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Fast and Low News

Content Patch V2.1

Hi Everyone,

I'm excited to announce the release of a new content patch for Fast and Low! I've spent a lot of time the past few months not only working on the new level for Fast and Low, but also looking back and improving on my previous creations. The game is now on version 2.1!

[h3]New Level: Mission 17 - Home Invaders Pt 2[/h3]
The Flamingo's are back to their old tricks again! They've targeted a household out in the hills and it's up to you to get this family back to safety!





This is my first jab at creating/designing a contemporary styled home. I believe the soft/cozy color pallet perfectly contrasts the violence in this game >:D Let me know what you think!

This level also contains a brand new weapon for players to find and unlock! Good luck finding it!

[h3]New VR Gadget - Doorcam[/h3]

VR players now also have access to the Doorcam! Use this gadget to give yourself some advanced recon, and see what's lurking behind those pesky doors.

Note: This gadget does not need to be unlocked.

[h3]Enemy AI Update[/h3]
- enemies have a chance to start running for cover during a firefight
- slowed down enemy gun draw speed
- enemies shooting from cover will now attempt to shoot at players from longer distances (as long as the player is in view)
- enemies are more inclined to search for cover to set up an ambush instead of funneling into the player
- enemies (and civilians) now have a chance to engage on the player when they are stacking outside the door (so stay on your toes!!!)
- enemies now play the correct audio when dismembered

[h3]Misc Fixes[/h3]
- Eagle-AR optics resizing
- increased haptics feedback on weapons
- New Audio for 9mm Pistol and Tech9 autopistol
- Model and Lighting Adjustments for Tutorial Level, Starter Area, Map 1, Map 2, Map 7, Map 10, Map 13, Map 14
- fixed floating civilian animations in Map 14 (Laundromat)

While developing this level, I've managed to learn a bunch of new modeling and lighting techniques and I decided to take the time to go back and apply these techniques to some of my previous levels... There are still some additional levels that need to be touched up...but for now....I hope you all enjoy Mission 17 and the improvements I've made to Fast and Low!

As always, thank you everyone for your feedback and support! If you have any questions or problems, please comment below or join the discord!

https://discord.gg/mNEBcBM

Stay tuned for more things in the future! :D

Hotfix Patch 2.00c

Hi Everyone,

Small patch to address some issues while I'm still working out a Fast and Low native Oculus version. The good news is that while I was working on this, I was able to discover the problem some smooth-locomotion users were mentioning about "sticky" movement and I believe I may have alleviated it! Let me know in the comments if you can feel an improvement! Patch version is now 2.00c

Misc Fixes
- smooth locomotion script has undergone some changes
- lighting fix in the laundry storage room for Map 9 (hospital level)
- lighting fix in main lobby for Map 6 (Office Level)
- slow motion can now also be activated with the Right Controller (in VR)
(I found moving while trying to activate the slow motion with the left controller kinda awkward. Hold A with the Oculus Controller, or hold the menu button with Vive Wand)

Thank you everyone for your support and feedback.

Enjoy your weekend! ːwinter2019happyyulː

Hotfix Patch 2.00b

Hi Everyone,

This is a small patch to fix some of the easier problems that were brought up by the community over the past few days. Game Version is now 2.00b

FPS Player Fixes
- fixed issue with inconsistent door interactions
- Shooting Range (MP Lobby) - Mission Select lobby now requires activation from player before taking away the players gun/showing mouse cursor

Misc Fixes
- fixed missing floor collider in Map 15 (club level)
- resized door handles for all doors
- fixed enemy mask gibs not showing when destroyed
- the hunting bow now resets correctly in Multiplayer (VR Player)

Regarding the locomotion issue for some Quest 2 users. First of all, I want to apologize for not being aware of these issues before pushing the game out of Early Access. At some point during the early access period, I stopped using the Steam Discussion page to gather bug reports, and used solely my discord channel to gather feedback. This was a combination of not having enough time to monitor both online communities, and honestly, the steam forums just gave me a lot of anxiety, and i had a lot of difficulty trying to work through it at the time.

However, now that I am aware of the issues that some of these users are having...i will try to figure out a solution that will make things right, even if it means revamping some of the smooth-locomotion systems i have in place. This will require some time, as I don't wanna mess anything up for users that currently don't problems with this.

As always, thank you everyone for your support and feedback so far!

Fast and Low has left Early Access!!!

After nearly 4 years of hard work, FAST AND LOW has finally left early access.


I want to give a huge shout-out to everyone that has provided feedback, suggestions and bug reports during the Early Access period. None of this would have been possible without your support.

[h2]So again…THANK YOU![/h2]

As I’ve stated in my previous notes, I fully plan on supporting the game post-release and plan to continue adding Bonus missions!

I’m really proud of what I’ve accomplished in the past 4 years and it’s been a blast being given the opportunity to work full-time on my passion project! I hope you all enjoy playing the game!


https://store.steampowered.com/app/1097620/Fast_and_Low/

Patch 1.99G

Hi Everyone,

The following update that provides a bit more polish to the game, and fixes some issues I've noticed in my testing. Game Version is now 1.99G.

Enemy Changes
- Upon seeing a fallen ally, enemies will now be more inclined to search for cover to ambush the player
This will greatly reduce the instances of players pulling half the map upon killing one hostile.
- adjusted the head rotation for the "Fake-Surrendering" animation for enemies

Level Updates
- reduced size of over-sized cans/clutter in Map 2
- reduced the size of some of the furniture in Map 5
- changed placement of cover in Map 5
- lowered the height of all the cubicles/tables in Map 6, to allow cover-fire enemies to be able to shoot over obstacles
- found/removed a duplicate wall in Map 14
- fixed occlusion error in Map 15 for the FPS player when entering the backroom staircase

VR Player Changes
- general model improvements for VR Avatars
- fixed the wrists for 'Officer Lo' model when rotating hands
- adjusted angle of back holsters
- resized Remy-SG holster highlight
- reduced size of VR handcuff grab collider (less occurrence of accidentally grabbing handcuffs when trying to reload weapons)

FPS Player Changes
- improved the sprint animation for the FPS player models
- slightly reduced FPS player movement speed to be more in line with VR player
- fixed AK quick-reload animation for FPS player
- fixed FPS player animation bug when changing equipment mid-throw

Misc Fixes
- revamp enemy spatial audio
- made door audio a bit more audible
- fixed door handles not breaking properly when shot
- BIG improvement to Slow Motion modes!!! Enemies will now ragdoll less crazily when killed in Slow-Motion
- ejected shells will last slightly longer before disappearing
- fixed issue with background music cutting out mid-combat