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Name

 Hide & Hold Out - H2o 

 

Developer

 Red Abyss Software 

 

Publisher

 Red Abyss Software 

 

Tags

 Action 

 

Adventure 

 

Simulation 

 

MMO 

 

Multiplayer 

 

 Co-op 

 

 Early Access 

Release

 2016-04-09 

 

Steam

 17,99€ 13,59£ 17,99$ / 0 % 

 

News

 40 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 0 

 

Steam Rating

 Mixed 

Steam store

 https://store.steampowered.com/app/377140 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 0 .. 20,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 932  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 932 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 H2o Linux - Depot [1.1 G] 


 H2o Linux 32 - Depot [1.78 G] 




LINUX STREAMERS (0)




Update - v0.10.11 Live!

Hello everybody, I m glad to say that the development is picking up some speed again.

We are currently trying to improve the stability and performances of the game before adding more content.

This update will be the first of a long serie, there is a lot of work to do and if you want to help us debugging the next updates, Metos will always make the latest experimental version available on the TestBranch.

Here is the list of the notable modifications that come with the version 0.10.11!

IMPROVEMENTS:


  • An Offline Raid Protection option has been added to the server settings (can't raid a base when player is offline).
  • A Building Decay option has been added to the server settings (Auto decay of the player's constructions after X days offline).
  • A Loot Ratio option has been added to the server settings (Boxes & Scraps independantly).
  • The servers can now be protected by a password.
  • Rcon refactored (using udp).
  • You can now find a very basic rcon client in the installation folder of the game server.
  • The items you collect are now transfered to the inside of your inventory (if enough space) instead of the tool bar.
  • Added Floating Platforms Snappers to the sides of the Shipyard.
  • Game map automatically loaded when joining a server (survival / battle).
  • The ballistic algorithm now considers the movement of the player when he fires.
  • Console commands refactored.
  • Admin Console Command : shutdown { minutes }
  • Admin Console Command : give kit ammo
  • Admin Console Command : playerinfo { player }
  • Admin Console Command : playeritems { player }
  • Admin Console Command : player { health | satiety }
  • Partial french translation.
  • More accurate building hints.
  • CPU usage optimized.


CHANGES:

  • FIXED: The HUD and Map markers of the other players are no longer always displayed.
  • FIXED: The Half-Walls can now be built on top of Windowed-Walls And Doorways.
  • FIXED: The building collision check of the Shipyard, Small Shipyard and Tower are no longer triggered for no apparent reason.
  • FIXED: The Map marker position of the new clan members is now displayed correctly.
  • FIXED: The Selected server in the server list is now highlighten.
  • FIXED: The server command line arguments [password], [admin_password] and [rcon_password] does not conflict anymore.
  • FIXED: The [die] console command cannot be used when the player is already dead.
  • FIXED: The furnace now doesn't stop unexpectedly when using wood planks.
  • BALANCE: Fishing is more difficult.


ADDITIONAL NOTES:
The servers have to be updated as well!

Remember you can follow the development and take part of it on the Trello and pages.


[ 2018-04-07 22:44:49 CET ] [ Original post ]

Update - v0.10.11 Live!

Hello everybody, I m glad to say that the development is picking up some speed again.

We are currently trying to improve the stability and performances of the game before adding more content.

This update will be the first of a long serie, there is a lot of work to do and if you want to help us debugging the next updates, Metos will always make the latest experimental version available on the TestBranch.

Here is the list of the notable modifications that come with the version 0.10.11!

IMPROVEMENTS:


  • An Offline Raid Protection option has been added to the server settings (can't raid a base when player is offline).
  • A Building Decay option has been added to the server settings (Auto decay of the player's constructions after X days offline).
  • A Loot Ratio option has been added to the server settings (Boxes & Scraps independantly).
  • The servers can now be protected by a password.
  • Rcon refactored (using udp).
  • You can now find a very basic rcon client in the installation folder of the game server.
  • The items you collect are now transfered to the inside of your inventory (if enough space) instead of the tool bar.
  • Added Floating Platforms Snappers to the sides of the Shipyard.
  • Game map automatically loaded when joining a server (survival / battle).
  • The ballistic algorithm now considers the movement of the player when he fires.
  • Console commands refactored.
  • Admin Console Command : shutdown { minutes }
  • Admin Console Command : give kit ammo
  • Admin Console Command : playerinfo { player }
  • Admin Console Command : playeritems { player }
  • Admin Console Command : player { health | satiety }
  • Partial french translation.
  • More accurate building hints.
  • CPU usage optimized.


CHANGES:

  • FIXED: The HUD and Map markers of the other players are no longer always displayed.
  • FIXED: The Half-Walls can now be built on top of Windowed-Walls And Doorways.
  • FIXED: The building collision check of the Shipyard, Small Shipyard and Tower are no longer triggered for no apparent reason.
  • FIXED: The Map marker position of the new clan members is now displayed correctly.
  • FIXED: The Selected server in the server list is now highlighten.
  • FIXED: The server command line arguments [password], [admin_password] and [rcon_password] does not conflict anymore.
  • FIXED: The [die] console command cannot be used when the player is already dead.
  • FIXED: The furnace now doesn't stop unexpectedly when using wood planks.
  • BALANCE: Fishing is more difficult.


ADDITIONAL NOTES:
The servers have to be updated as well!

Remember you can follow the development and take part of it on the Trello and pages.


[ 2018-04-07 22:44:49 CET ] [ Original post ]

Development slowed down...

Hello guys, I come to you today with no good news, I'm afraid...

As I said in some previous announcements, I wished to continu the development of H2o as long as I had the money to do it, and I am sorry to say that this day has came... I have no longer the means to ensure a full time work on the game.

I have been forced to shut down some servers recently but I did what I could to keep the softwares that let me develop the game.

This is most likely my fault because I could have acted earlier, when the game was about to be released, I could have contacted a game publisher to be sure to have all that I needed to have a team to work with me as it should be, but I was sure at this time that I was able to do it myself without having somebody above me, who could have forced me to do things I don't wanted. But today I think that I was wrong and that's a shame...

Well, that's a bad news but I don't want to end the development of H2o like this, this is a bad time but everything is not over yet.
Some friends of mine and I will continu to work on the game when we have the time, and maybe someday I will have the opportunity to either make a big update and make H2o take off again, or maybe I will be able to make a true remake of H2o, maybe with another engine, with more experience and wisdom.

But I cannot hide this fact to you, I really tried my best as long as I could.
Today I don't recommand to anybody to buy the game til this situation has improved.

I'm being clear with you all because you deserve it, my dream almost came true thanks to you and I owe you all for this.

And again, I am deeply sorry...


To be continued.


[ 2017-09-06 13:57:24 CET ] [ Original post ]

Development slowed down...

Hello guys, I come to you today with no good news, I'm afraid...

As I said in some previous announcements, I wished to continu the development of H2o as long as I had the money to do it, and I am sorry to say that this day has came... I have no longer the means to ensure a full time work on the game.

I have been forced to shut down some servers recently but I did what I could to keep the softwares that let me develop the game.

This is most likely my fault because I could have acted earlier, when the game was about to be released, I could have contacted a game publisher to be sure to have all that I needed to have a team to work with me as it should be, but I was sure at this time that I was able to do it myself without having somebody above me, who could have forced me to do things I don't wanted. But today I think that I was wrong and that's a shame...

Well, that's a bad news but I don't want to end the development of H2o like this, this is a bad time but everything is not over yet.
Some friends of mine and I will continu to work on the game when we have the time, and maybe someday I will have the opportunity to either make a big update and make H2o take off again, or maybe I will be able to make a true remake of H2o, maybe with another engine, with more experience and wisdom.

But I cannot hide this fact to you, I really tried my best as long as I could.
Today I don't recommand to anybody to buy the game til this situation has improved.

I'm being clear with you all because you deserve it, my dream almost came true thanks to you and I owe you all for this.

And again, I am deeply sorry...


To be continued.


[ 2017-09-06 13:57:24 CET ] [ Original post ]

Update - v0.10.10 Live! Battle Mode

Here is the list of the notable modifications that come with the version 0.10.01!

IMPROVEMENTS:


  • BATTLE MODE !
  • The ships now stop by themselves if there is nobody on board.
  • The rotation speed of the turrets (mouse sensitivity) is now centralized for all the turrets and is linked to the mouse sensitivity setting in the option menu.
  • The mouse sensitivity of the turrets is reduced when the player is aiming. To enhance the precision.
  • The turrets with a delayed aim have now two aiming sights: the common one (the dot in the middle of the screen) and a new one that indicates where the cannon of the turret is currently aiming. (which tends to follow the middle of the screen of course)
  • The use of a first aid kit takes time before it heals the player. Moving, switching of tool, taking damage and some other actions interrupt the process.
  • The player is aligned with the vehicle he leaves it.
  • The resolution of the shadows has been improved (no performance cost).
  • The bridge of the Gunboat Erebos has bullet proof windows, to protect the driver from snipers. The driver is still vulnerable if the attack comes from behind.
  • The game shows a proper error screen if the game is started when Steam isn't running at the same time.
  • A new command line / server config has been added: "game_mode=[1-2]". It allows the server owner to decide if the server will start in survival mode (1) or in battle mode (2).
  • A new command line / server config has been added: "score_to_win=[1000-100000]". It allows the server owner to decide of the score that a team must reach to win a game in battle mode. As a reference, a value of 5000 should lead to a game not longer than an hour.


CHANGES:

  • FIXED: Fixed a huge performance issue related to the particle system in the client. (more details on trello)
  • FIXED: Reduce or remove the spikes caused by the culling system of the vehicles and ships.
  • FIXED: An item duplication exploit has been fixed.
  • FIXED: if the player dies in a vehicle when you can't leave it, the player will still be using the vehicle after his respawn and he will be able to rotate the vehicle, and so, rotate his character around the map (arount the position of the vehicle) but will still not be able to leave the vehicle if it is totally stuck.
  • FIXED: The building preview wasn't always colliding with the right element, for example: when trying to place a raft on the water, if there was the sea floor one or two meters below the sea level, the preview of the raft was appearing on the sand, and ignored the water plan.
  • FIXED: The console was having an error when trying to use the history when no command had been written yet.

  • BALANCE: The raft is easier to craft.
  • BALANCE: The metal spots give more iron and less aluminum.
  • BALANCE: The speed of the raft has been slightly increased in order to be faster than a player swimming with diving fins.


KNOWN ISSUE:

  • Interact with objects from a ship at "high" speed is still hard, the player must aim at the position where the object will be in the next frames according to the ship speed and direction to trigger the interaction. This issue will be fixed in a coming patch.
  • The loading time of the survival mode is longer than before, this will be fixed ASAP.


ADDITIONAL NOTES:
The servers have to be updated as well!

Remember you can follow the development and take part of it on the Trello and pages.


[ 2017-06-30 20:47:00 CET ] [ Original post ]

Update - v0.10.10 Live! Battle Mode

Here is the list of the notable modifications that come with the version 0.10.10!

IMPROVEMENTS:


  • BATTLE MODE !
  • The ships now stop by themselves if there is nobody on board.
  • The rotation speed of the turrets (mouse sensitivity) is now centralized for all the turrets and is linked to the mouse sensitivity setting in the option menu.
  • The mouse sensitivity of the turrets is reduced when the player is aiming. To enhance the precision.
  • The turrets with a delayed aim have now two aiming sights: the common one (the dot in the middle of the screen) and a new one that indicates where the cannon of the turret is currently aiming. (which tends to follow the middle of the screen of course)
  • The use of a first aid kit takes time before it heals the player. Moving, switching of tool, taking damage and some other actions interrupt the process.
  • The player is aligned with the vehicle he leaves it.
  • The resolution of the shadows has been improved (no performance cost).
  • The bridge of the Gunboat Erebos has bullet proof windows, to protect the driver from snipers. The driver is still vulnerable if the attack comes from behind.
  • The game shows a proper error screen if the game is started when Steam isn't running at the same time.
  • A new command line / server config has been added: "game_mode=[1-2]". It allows the server owner to decide if the server will start in survival mode (1) or in battle mode (2).
  • A new command line / server config has been added: "score_to_win=[1000-100000]". It allows the server owner to decide of the score that a team must reach to win a game in battle mode. As a reference, a value of 5000 should lead to a game not longer than an hour.


CHANGES:

  • FIXED: Fixed a huge performance issue related to the particle system in the client. (more details on trello)
  • FIXED: Reduce or remove the spikes caused by the culling system of the vehicles and ships.
  • FIXED: An item duplication exploit has been fixed.
  • FIXED: if the player dies in a vehicle when you can't leave it, the player will still be using the vehicle after his respawn and he will be able to rotate the vehicle, and so, rotate his character around the map (arount the position of the vehicle) but will still not be able to leave the vehicle if it is totally stuck.
  • FIXED: The building preview wasn't always colliding with the right element, for example: when trying to place a raft on the water, if there was the sea floor one or two meters below the sea level, the preview of the raft was appearing on the sand, and ignored the water plan.
  • FIXED: The console was having an error when trying to use the history when no command had been written yet.

  • BALANCE: The raft is easier to craft.
  • BALANCE: The metal spots give more iron and less aluminum.
  • BALANCE: The speed of the raft has been slightly increased in order to be faster than a player swimming with diving fins.


KNOWN ISSUE:

  • Interact with objects from a ship at "high" speed is still hard, the player must aim at the position where the object will be in the next frames according to the ship speed and direction to trigger the interaction. This issue will be fixed in a coming patch.
  • The loading time of the survival mode is longer than before, this will be fixed ASAP.


ADDITIONAL NOTES:
The servers have to be updated as well!

Remember you can follow the development and take part of it on the Trello and pages.


[ 2017-06-30 20:47:00 CET ] [ Original post ]

Official Servers Wiped and Merged

Hello everybody.

Concidering the very low amount of players connected during the last few days we decided to wipe all the official servers to have better performances, and we started only one server per continent to regroup the player base into less servers.

We are sorry for those who don't like to start over again, but many players were also asking for it and I personally think that it is a good idea.

We are working hard on the next update that should bring back the Battle Mode in order to have at least one mode that is running well while we fix the issues of the Survival Mode.

It should be ready for the Steam summer sales that are comming shortly, so stay tuned! :)


Thanks to all of you who bought the game and to the old ones who came back, we simply understood that we needed to do better and more exciting content.
Be sure that we will do our best for the upcoming updates.

Remember you can follow the development and take part of it on the Trello and pages.


[ 2017-06-14 13:04:28 CET ] [ Original post ]

Official Servers Wiped and Merged

Hello everybody.

Concidering the very low amount of players connected during the last few days we decided to wipe all the official servers to have better performances, and we started only one server per continent to regroup the player base into less servers.

We are sorry for those who don't like to start over again, but many players were also asking for it and I personally think that it is a good idea.

We are working hard on the next update that should bring back the Battle Mode in order to have at least one mode that is running well while we fix the issues of the Survival Mode.

It should be ready for the Steam summer sales that are comming shortly, so stay tuned! :)


Thanks to all of you who bought the game and to the old ones who came back, we simply understood that we needed to do better and more exciting content.
Be sure that we will do our best for the upcoming updates.

Remember you can follow the development and take part of it on the Trello and pages.


[ 2017-06-14 13:04:28 CET ] [ Original post ]

Patch - v0.10.03 is live!

Here is the list of the notable modifications that come with the version 0.10.03!

IMPROVEMENTS:


  • An icon is displayed near the inventory when the player is using the voice chat.


CHANGES:

  • FIXED: The doors of the players who don't have a clan were accessible to all the "clanless" players.
  • FIXED: The PVP on/off setting of the servers were only preventing the damage done to the constructions, not the damage a player can deal to another one or to a vehicle.
  • FIXED: The UI were sometimes disappearing behind the environment.
  • FIXED: The distance culling system can sometimes fail and a player can appear invisible for another one.
  • FIXED: The corpses can still appear invisible when players are killed, the body were there and the interaction were possible, but it were not visible. (round 3)
  • FIXED: The movement of the other members of the clan are actualized periodically when they are far away.
  • FIXED: The informative text when trying to place a new building element were not showing.
  • FIXED: The logs in the console were appearing twice after a disconnection re-connection.
  • FIXED: The distance shown when aiming at another member of the clan were not actualized.

  • BALANCE: The harpoon is easier to craft.
  • BALANCE: The ratio between wood and metal (on land) is now 5 metal for 1 wood. (was 1/1)
  • BALANCE: Underwater the ratio between metal and sand is now 1/1. (was 1 sand for 3 metal)
  • BALANCE: The ratio between the drifting garbage and the drift wood is now 1/1. (was 1 drifting garbage for 3 drift wood)


ADDITIONAL NOTES:
The servers have to be updated as well!

Remember you can follow the development and take part of it on the Trello and pages.


[ 2017-06-10 02:27:52 CET ] [ Original post ]

Patch - v0.10.03 is live!

Here is the list of the notable modifications that come with the version 0.10.03!

IMPROVEMENTS:


  • An icon is displayed near the inventory when the player is using the voice chat.


CHANGES:

  • FIXED: The doors of the players who don't have a clan were accessible to all the "clanless" players.
  • FIXED: The PVP on/off setting of the servers were only preventing the damage done to the constructions, not the damage a player can deal to another one or to a vehicle.
  • FIXED: The UI were sometimes disappearing behind the environment.
  • FIXED: The distance culling system can sometimes fail and a player can appear invisible for another one.
  • FIXED: The corpses can still appear invisible when players are killed, the body were there and the interaction were possible, but it were not visible. (round 3)
  • FIXED: The movement of the other members of the clan are actualized periodically when they are far away.
  • FIXED: The informative text when trying to place a new building element were not showing.
  • FIXED: The logs in the console were appearing twice after a disconnection re-connection.
  • FIXED: The distance shown when aiming at another member of the clan were not actualized.

  • BALANCE: The harpoon is easier to craft.
  • BALANCE: The ratio between wood and metal (on land) is now 5 metal for 1 wood. (was 1/1)
  • BALANCE: Underwater the ratio between metal and sand is now 1/1. (was 1 sand for 3 metal)
  • BALANCE: The ratio between the drifting garbage and the drift wood is now 1/1. (was 1 drifting garbage for 3 drift wood)


ADDITIONAL NOTES:
The servers have to be updated as well!

Remember you can follow the development and take part of it on the Trello and pages.


[ 2017-06-10 02:08:17 CET ] [ Original post ]

Patch - v0.10.02 MAC version functional!

Here is the list of the notable modifications that come with the version 0.10.02 bis!

CHANGES:


  • FIXED: The Mac version is now working correctly.


ADDITIONAL NOTES:
If you're not a MAC user, you can ignore this announcement

We are really sorry for the wait!
And I can tell you that you don't even want to know why it wasn't working, because you could laugh too hard for your own good.

Of course, if it still doesn't work for you, please informe us here. :)

Thanks to Phoenix[D3G] and my brother Vixxi for their help on this matter.

Remember you can follow the development and take part of it on the Trello and pages.


[ 2017-06-07 18:44:17 CET ] [ Original post ]

Patch - v0.10.02 MAC version functional!

Here is the list of the notable modifications that come with the version 0.10.02 bis!

CHANGES:


  • FIXED: The Mac version is now working correctly.


ADDITIONAL NOTES:
If you're not a MAC user, you can ignore this announcement

We are really sorry for the wait!
And I can tell you that you don't even want to know why it wasn't working, because you could laugh too hard for your own good.

Of course, if it still doesn't work for you, please informe us here. :)

Thanks to Phoenix[D3G] and my brother Vixxi for their help on this matter.

Remember you can follow the development and take part of it on the Trello and pages.


[ 2017-06-07 18:44:17 CET ] [ Original post ]

Patch - v0.10.02 is Live!

Here is the list of the notable modifications that come with the version 0.10.02!

IMPROVEMENTS:


  • EAC has been updated.
  • A brightness setting has been added to the option menu.


CHANGES:

  • FIXED: The Linux build works but the player get kicked by EAC after joining any server.
  • FIXED: Some players can be stuck between life and death, and impossible for them to trully die again or play as a living. If this problem isn't fixed for you please try to open the console with f9 and enter "die" then press enter.
  • FIXED: Bodies were sometimes invisible when players got killed.
  • FIXED: Diving mask effect was broken.
  • FIXED: The ladders can stuck the player if he tries to use it while he's swimming.
  • FIXED: The sharks were very hard to hit.
  • FIXED: The "timestamp inconsistant" error has been fixed. This may improve the stability of the whole system.
  • FIXED: The scavenging system of the vehicles wasn't working.
  • FIXED: the hit box of the sharks isn't limited to its nose anymore.
  • FIXED: The cursor should not be confined to the previous resolution when the game switch from windowed to full screen. Like when you first start the game.
  • FIXED: Opening and closing the chat while inspecting a furnace or a container will not make the camera rotating anymore.
  • FIXED: Double jump when the player has a high ping.
  • FIXED: The environment particles (water bubble and dust clouds) were not working.
  • FIXED: The icons on the map were bad oriented.

  • BALANCE: The harpoon hits twice faster than before so it is a little bit easier to hit something with less delay before that the damage is dealt. But its damage value has been reduced as well: from 40 to 20.
  • BALANCE: The bodies of the players can stay up to 30 minutes. (was set to 20 minutes)


KNOWN ISSUE:

  • The Mac version still shouldn't be working after this patch but we are investigating in order to resolve this problem ASAP. We are really sorry for the wait. :'(
  • The linux version may have some little issues since it's the first time we test it publicly. Please report any strange behaviour of the game if you're using this OS.


ADDITIONAL NOTES:
The servers have to be updated as well!

Remember you can follow the development and take part of it on the Trello and pages.


[ 2017-06-06 23:10:51 CET ] [ Original post ]

Patch - v0.10.02 is Live!

Here is the list of the notable modifications that come with the version 0.10.02!

IMPROVEMENTS:


  • EAC has been updated.
  • A brightness setting has been added to the option menu.


CHANGES:

  • FIXED: The Linux build works but the player get kicked by EAC after joining any server.
  • FIXED: Some players can be stuck between life and death, and impossible for them to trully die again or play as a living. If this problem isn't fixed for you please try to open the console with f9 and enter "die" then press enter.
  • FIXED: Bodies were sometimes invisible when players got killed.
  • FIXED: Diving mask effect was broken.
  • FIXED: The ladders can stuck the player if he tries to use it while he's swimming.
  • FIXED: The sharks were very hard to hit.
  • FIXED: The "timestamp inconsistant" error has been fixed. This may improve the stability of the whole system.
  • FIXED: The scavenging system of the vehicles wasn't working.
  • FIXED: the hit box of the sharks isn't limited to its nose anymore.
  • FIXED: The cursor should not be confined to the previous resolution when the game switch from windowed to full screen. Like when you first start the game.
  • FIXED: Opening and closing the chat while inspecting a furnace or a container will not make the camera rotating anymore.
  • FIXED: Double jump when the player has a high ping.
  • FIXED: The environment particles (water bubble and dust clouds) were not working.
  • FIXED: The icons on the map were bad oriented.

  • BALANCE: The harpoon hits twice faster than before so it is a little bit easier to hit something with less delay before that the damage is dealt. But its damage value has been reduced as well: from 40 to 20.
  • BALANCE: The bodies of the players can stay up to 30 minutes. (was set to 20 minutes)


KNOWN ISSUE:

  • The Mac version still shouldn't be working after this patch but we are investigating in order to resolve this problem ASAP. We are really sorry for the wait. :'(
  • The linux version may have some little issues since it's the first time we test it at large scale. Please report any strange behaviour of the game if you're using this OS.


ADDITIONAL NOTES:
The servers have to be updated as well!

Remember you can follow the development and take part of it on the Trello and pages.


[ 2017-06-06 21:55:07 CET ] [ Original post ]

Patch - v0.10.01 is Live!

Here is the list of the notable modifications that come with the version 0.10.01!

Notice that a new server as powerful as the official server "France 2" has been launched with this update for the USA and Canada players (it is located near Montreal).

IMPROVEMENTS:


  • The system making the player sliding when he is standing on a slope too inclined is now much smoother and won't make the camera flicker like it did before.
  • EAC is has been updated.
  • Some looting crates have been added in the cities but a bigger work has to be done conserning that.
  • The green looting crates will spawn randomly among the normal crates.
  • It is now a bit easier to interact with the dead bodies.
  • Interacting with the helicopter is easier.


CHANGES:

  • FIXED: Falling from a high place for no reason shouldn't happen anymore.
  • FIXED: The map was bad sized when using other resolutions than 1920x1080 and were eventually hiding the respawn buttons.
  • FIXED: The dead bodies not appearing should be resolved, we haven't been able to test it in real situation so this bug may still happen sometimes.
  • FIXED: It wasn't possible to select seeds to plant them in the cultivation devices.
  • FIXED: The activation sound of the electrical nodes was't played.


KNOWN ISSUE:

  • The Linux client seems to still not connect with EAC correctly.


ADDITIONAL NOTES:
The servers have to be updated as well!

Remember you can follow the development and take part of it on the Trello and pages.


[ 2017-06-02 23:41:16 CET ] [ Original post ]

Patch - v0.10.01 is Live!

Here is the list of the notable modifications that come with the version 0.10.01!

Notice that a new server as powerful as the official server "France 2" has been launched with this update for the USA and Canada players (it is located near Montreal).

IMPROVEMENTS:


  • The system making the player sliding when he is standing on a slope too inclined is now much smoother and won't make the camera flicker like it did before.
  • EAC has been updated.
  • Some looting crates have been added in the cities but a bigger work has to be done conserning that.
  • The green looting crates will spawn randomly among the normal crates.
  • It is now a bit easier to interact with the dead bodies.
  • Interacting with the helicopter is easier.


CHANGES:

  • FIXED: Falling from a high place for no reason shouldn't happen anymore.
  • FIXED: The map was bad sized when using other resolutions than 1920x1080 and were eventually hiding the respawn buttons.
  • FIXED: The dead bodies not appearing should be resolved, we haven't been able to test it in real situation so this bug may still happen sometimes.
  • FIXED: It wasn't possible to select seeds to plant them in the cultivation devices.
  • FIXED: The activation sound of the electrical nodes was't played.


KNOWN ISSUE:

  • The Linux client seems to still not connect with EAC correctly.


ADDITIONAL NOTES:
The servers have to be updated as well!

Remember you can follow the development and take part of it on the Trello and pages.


[ 2017-06-02 23:41:16 CET ] [ Original post ]

Update - v0.10.00 Finaly Live!

Hello guys!
Finally, after many months of wait, the version 0.1 of H2o is up!!



First of all I have to tell you that a discount will come with this update (40% off) but 9 hours after the release because I messed up between Paris Time and US Pacific Time... So if you want to buy the game, you can wait for the discount.
That said, if you want to support H2o a bit more, you can buy it now.

You are all welcome anyway!

As I said in the previous announcement, many things have changed but not necessary "visible" things. I will not repeat myself too much here but I wanted to inform you about what is better and what might be problematic with this version.

Among the most important changes: the client/server communication code has been totally remade so that the server can have full control over the clients.

The primary objective of this modification is to put an end to the cheaters attacks.
Not all of them will be stopped but the most harmful cheats we have seen before will not be possible to reproduce. (eg. kill somebody by the press of a button, give yourself items, etc.)

As I said, many other things have changed but this is far the most tremendous modification of this update. But even if it can sound like a good thing (and it is), there are also downsides, and that's what I want to point out here.

To give you an idea, the client was controlling most of its own behavior in the previous version. Such as moving, dealing damages, interacting with objects, firing a gun, etc.
I guess you can imagine how this can be dangerous (because it is known that the client should never be trusted), but also, with this system, the lags had way less impact on the player's experience, it was less visible even if it was there.

Now, the Server is behind (almost) every actions of the clients, and gives its approval before letting the client do something. Some behaviors like the movement calculation are simulated on the client side and corrected by the server if the simulation went wrong (if the player went too fast or if he crossed a wall). So, if the communication between the client and the server takes too much time, the game will be less reactive for the player.

You will say that it's the definition of the "lag".
And you would be right, but that's a normal issue if I may say so.

The real problem we have now (at least, it freaks me out) is that the building system of H2o uses way too much of the CPU when the server becomes crowded with players constructions.
What could happen basically would be to have a server that reaches the limits of the CPU: the frame rate of the server would drop and this would prevent the server from sending enough packets through the network to maintain a good ping. And if this happens, no matter the speed of your connection, your client will lag as hell.

Sorry for this technical speech, but all that to explain that if this problem comes up too quickly, we will probably be forced to wipe the servers more often to maintain a playable experience on the official servers, at least up to we build up a solution to the CPU over-consuming building system.

We already have possible fixes for that, but we need a bit of time to implement it the best way.

Well, enough of downsides!
I'm pretty convinced that once this is solved the game will finally be Stable. And we cannot get around this, so.. better focus on this last big issue ASAP and jump onto the interesting stuff after that.


Here is the list of the notable modifications that come with the version 0.10.00!

IMPROVEMENTS:


  • The client/server communication has been totally remade. Following the authoritative server logic.
  • The game is compatible with Linux, server and client (the server only support x64 architectures).
  • The user interface has been fully remade.
  • Small visual improvement.
  • The UI will now scale accordingly to the screen resolution (even to 4K).
  • The jetski and the hovercraft have now Headlights. With 3 modes Auto/On/Off.
  • The sea plane is equipped with machine guns.
  • Opening the map doesn't lock the controls anymore, when the player moves with the map opened, the map will fade out to become barely visible, the opacity comes back when the player stops moving.
  • The crafting menu shows how many items you are crafting and you can directly see if you can craft something without mouseover the item.
  • A "P" icon shows if your vehicle is currently parked in a shipyard or not.
  • Some improvements regarding the vegetation around the map, but still a work in progress. See the known issues for more details.
  • It is now possible to zoom in with the turrets by holding the aiming button.
  • Automatic reload for turrets.
  • The console has a history: you can press up or down to retrieve your last commands.
  • A message has been added when a player tries to destroy his territory center, informing the player that destroying it will destroy his whole base.
  • The in game voice chat has been fully remade and improved.
  • The third person camera of the vehicles collide with the environment and the players constructions. To prevent the raiders from inspecting a base by looking through the walls before attacking.
  • A black reflection cube has been added to the shipyards in order to hide the reflection of the vehicles and ships parked inside it. (the content of shipyards is still visible from below though).
  • The sight of the sniper rifle oscillates slightly so it is more difficult to use. Possibility to hold his breath by holding the sprint button, consuming his stamina quickly.
  • Small villages in ruin have been added around the map in shallow areas, these villages contain much more looting crates than anywhere else.
  • The equipment of a dead player (jacket, helmet, etc) will now appear in his loot so the other players can take it.
  • An announce command has been added, used like the chat command by an admin. It will display the message just above the middle of the screen (in big, red, flashy characters) in addition to the chat message.
  • The fishing process is synchronized with the other players.
  • Automatic server message. This can be defined in the announcement.cfg file, in the server folder.
  • The production offices (shipyards and turret supports) now take account of the items that will be consumed in the player's current crafting list in the calculation of the amount of items that are required to start a production.
  • It is now possible to rotate the camera around an aircraft by holding the aiming button in third-person view.
  • Footstep sounds have been added when walking on shallow water.
  • The dry shot sound when trying to fire an empty weapon is now synchronized with the other players. (And it is now played only once, not repeating if the player holds the fire button)
  • Unity engine has been updated from version 5.4.3 to 5.6.
  • The steam SDK used in the game has been updated from v1.34 to v1.39.
  • Many other little things that are too numerous to be listed here.


CHANGES:

  • FIXED: Starting the production of a vehicle or a turret only consumed 6 of the 9 different items required to craft it.
  • FIXED: Entering a vehicle when the player stands aboard a ship doesn't make the vehicle uncontrollable anymore.
  • FIXED: The vehicles that have just been created appear sometimes frozen and cannot be moved. (still some cases of this bug, but it should happen less than before)
  • FIXED: The vehicles were sometimes starting with a little movement forth.
  • FIXED: When a player entered or left a vehicle. Some kind of annoying "teleportation" was happening during less than a second. Now the vehicle smoothly keeps its velocity when the driver jump off the craft, with no teleportation effect.
  • FIXED: When a player was trying to start the production of a vehicle or a turret, if the production was aborted by the system because he had finally not enough resources or because of an obstacle in the production yard, the resources of the player were consumed for nothing. (even if it wasn't enough to start the production).
  • FIXED: Sometimes when a player leaves a turret or jetski an error occurs, and the body of the player remains in the turret or the vehicle, for the other clients, but not for the player himself. this means that he can be somewhere else. (cf. when you see a player swimming above a jetski)
  • FIXED: Repairing a oil barrel now stops the flames if it was on fire.
  • FIXED: It was possible to swap the fuel contained in a oil barrel with another item, so that the item was placed in the barrel. Anyway the wrong object in the oil barrel was deleted once the barrel was closed.
  • BALANCE: The percentage of apparition of the resources has been increased by 100% (twice more resources spots will repop every 40 minutes).
  • BALANCE: The opacity of the water (outside and under water) has been slightly reduced.
  • BALANCE: The movement speed has been reduced when walking in shallow water.
  • BALANCE: The jumping range has been modified to exceed less the movement speed of the player when he triggered the jump.


KNOWN ISSUES:
(To be fixed in upcoming patches)

  • The Building system consumes way too much CPU when the server get full of player constructions. (1st priority)
  • The helping text when placing structures (telling if you are inside of your territory or too close to another one) has gone missing.
  • The underwater vision improvement granted by the diving mask is currently broken.
  • The map is bad sized in lower resolution that the screen maximum resolution.
  • Some of the new trees don't have any colliders.
  • The icons on the map are badly oriented, but at least the upper side of the map is the north x).
  • The position of the other clan members and territories is still half functional.
  • The selected server in the list (Play menu) isn't highlighted.
  • The ping displayed in the server list isn't accurate (a new master server system will come shortly).


A new Trello page has been created to sort bugs: Trello You can leave comments there if you wish to help.

Please keep in mind that we never tested this version of the game during a long time with many players connected, some issues might show up and we will do all we can to fixe every blocking error as fast as we can.

We will update the game at the end of each month form now, without considering hotfixes.


Thanks again to my well known moderation team and to Metos and Crysis who actively and happily helped me to develop H2o during the past two months. This update wouldn't be what it is now without them.

And thank YOU, who support H2o since the beginning without loosing faith.

Thank you guys! With all my heart...


I still feel deep inside like it's only the begining and I trully wish this will mark the starting point of a bright future for H2o and its development team.

ADDITIONAL NOTES:
The servers have to be updated as well!
The official servers will wipe with this update.

Remember you can follow the development and take part of it on Trello


[ 2017-06-01 00:01:26 CET ] [ Original post ]

Update - v0.10.00 Finaly Live!

Hello guys!
Finally, after many months of wait, the version 0.1 of H2o is up!!



First of all I have to tell you that a discount will come with this update (40% off) but 9 hours after the release because I messed up between Paris Time and US Pacific Time... So if you want to buy the game, you can wait for the discount.
That said, if you want to support H2o a bit more, you can buy it now.

You are all welcome anyway!

As I said in the previous announcement, many things have changed but not necessary "visible" things. I will not repeat myself too much here but I wanted to inform you about what is better and what might be problematic with this version.

Among the most important changes: the client/server communication code has been totally remade so that the server can have full control over the clients.

The primary objective of this modification is to put an end to the cheaters attacks.
Not all of them will be stopped but the most harmful cheats we have seen before will not be possible to reproduce. (eg. kill somebody by the press of a button, give yourself items, etc.)

As I said, many other things have changed but this is far the most tremendous modification of this update. But even if it can sound like a good thing (and it is), there are also downsides, and that's what I want to point out here.

To give you an idea, the client was controlling most of it's own behavior in the previous version. Such as moving, dealing damages, interacting with objects, firing a gun, etc.
I guess you can imagine how this can be dangerous (because it is known that the client should never be trusted), but also, with this system, the lags had way less impact on the player's experience, it was less visible even if it was there.

Now, the Server is behind (almost) every actions of the clients, and gives its approval before letting the client do something. Some behaviors like the movement calculation are simulated on the client side and corrected by the server if the simulation went wrong (if the player went too fast or if he crossed a wall). So, if the communication between the client and the server takes too much time, the game will be less reactive for the player.

You will say that it's the definition of the "lag".
And you would be right, but that's a normal issue if I may say so.

The real problem we have now (at least, it freaks me out) is that the building system of H2o uses way too much of the CPU when the server becomes crowded with players constructions.
What could happen basically would be to have a server that reaches the limits of the CPU: the frame rate of the server would drop and this would prevent the server from sending enough packets through the network to maintain a good ping. And if this happens, no matter the speed of your connection, your client will lag as hell.

Sorry for this technical speech, but all that to explain that if this problem comes up too quickly, we will probably be forced to wipe the servers more often to maintain a playable experience on the official servers, at least up to we build up a solution to the CPU over-consuming building system.

We already have possible fixes for that, but we need a bit of time to implement it the best way.

Well, enough of downsides!
I'm pretty convinced that once this is solved the game will finally be Stable. And we cannot get around this, so.. better focus on this last big issue ASAP and jump onto the interesting stuff after that.


Here is the list of the notable modifications that come with the version 0.10.00!

IMPROVEMENTS:


  • The client/server communication has been totally remade. Following the authoritative server logic.
  • The game is compatible with Linux, server and client (the server only support x64 architectures).
  • The user interface has been fully remade.
  • Small visual improvement.
  • The UI will now scale accordingly to the screen resolution (even to 4K).
  • The jetski and the hovercraft have now Headlights. With 3 modes Auto/On/Off.
  • The sea plane is equipped with machine guns.
  • Opening the map doesn't lock the controls anymore, when the player moves with the map opened, the map will fade out to become barely visible, the opacity comes back when the player stops moving.
  • The crafting menu shows how many items you are crafting and you can directly see if you can craft something without mouseover the item.
  • A "P" icon shows if your vehicle is currently parked in a shipyard or not.
  • Some improvements regarding the vegetation around the map, but still a work in progress. See the known issues for more details.
  • It is now possible to zoom in with the turrets by holding the aiming button.
  • Automatic reload for turrets.
  • The console has a history: you can press up or down to retrieve your last commands.
  • A message has been added when a player tries to destroy his territory center, informing the player that destroying it will destroy his whole base.
  • The in game voice chat has been fully remade and improved.
  • The third person camera of the vehicles collide with the environment and the players constructions. To prevent the raiders from inspecting a base by looking through the walls before attacking.
  • A black reflection cube has been added to the shipyards in order to hide the reflection of the vehicles and ships parked inside it. (the content of shipyards is still visible from below though).
  • The sight of the sniper rifle oscillates slightly so it is more difficult to use. Possibility to hold his breath by holding the sprint button, consuming his stamina quickly.
  • Small villages in ruin have been added around the map in shallow areas, these villages contain much more looting crates than anywhere else.
  • The equipment of a dead player (jacket, helmet, etc) will now appear in his loot so the other players can take it.
  • An announce command has been added, used like the chat command by an admin. It will display the message just above the middle of the screen (in big, red, flashy characters) in addition to the chat message.
  • The fishing process is synchronized with the other players.
  • Automatic server message. This can be defined in the announcement.cfg file, in the server folder.
  • The production offices (shipyards and turret supports) now take account of the items that will be consumed in the player's current crafting list in the calculation of the amount of items that are required to start a production.
  • It is now possible to rotate the camera around an aircraft by holding the aiming button in third-person view.
  • Footstep sounds have been added when walking on shallow water.
  • The dry shot sound when trying to fire an empty weapon is now synchronized with the other players. (And it is now played only once, not repeating if the player holds the fire button)
  • Unity engine has been updated from version 5.4.3 to 5.6.
  • The steam SDK used in the game has been updated from v1.34 to v1.39.
  • Many other little things that are too numerous to be listed here.


CHANGES:

  • FIXED: Starting the production of a vehicle or a turret only consumed 6 of the 9 different items required to craft it.
  • FIXED: Entering a vehicle when the player stands aboard a ship doesn't make the vehicle uncontrollable anymore.
  • FIXED: The vehicles that have just been created appear sometimes frozen and cannot be moved. (still some cases of this bug, but it should happen less than before)
  • FIXED: The vehicles were sometimes starting with a little movement forth.
  • FIXED: When a player entered or left a vehicle. Some kind of annoying "teleportation" was happening during less than a second. Now the vehicle smoothly keeps its velocity when the driver jump off the craft, with no teleportation effect.
  • FIXED: When a player was trying to start the production of a vehicle or a turret, if the production was aborted by the system because he had finally not enough resources or because of an obstacle in the production yard, the resources of the player were consumed for nothing. (even if it wasn't enough to start the production).
  • FIXED: Sometimes when a player leaves a turret or jetski an error occurs, and the body of the player remains in the turret or the vehicle, for the other clients, but not for the player himself. this means that he can be somewhere else. (cf. when you see a player swimming above a jetski)
  • FIXED: Repairing a oil barrel now stops the flames if it was on fire.
  • FIXED: It was possible to swap the fuel contained in a oil barrel with another item, so that the item was placed in the barrel. Anyway the wrong object in the oil barrel was deleted once the barrel was closed.
  • BALANCE: The percentage of apparition of the resources has been increased by 100% (twice more resources spots will repop every 40 minutes).
  • BALANCE: The opacity of the water (outside and under water) has been slightly reduced.
  • BALANCE: The movement speed has been reduced when walking in shallow water.
  • BALANCE: The jumping range has been modified to exceed less the movement speed of the player when he triggered the jump.


KNOWN ISSUES:
(To be fixed in upcoming patches)

  • The Building system consumes way too much CPU when the server get full of player constructions. (1st priority)
  • The helping text when placing structures (telling if you are inside of your territory or too close to another one) has gone missing.
  • The underwater vision improvement granted by the diving mask is currently broken.
  • The map is bad sized in lower resolution that the screen maximum resolution.
  • Some of the new trees don't have any colliders.
  • The icons on the map are badly oriented, but at least the upper side of the map is the north x).
  • The position of the other clan members and territories is still half functional.
  • The selected server in the list (Play menu) isn't highlighted.
  • The ping displayed in the server list isn't accurate (a new master server system will come shortly).


A new Trello page has been created to sort bugs: Trello You can leave comments there if you wish to help.

Please keep in mind that we never tested this version of the game during a long time with many players connected, some issues might show up and we will do all we can to fixe every blocking error as fast as we can.

We will update the game at the end of each month form now, without considering hotfixes.


Thanks again to my well known moderation team and to Metos and Crysis who actively and happily helped me to develop H2o during the past two months. This update wouldn't be what it is now without them.

And thank YOU, who support H2o since the beginning without loosing faith.

Thank you guys! With all my heart...


I still feel deep inside like it's only the begining and I trully wish this will mark the starting point of a bright future for H2o and its development team.

ADDITIONAL NOTES:
The servers have to be updated as well!
The official servers will wipe with this update.

Remember you can follow the development and take part of it on Trello


[ 2017-06-01 00:01:26 CET ] [ Original post ]

H2o - Roadmap

Hi guys!

It has been a while since my last post here, and I wanted to reassure you. I have seen lots of people throwing "dead game" or stuff like that on the forum, and I wanted to ensure you that it's not the case at all.

So, I'm here to tell you what I think, what I'm doing, and what I expect from the next few months.

At the moment of course, the servers are empty and I am not very talkative by nature about what I'm doing (even if you can follow a bit on Trello) but this situation doesn't scare me. I prefer the game to be at low speed while it is not really functionnal, than spending time trying to bring people in knowing that they will probably be disappointed by the current issues and the lack of updates.

I have been working hard on H2o during the past six months even if I didn't release any update during this time, and, to be honest, even if I had some motivation failings sometimes, for personal matters. These are sorted now but I cannot hide it to you either, it happens I guess, but that's not the point of what I want to say here.
Actually, I figured out that, as I'm working alone, making small updates every month wasn't the good way for me to work efficiently on the game. I did that way during the first months that followed the release of the early access and it only allowed me to fix some little bugs and to add only a few gameplay oriented features.

To be more precise, I have spent a long time re-writing a huge part of the code.
Some of you had suggested it, the network communication I used was really messy and, let's say it, pretty bad. The hackers had open doors to go through and some network calls were even lost, constant spikes, lags...
I chose to spend the time it would take to switch for an autoritative server pattern, and I am at this moment very close to have a version ready for testing.

Well, that's something.
But with this update, I want to create something more, something worth the time it took, and I perfectly understand that it is very annoying to wait this long with almost no news or no thrilling pictures to turn the frustration into exaltation. But my position on this is that, it doesn't really matter how long it takes to have something good.
I think that if an update comes (even lately) and brings the whole game to the next level, everybody will be happy to enjoy a new experience, stabler and more fun.

Working on the code is pretty boring, even for me, because it doesn't make the game look very different, so far. But it was a necessary step if I wanted to really handle the current issues of the game.
Once this is completed and tested, I think I will spend some more time upgrading the gameplay itself and with this I can hope to show you real and exciting changes in the game.
As usual you can take a look at the trello page to know precisely what I can be talking about.

It is clear to me that H2o is, at this moment, very under-exploited.
So many amazing things could be done, and I want to bring it much more further than it is. It only takes time. Actually, I think you will agree with me if I say that... it takes too much time. And you're totally right to think so.

My current plan concerning the future of H2o is to be able to hire a team to work with me. I'm very confident that if we were something like 5 guys working actively on it (code, 3D modeling, level design and so on), this game could become a real blast, but at the moment I cannot afford it.
My goal is to reach this stage with the next few updates, and to achieve that, I needed to change my strategy, as I just told you, taking the time to make real changes.

Finally, I wanted to say that I am sorry for those who lost faith in the game, and therefore me. But the main point of this message is to say that.. I did not give up.
And I hope I will be able to make you enjoy H2o again in the near future.

Also, a big thank you to all the people that sent me encouraging messages during the past months, you were so many telling me to keep going, that you were waiting for me, that you loved the game and hoped to see it shining bright again, that I could take my time and make something good... And it really helped me to keep faith myself, and it kicked my ass up to work hard again. Everybody pushed me forward, motivated me, and I think it's for a good reason.
A last thank you to my four admins who never failed me, even during my lost times.

Love you guys.

I will be back for another news with more precise and exciting stuff to show you as soon as it is technically possible. During this time, just stay patient, I'm doing my best on this. The game has been good for many people once, there is no reason I could not do it again.
It's only a matter of time.

Take care guys, don't give up just like I do, and have a great day! :)


Remember you can follow the development and take part of it on Trello


[ 2017-03-06 16:15:28 CET ] [ Original post ]

H2o - Roadmap

Hi guys!

It has been a while since my last post here, and I wanted to reassure you. I have seen lots of people throwing "dead game" or stuff like that on the forum, and I wanted to ensure you that it's not the case at all.

So, I'm here to tell you what I think, what I'm doing, and what I expect from the next few months.

At the moment of course, the servers are empty and I am not very talkative by nature about what I'm doing (even if you can follow a bit on Trello) but this situation doesn't scare me. I prefer the game to be at low speed while it is not really functionnal, than spending time trying to bring people in knowing that they will probably be disappointed by the current issues and the lack of updates.

I have been working hard on H2o during the past six months even if I didn't release any update during this time, and, to be honest, even if I had some motivation failings sometimes, for personal matters. These are sorted now but I cannot hide it to you either, it happens I guess, but that's not the point of what I want to say here.
Actually, I figured out that, as I'm working alone, making small updates every month wasn't the good way for me to work efficiently on the game. I did that way during the first months that followed the release of the early access and it only allowed me to fix some little bugs and to add only a few gameplay oriented features.

To be more precise, I have spent a long time re-writing a huge part of the code.
Some of you had suggested it, the network communication I used was really messy and, let's say it, pretty bad. The hackers had open doors to go through and some network calls were even lost, constant spikes, lags...
I chose to spend the time it would take to switch for an autoritative server pattern, and I am at this moment very close to have a version ready for testing.

Well, that's something.
But with this update, I want to create something more, something worth the time it took, and I perfectly understand that it is very annoying to wait this long with almost no news or no thrilling pictures to turn the frustration into exaltation. But my position on this is that, it doesn't really matter how long it takes to have something good.
I think that if an update comes (even lately) and brings the whole game to the next level, everybody will be happy to enjoy a new experience, stabler and more fun.

Working on the code is pretty boring, even for me, because it doesn't make the game look very different, so far. But it was a necessary step if I wanted to really handle the current issues of the game.
Once this is completed and tested, I think I will spend some more time upgrading the gameplay itself and with this I can hope to show you real and exciting changes in the game.
As usual you can take a look at the trello page to know precisely what I can be talking about.

It is clear to me that H2o is, at this moment, very under-exploited.
So many amazing things could be done, and I want to bring it much more further than it is. It only takes time. Actually, I think you will agree with me if I say that... it takes too much time. And you're totally right to think so.

My current plan concerning the future of H2o is to be able to hire a team to work with me. I'm very confident that if we were something like 5 guys working actively on it (code, 3D modeling, level design and so on), this game could become a real blast, but at the moment I cannot afford it.
My goal is to reach this stage with the next few updates, and to achieve that, I needed to change my strategy, as I just told you, taking the time to make real changes.

Finally, I wanted to say that I am sorry for those who lost faith in the game, and therefore me. But the main point of this message is to say that.. I did not give up.
And I hope I will be able to make you enjoy H2o again in the near future.

Also, a big thank you to all the people that sent me encouraging messages during the past months, you were so many telling me to keep going, that you were waiting for me, that you loved the game and hoped to see it shining bright again, that I could take my time and make something good... And it really helped me to keep faith myself, and it kicked my ass up to work hard again. Everybody pushed me forward, motivated me, and I think it's for a good reason.
A last thank you to my four admins who never failed me, even during my lost times.

Love you guys.

I will be back for another news with more precise and exciting stuff to show you as soon as it is technically possible. During this time, just stay patient, I'm doing my best on this. The game has been good for many people once, there is no reason I could not do it again.
It's only a matter of time.

Take care guys, don't give up just like I do, and have a great day! :)


Remember you can follow the development and take part of it on Trello


[ 2017-03-06 15:32:48 CET ] [ Original post ]

Update - v0.01.78 is Live!

Here is the list of the notable modifications that come with the version 0.01.78!

IMPROVEMENTS:


  • The way the name of the players is displayed has been improved.


CHANGES:

  • FIXED: The invisibility bug has been solved.
  • FIXED: The clan markers on the map are now working properly.
  • FIXED: You will not see again players hanging in the air doing nothing, and thus, you shouldn't be able to kill a player that is actually not there by killing his floating ghost.
  • FIXED: The players using a vehicle are now nailed to their seat, even when they are coming from a culled distance.
  • FIXED: The vehicles and ships were not looking like wrecks when destroyed from a culled distance.


ADDITIONAL NOTES:
The servers must be updated as well!

Remember you can follow the development and take part of it on Trello


[ 2016-09-09 01:50:23 CET ] [ Original post ]

Update - v0.01.77 is Live!

Here is the list of the notable modifications that come with the version 0.01.77!

IMPROVEMENTS:


  • The wrecks of vehicles and ships are now salvageable, using a collecting tool.
  • The console has been improved and prints the debug logs.
  • An invisibility checker has been added to help identify the "invisible players" bug: checker 0 in the console.
  • The splash damages are stopped by the environment. You can hide yourself behind a wall to avoid taking the damages of an explosion.
  • Removing a barrel with the sledgehammer doesn't make it explode anymore.
  • Destroying a container (including the vehicles and ships having a cargo hold) will drop about half the items it contained.
  • An option has been added to select which monitor will display the game in fullscreen mode.
  • The turrets can be removed from the turret supports by using a sledgehammer.
  • Pressing C now closes the clan menu.
  • Some resource spots have been brought back on land.
  • The texts of the metal related icons have been modified.
  • The motorized raft has now a proper icon.
  • The max count of characters in a chat message has been increased.
  • The M2 and Flamethrower turrets are now easier to handle (vertical rotation softer).


CHANGES:

  • CHANGE: From now, it is NOT necessary to press "Left CTRL" to dive underwater.
  • FIXED: The T2 turret support doesn't disappear after its placement.
  • FIXED: Disconnect from the server while using a turret will not make it unusable anymore.
  • FIXED: The interaction sign showing for example "press [E] to open" is working again.
  • FIXED: The large shipyard doors cannot be overlapped anymore.
  • FIXED: The turret supports were not removed from the database when destroyed.
  • FIXED: The UI of the small and blast furnace are now displayed correctly.
  • FIXED: The blast furnace was not properly added to the database of the server.
  • FIXED: The destruction of a Liberty ship was corrupted (and the ship was simply vanishing to handle the error).
  • FIXED: When an office (turret support or shipyard) is destroyed while it is inspected by somebody, the menu of the office now closes correctly without blocking the player.
  • FIXED: The chat now works normally after that the character limit has been reached when writing a message.
  • FIXED: Pressing Escape now closes the production offices.
  • FIXED: The player list of the clan menu is now correctly scrolled to the top when the menu is opened for the first time.
  • FIXED: The T2 and T3 turret supports can be placed on roofs (not only on floating platforms) even if there are walls placed on the floor below.
  • FIXED: The fire effect of the oil barrel now activates correctly when the barrel is on fire.
  • FIXED: A simple stair cannot be placed over a T1 turret support anymore.
  • FIXED: The ships rotation axis aren't frozen anymore when they are destroyed. (The ship wrecks were staying horizontal, even after sinking).
  • FIXED: The illumination effect of the blast furnace is showing properly.
  • FIXED: When a player connects (or comes from a culled distance) while another one is driving a vehicle, the driving animation wasn't triggered for the new player and he was seeing the driver standing up above/through the vehicle.
  • FIXED: Sometimes (for example when a player kills himself using the console) the message printed in the chat to signal the death was looking like "[ player_x]", now it will print "[ player_x has died ]".
  • FIXED: The repair panel and the remove panel cannot overlap anymore. (Same for the salvaging panel).
  • BALANCE: The explosives are drastically more efficient against vehicles, ships and turrets.
  • BALANCE: The bullets are significantly less efficient against vehicles, ships and turrets.


ADDITIONAL NOTES:
The servers have to be updated as well!
The official servers will wipe with this update.

If you ever see an invisible player in front of you (who isn't an admin of course) please, simply activate the invisibility checker by entering checker 0 in the console that you can open by pressing F9, then take a screenshot and send it to the development team by email at contact@h2o-game.net or via Facebook.

Sorry for the long wait! I had a long time without internet after moving in a new house. I should also say it was a hot summer and... I must be honest, I enjoyed a bit this summer after those two years of hard work. I hope you will forgive me for that, I am now back into business! :)

Remember you can follow the development and take part of it on Trello


[ 2016-09-02 20:51:50 CET ] [ Original post ]

Update - v0.01.76b is Live! ( Hotfix )

Here is the list of the notable modifications that come with the version 0.01.76b!

IMPROVEMENTS:


  • Almost 400 mining nodes have been added underwater.


CHANGES:

  • FIXED: A bug with the territory system allowing the players to place more than one territory center has been solved. (you should remove the additionnal territory centers you have placed by mistake, if you want to avoid to have any problem with those platforms in the future)
  • FIXED: The detail distance setting was set to an incredibly high value when you first start the game.
  • BALANCE: The crafting recipe of the car batteries is now a bit simpler.


ADDITIONAL NOTES:
The servers have to be updated as well!
This update is a hotfix of the v0.01.76.


Remember you can follow the development and take part of it on Trello


[ 2016-06-30 15:11:28 CET ] [ Original post ]

Update - v0.01.76 is Live!

Here is the list of the notable modifications that come with the version 0.01.76!

IMPROVEMENTS:


  • New Territory System.
  • The size of the playable area has been increased, map is more than 2 times wider than it was with the previous boundaries.
  • The Blast Furnace has been added. Allowing you to transform iron into steel for now. (Many other alloys will come in the near future)
  • The Mining basics have been added. (Like for the Blast Furnace: much more to come)
  • The water rendering has been fully remade.
  • The camera's post treatments have been fully remade.
  • The underwater visibility has been improved.
  • Some video settings have been added to the option menu.
  • The line territory_size=[10~200] has been added to the available config and command lines of the server. The default value is set to 40. This allows the server owners to decide by them selves what they want on their servers.
  • RCON support - pass 1 of 2.
  • The lines rcon_port=0000 and rcon_password=**** have been added to the available config and command lines of the server, the RCON will be more explained in the next update.


CHANGES:

  • Unity update 5.3.5 (better stability)
  • The server will now automatically create a backup of the database.db file if this one is too old compared to the current version of the game, and a new database file will be created after this process.
  • FIXED: The up side down screen bug is solved.
  • BALANCE: The normal swimming speed has been reduced a bit.
  • BALANCE: The diving fins now improve the swimming speed.
  • BALANCE: The diving mask now improves the underwater visibility.
  • BALANCE: Construction is now forbidden near the oil rigs.
  • BALANCE: The turret supports and the ladders cannot be removed anymore using a blowtorch.
  • BALANCE: The turrets can now be removed from their support using the sledgehammer (only if the turret is inside a friendly territory and if it isn't used).
  • BALANCE: The batteries cannot be found anymore in the floating garbage.
  • BALANCE: The altitude limit when using an aircraft has been increased. (from 320 to 900 meters)
  • Many other little fixes.


ADDITIONAL NOTES:
The servers have to be updated as well!
ALL the servers will wipe with this update.
The new map isn't 100% completed in this update, but it will be done in the next update.

Remember you can follow the development and take part of it on Trello


[ 2016-06-29 16:25:28 CET ] [ Original post ]

Steam Summer Sale Update 0.1.75

As many of you know, the Steam summer sale has just started! It will be running until the 4th of July! During the course of the Steam sale we hope to release our next Major update v0.1.75!

We would like to apologize for the long silence since we updated you last. It has been pretty busy for us as we had to sort out some things in our personal lives, as well as in game! Like the new map expansion :)

Moving forward we are trying to work on perfecting our work flow and interaction. Especially when it comes to keeping the community updated.
But above all we want you to know that we are working very hard on the game, we never stopped actually!

As of this moment, If your interested on finding more information about the coming update v0.1.75 you can do so on our Development Trello.


[ 2016-06-24 01:01:11 CET ] [ Original post ]

Update - v0.01.74c is Live! ( Hotfix )

Here is the list of the notable modifications that come with the version 0.01.74c!

IMPROVEMENTS:


  • The server performances have been slightly improved.
  • The animations management of the player character has been improved. And so, the movements of the camera are less confused.
  • The crates and other amovible objects can't be placed in low water (like inside the small shipyard) and they collide normally with the vehicles.
  • The water doesn't block the melee attacks, it's just going through it.
  • The ping checker now verifies the ping on a longer period, to limit the mistakes.
  • The simple stairs have been modified: the barriers have been removed and the walkable area is wider.
  • The shipyard needs to be snapped to be placed now.
  • The color of the wood stock and the fishing rod have been adjusted.
  • The "cot" is called "bed" now.


CHANGES:

  • FIXED: Some players may appear invisible for the other players when they connect (synchronization issue). (Round 2)
  • FIXED: The invisible mode of the admins is still active for the players who connect after that this mode has been enabled.
  • FIXED: The players are no longer invincible when leaving a T3 turret.
  • FIXED: The players can't go anymore through walls or doors when leaving a vehicle.
  • FIXED: The players can't access anymore a crate in the upper floor by moving their camera through the roof (when jumping).
  • BALANCE: The windows have now the same cost and the same health as the doors of the same tier.


ADDITIONAL NOTES:
The servers have to be updated as well!
This update is a hotfix of the v0.01.74.
This update is made to solve some important exploit bugs, as the version 1.75 will take some times before being ready for release.


Remember you can follow the development and take part of it on Trello


[ 2016-05-12 13:47:59 CET ] [ Original post ]

Update - v0.01.74b is Live! ( Hotfix )

Here is the list of the notable modifications that come with the version 0.01.74b!

IMPROVEMENTS:


  • The servers should not leave the server list anymore if they are still running. (Round 2)
  • The line "ping_limit=[0 OR 50~1000]" has been added to the config file and to the available command lines of the server. If its value is set to 0 then the ping checker is disabled and nobody will be kicked because of a ping too high. But, if its value is set to a number between 50 and 1000, the players with a ping exceeding the limit during 15 seconds will be automatically kicked by the server.
  • The command tpplayerto (and not tptoplayer) has been added. This command is used like this: tpplayerto [player A] [player B] to teleport the player A to the position of the player B.
  • The admin mode 4 has been added as Erase Mode. When this mode is activated, anything you hit with the sledgehammer will be destroyed instantly (so be careful).
  • The console returns more info when switching between the admin modes.


CHANGES:

  • FIXED: The tier III half wall is now being destroyed correctly if its supporting structure is destroyed.
  • FIXED: The doorways are now being destroyed correctly if their supporting structure is destroyed.


ADDITIONAL NOTES:
The servers have to be updated as well!
This update is a hotfix of the v0.01.74.


Remember you can follow the development and take part of it on Trello


[ 2016-05-08 15:57:29 CET ] [ Original post ]

Update - v0.01.74 is Live!

Here is the list of the notable modifications that come with the version 0.01.74!

IMPROVEMENTS:


  • The timeout when losing the connection with the server is now set to 10 and not 30 seconds.
  • The desyncs caused by the saving process of the server have been reduced, if not removed.
  • The bandwidth usage related to the AIs has been reduced.
  • The servers are slightly stabler.
  • The servers should not leave the server list anymore if they are still running.
  • The command server save has been added in order to let the admins start the saving process manually.
  • A panel is now displayed on the bottom left of the screen when the server is saving in the database.
  • Pressing the fire button when the used weapon is empty will call the reloading process if it is possible.


CHANGES:

  • WORK IN PROGRESS: The makers on the map show all the players in a clan wherever they are from each others.
  • WORK IN PROGRESS: Some players may appear invisible for the other players when they connect (synchronization issue).
  • WORK IN PROGRESS: The doors are sometimes open for a player and closed for another one (synchronization issue).
  • FIXED: The sharks are not flying anymore, they don't follow the players on the beach so they aren't easy to kill and loot, and the marine AIs aren't teleporting away as they did sometimes.
  • FIXED: The bug with the furnace/brazier allowing the players to generate another resource by swapping the items being processed is now fixed.
  • FIXED: The players are no longer invulnerable when using a T1 or T2 turret.
  • FIXED: The dropped bags aren't hanging in the air anymore when the players drop/throw an item.
  • FIXED: The aiming speed is now standardized and non dependant of the frame rate.
  • FIXED: The turning speed when using a helm is now standardized and non dependant of the frame rate.
  • BALANCE: The damage of the sniper rifle has been reduced from 55 to 40.
  • BALANCE: The metal heaps now give a little less of scraps.


ADDITIONAL NOTES:
The servers have to be updated as well!
The official servers will be wiped with this update.


Remember you can follow the development and take part of it on Trello


[ 2016-05-07 13:35:17 CET ] [ Original post ]

Update - v0.01.73 is Live!

Here is the list of the notable modifications that come with the version 0.01.73!

IMPROVEMENTS:


  • The admin commands return more informations to the user.
  • All the characters are now available when writing in the in-game console.
  • The server command line "daily_restart_hour_utc" now disables the auto restart if the argument set is "disable" and not "-1".
  • The Official server pingperfect France is back in the official server list.


CHANGES:

  • FIXED: Two players using the same internet connection can now log in simultaneously to the same server.
  • FIXED: The admin system is now working properly.
  • BALANCE: The corrugated iron now gives 3 iron scraps when melted.


ADDITIONAL NOTES:
The servers have to be updated as well!


Remember you can follow the development and take part of it on Trello


[ 2016-05-01 01:18:05 CET ] [ Original post ]

Update - v0.01.72d is Live!

Here is the list of the notable modifications that come with the version 0.01.72d!

IMPROVEMENTS:


  • An authentication system has been added to the servers to verify the identity and the ownership of the client who tries to connect (and if he is VAC banned).
  • EAC systems fully integrated.
  • The server now handles the following command lines: -name=[string] -port=[numeric] -max_player=[numeric] -pvp=[True/False] -daily_restart_hour_utc=[xx:xx OR -1] -time_between_saves=[numeric] -admin_password=[string] -first_admin=[string]. If specified, these commands will override the settings of the current config.cfg file.
  • You can now check if your server is up to date thanks to this link
  • The current version of the server (classic format) is now printed on the second line of the config file.
  • The current version of the server (steam format) is now printed on the third line of the config file.
  • The players can't build a structure inside of a vehicle (the building preview now detects the vehicles).
  • The nicknames and server names are cleaned of useless whitespaces.
  • The admin status is disabled when an admin disconnects (he will have to enter again the admin password when he will log again).
  • The config file management has been improved in order to prevent it to be reset without any reason after a server restart. (check the server logs when it happens if you want to find what is calling the reset).
  • The rotation control the aircrafts has been improved.
  • A line has been added to the config.cfg file: "first_admin=[steam64 ID]". Once set, this setting will ensure that only the designated player will become admin when he will connect for the first time and if the admin list is empty.
  • The doors have now a destruction effect (particles and sound).
  • The official admins are now listed in the credit section.


CHANGES:

  • CHANGE: The maximum distance of interactions (when pressing 'E') has been slightly reduced.
  • CHANGE: The line defining the admin password in the config file is now: "admin_password=[string]".
  • FIXED: The structures cannot be placed through the doors and windows anymore.
  • FIXED: The sledgehammer now works in PvE mode.
  • FIXED: The turrets are now correctly removed if the turret support is destroyed first.
  • FIXED: The fishing isn't broken anymore.
  • FIXED: The damaged vehicles and ships now stop smoking when repaired to more than 2/3 of their max health.
  • FIXED: The big resource piles are now properly synchronized with the clients.
  • FIXED: Some minor issues in the User Interface (UI) have been corrected.


ADDITIONAL NOTES:
The servers have to be updated as well!
This update mainly aims to counter the cheating problem.
The official servers will be wiped with this update.


Remember you can follow the development and take part of it on Trello


[ 2016-04-28 17:43:20 CET ] [ Original post ]

Update - v0.01.71b is Live! ( Hotfix )

Here is the list of the notable modifications that come with the version 0.01.71b!

IMPROVEMENTS:


  • Some progress regarding the integration of EAC.
  • The vehicles parameters are back to normal.
  • The admin password supports now all the characters except the spaces and '='.


ADDITIONAL NOTES:
The servers have to be updated as well!
This update mainly aims to limit the cheating problem until that a proper anti-cheat system is added in the next update.


Remember you can follow the development and take part of it on Trello


[ 2016-04-24 18:56:51 CET ] [ Original post ]

Update - v0.01.71 is Live!

Here is the list of the notable modifications that come with the version 0.01.71!

IMPROVEMENTS:


  • Basic modules of EAC integrated.
  • The admin powers are now secured by a password only known by the server owner, you can find the auto-generated password in the config.cfg file of your server and modify it if you want to.


CHANGES:

  • FIXED: The connected players cannot be invisible in the player list anymore.
  • FIXED: Avoid that a player can enter a base just after his connection.
  • FIXED: The players cannot be "pushed" into a base by a shark anymore.
  • FIXED: The players cannot use a door to get to the upper floor.


DISCOVERED ISSUE:
All the sensitive settings on the vehicles walls and so on have been reset to their default settings due a manipulation error. -> hotfix incoming!
Only numeric passwords will work. -> hotfix incoming!
The hackers can kill everybody still. -> hotfix incoming!

ADDITIONAL NOTES:
The servers have to be updated as well!
The admins will have to enter a password to activate their admin status by using the command "admin [password]" in the console
This update mainly aims to limit the cheating problem until that a proper anti-cheat system is added in the next update.
This update may not work for the mac users, sorry, this will be fixed ASAP, probably monday, please leave a comment here if it is the case.


Remember you can follow the development and take part of it on Trello


[ 2016-04-24 03:01:59 CET ] [ Original post ]

Update - v0.01.70 is Live!

Here is the list of the notable modifications that come with the version 0.01.70!

IMPROVEMENTS:


  • The current anti-cheat system has been improved.
  • Trying to secure the ban command to avoid that anyone else but the admins can use it.
  • Command added to clean the ban list in-game (unban all).
  • The characters "<" and ">" cannot be used anymore in the chat.


CHANGES:

  • FIXED: The containers (furnaces, braziers and storage boxes) don't disappear anymore when they are placed.
  • FIXED: Using the admin modes should stay active for the players who connect after that the modes have been enabled.


DISCOVERED ISSUE:
All the players are invisible -> fixed, just restart steam to get the small update.

ADDITIONAL NOTES:
The servers have to be updated as well!
The official servers will be wiped with this update.
This update mainly aims to limit the cheating problem until that a proper anti-cheat system is added in the next update.


Remember you can follow the development and take part of it on Trello


[ 2016-04-22 01:52:11 CET ] [ Original post ]

Update - v0.01.69 is Live! ( Hotfix )

Here is the list of the notable modifications that come with the version 0.01.69!

IMPROVEMENTS:


  • The server list now manages the official servers.
  • The client and server perfs should be improved, especially the bandwidth usage.


CHANGES:

  • FIXED: Dead bodies were spawning in the middle of the map instead of the player's death position.
  • FIXED: Sometimes, a player can be found hanging in the air (usually inside a shipyard), in fact, it is a "ghost" of a connected player who is actually somewhere else in the game. The bad part is that killing the ghost will also kill the player...


ADDITIONAL NOTES:
The servers have to be updated as well!
This update is a hotfix of the v0.01.68c.


Remember you can follow the development and take part of it on Trello


[ 2016-04-17 23:03:10 CET ] [ Original post ]

Update - v0.01.68c is Live!

Here is the list of the notable modifications that come with the version 0.01.68c!

IMPROVEMENTS:


  • The Network Culling has been rewritten - The performances of both client and server should be way better, the network is also way less heavy on both sides.
  • A line have been added to the config.cfg file (server side): "time_between_saves=900" you can modify this value (from 300 to 10800) to to delay more or less the recordings in the database by the server, remember that if you use a high value, a roll back will be possibly more significant (the maximum being the time you have chosen).
  • The desyncs caused by the access of the database by the server are now handled in the client, informing the player of the saving process, freezing his movements.
  • Now able to /w people based on their network ID.
  • The FPS cap on the client has been unlocked.


CHANGES:

  • FIXED: Trying to solve the issue for the players who stay stuck in the loading screen when trying to connect to a server. (Round 4)
  • FIXED: The server was potentially able to erase a big part of its own database (especially the vehicles part, because it's the last thing loaded during the initialization) because the server was capable to save its current state even if the original datas haven't been entirely loaded. In other words, if the initialization of the server took more than the delay before the first save loop (480 seconds atm), the save has erased the unread data.
  • FIXED: The players should not die anymore when connecting to a server. (drowning ~ falling damage ~ etc)
  • FIXED: "flying" boats.
  • FIXED: The jumps should not fail anymore when pressing the jump button.


KNOWN ISSUES:

  • Some spikes can follow this update when the client is connected to a server with many buildings, especially when traveling at high speed.
  • The sounds on the vehicles can be a bit weird.


ADDITIONAL NOTES:
The servers have to be updated as well!
This update mainly aims to solve the issue for the people that can't connect the servers.
The official servers (PingPerfect - Country) have been wiped with this update to get a fresh start on these servers.

If you notify a new problem coming most likely from this update, please, leave a comment here to let us know.

Remember you can follow the development and take part of it on Trello


[ 2016-04-17 06:32:02 CET ] [ Original post ]

Connection Issue

To the players having this problem:
I would ask you to switch to testbranch beta, in Steam, and try to connect to a server if you can find one.

THIS BRANCH ISN'T PLAYABLE, IT'S ONLY DEDICATED TO TESTING.

Please leave a comment here if your connection issue is solved with this version.
For now the results seems very positive :D

For the guys who want to host a test server you can add the command line -beta testbranch to the classical update command.


The public version of this update will come in a few days.


[ 2016-04-14 22:02:45 CET ] [ Original post ]

Update - v0.01.67 is Live!

Here is the list of the notable modifications that come with the version 0.01.67!

IMPROVEMENTS:


  • The whole network system should be more stable.
  • The send buffer size has been increased on the server side.
  • A line has been added to the config.cfg file (server side) to let the hoster decide the hour of the automatic daily restart of the server. If the value is set to "-1" the daily restart will be disabled.


CHANGES:

  • FIXED: Trying to solve the issue for the players who stay stuck in the loading screen when trying to connect to a server. (Round 3)
  • FIXED: The Desync problem should be slightly reduced. (Round 1)
  • FIXED: A server side bug have been fixed (invisible for the clients), it might have affected the performances of some very populated servers.


ADDITIONAL NOTES:
The servers have to be updated as well!
The config.cfg file might be reset with the update. (server side)
This update mainly aims to solve the issue for the people that can't connect the servers.

If you notify a new problem coming most likely from this update, please, leave a comment here to let us know.

Remember you can follow the development and take part of it on Trello


[ 2016-04-12 21:22:53 CET ] [ Original post ]

Update - v0.01.66b is Live!

Here is the list of the notable modifications that come with the version 0.01.66b!

EDIT: The v0.01.66b modifs have been merged to the v0.01.66.

IMPROVEMENTS:


  • An option has been added to invert the mouse.
  • There is now a more detailed message appearing on screen when the connection is denied.


CHANGES:

  • FIXED: Trying to solve the issue for the players who stay stuck in the loading screen when trying to connect to a server. (round 2)
  • FIXED: The ban command is now working properly.
  • FIXED: The servers should not crash anymore when someone is sending a huge number of messages through the chat.
  • FIXED: A problem with the game settings (getting stuck with the confirmation pane) should be solved.
  • FIXED: The disconnect button doesn't close the game anymore.
  • FIXED: The lists of the clan menu are not inverted anymore when you open the menu for the first time.
  • BALANCE: You have now a small chance to find copper scrap in the scrap metal piles.
  • BALANCE: The blowtorch can't be found in the green crates anymore.


ADDITIONAL NOTES:
This update mainly aims to solve the issue for the people that can't connect the servers.

Apologies to all the players that can't connect to the servers, we will continue to focus on this problem until it is solved.

Remember you can follow the development and take part of it on Trello


[ 2016-04-11 02:36:08 CET ] [ Original post ]

Good and Bad News

Hello Everybody!

Hope you're all doing well.

Well, we have two news about the upcoming launch, one good and one bad.

Let's start with the bad one:
Unfortunately, the Steam OS version of the game didn't pass the validation tests and will come out once the problem on this platform will be solved. : (
Apologies for the players using Linux... We will try to fix this during the next weeks!

And here comes the good one:
H2o will indeed be released April 9 at 9pm PDT, as it has been planned when the game was postponed the April 6th, on Windows and OSX !

We are as excited as under pressure here!
Hope you will enjoy the game and continue to play up to the end of the early access, and even after that of course! :D


[ 2016-04-09 13:54:33 CET ] [ Original post ]

Postponed

Hello everyone!

As you may have noticed on twitter or trello, we have encountered a problem a few days ago with the OSX and Linux versions of H2o during the release validation process.

We have tried to solve this issue as fast as we possibly can but we are still waiting for the final check of the Valve test team.

The game is supposed to be released in 2 hours when I write this, and if the verification fails again or if it takes too much time, we will be forced to postpone the release to this Saturday or later.

Maybe everything will be alright, but it's wiser to inform everyone about the situation.

We sincerely apologize for that, but even in the worst case, maybe it's for the best if the game doesn't come up today.


Finger crossed!


EDIT:
Well... the game is postponed to Saturday 9pm PDT.

Sorry everybody, I understand that we should have acted earlier...
But, you know, it's only postponed. : )

Let's use this time wisely up to the release!


[ 2016-04-06 19:59:17 CET ] [ Original post ]