the capability to continue development full time (which was 7 days a week, 10+ hours a day). Despite having mostly positive launch reviews the sales were just not there as everyone knows. We need to transition to development in our free time. This does not mean development of season 2 is abandoned, quite the contrary. We are currently still looking at some events around the Steam Summer Sale (double County Card progress) and the launch of season 2 with new content and bug fixes. Right now we are still evaluating the feasibility of LMS.
As mentioned previously we are currently looking at converting to a peer to peer server model so that players can continue to host games and organize play sessions forever.
Appreciate all the players who supported us for the last 2 years. We are incredibly happy to know so many players were able to get hundreds (and even thousands) of hours of enjoyment from the game. Thank you.
Today we're updating the game with content, balance, and bug fixes. This is our first major patch. New Map: Swamps - We've added a new map that may bring back some nostalgia from the Kickstarter where it was first featured The Krampus Hunter is now enabled for the backers of his
Today we're updating the game with content, balance, and bug fixes. This is our first major patch.
New Map: Swamps - We've added a new map that may bring back some nostalgia from the Kickstarter where it was first featured
The Krampus Hunter is now enabled for the backers of his tier. He will be available to all in Season 2
Lots of balance and bug fixes
Golden Boy DLC - You've asked for additional ways to support us and the game and now you can look good doing it
Localization updates across the board thanks to our helpful localization team right from the community
We've also implemented a new skill based matchmaking system which should better pair players together. It is not enabled today, but it will start tracking for when we enable soon. We need to make sure we're happy with it before setting it live.
Changelist:
Fixes
Fixed closing fate description to properly display number of ticks of damage it deals
Hair being masked out but hat not showing should be fixed
Only show cha-ching bonus stat in match results if you have augment equipped
Fixed player health ui doubling up after using selfless perk
If you got rescued instantly some bad things could happen/getting stuck fixed
Using a darkness warp to get out of a closing fate holodome would deal damage, doesn't anymore
Fixed Opening and locking damaged doors would incorrectly replenish their health
Fixed Gas cans thrown very close to the extractor could not be picked up in some instances/at some angles
Fixed Sledge getting unlimited lunge speed by holding m1 when ban slam target area is visible
Fixed players with backer heads only seeing custom flashlight color if they equip the default head (now shows regardless of your head type)
Daily challenges timer was off by 1 hour.
Sledge Interrogate Perk wasn't working
Could infinitely get dp when locking and opening doors. Only the first time a door is locked is DP granted
Fixed Lucky draw working on swapped items (won't happen anymore)
Oblivious Perk on Stitches would sometimes not unpause a player's heartbeat audio
Prevent players from stacking on eachother
DC'd hunters in pre game lobby should not grant false county card progress
Fixed Stitches' Oblivious affecting non triggering players when paired with reverse connection
Prevent bypassing of input cooldown on normal sprint slide (slide spamming)
Thrown sledge knives would have a persistent whirring noise playing from their location
Black Gold Scientist skin wasn't showing in the menu
Sledge's Thor skin did not have blood on it as shown in the screenshot
Quality of Life Changes
Jumping into the hatch clunkiness/ease of use should be much better (jumping still required)
More readable survivor victory screen
Your last selected hunter will save in the main menu and then select that hunter in the pre match lobby screen automatically
You can now cancel Sledge's Ban Slam by clicking mouse button 1 (Attack input)
Balance
Scientist Shocked augment now drains 50% stamina not 100%
Nail In Coffin Hunter Augment reduced to 25% increase in rescue time required instead of doubling the time required
Scientist Closing Fate perk now increases the base holodome cooldown 1.5x to help limit some spamming of the ability
Significantly buffed the moleculizer by making the effect harder to see in all lighting conditions
Stitches Slip N Slide was giving him a bigger slide boost than survivors get (they are now the same so he can't gain ground on you that way)
Reduced Sledge Interrogate Perk highlight duration from 7 seconds to 3
Additional Ban Slam cooldown with Odin's Wrath increased from 20 seconds to 30 seconds
Lucky draw chance cut in half when picking up gas cans
Oblivious Perk on Stitches reduces heartbeat pause to 7 seconds instead of 10
Stamina slide penalty reduction has been decreased for Survivor Perk Scurry and normal slide boost has been removed entirely
Sledge's Earthquake reduces survivor stamina 50% instead of depleting it all
Sledge's swiper stamina reduction reduced from 25% to 10%
What is next:
The big focus for us next is to continue balancing and work hard towards fixing some remaining issues which are annoying for you and us.
Blocking areas where survivors shouldn't go
Making sure daily challenges grant DP properly
Making sure duplicate loadout items do not appear in Dark Path when leveling up very fast
Double DP modifiers not granting correctly
A sometimes unreliable Fisherman sonar
Anything else you post in the discord for us to fix
This is not a large update but fixes up a few exploits and some balancing issues that needed to be taken care of immediately. Fixes: -More collision blockers in the levels to prevent survivors from getting into spots we don't want them -Fixed deploying item and swapping to create
This is not a large update but fixes up a few exploits and some balancing issues that needed to be taken care of immediately.
Fixes: -More collision blockers in the levels to prevent survivors from getting into spots we don't want them -Fixed deploying item and swapping to create infinite items -Getting stuck while being rescued -Description updates in loadout items -Prevent lucky draw from activating on swapping and limit item inventory to 2 maximum
Balance: -Ban slam area of effect reduced -Stitches slightly slowed down -Prevent hunter selection in the pre game screen when there are 7 seconds or less in the match countdown. This is done to allow people to see what loadout the hunter has and prevents players from switching hunters at the last second to hide their loadouts -Melee range reduced as it was extending a bit too far and catching survivors already in full super sprint
You'll need to restart steam to get the latest update if it doesn't download automatically. Here are the patch notes: Fixes: -Backer/founder shirt materials fixed -Fixed visual issues with matchmake UI when in a party -Phone message when a player dies changed to clear up confusio
You'll need to restart steam to get the latest update if it doesn't download automatically.
Here are the patch notes:
Fixes: -Backer/founder shirt materials fixed -Fixed visual issues with matchmake UI when in a party -Phone message when a player dies changed to clear up confusion -Fixed some collision areas where players could get stuck -Fixed Stitches perk description that was not properly displaying damage value in info card -Fixed Scientist radar showing dead bodies -Fixed DC penalty screen showing up after the game has finished -Light breeze modifier should properly close doors visually on doors far away from player -Fixed Sledge DLC survivor clothing items not showing - requires a reinstall of the dlc -Phone skins enabled for those with them -Custom flashlight color enabled for backers with that reward (it is in appearance->male->general->flashlight color (you set it here for both male and female) (May require a game restart or two for the cleanup/move to happen)
Balance: -Fixed Survivors not restoring their stamina after taking a melee hit (If they take a melee hit their stamina is instantly restored) -Block players from getting on locomotive in slaughterhouse -Collision added to prevent players from getting on extractor fins -Tightened up Scientist base radar accuracy -Survivors will always see the outline of other survivors -Survivors will see the outline of the extractors whether active or not -Increased radius of the 3d dark sight sphere to make it less easy to pinpoint survivor location with dark sight -Decreased fisherman sonar range -Increased fisherman sonar cooldown -Slowed fisherman sonar pulse time -Stitches base speed increased
After months of testing with our community and complete reworks of entire parts of the game, Hide Or Die has left early access today at 1pm EST. As with any multiplayer game, content is king. Hide Or Die may be fully launching but this is just the start of Season 01. We went into
After months of testing with our community and complete reworks of entire parts of the game, Hide Or Die has left early access today at 1pm EST.
As with any multiplayer game, content is king. Hide Or Die may be fully launching but this is just the start of Season 01. We went into great depth about all of the changes, massive improvements, and content coming in the future which can be read here: Launch Update
We're a 3 man dev team that is committed to supporting the game going forward and will work to fix any issues as they arise. The easiest way to directly communicate with us is via our discord here: discord.gg/HideOrDie but we'll also be active in the Steam forums as well.
Read the full announcement here Over the past 6 months we have been retooling every facet of the game; from our characters and animation systems to our backend and matchmaking code. We've taken feedback via Steam forums, discord, and support emails to revamp the game into somethi
Over the past 6 months we have been retooling every facet of the game; from our characters and animation systems to our backend and matchmaking code. We've taken feedback via Steam forums, discord, and support emails to revamp the game into something that should do a better job of sustaining a playerbase. It has all been improved, polished, and in many instances completely reworked from scratch. This isn't a revival of an old game, it is an almost entirely new game.
Hide Or Die will fully launch out of early access on Steam on May 1st @ 1pm EST / 7pm CET with a launch discount for $14.99, if you already own the game, it will update automatically. There will be NA, EU, & ASIA servers.
Characters are vastly improved and include full customization options
Cosmetics are plentiful and free
New Maps
Why full launch and not an Early Access update?
This is a great question and something we discussed a lot internally. Simply it comes down to two things
Player population. A full release will bring in many new players and bring back existing players, boosting the size of the community. This is necessary to revive a game which has no active player base at the moment. Putting out an update will not bring nearly enough new players and existing players back into the game to support the game long term.
The primary argument against this is that the game doesn't have everything we want to have in it. We would like to add in even more content like characters, maps, and game modes. What we saw is that most successful multiplayer games continue to update with content over time and we're at a point where we have the solid foundation to do so. Early access games are buggy, not stable, and have poor performance - we've worked to ensure Hide or Die does not have these sorts of issues anymore. We are confident we can deliver a fully releasable, stable product now - so we are.
It has been about 8 weeks since we launched into early access and unfortunately our game loop/progression system hasn't been compelling enough to retain a consistent player base. We tried to create something new and unique in the asymmetrical genre by focusing on creating a large
It has been about 8 weeks since we launched into early access and unfortunately our game loop/progression system hasn't been compelling enough to retain a consistent player base. We tried to create something new and unique in the asymmetrical genre by focusing on creating a large scale experience with multiple hunters at the same time, literal hide or die mechanics, and a detailed environment to explore. We tried to fundamentally alter the asymmetrical genre and were unsuccessful in doing so. Although that didn’t work out how we intended, there were a lot of great mechanics and fresh ideas that we believe just need to be put together in a more understandable and polished package.
With that said, we’re working hard towards a more refined and traditional asymmetrical experience while still staying true to the core of Hide or Die with a focus on strong hunters and hiding. Our progression system is also getting an overhaul to better reward players for putting in the time to learn and master the game mechanics. We do not have a set date for when this will be completed, but if you are interested in helping us shape it and play it, please join our discord.
We’re encouraged by the large number of people who have wishlisted Hide or Die and are humbled to be included in Steam’s Top Releases Of August 2019 because it tells us that there are a lot of people who want this game to succeed.
If you are interested in Hide or Die we recommend that you wishlist the game instead of buying it at this time. This way you’ll be notified when we’re ready to relaunch the game and put out a much better product that is capable of retaining players and is hopefully something you will enjoy.
Sledge now joins the Hide Or Die family. Read all about this latest update on our website here: Here is a quick preview of the changelist: -New Escape Map -Coffin Respawn System -New Escape Game Rules -Added Sledge Character -3rd Person Animation Improvements -Hit detection impro
There were a few hotfixes released between our last update and this one. We are now on v1.09 Please read our full patch notes on our website here. CHANGELOG: Fixed: Harpoon kill stats not being recorded Fixed: Scientist Holodome blue light wouldn't display properly outside the tu
There were a few hotfixes released between our last update and this one. We are now on v1.09
Please read our full patch notes on our website here.
CHANGELOG:
Fixed: Harpoon kill stats not being recorded
Fixed: Scientist Holodome blue light wouldn't display properly outside the tutorial
Fixed: If you have two keys both would get removed when you opened a crate
Fixed: Explosive tips could damage survivors in a hideable
Fixed: When you get the end game screen your player will no longer keep running
Fixed: Key would not remove from inventory if you were holding a different inventory item when you opened a locked door or crate
Fixed: Scoreboard scrolling would stop before reaching the bottom
Fixed: Tazed while reloading harpoon would prevent you from reloading
Fixed: Syringe third person pose
Fixed: Throwables being thrown down by characters feet
Fixed: If a player dies while the chosen menu is on the screen they can get doubled up UI and can become the killer when they are actually dead
Fixed: If you try to pick up item loot when your inventory is full, use your item that was preventing you from picking it up, and then try to pick it up again you would not be able to.
Fixed: Some Stitches jump states could get whack
Fixed: Blood particles were double spawning on shooter and not rotated properly
Fixed: Shooting survivors would incorrectly show a blood particle
Fixed: Issue where the final survivor may not be granted the ammo and LMS weapon
Fixed: Icon was very small at high fovs on scientist radar when player was sprinting
Fixed: Loot spawn chance was at a double rate in LMS and a 100% rate in Escape.
New Bespoke LMS Carnival Map (This is the only LMS map available during this time)
Massive weapon balance changes (too much to list) from fire rates, damage tables, reload times, etc...
Massive perk balance changes (again too much to list), especially on the hunter side.
Added ADS Sensitivity Sliders for PC controls
Damage indicators when shooting hunters/grunts
Starting bunker brought back for LMS
Added Bear Trap survivor item
Added Health Pack survivor item
Tazer needs to be charged to fire (using mouse 1) and the charge amount determines the stun length
Can now fullscreen your game at a non native desktop resolution. For example you have a 4k monitor but you want to play in fullscreen at 2560x1440
Added framerate limit in menu (default 60fps) this will help greatly with gpu usage for streamers
Hideables will no longer do enter/exit animations until further notice
Explosive tips now beep only twice instead of three times before explodingMotion sensor radius tripled
Removed some darkness warps that are in the environment and adjusted positions so they couldn't be cheesed too easily
Low level guns added back into power crates in lms after overwhelmingly positive reaction from our experiment last week
No longer can hear footsteps when in dark sight as a hunter
Time in forced darksight increased by 30%
Time it takes to manually leave darksight reduced from 2.25 seconds to 1.5 seconds
Players are granted an Arisaka in LMS when 1v1
Added more loot spawns in carnival
Time to fully regen health increased from 15 seconds to 25 seconds
When a hunter misses a melee attack there is a small slow down of the movement speed. If they connect a melee hit there is a longer slowdown
Max charge on harpoon for fisherman now does 40 damage
Health boost perk for survivors doesn't grant additional health, it instead decreases the time to regen your health.
Health pack item added 50 health in 1 second. This has been increased to 12 seconds.
Restart Steam to get the latest. We're going to have some things in here that are a bit more experimental that we want your feedback on. These include granting the final survivor in LMS a Yama-15 while still also spawning additional weapons around the level. In addition to that,
Restart Steam to get the latest. We're going to have some things in here that are a bit more experimental that we want your feedback on. These include granting the final survivor in LMS a Yama-15 while still also spawning additional weapons around the level.
In addition to that, when completing a fuse box in LMS a crate next to it will open with either a Switzer, Jackrabbit, or a Roacher in it that only the person who completed the fusebox can grab. These weapons will not damage the hunter but instead will help drain his corruption meter faster.
This portion of the build will be reverted on Saturday @ 12am CST. We will have a survey for you to complete after this period of testing is finished.
Fixes:
Localized text now scales properly on the TVs in the bunker lobbies
Crows would show up on the scientist radar
Founder's wall was floating off the structure at Extraction Site West
Issue where a survivor would beep on the scientist radar but not actually show up if they were moving and within range
Power crates may not properly show their correct animation state
Hideables display an "EXIT" tip when the player is allowed to exit
Viewing a 3d tip while reverting back to Hunter would cause the tip to stay up permanently on the screen
Gas Can would temporarily disappear after being thrown
Darkness warps are now inactive during pre-game
Phone could be viewed from outside hideables
Could fly as a dead bird
Fixed fireman boots from clipping through other character clothing pieces
Increased loot around graveyards and in the loot cave
No collision on spotlight on cement variant
Fixed gap in Extraction Site West's terrain
Death screen text shows character level, but text would say Survivor Level
Darkness orbs should no longer spawn on fences near radio tower in LMS
Darkness Warp exploit to avoid hunter damage
Slightly bumped up shadow quality on low spec
An extra darkness orb doesn't spawn after the 1v1 in LMS is over (unless the hunter exits the game very quickly)
Removed cliff between slaughterhouse and radio tower as players would get caught on it when running away in LMS
Issue where your health pack with the Health Boost perk would put the item in your second weapon slot, not your first item slot
Stitches arms would get very bright after leaving darksight
Darkness orbs are changed back to an Interact key for use, but fixed the issue where two players would interact and one would be stuck floating
Punching hunter in LMS as they are transforming would kick them out and a new orb would spawn
Additions:
Chat muting feature in scoreboard - Not fully implemented
Added new LMS map - River Factory
You are granted a Yama-15 when you are the last survivor in LMS. Other guns will still spawn
Corruption draining re-enabled in 1v1 LMS. Hunter will die when corruption reaches 0. Added to prevent games from being held hostage by hunters.
Added crates for LMS when finishing a fuse box
After completing a fuse box you can get a low level gun that directly drains hunter corruption when shot - Only you can grab it for twelve seconds and then the crate will close. - This is just something we want to test and see if you like it for LMS. This will help give incentive to players to complete fuseboxes.
When trying to pickup a weapon you already have you will now get some additional ammo. This will 'pickup' the weapon so noone else can use. So be careful when playing with friends
Additional items in the store (this will be getting a bigger revamp in the near future)
Balance:
Increased moleculizer cloak time by 50%
Spawn chance of Credits increased by 50%
Spawn chance of Legendary items decreased from 5% to 3%
Poison tips for fisherman now has an area effect instead of a direct set amount of dmg per char it hits
Explosive tips now have a short beeping warning for nearby players before dealing dmg
Each fusebox reduces hunter corruption by 10%
Removed survivor speed boost after being hit, will be experimenting with hunter slow down after melee in next patch
Known issue:
If nobody becomes hunter in Escape end game the server can crash. This will be fixed in a hotfix probably tomorrow or this weekend.
We have another patch live on steam that should address some pressing issues. As always there is more work for us to do so please keep reporting bugs as you have been. It is tremendously helpful. FIXES: -Fixed scientist blue light blowing out the camera brightness on local client
We have another patch live on steam that should address some pressing issues. As always there is more work for us to do so please keep reporting bugs as you have been. It is tremendously helpful.
FIXES: -Fixed scientist blue light blowing out the camera brightness on local client after returning from dark sight -Fixed the level 2 survivalist perk not showing loot through walls -Possible fix for two people interacting with darkness orb at same time with one floating up in the air endlessly while the other turned to hunter (Still one orb one hunter). We need some testing from you to let us know if this fixes it. -Fixed inability to peek with scientist -Fixed inability to mute phone message buzzing in the menu and decreased buzz notify frequency from every 5 seconds to 15 -Fixed issue where scientist radar would not play a beep sound if a survivor was pinged -Fixed tree exploit near Crash Site that Monto found (If you check it out you’ll see he left his mark) -Fixed issue where you could spawn at Swamp Shacks during lobby que (I kind of liked this one so it hurts me to fix it) -Fixed issue where the Scientist's Carrying Bag Perk when equipped at level 1 or higher would actually make your dome deploy time very slow instead of twice as fast
CHANGES: -Added grass density to take into consideration your graphics settings -Added tooltip in tutorial so you know when you can exit the dumpster -Added some preparations for being able to mute specific players from the scoreboard (The functionality isn't in yet, but the UI will show it) -The difference between LOW and EPIC settings should have a bigger difference/impact on fps. The darkness orb is hard to see (red beam still shows) on low and we went very aggressive so some LOD popping in, texture res, etc may be ugly. We’ll scale things back once we’re happy with performance. -Made some optimizations to the terrain material and others across the project to help reduce VRAM usage on the GPU. This may fix blurry textures on some hardware configurations -Simplified Chinese and Thai localization added -Changed scientist radar to not require Mouse 1 button to be pressed (This will temporarily make the Pocket Ping Perk less useful) -Temporarily setting max players in Escape mode to 20 until we can find out what causes ping issues when we have more than that. -No longer required to press your Interact key to turn into a killer on an orb. Simply run into it. If you are standing at the orb waiting for your corruption meter to get to 100 you will not convert unless you take a few steps back and re approach the orb after getting to 100.
With the performance fixes in the previous patch we got a bit overzealous which caused an issue where multiple hunters could be in the LMS gamemode. We're happy to report that it should be fixed. We've heard from many that gpu performance has improved from the 1.02 hotfix and now
With the performance fixes in the previous patch we got a bit overzealous which caused an issue where multiple hunters could be in the LMS gamemode. We're happy to report that it should be fixed. We've heard from many that gpu performance has improved from the 1.02 hotfix and now we're turning our focus towards network performance.
Please keep on reporting bugs in our discord.gg/HideOrDie so we can keep squashing them and putting out hotfixes.
We should have another hotfix tomorrow that hopefully addresses some of the network performance. Thanks for sticking it through with us.
-Fixed spawning of orb in cornfield on carnival in LMS -Fixed players not receiving a percentage of darkness they acquired when they die in Escape (They get 25% of their total now when they die) -Fixed issue where you would type in the phone in non english and the text would be b
-Fixed spawning of orb in cornfield on carnival in LMS -Fixed players not receiving a percentage of darkness they acquired when they die in Escape (They get 25% of their total now when they die) -Fixed issue where you would type in the phone in non english and the text would be broken, but the message would send correctly -Fixed 'T' input binding not showing up in the tutorial or the key binding menu which basically made people stuck in the tutorial -Fixed issue where the Health Boost perk for survivors would not properly grant them their health boost -Fixed issue where your death screen would not show you the proper amount of darkness you will leave the match with -Fixed ability for hunters to leave the hunter state while in the LMS gamemode effectively breaking LMS and halting the game -Fixed issue where going from crouched to sprinting would have the wrong animation state and player speed -Fixed invisible radar with the young scientist skin -Fixed flickering of first person arms on young scientist skin -Fixed issue where AI Grunts would drop darkness at an inconsistent rate -Fixed some audio balancing issues -Fixed Phone readability in high FOVs by changing the position to your screen based on your FOV value -Added in ability to preview clothing items in the store before purchasing (just hover over them) -Added in some network call optimizations for server performance (more to come) -Added in some performance optimizations that should help framerates -Removed a couple exploitable locations -Possible fix for visual desync in LMS for the large purple sphere
Stuff we're still working on: -GPU Optimizations -Network optimizations - This one has high priority -Loading into escape or lms with long load times can mess with your spawning -Multiple orbs are appearing in LMS Survivor/hunter balancing in end game of lms and escape
Some known issues that we'd like to get in another hotfix tonight: -Multiple orbs spawning in LMS -There is a rare possibility that you could spawn outside of the bunkers in the lobby.
We sincerely apologize for this launch issue and appreciate you sticking with us through it. We believe we have found the cause of the bug where you join a match, spawn, and are killed by the fog. If you joined a server that was still in the lobby que you would spawn okay, but if
We sincerely apologize for this launch issue and appreciate you sticking with us through it. We believe we have found the cause of the bug where you join a match, spawn, and are killed by the fog.
If you joined a server that was still in the lobby que you would spawn okay, but if the match had already started, our server backend was failing to close the matchmaking que which would allow players to join in and then die instantly.
In our internal testing this seems to be fixed. If anyone continues to experience this after getting the latest update on Steam please let us know right away.
We also would like to make note that Korean Localization is now in the game and functioning. We fixed the teleporter not working in the tutorial and the bug where you couldn't pick up loot that was previously swapped.
Simplified Chinese, Korean, and Thai are coming soon. We have a post up on our website about Early Access pricing and the imminent release. Please read it here:
Simplified Chinese, Korean, and Thai are coming soon.