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Fast and Low News

Hotfix Patch 2.7b1

[p]Hi Everyone,[/p][p][/p][p]In 2.7b, i tried to fix a bug that caused the FPS player to move wayyyy too fast during local asymmetric multiplayer. I adjusted it too much, to the point where it was actually slower than the VR player.[/p][p][/p][p]This patch aims to speed up the walking/sprinting for the FPS player. They should be pretty comparable now.[/p][p][/p][p]Thanks for the feedback.[/p]

Hotfix Patch 2.7b

[p]Hi Everyone,[/p][p][/p][p]Just wanted to post a small hotfix patch that addresses a couple issues I noticed in my recent playthroughs.[/p]
  • [p]fixed issue with the RPG being unintentionally unlocked in fresh game states[/p]
  • [p]fixed issue with all "Campaign" levels being unlocked for Multiplayer[/p]
  • [p]smoothed out turning speeds of enemies[/p]
  • [p]fixed issue with all shotguns knocking down enemies beyond expected range[/p]
[p]Thanks everyone for your feedback and support! Hope everyone's enjoying their summer![/p][p]-Huskinator[/p]

Patch 2.7 - New Map, Enemy AI Adjustments, Level Improvements

Hi Everyone,

With the summer season coming soon, I decided to take some time to work on a new map for Fast and Low. I've also looked into some of the recent feedback on the enemy AI, and have made the necessary adjustments to improve their behavior. More details below. Game Version is now 2.7.

[h2]Bonus Map 23 - In the Mountains [/h2]

The Flamingos are back at it again! This time they've taken over a Sunset Villa in the countryside. It's up to you to get this family back to safety!

I've decided to go with a more cozy summery motif for the new level!

Learning how to incorporate more moving elements and particle effects in my maps!



Hope you enjoy the map! ːespressoː

[h2]Enemy AI Adjustments[/h2]
It has been brought to my attention from recent feedback that the enemy AI wasn't working as intended. The game was designed to have more randomness in the enemy responses, and they were all just unintentionally super aggressive. Not sure when it broke, but it's been fixed now!

- fixed issue where "Stationary Enemy" type enemies were always rushing players when they lose line of sight instead of looking for cover or holding position
- melee enemies less likely to get stuck in invisible terrain
- made adjustments to Enemy Audio, so you can't hear their "Alerted" responses through walls

[h2]Map Adjustments[/h2]
After taking a short development break, I was able to look at some of my older creations with a fresh pair of eyes, and I was able to notice some glaring issues. I also saw ways to improve the lighting and overall flow for some of the older levels.

- fixed map scaling issues for Maps 16, 18 19, 20, 22
- new passive Audio for Map 16/Map 19
- lighting improvements in Maps 13, 16, 18
- updated/added patrol patterns to a bunch of levels
- added new enemy cover points in Map 13, 16, 18
- added new falling leaves particle effects to older levels

[h2]Misc Bug Fix[/h2]
- fixed issue with FPS player moving extremely fast when playing Local Asymmetric Multiplayer.
- increased the damage of the 9mm Pistol. It now takes 2 shots to the chest to down an armor-less enemy instead of 3.

So on that note, I am super excited for y'all to try out this new level!

Thanks for supporting and playing Fast and Low. Hopefully by the time I come out with the next patch, I'll be able to show off some stuff from the new project I'm working on!

Hope y'all have a fun-filled summer!

Surprise Holiday Update - Content Patch 2.6

Seasons Greetings Everyone!


I'm really proud and excited to release my latest creation for y'all to enjoy during the holidays. This is a level concept that I've been wanting to do for awhile now, and I personally think it's wacky setting fits perfectly with Fast and Low's aesthetic! ːwinter2019happyyulː Game Version is now 2.6

[h2]Mission 22 - Candy Cane Conspiracy[/h2]

After years of harsh working conditions and endless holiday pressure, the elves at Santa's workshop have finally had enough and have decided to take up arms and revolt against the 'Kraus' family!


This is my first attempt at making a snowy level in Fast and Low! I even added snow particles! ːwinter2019surprisedsnowmanː


[h2]New Weapon - Less Lethal Shotgun[/h2]

The past few patches, I admittedly swayed a bit from the original concept of Fast and Low (which was cops bringing order to chaos whilst minimizing casualties) by adding new AR's and even an RPG... ːwinter2019happyyulː

However, this time around, I'm adding a tool that would help preserve the lives of hostiles, and not just outright take them.



Note: this weapon still does 1 point of damage...hence Less-Lethal and not Non-Lethal

Hope y'all have fun knocking elves flat on their backs with this gun :D

[h2]Misc Fixes[/h2]
- fixed shotguns not knocking down enemies at close range (if it doesn't kill them first)
- smoother enemy transitions from 'Grounded state' to 'Surrender state'
- knocking down enemies now inflict more fear build-up
- audio improvements with doors/enemy alerts (they now won't be heard from across the map)

Originally, my plan was to get this patch out earlier this month. But as usual, things never really go as planned, and it ended up taking a little longer than I expected; with all the new models and stuff that I had to make. But I'm glad I was able to still get it out during the Winter season.

So on that note, I am super excited for y'all to try it out! Please let me know how y'all feel about this level in the comments.

[h2]Thank you for your supporting and playing Fast and Low! I wish you all a Happy Holiday and a wonderful New year! Stay cozy!ːwinter2019happyyulː[/h2]

Hotfix Patch 2.5b

Hi Everyone,

Just wanted to release a small patch that addresses a couple issues that I've noticed from recent playthroughs and gameplay videos. Game Version is now 2.5b

[h3]Misc Bug Fixes[/h3]
- Enemies will now aim their guns accurately at the player when put in a grounded state
- Grounded enemies now automatically surrender when player targets are within close-ish proximity
- Ivan (in mission 1) no longer cancels his surrender if player takes too long to restrain him

Thanks everyone for your feedback and support! Until next time! :D

- Huskinator