Hello rebel fighters!
So, we’ve been really busy since our last holiday playtest. We’ve gathered all your feedback from the last session and put in a ton of work to address the things you didn’t like. As we’ve mentioned earlier, your feedback is key to making the game even better, and our goal is to create a first-person shooter together with the player base.
So what have we been up to lately?
Reworked construction system
Construction in Striden is a major feature that changes the battlefield dynamics and enhances defense. It’s also key to securing your loadout for a match, so it’s important to us that it works well with the gameplay.
We have reworked the system and implemented damage rules and armor for each construction type. For example, you can now destroy any enemy construction. Blow up barricades with your grenade launcher or destroy enemy weapon stations to steal all their weapon parts.
Destruction introduces a new feature to Striden—repair. Yes, you now need your construction tool to fix breached doors and windows.
We have also reviewed where players can build inside their Stronghold. This was a major issue in the last playtest. Many players were constructing Vending Machines to block doors, leaving enemies with no way to destroy or remove them. This is no longer possible.
New motion capture animations have been created for the Vending Machine and Weapon Station, adding more life to these assets.
New hit markers and impact sounds have been added to provide better player feedback. This helps you know if your weapon is dealing damage to construction items.
Now, every soldier class has three unique construction items to build.
Assault
- Breach Charge : You can use them on doors and windows to fast breach into a area / Stronghold
- Explosive Stash : Only way to rearm your explosives.
- Sentry gun: Guards your Stronghold from enemies.
Engineer
- Barricade Wall: Defends your team from explosives and gunfire
- Barricade Windowed: Gives great covers and also a windows to shoot from.
- Sandbag Wall: Give you and your team cover outside, for example near a Air Supply.
Support
- Ammo Crate : Resupply your team with ammo inside your Stronghold
- Vending Machine: Store consumable loot for your team.
- Trophy System: Destroy incoming explosives projectiles in air.
Medic
- Healing Station: Eat some warm soup inside your Stronghold and gain HP
- Class Wardrobe: Change soldier class without killing yourself.
- Unknown
Spotter
- Alert Rocket: A tripwire trap connected to a firework rocket. When it's triggers it will spot all enemies close to the zone it was triggered from.
- Bouncing Betty Mine: Personal landmine
- Camo Hut: Build a small camo tent outside. Switch between 3 camo presets. Woods/Urban/Winter. You can´t be spotted by a enemies if you are inside a camo hut.
We have polish UX/UI for construction items to.
Join mid-game / Updated lobby system.
Now you can join an ongoing match and choose which team you want to play on. This is something players have been asking for a while, so we’re really happy to finally have this feature in the game.
We have also started working on finishing the lobby system, but it won’t be ready in time for the Open Beta.
Player traversing & vault/mantle system
We are at the movement working on our vault / mantle system for the game. We really hope that we can get a working version in place for the Open Beta.
Electron Tube game changer
A big change to the game is that when you pick up an electron tube from an air supply, you now unequip your weapon and hold the electron tube physically. To drop the tube, you need to switch to your weapon or construction tool.
This change makes it more challenging to transport electron tubes to your Stronghold. Now, you’ll need assistance from teammates to defend you.
We have conducted internal tests of this feature, and players really like the change.
Weapon Overhaul
All weapons have been reworked. I’ll go into more detail about these changes later, but I can hint that the TTK is slightly faster and the different weapon classes now make more sense.
A new hitmarker UI has also been added—now you’ll really feel the feedback when landing a headshot!
Weapon Skins & Progression
Weapon skins are now in the game! Unlock skins by using your weapon, and now you also need to unlock different weapon upgrades. Our progression system is coming along well!
All weapon sounds are reworked
More dynamics and punch! Yes, we’ve received feedback that the weapons in Striden lacked impact in their sound design. So now, every weapon has been given new or remastered sounds.
This has been a huge amount of work, but the weapon sounds are now much more dynamic and powerful. We’ve also redone all weapon foley sounds, such as reload sounds.
Sound fixes and mastering
We have been looking over the full soundscape in Striden, everything from footsteps to sound mixes.
Added sound features like audio ducking and max amount of played sounds at the same time for performance.
VOIP/Proximity chat
Striden had a nasty bug in the last playtest—if you kept talking in VOIP when the server switched maps, it would crash for everyone.
We’ve now fixed that bug and also reworked the VOIP system a bit. Your teammates now have a walkie-talkie filter effect on their voices, and we’ve added a compressor/limiter to prevent loud players from making you deaf.
New Striden logotype and cover-art
We are closing into Early Access and internally we call this STRIDEN 2.0. We going from less prototyping content and removing placeholders. One of them are our logotype and cover art. Hope you like our new branding of the game.
Bug fixes and surprises
We have fixed a lot of bugs from the last playtest. We will share a full patch notes list of all the changes when we launch the Open Beta.
But one of the biggest issues has been fixed: the Full-Screen Glitch Bug and the Black Screen Bug in CO-OP.
We still want to give you guys some surprises to the Open Beta. So more to come end of this month.
Open Beta Starts:
28th March and ends 30th March.
Want to have more frequently updates join our Discord for daily updates.
STRIDEN - Community Discord
