





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Just a bit of cross promotion, because if you enjoy my games and like top-down shooters with brutal close-combat you'll love JACKAL - which I've just announced on Steam. Here's the announcement trailer: [previewyoutube=2jfRQfgMv_I;full][/previewyoutube] You can wishlist the game now! And please help out and share the word! Have fun, MM
First of all sorry for my absence on the forums and Discord but as you know I've been making a different game called Maniac for the last 2 years. This is my job and how I make money. But now, that the game is out I had to consider if and how to return to Soldat 2 development. I wholeheartedly want to thank for your support, gratitude and participation in S2's community. The game was made and shaped because of you. I'm very proud of it and my deepest wish is that millions of players would enjoy S2 because I believe it is one of the most satisfying experiences you can get when you are in total flow immersed in Soldat's movement and shooting mechanics. Unfortunately, the reality is modern audiences will probably never grasp it. This is because of two things: Marketing and Demand. I've learnt a lot during the last two years about how the game market works and thanks to that I've successfully launched Maniac. So now I know a lot about how to release a popular game. So in terms of marketing... I can say honestly that I can't do much for S2. The thing that I have to rely on is Steam's algorithm and how it promotes the game on the Steam store. No other method of marketing will ever provide and influx of players. And this is how Steam works: * Steam buries games that don't earn a lot of money - meaning it won't recommend it and it won't show it on the front page (S2 earns very little) * I've seen reliable stats that show games that didn't sell well in the FIRST month NEVER become popular (I think it happened with Among Us - but it's literally the only example I can think of) (S2 is 4 years old now) * Steam only promotes games that are hot, trending and make lots of money (this never happened for S2) We might argue that a 1.0 release would bring some traffic. Unfortunately, what that does in terms of visibility is a few hours on the Newly Released list on the Steam store page and an e-mail to those that wishlisted the game (which happens already on discounts). You could say that a 1.0 release would attract the S1 skeptics and the people that wishlisted the game. This is however maybe a few hundred or thousand people. This is NOT enough for Steam to start promoting the game. Even if S2 was released for free, this won't change the reality of Steam. It might even hurt the game because a free game is not promoted at all if it doesn't earn money. You could say F2P or some S2 spin-off like Climb mode. Or maybe even make Soldat 3 and try that? But there's a second problem... Demand. Looking at games in 2024 I just don't believe there is a player base for this kind of game we enjoy. I think at most it can have Soldat 1 numbers - which just isn't enough for the game to be sustainable and for Steam to consider it seriously (to promote it). Simply put, Soldat is a 2000's year game. We need kids to play it for there to be thousands of players. And they won't play Soldat because of numerous game mechanic/design issues (mainly it is too hard and requires skills:D). Also they are focused on other things like Palworld or whatever is at the forefront now. You can see this with dozens of multiplayer games released each month. Nearly all of them fail. Even million dollar budget AAA titles fail and have empty servers. Microsoft releases a game and it falls into the abyss. How can I compete with my small game? It's not 2002 anymore. So after considering all things, unfortunately, I decided to not focus on Soldat 2 in the future. Maniac didn't earn a lot of money for me so I need to continue working. I have a family I need to provide for and this is my job. I hope this is understandable. I'm currently focusing on a new game. With Soldat 2 things will remain as they are. I won't be developing it full time but if darDar or anyone else provides me with a list of updates (weapon mods, new maps, new scripts) I will gladly release this as a small update from time to time. I will keep supporting S2 like this for as long as there are people playing it. Other than that: * Soldat 2 is open for development. If anyone wants to take over the code please send me a DM. I will consider anyone that has the skills. * I edited the store page to mention that this game probably won't have a 1.0 release and doesn't have full servers (this is to mitigate some bad reviews) * I dropped the price a bit (I think it is still fair because it has bots and friend invites and ranked mode) So, the responsible thing for me to do is focus on a new game. All I can say about it is that I will announce it soon and I think you will like it. It has some major elements which made Soldat great. Thank you again for everyone that believed in the game, in me and in the community. I think we made something really good, despite the reality of a world focused on Fortnite and Palworld :) Have fun, MM
Most notables changes:
RPG:
removed guided rocket (due to desync / invisible rocket)
is now similar to the M72 from Soldat 1
now has CursorBink (need to hold the cursor still for a short duration to gain accuracy)
Makarov:
is now an automatic pistol (to prevent carpal tunnel syndrome from smashing the fire button and to make it more competitive)
RocketLauncher:
+1 extra rocket
doesn't start loaded (attackers had no chance against a spawning RL)
Steyr AUG:
Ammo: 25 -> 30
M79:
now has a small fire delay
* some small FOV/maxvelocity tweaks to tackle close combat weapon domination:
slightly more FOV, slightly less max. velocity
* remade most bullet forces
* Map changes
ctf_crossfire - hotfix (removed invisible colliding protoshape)
replaced ctf_spark with ctf_spark2 (darDar)
replaced ctf_ash with ctf_ash_r (haste)
Big thanks to darDar for compiling these changes and motivating me to make this update despite my busy schedule!
Have fun,
MM
fixed bug making player invisible when killed fixed nades sticking to the ceiling Thanks to vndl
0.8.69a weapon mod changes: https://www.diffchecker.com/bzuIEyZm increased respawn time by 0.5s deathdrops time out earlier (15s -> 10s) grenades have lower explosion force MP5 reduced ammo back to 25 M79 increased reload (3.0s -> 3.2s) reduced damage Minigun less weight; faster startup; more penetration (40% -> 80%); longer reload (4.8s -> 5.0s) RPG increased reload time (6.0s -> 7.5s)
Game fixes by vndl Thanks to darDar for compiling the changes and everyone that contributed to the changes! changes 0.8.67a fixed common position desync issue fixed victims last shot being invisible wm changes: rocketLauncher has lower kickback ("self-push") rocketLauncher has lower bullet force (impact when hitting other players) increased minimum dropkick ("headbutt") velocity in attempt to fix low-velocity player collision/bumping Steyr & Kalashnikov have a bit more bullet force map changes: ctf_atlantis - reworked background theme, slight layout adjustments ctf_busta - fixed a texture glitch ctf_campsite - changed protoshapes type under the flag (from platform to item collide), slight layout adjustments ctf_crossfire - new low route, adjusted background, slight layout adjustments ctf_dogbite - removed lower gostek spawn point ctf_guardian - added items collide protoshape behind the flag in attempt to fix the flag getting stuck in the wall ctf_steel - fixed a visual glitch, improved medkit/grenadekit placement ctf_x - removed big boxes from the bridge ctf_wretch - changed shape on the spawn slightly for better movement flow, medkit/grenadekit placement changes ctf_rotten - added a deadly pit below the bridge (similar to S1)
[24.02.2023] 0.8.65a hotfix fixed multiple recent UI issues
0.8.64a hotfix fixed no map and other issues on second map online updated map cycles with new maps lobby shows only dm maps for dm fixed null error on ctf_jungle
Place your custom scripts in Soldat2/Scripts/Custom
Check console for errors (Alt + ~).
Use RELOAD command to recompile scripts.
Engine documentation
https://soldat2.com/docs/
Unity documentation (most things in S2 engine are fundamentally Unity)
https://docs.unity3d.com/2020.1/Documentation/Manual/index.html
Check "Scripts/Standard/Climb.cs" for a very simple example.
"Rules/Standard/Climb.json" for the gamemode implementation.
Check "Scripts/Standard/Survival.cs" for a modifier script example.
"Modifiers/Standard/Survival.json" for the modifier implementation.
Hi folks,
...whether you've been consistently grinding in the ranked queues, or play Soldat 2 occasionally to relax, it's time to put on your rocket boots and prepare yourself for some unforgettable moments!
As activity and interest around the competitive ranked mode has increased in the past few months, we think it's about time to announce the first Soldat 2 CTF tournament!
This is the first-of-its-kind, inaugural Soldat 2 tournament and you can expect an evening full of well-spirited competition, clutch flag caps, and a huge amount of fun. We're counting on our beloved community to sign-up and hoping for a very good turnout!
Although this is a competitive event format, we're encouraging players of all skill levels to sign up. You do not need to be in a team to play. We're going with a format of maximum 21 players (7 teams of 3) that fight it out in a group stage, leading into the play-offs. Due to the insane interest and amount of sign-ups we may change the format depending on the total number of players signed-up, so sign-up as soon as possible.
This tournament map pool is the current ranked map pool, as well as 3 new community maps chosen by the contestants. Every player who signs up to the tournament can put out a vote on their 3 favourite maps from the new community maps below. The three maps with the most votes will be added to the tournaments map pool.
To sign-up and for more details, quickly join Discord and check out the #tournament-announcements channel!
Hi folks, This is your weekly event for Ranked Thursday (Nov 24), see you then! Join Discord
Hi folks, This is your weekly event for Ranked Thursday (Nov 17), see you then! Join Discord
Hi folks, This is your weekly event for Ranked Thursday (Nov 10), see you then! Join Discord
Hi folks, This is your weekly event for Ranked Thursday (Nov 3), see you then! Join Discord
Hi folks, This is your weekly event for Ranked Thursday (Oct 27), see you then! Join Discord
Hi folks, This is your weekly event for Ranked Thursday (Oct 13), see you then! Join Discord
Hi folks, This is your weekly event for Ranked Thursday (Oct 6), see you then! Join Discord
Hi folks, This is your weekly event for Ranked Thursday (Sept 29), see you then! Join Discord
Hi folks, This is your weekly event for Ranked Thursday (Sept 22), see you then! Join Discord
Hi folks, This is your weekly event for Ranked Thursday (Sept 15), see you then! Join Discord
I'm back from a summer break and have started some good work as you can see in this patch. Most notable changes are:
Hi folks, This is your weekly event for Ranked Thursday (Sept 1), see you then! Join Discord
Hi folks, This is your weekly event for Ranked Thursday (Aug 25), see you then! Join Discord
Hi folks, This is your weekly event for Ranked Thursday (Aug 18), see you then! Join Discord
Hi folks, This is your weekly event for Ranked Thursday (Aug 11), see you then! Join Discord
Hi folks, We'd like to introduce "Ranked Thursdays" to you! Looking back at the recent Friday event, we'll be scheduling weekly events on Discord & Steam on Thursdays, inviting you to play ranked! Thursday is often a relatively active day for ranked, so if you're looking to play ranked, mark your interest in this event or the one on Discord to be notified automatically. As some may have already read on Discord, we're currently working on a free version to help the player-base, but keep in mind that during the summer holidays, development is a tad bit slower than usual anyway. In a while when development is back on track again, we do want utilise the occasional Friday to introduce new content or other events as we've done recently, but these will be promoted separately when such event is on the horizon! See you on Thursday (if not sooner!) and remember, HAVE FUN! Join Discord
fixed interface interfering with shooting removed mouse click for vote window removed ranked window expand button while playing added ranked window expand button only when in game menu (ESC) removed "joined spectators" chat message removed "joined server" chat messages for spectator fixed chat hiding when playing with lobby hidden lobby start button dissapears after pressing fixed caps/returns end game stats
Hi folks, For tomorrow we'd like to organise some activity in the public servers. With one of the recent updates we've improved the Agar gamemode modifier further and would love for you to check it out! At the time specified in this event we welcome you to join the "Friday Night Fun" servers, we've provided two, on in Europe and one in North America. The servers are fully setup for Agar and include a new dm map made by SoldatSnail; a map uploaded to tms2 that we feel is perfect for Agar! After the Agar event we welcome everyone to continue playing on other public servers or we can get a few ranked queues going. Hope to see you then! Join Discord
A bunch of longstanding bug fixes and spectator mode fixes. [30.06.2022] 0.8.42a updated: ctf_Tyrus, ctf_Campsite fixed spectator kicked after a minute fixed new player joining Red when teams equal and Red is winning fixed missing AutoShutdownAfterMatches in autoconfig.ini fixed janky Start and Randomize button in Lobby fixed spectator can start vote fixed spectator messing up map votes fixed votemap window not hiding if F* keys used fixed votemap fails if player joins during vote fixed spectators messing up FillBotsCount flag pickup box has a bit more horizontal size reverted to old mouse cursor behaviour on OSX/Linux server greet window can be closed with jets key (RMB) or Esc
Hi folks, We'd like to thank all the dedicated ranked players so far! At the time of writing, we're just a few matches off a 1000 full matches and 2500 rounds played. The in-game ranked matchmaking system is a first for Soldat and we're very happy with the reception it has got! Do you remember #soldat.gather on IRC? Obviously there are kinks and bugs to work out when such a system gets introduced. This is why besides the regular bug fixes, we've changed the ranking algorithm a bit to make your wins and losses have a bit more impact, and this works retroactively: all 1000 matches have been re-analysed and ranks have shifted already. So keep in mind next time you run the game your rank may have changed already, for better or for worse! A summary of the changes (by Norbo): [expand type=details] Summary of technical changes for those who are interested: - Previously, the "Tiers" (Bronze I to Champion III) used to be a simple mapping of TrueSkill's mu across all available tiers. Uncertainty was not taken into account when putting a player in a tier (only when choosing how to balance teams). - Now, the two numbers (mu=skill, sigma=uncertainty) are combined to give a lower bound on player skill (skill - 3 * uncertainty) and this is mapped over the Tiers instead. This allows Tiers to better reflect what TrueSkill believes a player's skill to be and how they affect the team balancer. - The system used to re-rate people at the end of every round, which meant that winning 2-0 resulted in more ranked points than winning 2-1. This was completely equivalent to a single-game format and thus defeated the point of a best-out-of-three format designed to encourage players to make comebacks. Now, winning a single round no longer guarantees any points until your team secures the whole game. The additional side-effect is that ratings now better reflect a player's W-T-L game record, rather than their round record. - In addition to this, the Tau parameter (which controls the magnitude of adjustments in a single re-rating) was increased 10x, to allow for faster progression (and offset the fact that we now re-rate 2x-3x less frequently). - The Beta parameter (which controls how far apart in rating teams must be to identify an 80% win probability) was halved, to reflect the fact that Soldat is a high-skilled game. The effect of this is that it will be harder to see a 50% win probability in a given game, thus amplifying the effects that imbalanced teams have on rating. Those who over-perform will be rewarded more, those who under-perform will be punished more. [/expand] We hope you continue enjoying ranked, and feel like your match outcomes are a little more impactful than before, as with these changes the emphasis lies on match results rather than round results, combined with faster rank "movement". Last but not least, another EU server has been added to minimize the waiting time between servers restarting. Have fun!
Soldat 2 is now available at 50% OFF!
Join in on the fun: classic Soldat gameplay, modifiers ranging from realistic with fog of war to the arcade-y agar, and competitive ranked await you!
See you on the battlefield, and remember
Have FUN!
Flag pickup/return radius is fixed.
fixed flag pickup bounds
fixed bots not spawning if player not spawned
fixed specator cam losing target after target death
fixed ranked window popping up when in different part of main menu
ranked: fixed maxplayers reached when joining as spectator
ranked: disabled specator menu button
ranked: more eu servers
better readability in welcome screen
A new patch with spectator mode, Agar teamup against giants, new flag kill log info and more quality of life improvements.
This patch fixes FPS issues (and improves!), fixes most common bugs and greatly clarifies gun visibility.
Crazy amount of new stuff added in just two weeks :). Mostly related to team communication and better battlefield situation awareness.
AGAR seems to be popular on pub server... cool!
SPACE + AGAR = LOL
I hope everyone is having a great time!
After a short break I'm back with a multitude of changes and additions.
[12.05.2022] 0.8.24a added map: ctf_guardian new rank icons ranked: added rank icons to scoreboard ranked: added rank images to leaderboard ranked: added wins/ties/losses to leaderboard ranked: top ratings fixed (based on mu not lowerskillestimate) ranked: end game shows new rank tier instead of numerical value ranked: added current games display in menu ranked: added waiting players count display in menu added votekick to lobby added mute option to scoreboard added player profile option to scoreboard added OneShots modifier if FamilyFilter on chat uses Steam Chat Filtering player nicks in chat use FamilyFilter help keys hide automatically after some time help text doesn't show on lobby faster leaderboards updated credits and Patrons list ranked: tweaked regions dropdown list appearance ranked: better disconnection/kick handling fixed client autobalance changing team sometimes removed weapon BulletDrop* setting fixed Barrett not killing sometimes with 1 shot fixed game with Zone modifier ending immediately fixed TimeLimit 0 ending immediately fixed Knife/Chainsaw in RealisticDamage modifier fixed retry attempt after pressing back on password query a bit more powerful flag throw fixed flag returned message+effect not showing if flag close to base fixed flag stopping in air after bullet hit from some guns fixed platform not showing on some maps if backgrounds off editor: fixed some elements becoming unclickable
Bug or feature? :)
Just kidding, it was a bug discovered while testing the new netcode. But it's fixed now (hopefully). Would be a fun bonus pickup though? :)
1. All US ranked servers are replaced with brand new servers! (this should fix some "lag" issues players have been experiencing in that region) 2. Added more servers to all regions to prevent "no empty servers" issue and to prepare the game, if it suddenly blows up :) 3. Norbo and I have been fixing some major issues over the weekend that break ranked games. Hopefully some of them are gone. In any case, if something breaks please report. Have fun! MM
Critical issues fix: [23.04.2022] 0.8.11a fixed no cap flag issue after flag carrier disconnected fixed Quick Join connecting to passworded servers can hide weapons menu quicker ctf_lanubya: better middle bridge ctf_dogbite: longer upper path CTF: reduced spawn time by 0.5s Domination: fixed not ending Domination: better flag icon blinking added proper error message if gatherbot down server: fixed set netdebug not working server: shuts down if port blocked server: fixed bot error spam ranked: various fixes
I feel the big "Total Rehaul" release was a success. It brought back people into the game and we have servers with players and ranked matches going on! Although we still need a much larger player base, but more on that at the end of this post...
I think fri on Discord sums up some general positive feelings about the new Soldat 2:
My priority now is bringing in more players as well as fixing critical bugs, adding maps and fixing/improving ranked matches.
RPG now works the other way around - guided rocket while HOLDING FIRE (LMB). If not holding Fire it works like LAW in Soldat 1. [21.04.2022] 0.8.6a added ctf_steel, ctf_lanubya, ctf_x removed camera lock on death removed spectator cam after weapons menu RPG: guided if Fire pressed; increased damage RocketLauncher: removed bink M79: lower velocity volume down on all interface and gamemode sounds fixed blinking flag icons before match starts faster flag icon blink ranked: fixed sometimes error "game not found" on end results ranked: fixed send leave game and cancel search ranked: fixed reconnecting to server after pressing Find Match ranked: queue options are saved ranked: clicking Find Match on different queue (while in queue) requeues ranked: returning from game returns back to ranked window DM/TDM: higher scorelimit DM/TDM: added warmup in solo increased voting time limit 10s->15s added error popup if Steam fails to load fixed Discord widget showing bots on server fixed tiny mini medkits fixed FogOfWar flipped screen issue voted map takes gamemode and modifier from cycle file Zone modifier makes ScoreLimit 0 ctf_dogbite: tweak upper path ctf_ash: tweaked colors server: autoshutdown after 12 hours (autoconfig.ini AutoShutdownAfterHours) server: added net/mem stats without netdebug
[18.04.2022] 0.8.5t fixed various voting issues ranked: fixed various issues fixed DC if vote arrived too late medkit size is dependent on heal amount added option to reconnect to Steam if failed to auth map background with DetailedBackgrounds off is fog color added white outline to self kill logs Agar giant is more resistant Agar pickup gives 15HP Spas: a bit slower bullet velocity Steyr: 25->30 bullets Ak: 30->35 bullets Dragunov: a bit less bink Deagles: a bit slower fire interval CTF: 0.5s less respawn time CTF: drop medkits are 33HP; random medkits are 50HP CTF: score flag icon shows if flag gone (s1-style) CTF: flag gone icon blinks DM/TDM score limit raised a bit fixed Discord widget showing bots on server client: fixed flag not returned when capped issue server: autoshutdown after 75 games official server max players = 12
[15.04.2022] 0.8.3t ranked: a bit longer end results ranked: added match identifier to UI ranked: fixed history not showing ties ranked: fixed end game not showing tie ctf: death drop medkits reduced to 50HP kill log: a bit darker background on killed server: removed autoshutdown removed matchmaking logs spam increased mouse scroll sensitivity change weapon with mouse scroll works up or down fixed Steam icon on mac/linux
Quick patch fixing the most pressing issues + adding some more maps to the pool!
ctf_rotten (remade by proto)
ctf_ash (remade by darDar)
Have fun!
MM
Changelog:
[14.04.2022] 0.8.3t
added ctf_rotten, ctf_ash
fixed map voting
DM/TDM is classic by default (Arena modifier separate)
CTF/TDM: shorter respawns when lots of players
CTF: less random pickups
ctf_wretch: fixed visual glitch in background
ctf_dogbite: better flag area
Dragunov: tiny bit stronger
Barrett: longer reload
MP5: ammo 30->25, more selfbink
fixed flag return sound not playing issue
removed dm_arena_classic, dm_rotten_classic
ranked: added ctf_ash, ctf_rotten
ranked: removed ctf_laos
ranked: added South America region
I've been creating this patch for 14 months. But it wouldn't be possible without an extremely helpful and positive team made of community members. I feel like the previous versions were done by me and this is a joint effort of many great individuals (too many to list unfortunately, but you know who you are).
So I want to say THANK YOU and I do hope this remade version represents what the community actually wanted from Soldat 2.
Soldat 2 MAJOR CHANGES:
Just a few hours to go until the Rehaul update drops!
To commemorate this release, Soldat 2 is 33% OFF starting TODAY!
Only 5 days so...
get it NOW!
Are you ready for the biggest update to the Early Access version yet?
Please keep in mind servers will be unavailable until the update arrives! See you on the battlefield then!
All profits go to myself and the development of Soldat 2 :)
Have fun!
MM
[previewyoutube=jjVSXzCk184;full][/previewyoutube] The patch I've been creating together with the community for 14 months is ready to ship tomorrow. Are you ready? :) Some of the major changes:
After 14 months of totally remaking the game, improving every aspect of it together with the community... I finally decided it's ready for public release. The major patch nicknamed "Total Rehaul" will be available Wednesday 13th April 2022. Be sure to check out the new Steam store page and... If you haven't already, please buy the game now so you're ready for the Big Release! Check out the teaser for "Total Rehaul": [previewyoutube=XMMFVCYhQfU;full][/previewyoutube] More details in upcoming news. Have fun! MM
We need to transition the official servers to the new release that has been in the making for the last year. Servers might be down for a week or so and will be back online again with the launch of the next patch. The specific date isn't announced yet. Have fun! MM
The BIG PATCH IS COMING! Just a few weeks if all goes well... Thank you for everyone's patience. I know it will be worth the wait! As always you can play this on the test branch on Steam. Join Discord for details. Full changelog is available here: https://soldat2.com/changelog.txt Literally hundreds of improvements have been made over the past 2 months. Here are some notable ones:
In the past few weeks I've done quite a few new maps and redesigned all the old ones. Take a look! I tried to remain stylistically even, which is something S1 didn't have. Every map follows a consistent Vietnam/Apocalypse theme. There are some original maps and some remakes of classic S1 maps.
DM_ROGUE
(remake of dm_rr from S1)
CTF_WRETCH
DM_ARENA2
DM_ARENA
CTF_CROSSFIRE
(previously ctf_Guardash by darDar)
(there's two color versions - which is better?)
CTF_DOGBITE
DM_EPITAPH
CTF_COBRA
CTF_HORMONE
CTF_ROTTEN
OTHER NOTABLE CHANGES:
There are literally hundreds of improvements and fixes which are too long to mention.
A complete list is always available here:
https://soldat2.com/changelog_recent.txt
MATCHMAKING
Together with Norbo (known for #Gather) we're working on a full in-game implementation of gather/matchmaking. Here are a few screens of the new UI:
In the future there will be more options for finding matches like: players count, maps, ranks/skills, geolocation.
Matchmaking is still not working but everything else is available (as always) for preview in the test version.
We're very close to a new public patch release. I've decided it's gonna be a polished TDM/CTF experience. CTB is removed for later because it will require a lot of custom maps and I don't want to postpone any longer than necessary.
HAVE FUN!
MM
I spent the last few weeks updating yet again the visual style. I'm doing this until I am happy. Other than that I squashed a ton of network and dedicated server issues and we played the test version a bit online with testers. Here are some new map screenshots:
As you can see ctf_laos is constantly going through changes (I'm treating this as my base map - because... Laos is my personal favorite Soldat map ever)
CTF_LAOS
new overgrowth detail texture
CTF_SNAKEBITE
CTF_HORMONE
CTF_GUARDASH
CTF_SILO
In action:
Last but not least GAMEPLAY FOOTAGE with me and the testers playing multiplayer:
https://www.youtube.com/watch?v=fNgDMTDWqTc
These are not final revisions. I'm still working on the maps.
Test version and latest development news on DISCORD:
https://discord.gg/stW9Jm4Nuk
Stay tuned for the incoming update and have fun!
MM
Big thanks again to all supporters that bought the game in Early Access. I can safely continue developing the game - moving steadily towards full release. Here's the gist of what I've been doing the past month:
(all of this is obviously a work in-progress - feedback appreciated!)
* REMADE MAIN MENU
Clean, minimalist emphasizing a return to a basic style of the game itself
* NEW MENU COLOR SCHEME
Simple militaristic in-game menus color scheme
* ADDED SERVER GREET MESSAGE
A new "Source engine" style greet message when joining the game. Shows basic game info + modifiers + greet message (editable by admin)
* ADDED FLAG CAPTURE CAM AND WIN CAM
If somebody captures a flag or wins a match in deathmatch he/she gets highlighted
* BETTER PERFORMANCER AND FASTER LOADING TIMES
Can't emphasize enough how much time and effort has gone into making this game FAST!
Everything is faster including the dedicated server and in-game editor!
* REWORKED NET CODE
I rewrote a bunch of the netcode and fixed multiple network issues. Net code is MUCH smoother now. However there are some new bugs which I'll be fixing in the upcoming weeks.
* ADDED CLIENT/SERVER C# SCRIPTING
A big addition for modders and server admins. The top-level scripts governing Rules like Capture the Flag have been moved to C# scripts available for everyone to modify. Also game mode files have been moved to editable .json files. Super easy to create new game modes now!
* EDITOR IMPROVEMENTS, FIXES AND BETTER UI LAYOUT
* CLASSIC MAPS REMADE
A community effort - thanks to all the contributors!
dm_rok remade by prototype
All DM Arena maps remade by darDar
* NEW COMMUNITY MAPS
* FUN STUFF FROM THE DISCORD COMMUNITY
* MULTIPLAYER TESTING HAS BEGUN THIS WEEK
Come join if you want to help out!
last but not least...
* I'M REMAKING THE VISUALS AGAIN
I was heading towards a public release this month but after network tests I feel the game isn't up to my standard. I feel the visuals and game feel aren't there. I decided to postpone a public release and return back to the drawing board... So I'm experimenting with improving the visual style. Here's a screenshot of a test called "comics + Apocalypse Now":
Stay tuned for more...
The TEST version - so everything I mentioned here - is available to play on the Steam testing branch.
To access the test version:
1. In Steam Library [right click] Soldat 2 - Properties... Betas... TESTING
2. Password: transhumandesign
Join Discord if you need help,
https://discord.com/invite/Ar3QM7d
Have fun!
MM
First of all thank you very much if you've purchased the game. I appreciate your support!. I've been taking the time to make an amazing new version! So sorry for the big delay. I know there's not a lot going on in the public version.
But...
There's a lot going on in the test version! I'm working very hard and a lot has been going on under the hood. For example: I've downsized the game from ~600MB to ~217MB.
Also, I've been optimizing the graphics even further. The change of style increased performance enormously but I've done a lot more to increase performance. You can expect even +150FPS gain in the new version compared the current public.
As part of the major rework I've been redesigning the menus (this is Work In Progress so feedback is appreciated):
There's a new option called ProMode which basically desaturates everything gameplay-unimportant and emphasizes what is important:
Blood is redder! :)
And lastly - the community is hard at work having fun with the new map editor:
More updates soon!
And feel free to join our Discord: https://discord.com/invite/Ar3QM7d
It's where everything is happening. You can also find instructions on how to access the test build there.
Have fun!
MM
The last couple of weeks have been very busy development-wise. Lots of stuff done including a fully functional map editor (3 months before estimated time!). But there's still a lot to do. Hopefully I can release it publicly this month.
New urban/apocalyptic style settings.
Stress testing the new graphics - much more FPS now!
Level editor is fully functional and anyone can make maps in it. Still some improvements and fixes are needed. Feedback is welcome.
I made a timelapse video while remaking ctf_hormone. Check it out. You can learn how map making is done in S2: https://www.youtube.com/watch?v=Af2dlxZHIIk
I've been working on new game modes. The so called "progressive" game modes.
Still working on the general graphics overhaul including:
- stylized graphics
- camera and aiming improvements
- bug fixes / performance improvements
- new map editor
- fog of war and a new gamemode
Gameplay video of FOW:
https://www.youtube.com/watch?v=SZt795ciz88
New HUD with improved fonts!
ctf_laos
ctf_snakebite
All of this is WORK IN PROGRESS.
Feedback is appreciated!
More teaser graphics and more info on how to access the TEST branch and play this version on...
Discord:
https://discord.com/invite/T8ejr5u
Have fun!
MM
Just a quick note about what I'm working on currently:
- graphics overhaul with stylized graphics
- new polygon style graphics
- camera and aiming improvements
- bug fixes
- new map editor
- fog of war
Working on a new style and effects (like gradient textures + tesselation)
I've been testing different graphic styles...
Fog of war + new environments
All of this is WORK IN PROGRESS. Feedback is appreciated!
More teaser graphics and more info on how to access the TEST branch and play this version on...
Discord:
https://discord.com/invite/T8ejr5u
Have fun!
MM
+ fixed flag getting stuck after drop or explosion issue + flag maintains base center position if near base
Changes 0.7.27- 0.7.28: + fixed flag sync issue + better flag collider + better flag unstucking + fixed pressing B not unhiding weapon menu issue + higher sound limit on low quality settings
Version 0.7.26 is LIVE!
Hey!
One very big missing feature from were Desert Eagles. And now they are back!
So get ready for some double eagle action!
Another missing feature was...
Team Deathmatch!
Red vs Blue; can be played on all maps (including CTB generated maps).
WEAPON BALANCE:
All weapons were tweaked by darDar (thank you!) and tested in Gather matches. A very detailed list of changes is available here:
https://pastebin.com/cwm6Mh04
Most notable changes are bink/accuracy improvements, Minigun reworked and some visual improvements (smaller bullet trails; longer M79 trail).
The hit boxes were one of the major problems and I finally fixed it by introducing a 'perfect' detailed hit box system. This should further improve hitregs:
What do you think?
Please leave a comment or visit our Discord and chat with me there,
Have fun!
Changes:
+ added new weapon: Desert Eagles
+ added new gamemode: Team Deathmatch
+ added perfect hitboxes
+ darDar's weapons balance (details: https://pastebin.com/cwm6Mh04)
+ spawn nades lowered to 1
+ max nades lowered to 2
+ max player velocity 25.5->26.5
+ chainsaw damage is dependent on hitbox penetration
+ less explosion force on flag
+ fixed no flag grab sound
+ flag cant be capped after game ends
+ added no damage after game ends option
+ less cam shake
+ less cursor spray on bink
+ fixed not being able to alt emote after death
+ added physicsobject config component for setting mass and such
+ can modify explosion force on object
+ added additional makarov fire sound
+ lowered default AutoShutdown to 12hrs
+ fixed leaderboard kills not registered sometimes
[Editor]
+ fixed saving file with same name
+ fixed selecting objects that are covered by other objects
+ fixed selecting ramps and curves
+ added selected object outline
Close-quarter hit regs fixed!
A small update to keep the flow after the holidays. Fresh new maps and some critical issues with certain maps breaking servers fixed. I also finally fixed some level editor bugs. But more work is needed!
New maps by contributors from our wonderful community!
ctf_guardian - Classic Soldat map remade by darDar
ctf_trap - First map by NamelessWolf with a very curly layout that looks like a hipster ;)
dm_bigfalls - Classic jungle deathmatch map remade by darDar
dm_daybreak - Classic deathmatch map remade by Leon
Let me know what you think and have fun!
MM
Changes: 0.7.22-0.7.23
+ added ctf_guardian, ctf_trap, dm_bigfalls, dm_daybreak
+ fixed close shots hitreg
+ slightly bigger hitbox
+ chainsaw slightly shorter distance
+ removed turning around during s1 superman
+ slower horizontal jet speed x0.88
+ added horizontal jets force modifier
+ removed tent from ash
+ fixed large maps sync
+ quick join works with non-official servers
+ fixed ragdoll collision with ramp and curve object
[Editor]
+ fixed standard map saved to custom folder
+ fixed saving object duplicates
+ fixed nextmap issues during loading map or waiting for others to join
[Server]
+ added loadcycle command
SOLDAT 2 UPDATE 0.7.22
Massive fixes. This is the longest changelog since release. Hopefully many famous bugs are fixed ;).
First of all I tried to fix all flag issues + add flag throwing. You can now pass the flag to your team mates (hold and release [Z])
Second, the player has slightly higher gravity to mitigate that floaty feel many have complained about.
Bink and self-bink have been added. Which means the weapon gets inaccurate if you get shot (bink) or if you shoot continously (self-bink). The weapons affected are Dragunov, Barret (bink) and AK, Rheinmetall (self-bink). Movementspray has been nulled and the rifles are a bit more accurate if fired with single shots. This change should provide more balance and strategy opportunities.
Bullet hit registering should now be "perfect". Just as nades and knife. So if you hit someone, you should be sure the server registers that as a hit. It still might look weird when somebody with high ping shoots you (but that's the nature of playing with high pings, which can't be really fixed).
New CTF maps created for us by darDar in the S2 level maker!
ctf_rotten You know might know this one (original by Biggles)
ctf_stahlwerk by darDar
Let me know what you think of this update and...
See you in the game!
MM
Changelog:
0.7.22
[Gameplay]
+ gostek gravityscale 1->1.25 (increased jump and jets forces to accomodate)
+ removed stomp
+ smoother superman reverse
+ added bink (Dragunov, Barrett) and selfbink (Ak, Rheinmetall)
+ movementspray removed for all weapons
+ fixed flag not falling thru rails
[Flag]
+ added drop flag button [Z]
+ fixed spawning on free flags returns it
+ fixed carried flag (and weapons) destroyed when player disconnects
+ fixed flag (and weapons) not inherting dead body velocity
+ fixed throwing flag into ceiling and getting it stuck
+ fixed flag sync when returned or dropped
+ fixed double flags issue
+ fixed issues causing flag desync, non-capturable and double flags
[Improvements]
+ improved bullet hits sync
+ weapon reload doesn't reset on nade
+ faster knife pickup after throw
+ added throw animation
+ increased limb dismembers tolerance
+ jets disabled if jets 0 in standard modifier
+ gostek inputs disabled if using Alt
+ weapon menu shows up next time after cancelled with B
+ spectator cam stays in place
+ can emote a while after death
+ camera slower when zooming
+ longer staying jets stream effect
+ player damage/gore less dark
+ removed too long floor in basecamp
+ much higher weapon throw velocity
+ detached weapon throw from dropvelocity variable
[Bugs]
+ fixed weapon/animation stuck if nade exploded in hands while reloading
+ fixed chainsaw not working when holding fire and changing weapon
+ fixed ctrl+v switching to free cam
+ fixed url join
+ fixed weapon menu hiding issue
+ fixed throw weapon angle
+ fixed player indicator and chat rotated when spawned on slope
+ fixed cursor moving to middle on weapon menu
+ fixed chainsaw not glowing
+ fixed cant shoot when mouse hover over kill log
+ fixed help not showing
+ fixed weapon menu exiting by mistake
+ fixed weapon menu can't click immediately
+ fixed nojets modifier not working
[UI]
+ added gather button in menu
+ fixed login window appearing on url join
+ increased head chat limit to 42 characters
+ limited player names to 30 characters
+ fixed movementspray always affecting cursor
+ fixed long player names not fitting in killlog
+ added secondary key (Enter) for chat
[Maps]
+ added ctf_rotten, ctf_stahlwerk made by darDar
+ improved ctf_strike
+ fixed laos collision - moved middle buddha backwards
+ optimized laos particles
+ optimized bg textures on laos and nevada
[Server]
+ added rcon command "say" rcon"
+ improved error handling when loading jsons
+ added player joined/left with account id
+ fixed crash on loadmap that doesnt exist
+ loadmap can use rules acronyms eg. ctf
+ removed RR frm default cycle
+ added log msgs for cap/rem flags
+ fixed issue causing custom configs to be erased
[Experimental]
+ added TrenchWars gamemode (experimental)
+ added MoreGravity modifier
Greetings!
After much debate about the movement on our Discord and after some objective comparisons to Soldat 1 [previewyoutube=murkS6nurfs;leftthumb][/previewyoutube] I made some, I hope, significant improvements. The biggest issue was momentum not being preserved by the gostek with multiple moves stacked up. It should be much better now (too high ground drag seemed to be the issue).
Superman is now EASIER to use. Just hold Shift (or your configured key) and you can jet horizontally like in Soldat 1. If you want to do Superman 360 hold the RMB (jet key).
I put a lot of work into finding the reasons for FPS drops and general lag. I think I managed to fix most of the issues. The game is MUCH smoother now! These changes also affect the dedicated server so the netcode should be better too.
More improvements ahead!
See you in the game!
Changelog 0.7.17-0.7.18:
+ less ground drag (momentum isn't lost so much)
+ increased max velocity slightly / decreased max jets velocity slightly
+ added superman auto-jet horizontally (hold superman key [shift])
+ added superman 360 with superman + jet key
+ transition to superman takes a bit more time
+ spawn armor time -> 1.2s
+ spawn armor stops on fire, change weapon and grenade
+ improved gostek glow on spawn
+ improved cursor player names visibility
+ improved killog font visiblity
+ fixed too much movementspray
+ movement spray is minimized with crouch
+ glow objects work for all graphic settings
+ added sharpen default at graphics 5
+ fixed games list refresh erroring out if too much requests
+ fixed shininess on gosteks
+ removed weapons model from basecamp
+ fixed net lag capsules appearing
+ optimized laos scenery
+ optimized glow objects
+ optimized explosions and hits
+ optimized modifiers
+ optimized flag cloth
+ optimized property syncing
+ optimized weapon meshes
+ optimized dynamic lights shadows
+ optimized bullet creation
(tell me what you think of the recent changes)
SOLDAT 2 UPDATE 0.7.17
Hi guys!
After about 2 weeks of a long needed break (+a week of working on this) I'm back with another update. As mentioned on Discord, I will be fairly regular with these updates. Either once a week with small changes or bi-weekly with a bit larger updates like this patch.
The most voted suggestion on Discord is done. A kill log similar in style to the CS:GO kill log. I hope it's useful!
I'm constantly improving ctf_strike. I hope these changes are good. Please let me know!
There's a bunch of weapon balancing done thanks to iMPUcz. They are aimed at longer lasting fights. Most notable should be less bullet push.
And last but not least I fixed an issue causing the infamous respawn bug and hit registration for knife and nade should be significantly improved!
Changelog:
0.7.16 - 0.7.17
+ added killlog
+ improved nade/knife hit registration
+ removed weapon menu dissapearing with move keys
+ added spawn armor glow indicator
+ fixed clones spawning issue
+ knife can go through obstacles
+ fixed knife stick angle
+ ctf_strike layout changed - flag and spawns moved
+ weapon balance for longer lasting fights and less bullet push (thx to iMPUcz)
+ Spas now has point blank enabled
+ MP5 has a larger clip
+ Dragunov RoF reduced
+ chainsaw damage increased
+ fixed MovementSpray (and added to dragunov, flak, barrett)
+ added kill info to console log
How do you like these changes?
Have fun!
MM
PS.
There's a new Trello board with suggestions and bugs I will be working on: https://trello.com/b/X07eK50H/feedbackbugs
The long awaited Soldat CHAINSAW is here!
It might still be a little rough around the edges (:P) so please give me feedback how do you like it? Is there something to improve?
I added 4 new halloween themed masks
(Different looks based on the new masks)
(in-game)
I improved the gore in general. The soldier bodies should now show blood if they are damaged like in Soldat 1.
KILL'EM ALL!!
Soldat 2 HALLOWEEN Play with the Devs
Last but not least we're gathering on the: Official Server Team THD to play together!
Read all the info (What, where) here: https://steamcommunity.com/games/474220/announcements/detail/2948129482728243538
Changes 0.7.14-0.7.15:
+ added secondary: chainsaw
+ added halloween masks
+ added body damage blood/gore
+ more bloody blood splats
+ fixed 3 weapons change when carrying flag
+ faster and less bright screen flashes
+ added skin detail texture
+ added generic quick join button
+ increased quick join ping to 300
+ [server] added game cycle shuffle
+ [server] fixed first map from cycle doesnt use condition
+ [server] new conditional default cycle with 4 gamemodes
See you on the battlefield :)
And...
Have fun!
MM + THD Team
UPDATE: Play with the Devs postponed. Give us 20 minutes ;)
So we play: 7:45 - 8:45 CET
Soldat 2: Halloween Playing
Saturday, October 31, 2020
[EDIT] 7:45 - 8:45 PM CET
Server: Team THD
Soldaters, our team would like to play with you!
Michal "MM" Marcinkowski - creator of the game - will be there too.
Are you ready?
Btw, a new patch with surprises is coming that day
Join Soldat 2 official Discord channel to keep in touch:
https://discord.gg/Ar3QM7d
WE INVITE YOU TO STREAM
Are you a streamer/gamer/person who wants to stream the gameplay?
Let us all know in the comments section.
See you on the battlefield!
And remember to have fun
THD Team
SOLDAT 2 UPDATE 0.7.14
Soldaters,
The maps added in the previous patch turned out to serve better as DM maps so they are now called dm_regain and dm_corazon. But I made entirely new CTF maps, check them out!
ctf_strike - I wanted to make something that would be similar in structure to Ash. It turned out somewhat different. Let's see how this plays? Comments are appreciated.
ctf_magpie - A very fluid map design with an unusual flag placement
I spent a lot of time fixing bot pathing and making the bots generally do more stuff like rolling. Overall pathing should be better and faster.
Knife is less bouncy like in Soldat 1 (also nade)
I hope you like the changes. Please remember everything is temporary and if something doesn't work I'll switch back to how it was or improve again.
So please tell me how do you like the new changes? :)
Changelog:
0.7.12- 0.7.14
+ added maps ctf_strike, ctf_magpie
+ replaced ctf maps with dm version: dm_corazon, dm_regain
+ removed knife bouncing
+ nades less bouncy
+ rheinmetall, tec-9, kalash and minigun tweaks (iMPUcz/Numerite suggestions)
+ fixed cobra and generic lower terrain view obstructed
+ smoother camera zoom in/outs
+ less zoom out on spectator
+ lowered laos texture quality
+ fixed medkits on top of map
+ fixed potential respawn issue
+ fixed bots issues with getting stuck
+ fixed bots not using jets where appropriate
+ fixed some dumb bot pathing
+ fixed bots not crouching in low areas
+ bots now roll around
+ faster waypoint generation on map load
+ more optimized waypoint generation
+ fixed kill leaderboards issue
What should I work on next?
Have fun!
MM
SOLDAT 2 UPDATE 0.7.12
Hi guys!
I'm happy to show you the fruit of my latests work: 2 new CTF maps and a new CTB map.
ctf_regain - a very small map ideal for 3v3
ctb_gen_generic - a new generated CTB map based on a placeholder scene (will be improved)
ctf_corazon - another 3v3 map
How do you like those maps?
Also, the grenade has a greater gravity pull and more dynamic arc - it's a lot more like Soldat 1 but a bit faster with more dynamism. This change should make it even more fun.
Important addition for server owners: WebRcon!
Please check changelog.txt for details.
Changelog:
0.7.9 - 0.7.12
+ added maps ctf_regain, ctf_corazon, ctb_gen_generic
+ nade - more speed and more arc (s1-like)
+ knife a bit more speed
+ explosion stun only if damage > 0.5
+ fixed bots not shooting barrett
+ zoom in on death
+ added generic map scene (as placeholder)
+ ctf_division and dm_jumpkick use generic level
+ improved basecamp ceiling collider for bots
+ weekly top changed to all-time
+ added url for join (s2://[ip]:[port])
+ [server] added commands: setteam, listplayers
+ [server] added webrcon support (http://www.webrcon.com)
+ [editor] fixed objects with non zero wont snap to 0
How do you like these changes? :)
Have fun!
MM
Soldaters!
I made a tutorial for the Level Editor, check it out:
[previewyoutube=TsfvR29x7XU;full][/previewyoutube]
Please be aware the editor is still in alpha stage and fairly buggy, but you can easily make a map if you follow the tutorial.
If you make something please share on Discord.
And remember to have fun!
MM
SOLDAT 2 UPDATE 0.7.7 - 0.79
Hola!
Due to popular demand I made the chat messages show up above the player just like in the old Soldat.
Made an entirely new dm_katang (replaces the old one). This one should allow for some neat flow based movements.
Also various fixes including spawning into spectator and added a better effect for flag capture!
Changelog:
+ added new dm_katang
+ added above player chat texts
+ added self-explosion stuns (larger boosting velocity)
+ fixed respawn to spectator
+ better flag score effect
+ ctf/ctb matches time increased 8->10 mins
+ fixed not able to shoot after nade explodes in hands
+ spawn armor removes after player moves or shoots
+ added HUD notifier texts to console
+ fixed map editor crash on load map
+ fixed everyone in blue if autobalance off
+ [server] fixed incremental patches not working
Enjoy :)
And remember to have fun!
MM
First of all, a new generated CaptureTheBases level based on the Cobra scene. Hope you enjoy this one. It's been added to the default CTB map cycle.
I improved the in-game HUD:
- added capture the bases flags minimap!
- made it larger
- moved flags display to the top center
- moved time status to top center
- dropped the killer preview to not obscure the screen so much
The much anticipated mouse sensitivity added!
PLEASE ADJUST YOUR MOUSE SENSITIVITY AFTER RUNNING THE GAME BECAUSE IT MIGHT BE A BIT DIFFERENT THAN LAST VERSION.
See you in the game,
MM
Changelog:
0.7.6
+ added ctb_gen_cobra
+ rearranged and scaled HUD
+ added CTB bases HUD
+ added cursor sensitivity settings
+ smaller CTF flag
+ added quick join gamemode multiplayer buttons
+ dragunov faster 0.43->0.35; clip lowered 8->6
+ fixed balancing issue
+ fixed respawning issue
+ added max respawn time 10s
+ fixed bug reporter destroying chat
+ fixed popup buttons not working
+ added popup msg if servers downtime
+ removed stun sound
+ fixed player going out of map side bounds
+ weapons menu only closes after primary picked
+ removed basecamp weaponry button (temporarily)
+ autoservershutdown default to 24
+ added rcon command: addmodifier [modifier]; removemodifier [modifier]
I'm working hard on fixing the most game breaking issues like disconnects and other net issues.
It's getting better and better!
After everybody is happy with the fixes I'm gonna implement the most frequent suggestions (from the Discord community suggestions).
(Looks like mouse sensitivity and kill feed but I have to count the votes to be sure).
See you in the game,
MM
Changelog:
[26.09.2020] 0.7.2
+ added OneShot, SniperOnly and KnifeOnly modifier
+ fixed autobalance swithing alive player
+ removed stock music
+ twaeked respawn times
+ fixed some spawning issues
+ knife/nade has more friction
+ knife/grenade throw has a bit of an arc (s1-like)
+ grenade inherited velocity 0.5->1.0 (s1-like)
+ knife inherited velocity 0.5->0.0 (s1-like)
+ lowered volume of stun sound
+ fixed flag cap issues
+ nicer colors on dm_ash
+ ctb_gen_jarhead lowered max height
+ added network settings to client.json
+ fixed some net/lag issues
+ fixed players not assigned for player just joining
+ added Cycles/Custom directory
+ fixed non ascii characters in chat
+ added switch team button
+ fixed config wipe
+ backflip improved (normal jets during roll)
+ inherited velocity config in knife/nade not in gostek
[24.09.2020] 0.7.1
+ net/lag issue tweaks
+ fixed various issues after server disconnection
+ respawn only after weapon menu closed
+ dragunov shots to kill 2->3
+ more force for jump up
+ tweaked jump side angle
+ a bit more jets
+ weapons menu shows up faster after death
+ better weapons menu hide handling
+ fixed possible respawning issues
+ fixed no message when joining max players server
+ connecting popup max time 3s
+ [dedi] added autoshutdownserverafterhours config
+ tweaked rolling animation
+ fixed gostek twitching on bike
+ fixed possible spawning issues
+ games list - default sort by players
+ lowered default main menu music volume
+ less respawn time in ctf with lots of players
+ added facebook social button
Soldaters!
Just released the Soldat 2 Dedicated Server.
If you want to host a server, you can do so now so it's ready for the release Tuesday!
https://soldat2.com/downloads.html
See you in the game!
And remember to have fun ;)
MM
You know what?!?
Soldaters!
Brace yourselves!!!
We start the COUNTDOWN...
The Soldat 1 movement inspired many games including N and was analyzed in the book "Game Feel" by Steve Swink.
I'm happy to have recreated it in Soldat 2 and expanded for even more fun! I've been making this sequel for over 2 years now as a "one man army" developer.
[previewyoutube=-ZZ5gH4mSuk;full][/previewyoutube]
It's coming to Steam on Tuesday, September 22, 2020!
Wishlist if you haven't already!
https://store.steampowered.com/app/474220/Soldat_2/
Join our community on Soldat 2 Discord server!
And remember to have fun!
MM
Soldaters!
Soldat 2 premieres:
Brace yourselves!
The status of multiplayer testing is any day now for a few weeks now. Unfortunately, I encounter many critical bugs in internal testing which Im fixing constantly. So theres no point in multiplayer testing until I fix all the bugs I can find myself. So wish me luck :)
The release date of Soldat 2 is also unknown at this point because everything depends on how well multiplayer testing goes.
I want this game to be the best possible. In the meantime here are some gifs of bugs and bloopers:
If youd like to sign-up for testing follow this link.
If you havent wishlisted Soldat 2 please do so now!
Thanks and until next time,
MM
Lead Soldat 2 Developer
"Soldat 2 is the most difficult game I've ever made. Mostly because of the expectations I put on myself. I think if I just did the same thing with a bit more polished graphics and bug fixes most people would be happy. But I never go the easy route. So, there is an enormous amount of pressure I put on myself. I decided Soldat 2 has to be as good as the first one and even better. So, the same amount of fun is extremely hard to copy because I have to spend hours analyzing and playing Soldat 1 (I don't remember how most things were done, it was 18 years ago). And then, I have to top that with making practically every aspect of the game better, more polished, more fun".
~ MM
Steam Game Festival interview
Read more: https://store.steampowered.com/newshub/group/37833817/view/2260191322986218683
Photo from 2016 (Soldat 2 - MM, Furai, Paul Zimmerman; Soldat - Shoozza; Geti - King Arthur's Gold; Sos Sosowski - McPixel)
Soldateers!
Come and chat with me on Discord and Steam!
Please ask me questions about Soldat 2, tell me what you like and what you don't like. If you remember Soldat 1 and want to ask some nostalgia related questions I'll be happy to answer those too!
When:
19th of June, 20:00 CEST
Where:
SOLDAT 2 Discord - We'll meet in the #general channel.
Steam Forums.
Play the demo and have fun!
https://store.steampowered.com/app/474220/Soldat_2/
Watch the TRAILER:
[previewyoutube=o688aeYJ_IY;full][/previewyoutube]
See you there!
MM
Website | Twitter | Facebook | YouTube
Hey Soldateers,
MM here!
I'll be live-streaming the Soldat 2 demo and giving you an overview of what to expect in the full version. If there's time I'll also show you the development version with parts of the game that aren't yet publicly available (like the level editor and other game modes).
Please ask me questions, tell me what you like and what you don't like. If you remember Soldat 1 and want to ask some nostalgia related questions I'll be happy to answer those too!
Come and join my stream it'll be fun!!
When:
17th of June, 20:00 CEST
Where:
SteamStore Page, This Event Page, THD Youtube, Twitch.
Chat:
I will be there for you for an hour or so, answering your questions from Discord during the gameplay.
Here's the SOLDAT 2 Discord server.
We'll meet in the #general channel.
Some new screenshots:
Wishlist the game!
https://store.steampowered.com/app/474220/Soldat_2/
Watch the TRAILER:
[previewyoutube=o688aeYJ_IY;full][/previewyoutube]
And remember to have fun!
MM
Website | Twitter | Facebook | YouTube
Hey Soldateers,
As the Steam Game Festival moved a week later, the Live Stream and chat that has been announced for today, has a new date:
17th of June, 20:00 CEST
Where:
SteamStore Page, This Event Page, THD Youtube, Twitch.
Chat:
I will be there for you for an hour or so, answering your questions from Discord during the gameplay.
Here's the SOLDAT 2 Discord server.
We'll meet in the #general channel.
Read more here: https://steamcommunity.com/games/474220/announcements/detail/2254561823450507543
Save the date!
MM
I wanted to add a new weapon, something that wasn't in Soldat 1...
Btw, looking at explosions is so much fun!...
[previewyoutube=CJDFowlEsDE;full][/previewyoutube]
Hey Soldateers,
MM here!
I'll be live-streaming the Soldat 2 demo and giving you an overview of what to expect in the full version. If there's time I'll also show you the development version with parts of the game that aren't yet publicly available (like the level editor and other game modes).
Please ask me questions, tell me what you like and what you don't like. If you remember Soldat 1 and want to ask some nostalgia related questions I'll be happy to answer those too!
Come and join my stream it'll be fun!!
When:
10th of June, 20:00 - 21:30 CEST
Where:
SteamStore Page, This Event Page, THD Youtube, Twitch.
Chat:
I will be there for you for an hour or so, answering your questions from Discord during the gameplay.
Here's the SOLDAT 2 Discord server.
We'll meet in the #general channel.
Some new screenshots:
Wishlist the game!
https://store.steampowered.com/app/474220/Soldat_2/
Watch the TRAILER:
[previewyoutube=o688aeYJ_IY;full][/previewyoutube]
And remember to have fun!
MM
Website | Twitter | Facebook | YouTube
Do you recognize which map MM is recreating in this new devlog? ;)
[previewyoutube=aYpJBzLFjI8;full][/previewyoutube]
The first 2 video devlogs are now live on YouTube! The plan is to make regular videos of the game's development as a way to tease, educate, and entertain you. Find below both devlogs, and do not hesitate to give feedback if you have any!
[previewyoutube=l470JpDM2cY;full][/previewyoutube]
[previewyoutube=ujN5ssc_q4Q;full][/previewyoutube]
New demo patch is out fixing some important issues. Meanwhile multiplayer and Capture The Flag is coming!
Stay tuned!
MM
Environment backgrounds and skies have been improved for visibility and aesthetics:
Backflips, rolls, jets, and explosion forces have been remodelled based on S1:
Ragdolls can now fall into the foreground:
Youtube GAMEPLAY:
[previewyoutube=otioVYpkIdc;full]https://youtu.be/otioVYpkIdc[/previewyoutube]
Changelog 0.5.38-0.5.40:
+ s1-like backflip and rolls
+ s1-like jets
+ s1-like crouch speed
+ s1-like explosion forces
+ minimized stun time
+ superman button works as toggle or hold
+ superman can go thru platforms
+ disabled enemy collisions by default
+ a bit faster m79 bullet
+ wider more visible bullets
+ added aspect ratios support including 21:9
+ disabled dynamic zoom
+ new gradient skies
+ Laos and Nevada scenes improved
+ multiple generator additions and fixes
+ added in-game resolution change
+ added in-game input config
+ added sniper line toggle
+ added ragdolls client setting
+ added gif recording to graphic settings
+ removed decals by default
+ camera bounds adjusted
+ added sharpen fullscreen filter
+ bots better air waypoint handling
+ non-ragdolls dont slide and timeout faster
+ better tutorial key blinking
+ help key is now F11
+ smoother cam transition on bullet time
+ added quit button
+ added spectator tilt variable
+ fixed punch
+ ragdoll can fall into foreground
+ removed game launcher
+ fixed spas available in OMA at start
+ demo ends after 2nd map
The iconic Soldat movement & physics are meticulously re-modelled in Soldat 2.
MM does this by both studying the old-code and then by visual video comparison.
Also, some old maps are about to be remade.
For example remake of 'ctf_ash' made in the Soldat 2 level editor:
Level Editor:
All Soldat moves are possible in Soldat 2 and more!
For a full list click here.
Play Soldat on Steam.
Don't forget to wishlist Soldat 2 DEMO!
We're working hard on polishing the game for its multiplayer release, so if you have any feedback do not hesitate to post on the official Steam forums or the Discord.
The Soldat 2 demo is now live! Enjoy a singleplayer experience with One Man Army and Capture The Bases, before the full game releases as Early Access in the upcoming quarter. If you want to be alerted for future news, such as the game release, please wishlist the game on the Steam store page.
We're working hard on polishing the game for its multiplayer release, so if you have any feedback do not hesitate to post on the official Steam forums or the Discord
[ 6078 ]
[ 1367 ]
[ 4177 ]