Lockdown: Stand Alone — patch notes and updates
Stored observation / content update:
Dated developer announcements recorded from Steam. Open the source for the complete update.
| Update | Date | Excerpt / source |
|---|---|---|
| Happy Chinese New Year! Lunar New Year Sale Discount! | 2019-02-08 | Hey! How's it going? In celebration of The Year of The Pig, we're joining the Lunar New Year Sale and discounting Lockdown: Stand Alone with 90 %. It has never been a better time to hop inside a helicopter and blast away baddies with a .50 cal in a post-apocalyptic environment or rock your way through dark metro tunnels with a light machine gun. If you've got the wits, we'll see you at the top of high scores list of endless mode, too! Happiness and prosperity to everyone! - Folks at Viversion |
| Lockdown: Stand Alone is out of Early Access! | 2017-12-21 | http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26110253/0bbf782e1e861b269436876f34c7fd6b2cb2f1cb.jpg It's been a while, but we're back with an update to Lockdown: Stand Alone - just in time for christmas! It's been a year since the original Early Access release date and now the game is ready for full release. The update introduces the eight - and final - level for the game. A lot of checkpoints and difficulty changes have been also made for a fluent gameplay experience. Enemies are smaller and swarm in slightly smaller numbers which should ease with the high diffculty ramp introduced in the third level. The disability su |
| Lockdown: Stand Alone is out of Early Access! | 2017-12-21 | http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26110253/0bbf782e1e861b269436876f34c7fd6b2cb2f1cb.jpg It's been a while, but we're back with an update to Lockdown: Stand Alone - just in time for christmas! It's been a year since the original Early Access release date and now the game is ready for full release. The update introduces the eight - and final - level for the game. A lot of checkpoints and difficulty changes have been also made for a fluent gameplay experience. Enemies are smaller and swarm in slightly smaller numbers which should ease with the high diffculty ramp introduced in the third level. The disability su |
| Updated pricing | 2017-03-29 | Hey everyone! I've decided to lower the price of Lockdown: Stand Alone permanently to a very competitive level of 10.90 $ so more people can enjoy the game! We're soon introducing the next update that unlocks the final level of the game and fixes a great variety of bugs. After that update is live, we're very near in transitioning from early access to full release. Have a great day! - Anton Korhonen |
| Updated pricing | 2017-03-29 | Hey everyone! I've decided to lower the price of Lockdown: Stand Alone permanently to a very competitive level of 10.90 $ so more people can enjoy the game! We're soon introducing the next update that unlocks the final level of the game and fixes a great variety of bugs. After that update is live, we're very near in transitioning from early access to full release. Have a great day! - Anton Korhonen |
| Massive update: Checkpoints, Endless Mode and Oculus Rift support! | 2017-02-20 | Hey everyone! Lockdown: Stand Alone received a big update today. Alongside the much requested checkpoint system comes official Oculus Rift support and the hardcore endless mode. Endless mode (Single-player) This mode brings a more traditional wave shooting mechanism to the game while still maintaining the freedom of movement you've familiarized yourself with. Compete in online leaderboards on who can kill the most enemies. I can assure you that this gamemode isn't too easy. Ammunition is more scarce and you will receive more ammo via helicopter drops every other wave. Sidearms play a lot larger role in this gamemode than in single player. End |
| Massive update: Checkpoints, Endless Mode and Oculus Rift support! | 2017-02-20 | Hey everyone! Lockdown: Stand Alone received a big update today. Alongside the much requested checkpoint system comes official Oculus Rift support and the hardcore endless mode. Endless mode (Single-player) This mode brings a more traditional wave shooting mechanism to the game while still maintaining the freedom of movement you've familiarized yourself with. Compete in online leaderboards on who can kill the most enemies. I can assure you that this gamemode isn't too easy. Ammunition is more scarce and you will receive more ammo via helicopter drops every other wave. Sidearms play a lot larger role in this gamemode than in single player. End |
| Update released | 2017-01-29 | Hi everyone! This update balances the difficulty and brings improvements to the visuals and gameplay elements. Performance and visual improvements - Single-pass stereo rendering is now enabled, which should improve GPU performance up to 20% - Shaders rewritten to support the aforementioned feature - Visibility improved for large scenes Added the seventh level Step inside the tunnels that lead to the Dominus building. Added two new weapons Clear your way with a M249 (main weapon) and new sidearm (UMP). Both are fully automatic and bring much requested balance for the battle against the aberrations. Additional gameplay improvements - Dead enemi |
| Update released | 2017-01-29 | Hi everyone! This update balances the difficulty and brings improvements to the visuals and gameplay elements. Performance and visual improvements - Single-pass stereo rendering is now enabled, which should improve GPU performance up to 20% - Shaders rewritten to support the aforementioned feature - Visibility improved for large scenes Added the seventh level Step inside the tunnels that lead to the Dominus building. Added two new weapons Clear your way with a M249 (main weapon) and new sidearm (UMP). Both are fully automatic and bring much requested balance for the battle against the aberrations. Additional gameplay improvements - Dead enemi |
| Assisted rotation refined | 2017-01-06 | Hey everyone! The assisted rotation feature now works in 45 degrees left/right. This means that pressing your main hand controller touchpad left/right allows for quick 45 degree turns. NOTE: When you enable assisted rotation, dropping the magazine requires you to press the low middle area of the touchpad. This is to avoid accidental magazine drops when rotating. Your indie developer, Anton |
| Assisted rotation refined | 2017-01-06 | Hey everyone! The assisted rotation feature now works in 45 degrees left/right. This means that pressing your main hand controller touchpad left/right allows for quick 45 degree turns. NOTE: When you enable assisted rotation, dropping the magazine requires you to press the low middle area of the touchpad. This is to avoid accidental magazine drops when rotating. Your indie developer, Anton |
| Minor bug fixes | 2017-01-03 | Changelog: - Enemy pathfinding accuracy refined - Fixed a bug where the turrets would sometimes fail to detect the left hand - Fixed a rare bug where shooting an automatic weapon and holstering it at the same time would keep the weapon firing - Minor adjustments to the third and fourth level Your indie developer, Anton |
| Minor bug fixes | 2017-01-03 | Changelog: - Enemy pathfinding accuracy refined - Fixed a bug where the turrets would sometimes fail to detect the left hand - Fixed a rare bug where shooting an automatic weapon and holstering it at the same time would keep the weapon firing - Minor adjustments to the third and fourth level Your indie developer, Anton |
| Performance update | 2016-12-30 | Hey! After receiving some complaints about the game not running well on AMD processors (most notably FX8320/FX8350) combined with great GPUs (980Ti/1070/1080), i started to work on optimizations. GPU skinning This effectively directs the mesh skinning workload from the CPU to the GPU. Enemy pathfinding improved The pathfinding has been slightly optimized. The CPU workload should be about 10% less with this update. Blend weights I've managed to cut the performance impact a little by halving the blend weight count from four to two. Improved lighting and shadow performance More baked lights instead of realtime lighting. I've also adjusted the sh |
| Performance update | 2016-12-30 | Hey! After receiving some complaints about the game not running well on AMD processors (most notably FX8320/FX8350) combined with great GPUs (980Ti/1070/1080), i started to work on optimizations. GPU skinning This effectively directs the mesh skinning workload from the CPU to the GPU. Enemy pathfinding improved The pathfinding has been slightly optimized. The CPU workload should be about 10% less with this update. Blend weights I've managed to cut the performance impact a little by halving the blend weight count from four to two. Improved lighting and shadow performance More baked lights instead of realtime lighting. I've also adjusted the sh |
| Upcoming patch for the AMD performance problem | 2016-12-30 | I'm seeing massive FPS drops with a GTX 980Ti / GTX 1070 when combined with some AMD processors. I'm currently looking at the problem and a patch should be coming in about a day that will fix this. Thank you all for the feedback! Your indie developer, Anton |
| Upcoming patch for the AMD performance problem | 2016-12-30 | I'm seeing massive FPS drops with a GTX 980Ti / GTX 1070 when combined with some AMD processors. I'm currently looking at the problem and a patch should be coming in about a day that will fix this. Thank you all for the feedback! Your indie developer, Anton |
| Left handed support is here! | 2016-12-29 | Hey everyone! I have released a patch which enables left handed support and brings some bug fixes to the game. Left handed support Go to the options menu and tick "Left handed". Note that this requires a scene reload every time when changed. This reflectively mirrors the button layout for teleportation etc. Added the option to enable/disable touchpad movement Options menu now shows the option "Trackpad movement by touch". If enabled, you can move the player only by sliding your finger with the touchpad. The default behaviour requires the touchpad to be pressed for moving the player. This way any accidental touchpad presses when using the tele |
| Left handed support is here! | 2016-12-29 | Hey everyone! I have released a patch which enables left handed support and brings some bug fixes to the game. Left handed support Go to the options menu and tick "Left handed". Note that this requires a scene reload every time when changed. This reflectively mirrors the button layout for teleportation etc. Added the option to enable/disable touchpad movement Options menu now shows the option "Trackpad movement by touch". If enabled, you can move the player only by sliding your finger with the touchpad. The default behaviour requires the touchpad to be pressed for moving the player. This way any accidental touchpad presses when using the tele |
| Patch released: Height adjustment and raycast item grabbing! | 2016-12-23 | After some heavy development and testing the sitting experience is now refined! Height adjustment You can now adjust your height from the options menu when sitting. This is a slider and you can see the change in height real-time. Raycast item grab By enabling "Ray grab items" from the options menu, you can hold the grip button to fire a visible ray from your left hand. This ray can be used to pick up magazines and other items from the world. This is very useful for a sitting experience. Weapons still have to be picked up from tables with the right hand, but we've developed the levels this in mind, so it should not be a problem. Upcoming soon: |
| Patch released: Height adjustment and raycast item grabbing! | 2016-12-23 | After some heavy development and testing the sitting experience is now refined! Height adjustment You can now adjust your height from the options menu when sitting. This is a slider and you can see the change in height real-time. Raycast item grab By enabling "Ray grab items" from the options menu, you can hold the grip button to fire a visible ray from your left hand. This ray can be used to pick up magazines and other items from the world. This is very useful for a sitting experience. Weapons still have to be picked up from tables with the right hand, but we've developed the levels this in mind, so it should not be a problem. Upcoming soon: |
| Locomotion update | 2016-12-20 | When using the trackpad to move, the movement direction was calculated relative to the headset orientation. Basically good if you're always facing the direction you're going. This is now updated to work "Onward" style, where the movement direction is calculated relative to the controller orientation. No more throwing up! :) Your indie developer, Anton |
| Locomotion update | 2016-12-20 | When using the trackpad to move, the movement direction was calculated relative to the headset orientation. Basically good if you're always facing the direction you're going. This is now updated to work "Onward" style, where the movement direction is calculated relative to the controller orientation. No more throwing up! :) Your indie developer, Anton |
| Patch released: Important bug fixes and improvements | 2016-12-19 | I've released a patch that fixes a couple of issues: Magazines can now be holstered back You just took out that mag and you realize you don't need to reload just yet? Just keep holding it in your hand and put it back. Already dropped it? Just pick it up from the floor. Dropped magazines from weapons are still lost, but this way you don't lose the precious full ones! .50 cal machine guns are now easier to use The hands now lock to the turrent until you move them about three feet (1 metre) away from it. This helps in using the turret a lot and the hands no longer should snap out of it even if you move a lot. Improved the game pause function Now |
| Patch released: Important bug fixes and improvements | 2016-12-19 | I've released a patch that fixes a couple of issues: Magazines can now be holstered back You just took out that mag and you realize you don't need to reload just yet? Just keep holding it in your hand and put it back. Already dropped it? Just pick it up from the floor. Dropped magazines from weapons are still lost, but this way you don't lose the precious full ones! .50 cal machine guns are now easier to use The hands now lock to the turrent until you move them about three feet (1 metre) away from it. This helps in using the turret a lot and the hands no longer should snap out of it even if you move a lot. Improved the game pause function Now |
| Gameplay video with Brometheus_Tv | 2016-12-18 | Wondering if you should play Lockdown: Stand Alone? Check out this awesome gameplay video from Brometheus_Tv ! https://www.youtube.com/watch?v=8wqqGBKuwuk This video offers an in-depth look on what the game has to offer. If you enjoy his videos, make sure to subscribe. That man has some great quality VR gaming content on his channel! Best regards, Anton |
| Gameplay video with Brometheus_Tv | 2016-12-18 | Wondering if you should play Lockdown: Stand Alone? Check out this awesome gameplay video from Brometheus_Tv ! https://www.youtube.com/watch?v=8wqqGBKuwuk This video offers an in-depth look on what the game has to offer. If you enjoy his videos, make sure to subscribe. That man has some great quality VR gaming content on his channel! Best regards, Anton |
| Patch released: The highly requested health system is here! | 2016-12-18 | Now you can take three hits before dying Your screen will fade a little every time you take a hit and it will take four seconds to recharge a single hitpoint. Flare launcher enabled for Level 3 and onwards Fire a flare on the ground and watch as the creatures arrive. Touchpad movement speed refined You could move way too fast before. Now we're modified the movement speed to get a more lifelike experience. As always, if you have any feedback, head over to the discussions or drop a message to anton.korhonen@viversion.com. We are always actively updating the game! Happy hunting! Best regards, Anton |
| Patch released: The highly requested health system is here! | 2016-12-18 | Now you can take three hits before dying Your screen will fade a little every time you take a hit and it will take four seconds to recharge a single hitpoint. Flare launcher enabled for Level 3 and onwards Fire a flare on the ground and watch as the creatures arrive. Touchpad movement speed refined You could move way too fast before. Now we're modified the movement speed to get a more lifelike experience. As always, if you have any feedback, head over to the discussions or drop a message to anton.korhonen@viversion.com. We are always actively updating the game! Happy hunting! Best regards, Anton |
| Patch released | 2016-12-17 | Patch changelog Touchpad locomotion now works by touch only Weapon magazine drops now from the touchpad button Updated tutorial to reflect these changes Fixed a rare bug where the second level .50 cal turret would stop firing Body movement refined when looking downwards Thank you all for the feedback! We will keep updating the game regularly. If you have any feedback, don't hesitate to head over to the support section! Best regards, Anton Korhonen CEO |