Come along and watch the stream on our Steam page. Perhaps wishlist the new Reinvented Edition, stuff like that!
Come along and watch the stream on our Steam page, and/or play Sir with us on the official servers.
With this patch, we focussed mainly on custom island generation. We majorly improved handling of custom island types, and especially that of large islands. We also fixed various other small bugs. Enjoy! Remastered game coming soon! https://store.steampowered.com/app/1743730/Sir_You_Are_Being_Hunted_Reinvented_Edition/ Wishlist us please!
Changes
- Linux: Upgraded Engine to Unity 2021.1.24f1 (was Unity 2021.1.20f1).
- Further improved handling of "Dock" spawns, fixing issues mostly affecting large custom islands. There should now always be the correct number of Docks for any given island, even if there is no suitable space for one to spawn under normal circumstances.
- Increased the number of places where Riders can spawn. This should help fix issues where Riders sometimes don't spawn at all on large islands.
Fixes
- Fixed a bug where items held in hand would appear "zoomed out" incorrectly.
- Fixed a bug where the wrong type of villages (rural) would spawn when generating a large island with "Industrial" infrastructure.
- Fixed a bug where the canal running down the center of the island wouldn't spawn on large islands with "Industrial" infrastructure.
- Fixed a bug where the player could hang mid-air or mid-crouch, if opening the inventory while jumping or crouching. Opening the inventory will also no longer pause the "crouching" camera animation, and it is no longer possible to lean left/right while the inventory is open.
- Fixed a Windows-specific issue where the Rider would not sound as terrifyingly glorious as was intended.
- Improved the collision models of certain fence models, so that they no longer "punt" the player off them when walking along the top of them.
- Changed the collision models for pylons so that players can no longer be stucklaunched from them.
- Fixed a minor graphical artefact that could be seen on the pylons.
- Fixed a bug where Robots would investigate the "wrong" location when dynamite was thrown (the intended behaviour is that they run towards where the dynamite landed). Added an impact sound when the dynamite hits the ground.
- Fixed a bug where the compass would jitter when looking up- or down while leaning, or while holding the "Free Look" key.
- Fixed a bug where the in-game "rounds" and "ammo" indicators would be shown on top of the loading screen on certain ultra-wide setups.
- Fixed a bug where vitality can turn negative for a split second after eating a lot of spoiled food very quickly.
Hello everyone,
As you may know, we have been busy working on bug fixes and various technical improvements to Sir, You Are Being Hunted: Classic Edition, in anticipation of our new product, Sir You Are Being Hunted: Reinvented Edition. There has been some confusion about this, and I wanted to address this and explain the differing development goals of the various products.
The studio currently working on the Sir IP is Den of Thieves Games: we are a different company from Big Robot, the studio that made the original game in 2012 and 2013. We founded our company in 2020, and are a completely separate team from the team that made the original. We have been working on the Sir codebase since April of this year and were the people behind the 1.5 and 1.5.1 patches for the Single Player and the 1.1.1 patch and relaunch of the multiplayer.
As a personal aside, I love this game and a big draw to working on the IP, for me, was fixing some of the most long-standing issues that this game has. I believe that this game deserves better than it got back in the day, and we made these patches to give back to a community that clearly believes the same thing.
Reinvented Edition, which is our new product that we will be launching in February, is a remaster, but it will also feature many significant overhauls in terms of balancing and gameplay- for that reason it is important to me that we continue to offer the original in playable form: we want Classic Edition to be a up-to-date, bugfree and improved version of the 2013 original but we dont want to change the gameplay and balancing, which made the original exactly as unique as it is. Since Reinvented Edition is based on the original source code, making these patches has been doable because much of these bug fixes will carry over into the new version. It is my hope that with these patches weve gained some trust in the community, and proven that we are not a fly-by company that will release just another shitty remaster and console port.
However, the same is not true for the multiplayer: because the codebase uses the old multiplayer framework, we are stuck using old versions of Unity (unlike the single player, which has been ported to run on modern versions of the engine). The multiplayer has always been a separate codebase, and if we had to upgrade it we would probably be better off remaking it from the ground up. Thats not something we can afford to do!
However, we can meet the community halfway: if we cant modernize it, then we can at least make it playable; thats exactly what our goal was with the version 1.1.1 relaunch. The multiplayer as it was, back in 2014 has turned out to be a lot more glitchy than the way people remember it (it really always was this glitchy): a lot of players found it unacceptable and frankly, I agree. This is why we went back and fixed the biggest, most game-breaking issues that were left in the last patch from 2014.
Because the multiplayer technology is this old (so old, in fact, that its replacement system, UNET, has also been removed from Unity) it has been a hard two weeks at the studio doing a lot of in-depth analysis without our usual many modern tools. Most of our development manpower these past two weeks was spent on fixing the multiplayer: as a closer, Id like to share some snippets of code that might give you a glimpse at the sort of issues we had to deal with.
Stay Frosty,
Anne Yuang Wijning
Den of Thieves Games, Lead Developer
Sir, You Are Being Hunted: Classic Edition Multiplayer 1.1.2 Patch Notes
Fixes:
- Fixed many internal server errors, improving overall stability.
- Fixed a bug where players would fall through the map on servers that have been running for a few hours or longer.
- Fixed a bug where Riders would not attack players and instead just follow them around.
- Fixed a bug where the Axe wouldn't do any damage.
- Fixed a bug where enemies would not ragdoll when killed, and instead stand still in idle pose.
- Fixed a bug where the off/on schedule of the standing stones would sometimes not be cleaned up correctly between games (leading to situations where, for instance, the standing stones would activate, and then activate again 20 seconds later).
Den Of Thieves present the Sir, You Are Being Hunted 1.5.1 patch. Come and watch us play on the livestream! STREAM STARTING 2030UK / 2130 CET!
Sir, You Are Being Hunted: Classic Edition 1.5.1 Patch Notes
Changes
- Mac: Upgraded Engine to Unity 2021.1.20f1 (was Unity 2021.1.18f1).
- Linux: Upgraded Engine to Unity 2021.1.20f1 (was Unity 2021.1.18f1).
- Linux: Fixed an issue where the "the experiment has gone terribly wrong" cutscene had its video freeze.
- Replaced some of the music tracks (approximately 15 minutes of audio) with lossless copies (was MP3): the affected tracks are "Azzent", "LPR Zonal III" and "In Deep Lanes". Increased compression quality for all other tracks. Special thanks to Forces of Good for supplying these high-quality copies!
- Changed the FPS limit launch parameter ("-fpslimit xxx") to now also accept "fpslimit xxx" (without the "-") because some players were getting confused.
- Changed the intro scene (the "Big Robot" logo) to now render at a locked 30 fps.
- Added new text/warning messages when a player presses the "Bandage" button (default "H") without having any bandages in their inventory; or when the player pressed the "Map" button (default "M") without having a map in the inventory.
- Improved handling of the "Toggle UI" button: when pressed, the crosshair and world-space UI will now be disabled, and the UI will now automatically be re-enabled when the player dies.
Fixes
- Fixed a bug that caused the "blood" overlay to not render correctly.
- Fixed a bug where the starting items would dissapear from the inventory.
- Fixed a bug where Hunter Robots would spawn on top of each other.
- Fixed a bug that caused some foliage models to not spawn correctly.
- Fixed a bug where the ending cutscene would not work correctly the second time it was triggered (playing through the game twice in one play session).
- Fixed a bug where Mr Walters would not say his lines on repeat playthroughs.
- Fixed a bug that caused Bot Indicators to display at the wrong (much too large) size.
- Fixed a bug where the Strange Device would continue to animate (and make sound) when the game is paused.
- Fixed a bug where the display on the Strange Device did not look as was intended.
- Fixed a bug where a church model would be invisible but the collision was still active.
- Fixed a bug where the binoculars would remain active after you deleted the item: binoculars will now automatically be disabled when you open the inventory (or any other menu).
- Fixed a bug that would cause music to not be played.
- Fixed a bug where the Poacher's corpse would yeet itself when being killed.
Hello again! More 1.5 and chatter on What It Were Like In Them Before Times with your host, Jim Rossignol! Patch notes! STREAM STARTS AT 1800 BST / 1900 CET. Will probably tweet about it.
A broadcast! How delightful! Patch notes! STREAM STARTS AT 1800 BST / 1900 CET.
Hello there. You probably saw this already, but ICYMI: Sir, You Are Being Hunted has been updated for the first time in several years, with the 1.5 patch. 64-bit Mac support is now a thing, loads of bugs have been squashed, and the servers are back online for multiplayer. Not only that but we've announced future plans for a remaster of the original game in 2022, produced by our friends at Dutch studio Den Of Thieves Games. They are long term fans of the title, and understand exactly what makes the game tick. We're excited to confirm a new, standalone game, with new gameplay options, new UI, and overhauled visuals, all developed in the charming, silly, scary spirit of the original game. Discounts will be available for everyone who owns the classic edition of Sir, You Are Being Hunted. If you would like to support us in this new venture, then a wishlist always goes a long way. https://store.steampowered.com/app/1743730/Sir_You_Are_Being_Hunted_Reinvented_Edition/ More soon! -BR
Well look at this! For the first time in nearly six years we are rolling out some patch notes for a Sir update thanks to amazing work by our Dutch friends, Den Of Thieves Games. They are long time fans of the game, and are responsible for this comprehensive update. It's a doubly special occasion, of course, because we are announcing Sir arriving on one of those console machines in 2022, also thanks to Den Of Thieves Games. The console in question is Nintendo Switch. But more on that elsewhere! And there's more! The Switch version will be a comprehensive remaster, and that will return to PC as a new standalone game, with enhanced visuals, new gameplay options, a modern engine, bigger islands, faster procedural generation, and more! It will be a Reinvented version of the game we love. You can wishlist it now! https://store.steampowered.com/app/1743730/Sir_You_Are_Being_Hunted_Reinvented_Edition/ Anyway, those patch notes for the latest update.
Key Features Of 1.5
- Multiplayer functionality restored and Official Multiplayer servers back online.
- Mac 64-bit support. This should give a significant speedup on Apple machines with an M1 chip.
- Islands generate much faster due to engine upgrade.
- Many legacy bugs fixed and graphical upgrades including modern water shader.
The Full Details
- Windows: Upgraded Engine to Unity 2018.3.2f1 (was Unity 4.6.1f1).
- Mac: Upgraded Engine to Unity 2021.1.18f1 (was Unity 4.6.1f1).
- Linux: Upgraded Engine to Unity 2021.1.18f1 (was Unity 4.6.1f1).
- The Mac version of "Sir, You're Being Hunted" now has native 64-bit support for both Intel and Apple Silicon platforms. This should give a significant speedup on Apple machines with an M1 chip.
- Terrains are now rendered using the new Terrain System. As a result, distant terrain should now look nicer.
- Rendering has been changed so that the game now renders in the native sRGB color space. Contrast has been slightly increased as a result.
- New graphics options have been added: an "Ultra" preset, MSAA Anti-Aliasing, an all-new "Ultra" setting for Water Effects and a toggle that enables SM 4.0 High-Quality Transparency have been added.
- All Javascript code has been converted to C#, and the game has been switched to the IL2CPP backend on all platforms (Windows, Mac and Linux). This should result in performance gains in CPU-bound scenarios (notably while generating a new world).
- All Textures have been reimported at their maximum resolution. This results in a slight increase in texture resolution, notably on many buildings (churches and houses) in the game world.
- The in-game HUD has been reworked to scale better on widescreen monitors (4:3, 16:9, 21:9 and tripple-wide 16:9 setups are supported). Texture resolution on UI elements has been increased and certain elements have been reworked.
- The FPS cap has changed: when enabled, it will now lock to 120 fps by default (was 70). You can override this behaviour by launching the game with "fpslimit x" as a launch parameter (where 'x' is the desired framerate cap, such as 144 or 240 fps for high refresh rate monitors).
- Many lighting issues have been fixed. As a result, lighting should look smoother.
- Re-enabled some missing effects on the "Axe" weapon model.
- Added new text/warning messages when a player attempts to insert an item other than a teleporter piece into the standing stones, or attempts to cook meat on an unlit fire, or attempts to put an item in their inventory that they do not have room for.
- Upgraded the navigation backend to the newest version.
Fixes
- Fixed a bug where it was possible to open the menu while the screen is still fading in (pauzing the fade-in, resulting in a black screen).
- Added a button on the class selection screen that allows players to return to the main menu.
- Fixed a bug that caused docks to spawn on inland lakes instead of on the coast.
- Fixed a bug that caused docks to spawn in the corner of the map, outside of the playable area.
- Fixed a bug where teleporter pieces would spawn inside of other objects, partially obscuring it or making it inaccessible.
- Fixed a bug that caused the "Dog" models on the main menu to not animate.
- Fixed a bug where it was possible to be shot at, and killed during the ending cutscene.
- Fixed a bug where dogs could perform their "bite" attack through walls.
- Fixed a bug where weapon models would remain visible (and respond to mouse movement) after the player dies.
- Fixed a bug where it was possible for toy trains to ride across the water (toy trains now explode when hitting water).
- Fixed Z-Fighting issues on certain building models.
- Fixed a bug where the Rider NPC, and certain objects in the "industrial" biome would render fog incorrectly.
- Fixed an issue where Ambient Occlusion would render incorrectly during the ending cutscene, and on underwater objects.
The "Sir, You Are Being Hunted" 1.5 Patch Team
Lead Programmer: Anne "Yuang" Wijning Producer, Additional Art: Vasil Kichev Product Owner: Jim Rossignol Programming: Lorenzo Greidanus Emily Oldenwening Special Thanks: Dan Puzey Jay Shaffstall (Muskingum University) Brean "Eclecticklish" Hunt
It's a mystery, like the mystery of the stones. But all shall be revealed!
Sir, You Are Being Hunted - an unexpected broadcast! After all these years. How delightful! STREAM STARTS AT 1700 BST / 1800 CET.
BUY IT HERE!!
https://store.steampowered.com/app/993790/Ancient_Enemy/ Go! Go! Go!
TRAILER HERE!
https://steamcommunity.com/sharedfiles/filedetails/?id=2035897519 <3
HERE'S A LAUNCH DATE ANNOUNCEMENT!
ANCIENT ENEMY, the card battler by Grey Alien GMAES, (and written and art-directed by Big Robot's own creative director, Jim Rossignol) will be launching on Steam on Thursday April 9th! It's good! Check out the...
SHINY NEW TRAILER!
https://steamcommunity.com/sharedfiles/filedetails/?id=2035897519
AND PLEASE DO WISHLIST HERE!
Seriously, it helps us loads if you do. https://store.steampowered.com/app/993790/Ancient_Enemy/ (And in other news: we'll soon be celebrating three years of THE SIGNAL FROM TLVA next week! Expect a lovely sale and a big discount. Oh and stay safe, friends, it's scary out there and we love you all! - BR)
Hello, (procedurally generated) World! As the headline quoth, we are out of Early Access and on to v1.0! Heres a trailer for you to get those v1.0 chills... https://youtu.be/61k1QHWn9go For this update weve just pushed to Steam there are some minor gameplay tweaks, bunker layout changes, and audio fixes. Weve gone back in and messed about with the generation templates - the menu we give the level-generation system - so that the levels produce better environments. The initial zone is unchanged, but youll find the others now build tweaked worlds that are slightly more challenging. (Don't forget we addressed issues with the spider-craft in an earlier update.) There are also performance tweaks in this version, although there are still some odd generations that seem to hit performance without our profiler giving us a clear picture of why! Weve tried to streamline shaders and such to avoid that. BUT the main change - reflecting the template tinkering - is that there are now overall difficulty levels. You can select these on starting a new game, but also change them in current savegames, which default to normal, which gives you a difficult the same as the earlier updates. (Please note that difficulty can be changed in-game during play, so if you are having a tough time turn it down, or an easy time turn it up, etc!) Thanks for all the support weve received for this, our weirdest and most atmospheric game to date - and please do leave a Steam review if youve enjoyed yourself so far! Well have more news on Big Robot things for you soon! <3 -BR
Hello you. Just a quick update about two things, the first is that ANCIENT ENEMY, the card game that Jim has been working on with Grey Alien Games, is available for wishlist, and isn't too far off release (date TBC!) and if it's your sort of thing then we'd definitely appreciate support! Jim has been overseeing the art direction (his first 2D game!) and wrote the story. We're hugely excited to have worked with two fabulous artists, Dan Emmerson and Jen Pattison. Jake at Grey Alien has had years of experience at this sort of thing, and we're anticipating a tremendous game a bit later this year. Here's a teaser trailer! https://www.youtube.com/watch?v=Ep_m4tg1HHI And the main page for plenty more info and that all-important wishlist link: https://store.steampowered.com/app/993790/Ancient_Enemy/ THE LIGHT STUFF Additionally, we're speeding towards the next update for THE LIGHT KEEPS US SAFE, and now is absolutely the perfect time to try the game out if you've yet to dip in. If you enjoyed Sir. You Are Being Hunted but want something even more atmospheric and mysterious, then we suggest you take a look! https://store.steampowered.com/app/853240/The_Light_Keeps_Us_Safe/ We're setting our sights on V1.0, too , and we'll have more news about the end of our Early Access period in the near future. In the meantime, don't forget that all our games are on sale until the 9th! https://store.steampowered.com/app/457760/The_Signal_From_Tlva/ https://store.steampowered.com/app/242880/Sir_You_Are_Being_Hunted/ Love you! -BR
Hey, Robot friends! Just a quick note to let you know that Big Robot's own Jim Rossignol has written the story for Grey Alien's ANCIENT ENEMY - an atmospheric RPG card where the baddies have already won - due out this summer. It's going to be great! You can, almost certainly should, wishlist it over here: https://store.steampowered.com/app/993790/Ancient_Enemy/ Thanks! <3 -BR
Hey everyone! Our brand new stealth and survival game, THE LIGHT KEEPS US SAFE, is now live on Steam Early Access. Here's the launch trailer. We'll be streaming it on the store page in a few minutes time. <3 -BR
Hello everyone! This is just a quick reminder that The Light Keeps Us Safe will be released at 9am PST (5pm UK) tomorrow, October 11th. If you haven't had a look at the gameplay trailer yet, then check it out over here. And, hey, we have to say the game has already moved on this since that footage, because this Early Access and we're motoring! Oh and just one other little thing: we put Sir, You Are Being Hunted on sale for the week. So combine that with the launch discount and you could pick up Sir and The Light Keeps Us Safe together for close to the price of a single one of our games... Happy October! :D -BR
Hello, everyone! We thought you might like to take a look at our grimdark new gameplay trailer for THE LIGHT KEEPS US SAFE. Early Access release coming on October 11th! https://www.youtube.com/watch?v=BLzmwFhvbUE More soon!
THE LIGHT KEEPS US SAFE is a stealth and survival game from Big Robot Ltd, and it's coming in October 2018! Watch the trailer! The sky has flickered and gone out. Only The Light can keep us safe. You can't stay down there in the depths of the bunker. The food is gone and the power can't last much longer, either. Those things out there in the dark will only take so long to find their way in... It's time to go outside and face what's waiting for you out there. Maybe then you can go into The Light, like the others. THE LIGHT KEEPS US SAFE is a procedurally-generated apocalypse in which only The Light can save us. Use stealth and evasion to avoid terrifying machines that patrol the desolate world, and employ the powers of Light to unpick their deadly traps. Featuring these terrifying and entertainingly bleak things:
- Unique light-based interactions and challenges!
- A sprawling world of stealth, survival, and exploration from the makers of SIR, YOU ARE BEING HUNTED and THE SIGNAL FROM TÖLVA.
- Horrifying and aggressive alien-machine enemies!
- Fiendish traps and disturbing hostile environments.
- A procedurally-generated environment, different for each playthrough.
- A grim sense of existential threat (because we're good at that sort of thing...)
- No crafting though, because we find that a bit dull tbh. Sorry!
- A tremendous sense of satisfaction in overcoming certain doom. You want that feeling, don't you? It's a good feeling.
Hey there huntedfriends, we've got a new patch for you! This patch brings the single player game up to 1.4 and multiplayer to 1.1.0 This is the first patch that unifies the two halves of Sir. Following the release of MP 1.0 we've addressed a number of bugs (thanks for all the reports! No more overly-clingy dogs...) but we've also ported over the improvements we made during MP development into the Singleplayer game. Veterans of SP should experience a significant fps boost. It's been great to see so many of you hosting your own MP servers. We've seen a sustained surge in player numbers (thanks in part to the current 90% off sale! Tell your friends ;) ), some specializing in non pvp, others all out survival of the sneakiest. This patch should address a number of the issues some of you have experienced since the 1.0 launch, as ever we look forward to hearing your feedback and bug reports.
Patch Notes
Launcher: - Steam launch options/command-line parameters are passed through to the game when launching. Multiplayer: - Allow password to be set when using direct connect - Fix dogs getting stuck to players after a pounce - All game settings menus have a "default" button for easy resetting - Fix bug where a trading player's disconnect could cause inventories to misbehave for others - Fix bug that causes disconnected/kicked players to not be removed from the player list - Fix bug stopping scarecrows from spawning in a field where one had previously been killed - Horse ragdolls now despawn faster (3 minutes instead of 3 hours...) Single player: - Performance fixes brought across from multiplayer - Fix some bugs that would cause some of the bot population to be reduced in late game - Built with newer Unity version to include more performance/bug fixes from the Engine
Hey there huntedfriends, we've got a new patch for you! This patch brings the single player game up to 1.4 and multiplayer to 1.1.0 This is the first patch that unifies the two halves of Sir. Following the release of MP 1.0 we've addressed a number of bugs (thanks for all the reports! No more overly-clingy dogs...) but we've also ported over the improvements we made during MP development into the Singleplayer game. Veterans of SP should experience a significant fps boost. It's been great to see so many of you hosting your own MP servers. We've seen a sustained surge in player numbers (thanks in part to the current 90% off sale! Tell your friends ;) ), some specializing in non pvp, others all out survival of the sneakiest. This patch should address a number of the issues some of you have experienced since the 1.0 launch, as ever we look forward to hearing your feedback and bug reports.
Patch Notes
Launcher: - Steam launch options/command-line parameters are passed through to the game when launching. Multiplayer: - Allow password to be set when using direct connect - Fix dogs getting stuck to players after a pounce - All game settings menus have a "default" button for easy resetting - Fix bug where a trading player's disconnect could cause inventories to misbehave for others - Fix bug that causes disconnected/kicked players to not be removed from the player list - Fix bug stopping scarecrows from spawning in a field where one had previously been killed - Horse ragdolls now despawn faster (3 minutes instead of 3 hours...) Single player: - Performance fixes brought across from multiplayer - Fix some bugs that would cause some of the bot population to be reduced in late game - Built with newer Unity version to include more performance/bug fixes from the Engine
We made it! This month's update finally brings Sir's multiplayer out of the murky swamps of beta and into the harsh glaring light of general consumption. You no longer need to opt-in to the multiplayer beta branch to see multiplayer games as an option in your game. The new front-end launcher will appear for all up-to-date owners and hopefully this will provide us with a fresh influx of players to your servers and a growth in the number of servers themselves! Importantly, we need to say a huge "thank you" from the team to everyone who participated in the beta, filing bugs and making suggestions both here and on the BR forums. It's been a long road from single-player prototype, through Kickstarter, Steam Early Access, Single player 1.0 and beyond and now that the multiplayer component of Sir is stable and live and all those promised stretchgoals are met (phew!) we can finally take a step back and appreciate the journey. A journey we could not have made without you guys. So thanks! TRADING As well as the new launcher, there are a range of optimisations and bugfixes: this 1.0 release adds the ability to trade directly with other players rather than use loot stashes to swap items. Players can make their inventories available for access by other players by holding down the "o" key (by default) until someone accesses their loot. Once a trade has been established players may freely GIVE items to each other but they may not TAKE items. This means that trade is never open to exploitation. You only get what the other player trading with you gives, there can be no stealing! AND SO... So this is it! Sir, You are Being Hunted is feature complete, but it's not the end. We are already working on a patch for the Singleplayer game to bring across all the improvements that have come about in multiplayer and of course we are still reading your feedback with great interest. The hunt continues... We'll see you on the servers.
We made it! This month's update finally brings Sir's multiplayer out of the murky swamps of beta and into the harsh glaring light of general consumption. You no longer need to opt-in to the multiplayer beta branch to see multiplayer games as an option in your game. The new front-end launcher will appear for all up-to-date owners and hopefully this will provide us with a fresh influx of players to your servers and a growth in the number of servers themselves! Importantly, we need to say a huge "thank you" from the team to everyone who participated in the beta, filing bugs and making suggestions both here and on the BR forums. It's been a long road from single-player prototype, through Kickstarter, Steam Early Access, Single player 1.0 and beyond and now that the multiplayer component of Sir is stable and live and all those promised stretchgoals are met (phew!) we can finally take a step back and appreciate the journey. A journey we could not have made without you guys. So thanks! TRADING As well as the new launcher, there are a range of optimisations and bugfixes: this 1.0 release adds the ability to trade directly with other players rather than use loot stashes to swap items. Players can make their inventories available for access by other players by holding down the "o" key (by default) until someone accesses their loot. Once a trade has been established players may freely GIVE items to each other but they may not TAKE items. This means that trade is never open to exploitation. You only get what the other player trading with you gives, there can be no stealing! AND SO... So this is it! Sir, You are Being Hunted is feature complete, but it's not the end. We are already working on a patch for the Singleplayer game to bring across all the improvements that have come about in multiplayer and of course we are still reading your feedback with great interest. The hunt continues... We'll see you on the servers.
Hello again! Firstly - as has become something of a standard for these updates - we've got a new NPC for you: the Scarecrow. His uniquely-creepy presence has been missed so it's great to see his return. Watch your back... Live on the Steam builds right now. Now that the compliment of NPC types has reached 6 (!) we thought it was about time to give server admins some control over what you are faced with in any given game, also how many and when they appear. To whit we've brought over the NPC schedule manager from single-player and now you can tinker 'til your heart's content. Want a world filled to the brim with poachers from the get-go? No problem. How about no balloons EVER. Easily done. Or maybe you just want more of everything? Well, then you're clearly unsound... Whatever your preferences, the new NPC settings will let you create bot populations to suit. We've also got world seeds working so you can now copy and save worlds that you like. Generated a particularly breathtaking Mountain biome you just HAVE to show a chum? Just copy the seed from the escape menu and pass it on. Remember, only server admins have access to the world generation and NPC settings. Use “#callvote makeadmin playername” in the chat window to start a vote for a new admin on servers that allow this. There are also the usual tweaks and fixes, some of which are direct responses to payer requests (that stones timer volume WAS too loud wasn't it...), others are things we've had on the list for a while and have finally gotten around to now we're approaching an official v1.0 release... Not long now! Patch Notes:
- New – Robot Population Customisation
- New – Save, Reuse and share world seeds
- New – NPC Scarecrow
- New – Invisibility and Invulnerability Talisman effects
- New – Balloon light destroyable and synced across clients
- Plus – Sundry fixes and tweaks. Timer klaxon volume, network position issues, warning window for Custom biomes, Custom biome inventory duplications etc
Hello again! Firstly - as has become something of a standard for these updates - we've got a new NPC for you: the Scarecrow. His uniquely-creepy presence has been missed so it's great to see his return. Watch your back... Live on the Steam builds right now. Now that the compliment of NPC types has reached 6 (!) we thought it was about time to give server admins some control over what you are faced with in any given game, also how many and when they appear. To whit we've brought over the NPC schedule manager from single-player and now you can tinker 'til your heart's content. Want a world filled to the brim with poachers from the get-go? No problem. How about no balloons EVER. Easily done. Or maybe you just want more of everything? Well, then you're clearly unsound... Whatever your preferences, the new NPC settings will let you create bot populations to suit. We've also got world seeds working so you can now copy and save worlds that you like. Generated a particularly breathtaking Mountain biome you just HAVE to show a chum? Just copy the seed from the escape menu and pass it on. Remember, only server admins have access to the world generation and NPC settings. Use #callvote makeadmin playername in the chat window to start a vote for a new admin on servers that allow this. There are also the usual tweaks and fixes, some of which are direct responses to payer requests (that stones timer volume WAS too loud wasn't it...), others are things we've had on the list for a while and have finally gotten around to now we're approaching an official v1.0 release... Not long now! Patch Notes:
- New Robot Population Customisation
- New Save, Reuse and share world seeds
- New NPC Scarecrow
- New Invisibility and Invulnerability Talisman effects
- New Balloon light destroyable and synced across clients
- Plus Sundry fixes and tweaks. Timer klaxon volume, network position issues, warning window for Custom biomes, Custom biome inventory duplications etc
Player ragdolls, player invisibility, and a big pile of traps should all be fixed now. See you on the servers!
Player ragdolls, player invisibility, and a big pile of traps should all be fixed now. See you on the servers!
Seems our latest changes might have made robots a little rarer. We've deployed a fix for that now, and so spawns should be back to normal rates in multiplayer games. Let us know how you get on!
Hello you, it's update time! The latest version of multiplayer is live on Steam. For instructions on how to get to it, if you're still in the dark, head over here. Once again we've been focusing on server control, bugfixes and optimisation for this update and we're now at a point where Sir MP is almost ready to be pushed out live as a launch option rather than being buried in a beta branch. That will probably be our next release! But what about this one? Well it's not all behind the scenes tinkering. For starters we have a new NPC: The Poacher. Singleplayer veterans will know him by his works, namely dropping traps for unwary Sirs and Madams in wooded areas. He's a vital part of the structure of SYABH, tempering the blessed cover of woodland with some more fear and caution. No more fleeing blindly through the woods for you... We've also added a range of options for server customisation. You can now select the biome type you want to play on and even use the custom world tools to design biomes of your own. If you are logged in to a server as admin (either using an admin password [#admin password] or being voted in as admin by other players [#callvote makeadmin playername] ) you will have access to the game settings panel from the Lobby. Here you can change the biome settings, alter the number of pieces required to win a game, set the timer for the Stone Circle activation and - perhaps most excitingly for some of you – change the PvP damage settings. This last setting will allow you to create non-PvP servers by reducing PvP damage to 0, something that has been widely requested. There are also stats available on death and at the end of a game now, so you can keep track of who's doing well, which players are shouldering the burden of piece collection and find out who those player-killers are... Finally the usual compliment bug fixes and optimisations are all present and correct, thanks once again for those bug reports and keep them coming! TL;DR Patchnotes
- New – NPC, Poacher.
- New – World Customisation.
- New – Server Settings.
- Fixed – Player throw animation.
- New – Death and Endgame Statistics screen.
- Fixed – Myriad optimisations and bugfixes, especially to NPC spawning.
- Known issue - repeating loot inventories on custom maps.
Update! Dogs and trombones are now working in multiplayer. The trombone is networked up so that you can play "tunes" for multiplayer friends (the mouse wheel controls pitch.) Yes. An exceptionally productive week has resulted in some great new features and a tonne of bugfixes. Version 0.1.48 will now be LIVE on your Steam library if you've opted in to the beta. As always the full patch notes are below but some stand out features include: The return of the Dog NPC, higher damage from Players and most pleasingly of all, the playable trombone. You've always been able to adjust the pitch of this in singleplayer (with the scrollwheel), but seeing a group of chums trying to hold a tune on rusty digital instruments in a big multiplayer brass band is the clear high-watermark for the whole project... It's worth emphasising that the damage received from other players is now much higher (a common request). We're expecting to roll out server controls for this in the next update so that server operators will be able to set the % of damage from players per-server however they want (including 0% to facilitate non-pvp servers) but this week we're testing out the upper levels. Shotguns to the face aren't just flesh wounds anymore... As always we've been reading your comments on the Steam and BR forums and have implemented some requests (the higher player damage for one, chat history etc) but we're still hungry for your feedback and bug reports so keep them coming. Thanks once again for your continued support and we'll see you on the islands! Patch Notes
- New - Chat notification when a Player changes their name.
- New - Damage from other Players increased. Now in line with damage dealt to bots.
- New - Chat log history (PageUp/PageDown to scroll through message history).
- Fixed - Stop clients running worldgen when they start an in-progress game on an incompatible server.
- New - Server browser improvements.
- New - Lobby now shows the state of the game you are trying to join (i.e. in Lobby or in Progress).
- New - Indicate & prevent connection to incompatible servers (i.e. incompatible versions).
- Fixed - Stop client hanging if server password is incorrect. New - Player Location Pings on the compass now make a noise ( default key “Y” to reveal position).
- Fixed - Clientside lodding improved
- Fixed - Better performance generally
- Fixed - No more dropped sounds (e.g. sometimes robot beepboops could be missing, no more getting sneaked-up on by bots...)
- Fixed - Guards no longer guard empty fragment caches.
- Fixed - Wisps no longer head to empty fragment caches
- Fixed - Connecting window retooled, cancellable window added instead.
- New - Trombones now visible on other Players (including note change with Scrollwheel!) We demand some brass-band videos...
- New - Robo-Dogs are back...
- Fixed - An issue with animation weighting that lead to some glitchy anims
- Fixed - An issue where walking footsteps where heard more loudly by AI than running footsteps...
- Fixed - Server uses less CPU after returning to lobby
- New - Servers now republish on the master list periodically (should stop long-running servers dropping off the browser)
- Plus - Sundry minor tweaks and fixes (performance improvements, click sound for torch, reduced verbose logging, similarly minor-but-pleasing stuff...)
We're here with the first of a (hopefully) weekly series of updates to the Sir Multiplayer Test. The new version is v0.1.45. If you've opted into the Multiplayer Branch on Steam you should get the new update automatically. The first week of testing went smoother than we could have hoped for with our official servers more or less constantly populated and only one short outage all week. It's all been remarkably stable and we're very pleased. It's also been fantastic to see so many of you hosting your own servers for friends and the general public, and to that end we've spent a good deal of this week adding some more controls for server operators. The full release notes are below but the long and short of it is there's now a proper voting system for electing and replacing admins, kicking grumpy ne'er-do-wells, voting to start maps if someone is idle in the lobby and won't ready up... There are of course a number of bugs found and squashed - thanks to your feedback - so keep those reports coming in. We've been listening to feature feedback too and have added a new system for locating and identifying other players. You can now 'ping' your location onto the compass with a keypress (default “Y”) so friends can find each other or mark areas of interest like good loot. This marker will last for 10 seconds and for the duration the player's name will also appear above their head if you are within a certain distance. It's essentially the visual equivalent of shouting “Oi! I'm over here!” Thanks from the whole team for your enthusiastic uptake of Multiplayer Sir, it's been fantastic to watch your streams and videos, and even better to play alongside you all. More to come! Patch Notes: Server Controls. 1. Server operators can now optionally add an Admin Password during set up. Use #admin password to log in as admin with this password. 2. Admins can make other players the admin with #makeadmin playername. 3. You can now vote to use admin commands even if there is no admin. Use #callvote command to start the vote (e.g #callvote kick playername to kick someone or #callvote new to start a new map. Clients then use #vote yes or #vote no to vote on this request. Command list: #new – starts new map. #restart - restarts current map. #kick playername – kicks playername. #admin password – logs in as admin if an admin password is set up on the server (note that admins logged in in this way override voted admins). #makeadmin playername – makes playername the admin. #lobby - returns players to the lobby. Fixes & Additions - Improvements to server browser (including auto-refresh, summary, and an alphabetised list). - No more smashing/exploding sounds when joining lobbies. - Reveal your name & position to other players by pressing a key (“Y” by default). - Miscellaneous small bugfixes (rider volume, UI tweaks, similar sundries).
The multiplayer test is now up on the betas branch for Sir, You Are Being Hunted. Details of how to get at that and how to run your own servers are over here. We've got a few of our own servers up, but they might be a little slow, so if you can run your own and let us know how you get on, that'd be appreciated. We did a video to explain a bit about what we're up to, over here: https://youtu.be/zDxvUqyktoo Please do let us know how you get on. We'll be updating again early next week. Cheers! -BR
Hello there. Long time! How've you been?
This is a quick update to say that the Sir, You Are Being Hunted multiplayer test will start on July 1st. It's been a long and difficult road to get to this point, but thanks to the hard work of Dan and James we're now able to open up a test client to everyone who owns the game at the start of next month. We'll collecting feedback bug reports as usual for this work-in-progress aspect of the game.
We'll provide information on how to get hold of the client - as well as some other details about what we're up to - on the day.
Hope to see some of you online in July.
Choo!-Choo!
Cheers,
-BR
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Hello! We've just deployed an update to fix some issues with controller support, and that means it should work fine on your Big Screen setup, and indeed on the Steam Box you are getting for Christmas. Oh man, was that a secret? We shouldn't have looked in the present cupboard! Anyway, there will be another small patch soon to fix a couple of other issues reported recently, we'll say hi and explain when those go up.
Hello! Just a very minor patch today fixing menu bugs and implementing 5.1 sound. With regards to multiplayer, it's still a long way off, unfortunately. While we've got it wired up for networking there's a lot of things that were never really designed for multiplayer to be fixed, and some design stuff to be worked through. We're going to be a bit quiet on that until we've got it all nailed down, but we'll explain the plan as soon as we've been able to apply some serious time and focus over the summer. Thanks for your patience! And so: Fixes - Inventory now closes with Esc key properly (second tap required to open menus) - Menus optimised, will produce a performance boost on some systems. - Logging reduced, will produce a performance boost on some systems. - Error on credits screen exit button resolved. Changes - NEW 5.1 support in game options. Click "Stereo" to cycle audio setup. This will only restart sound on a session change, ie loading a level. Cheers!
Hello, all! Today we're serving up the 1.1 patch for you all, which fixes a bunch of minor issues but also adds a custom biome and a global robot manager. Here's a video to explain more: The robot manager allows you to select global values for how enemies appear in the world, which should allow you to make it harder or easier as you prefer. You can even remove all hostile NPCs from the world (the pheasants and rabbits stay!) and consequently add a "Walking Simulator" mention to our Steam tags... The custom biome means that you can create some non-standard worlds that go way beyond what the five standard biomes allow. You can switch that on in Game Options. But wait! We know that the first thing you'll do is make the maddest worlds you can, so it's important to stress that the permutations this world generator provides are so extreme that they might make teleporter fragments inaccessible to you, which means there's a chance the crazier levels can't be completed. If you don't want to risk that for a proper playthrough, then stick to the standard templates or spend some time experimenting with a myriad of valid worlds. If you're happy just to see what you can make, however, that's what the custom biome is for. Remember that with the robot manager you can also now tour these worlds in safety. There's even a world code function in Game Options so you can share your creations with others. (Paste these codes in the Custom biome editing screen to get that exact world!) Changes - NEW: Custom Biome (activated in Game Options.) - NEW: Global robot spawn manager. - NEW: Added graphics option to disable God Rays. - NEW: Colour picker for robot visors (Colour blindness support). - Robot step height tweaked. - Fences no longer appear over seriously sloped terrain. Fixes - Audio-based distraction of robots now more reliable. - Robots can no longer spawn inside pylons. - Shots Fired stat now accurate. - Starting gear item count now matches menu list.
V1.0 is live right now, so jump in and let us know what you think. It also means that Early Access is over, so tell everyone in the world, please. Thankyou, everyone, for your feedback so far. And please keep it coming for the 1.1 patch. (And Linux testers, we're working on new builds right now.) Tea and biscuits!
Are you using the Linux version of Sir, You Are Being Hunted and having some problems? More importantly, are you using Linux with AMD and finding the game doesn't run properly? We want to hear from you! It would be just fantastically helpful if you could swing by the official forums and let us having any game logs you're able to provide. We're super keen to nail down the issues some users have been having with Linux, and we're going to need lots of feedback and systems spec detail to do that. Thanks in advance for any and all help.
Hello! We're pushing out an update with a bunch of small fixes and tweaks today, but really big news is that Sir's single player mode will hit v1.0 on May 1st. This, therefore, is the final patch of our Early Access period. Oh yes, it's the end of a long road. There will still be a few things to come after v1.0, as well as ongoing fixes and support, including multiplayer (no, no date on that yet, we've still got a way to go!) and also a customisation patch that will allow you mess with the game generation in-menu, rather than just in the back-end XML files. But we'll get to those later! For now, the big message of this latest update is: help us bug hunt! We need as many people as possible to pile in, find problems, share logfiles, and help us get this game into the best shape it can be. There's a bunch of changes up today, including major performance improvements. Go and try it out! Changes
- NEW - End sequence and credits. The closing voice-over and credit page now play before you get to your stats.
- NEW - Tooltips on all items, plus roll-over instructions for inventory slots.
- NEW - Fragment counter in inventory revamped to show fragment count per island, plus current location.
- NEW - State indicators for bleeding, trapped, and starving.
- Changed some textures and vegetation detail on Rural biome.
- Major optimisation pass, up to 30% performance increase on some machines.
- Walters' voice clips now no longer wait for each other to finish (so you don't miss any!)
- Toy train can no longer fly into the sky on cliffs/slopes.
- Opening inventory or map with control no longer conflicts with mouse and keyboard controls.
- Landowner gets stuck less frequently.
- Background music levels fixed.
- Ruins stonework lightened.
- Bog creature sounds don't last too long.
- Flashlight no longer appears to be made of stone.
Today's update adds a new environment type, our fifth and final. As we promised way back in the mists of Kickstarter, we now have a biome type for each of the islands: Rural, fens, industrial, mountains and castle. The castle biome places a huge ruined tourist attraction across one part of the map - a familiar sight for people who live in certain parts of the UK! Here's a video: As such this update represents the marvelous conclusion of the major content updates for the alpha. We have another patch coming up to rejig some biome elements and add an end sequence, but this nevertheless delivers all the single-player content we'd planned and promised during our initial fund-raiser. It's a fine feeling to have come this far. But it is far from over! We need your feedback to continue the great dance of balancing and bug-stomping. So let us know what you find, over on the forums. Changes
- NEW - The Castle Biome (New island option in world creation.)
- NEW - Soundtrack (Related audio slider in game options.)
- NEW - Menu scenes including the world's greatest menu pheasant.
- Scarecrow pathing reworked.
- Landowner collider altered to improve pathing.
- Squire audio altered to reflect movement.
- Z-fighting on buildings and rock formations. (OMG!)
- Slagheaps no longer have paths over them in Industrial biomes.
- Fixed mesh combination at World Generation.
- Fixed information window and V/O playing on fire use.
- Pub sign taller to avoid collision with landscape and scenery.
- FOV pop on binocular equipping.
- Controller reworked in all menu situations.
- Fixed erroneous mouse inputs during menu use.
- Seabeast particle effect errors fixed.
- No more crashes on rider death.
- Fixed map use with controller (Marker placing still unsupported)
Hooray! Trading cards, if you like that sort of thing, are now active on Sir, You Are Being Hunted. I've already unlocked one, and a handsome thing it is too.
Almost as handsome as our badges. Look at them!
Beautiful.
Anyway. We hope you are having fun.
Changelog SYABH v.0.9.5264 “Patriotic Crockery” Hello you! The latest build is now live, and all the details are below. There are a TONNE of changes under the hood, and our final NPC to the mix. Please do let us know how you got on, because the balance and behaviour changes are far-reaching and complicated. As always feedback on the forums is very gratefully received. Here's Jim talking a bit about the changes, with patch notes below: IMPORTANT NOTES: We recommend you generate a new world to take advantage of new features. Also: stuff might break on old saves. Changes - NEW – Landowner NPC. - NEW – Support for controllers in menus (still not inventories yet, soon!) - NEW – Free-Look key modifier. Holding “Left Alt” (by default) will allow you move your head independently from the body, simulating TrackIR use for those without that hardware. Only works if TrackIR not running or toggled on. - Toy Train now has “Moving” mode as well as “Static” (Right Mouse default). - Improved AI combat behaviour (especially corners and cover management). - Improved balance for AI vision and pursuit. - Several improvements to AI noise investigation States. Should result in more reliable distraction and sound investigation. - Changed the way AI glimpse-state works so bots no longer spot players unfairly due to heightened aggro state from recent inter-bot combat. - Changed destination pathing solution for all AI. Bots will no longer want to visit places they can't path to... - Changed the way bots decide to guard doors. Should result in less over-guarded buildings. - Exposed robot release schedule to xml file. See BR forums for editing advice... - Faster bunnies. - Performance: New audio lodding system should boost FPS. - Increased Wisp numbers slightly. Use them! - Faster dogs. - Sundry loot balance tweaks - Sundry AI variables tweaked. Fixes - Added option to limit FPS to prevent some hardware configurations running too fast. - Volumes now applied correctly in menu screen. - UI on/off toggle fro screenies now turns off crosshair too... - Compass bearing now relative to head camera (so is in-synch with look direction, not aim direction). - Fixed several scenery items that weren't blocking path grid properly. - Fixed some movement issues with Hares. - Fixed animation issue with sea beast. - Adjusted perimeter walls for some buildings to fix pathing bottlenecks. - Fixed some issues with scarecrow teleporting. - Fixed an issue where quitting immediately after generating a world lost your starting equipment.
Sir, You Are Being Hunted
Big Robot Ltd
Big Robot Ltd
2014-05-02
Action Indie Singleplayer Multiplayer
Game News Posts 44
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mostly Positive
(2855 reviews)
http://www.big-robot.com/
https://store.steampowered.com/app/242880 
The Game includes VR Support
Linux [419.96 M]Multiplayer_Linux [450.16 M]Launcher_Linux [32.77 M]
Sir is a stealth and survival game unlike any other.
And it now has multiplayer!
Key Features
- First-person stealth and survival.
- Procedurally-generated British landscape.
- Five biomes to explore: castle, industrial, rural, mountainous, and fenland.
- Infinite replayability in a sandbox world.
- Powerful, brutal AI that becomes tougher as you play.
- Tea and biscuits.
- Foliage-based stealth system.
- Scavenge to survive.
- Play as Sir or Madam.
- Relentless Britishness.
- NEW! Be hunted with other terrified ladies & gentlemen.
Every Game Unique!
Sir, You Are Being Hunted is set on a mysterious archipelago generated procedurally by you, and therefore unique to each game you play. You can define your own islands, each one created in moments by our rather clever British Countryside Generator. These islands are then populated by a raving aristocracy of murderous robots, their robot hounds, and worse. You job is simply to survive, and get home.You're not entirely alone, though: The disembodied voice of Walters, your butler, will help you and offer advice.
Ultimate AI Threat
Sir's AI is one of the toughest in stealth, and as an open-world game, it's unique in its field. The robots are some of the most aggressive and intelligent game enemies you will ever experience, and will pursue you even after losing sight of you. Expect to be hunted!
The Most British Of Games
Sir, You Are Being Hunted is set in a parallel Britain, complete with bleak villages, rocky highlands, bramble-filled woodland, decrepit farms, and crumbling post-industrial landscapes. Made with the remarkable power of our British Landscape Generator, these landscapes are enormously evocative and teeming with detail. Take time to explore, and find that vital hidden flask of tea!
- OS: Ubuntu 12.04
- Processor: 2.2 GHz Intel Core 2 DuoMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: DirectX 9.0c-compatible. SM 3.0-compatible
- Storage: 1 GB available space
- OS: Ubuntu 12.04
- Processor: QuadCore 2.0 GHz +Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia Geforce GT 120 / ATI Radeon HD
- Storage: 1 GB available space
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