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Hyperstrange showcase at Realms Deep 2021



Hyperstrange was one of the most notable studios/publishers at Realms Deep 2021. True to our roots, we treat the "boomer-shooter con" as our main event of the season. Yes, with the amazing help and support we've received from the organizers (3D Realms, New Bloods, and others), Realms Deep is our E3 this year. And it wouldn't be a E3-styled event if we didn't announce a whole lot of stuff. Did you miss it? Here's what went down!

New Hyperstrange studio games announced


[previewyoutube][/previewyoutube]
BLOOD WEST, an immersive Wild West FPS where a revenant desperado takes on the twisted demons and eldritch horros in a cursed, desolate mining town. Hell is empty and all the devils are here! Plan your steps, be stealthy, gain advantage, manage your resources, and paint the world dark red! Wild West FPS games are few and far apart, so if you enjoy this setting and gameplay type, please support Blood West by adding it to your wishlist!


[previewyoutube][/previewyoutube]
RAYZE is a genre-defying hyper-paced music-filled first-person skillrunner. Godlike FPS precision & superhuman reflexes are welcome, but not required. Welcome to your new casually hardcore obsession. Adrenaline rushing, dopamine pumping, electronic pulse beating! 3.. 2.. 1.. Let's RAYZE! If you like a challenge, please consider adding the game to your wishlist, but you can also check it out right now, as there's a DEMO available!


New Hyperstrange publishing projects revealed

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Supplice is a stylish throwback shooter inspired by the mid-90s FPS glory days and the legendary Doom modding community. Mixing the retro stylings of 90s era shooters with colorful graphics and frantic gameplay, it creates an experience that's ever so familiar but also exciting and fresh. The team behind the game is a real hot pot of Doom modding and FPS development legends, starting from Brett 'Mechadon' Harrell, the project founder, through Aleksander 'Cage' Kowalczyk, the lead artist also known for his work with Ion Fury, to James 'Jimmy' Paddock, the lead composer, known from his midi soundtracks to Sigil, Prodeus, and many other talents. Please add the game to your wishlist if you want to stay up to date with its development.


[previewyoutube][/previewyoutube]
Skullstone is a true to its form dungeon crawler with grid-based movement, real-time tactics combat, and first-person view. Lead a party of adventurers into the under-realm, looking for glory, gold, and a solution to the ancient evil plaguing the town above. Well, adventurer? Get crawling! Or, actually, let's start by wishlisting Skullstone, so you don't miss the demo that's heading to the October Steam Next Fest.


New HOT release

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Jupiter Hell is a turn-based shooter from the depths of cosmic hell, built on a classic roguelike framework updated with modern 3d graphics. Rip and tear zombies, demons, and heavy metal monstrosities with chainguns and chainsaws. Like chess... with shotguns! This spiritual successor to Doom Roguelike launched in full on August 5 to both player and media acclaim. “A Turn-Based Triumph - Jupiter Hell is an engaging and commendable recreation of DOOM's style in turn-based roguelike form that will please just about everyone.” writes Screen Rant, giving the game 4,5/5 stars, while Kotaku calls it "an absolute gem".


New gameplay reveal

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POSTAL: Brain Damaged is our flagship in-development title that we create as an original IP based off the infamous POSTAL series, under the watchful eye of MikeJ, Vince Desi, and the rest of the Running With Scissors crew. First announced at Realms Deep 2020 in early pre-alpha stage, it quick became somewhat of an obsession with the POSTAL community, and there's a lot of people who have been asking, no, demanding to see some final-quality gameplay footage. That's exactly what we delivered at Realms Deep 2021... plus something extra. If you are a POSTAL fan or a general boomer-shooter enjoyer, please add Brain Damaged to your wishlist and follow the project, so you don't miss the chance to play the Demo that will be featured on Steam Next Fest this October!


Notable milestones

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While Frozenheim, our serene Norse city builder with RTS combat, didn't make the cut for the already lengthy stream, there's an announcement that we're stoked to make. Today marks the 100 000 Steam purchases milestone for Frozenheim. That's one hundred thousand Vikings in our Frozen North! This is the second game in our catalog to reach the 100k player tier, following our debut title, ELDERBORN, which - as per our Realms Deep announcement is coming soon to Xbox (alongside our bite-size FPS, CROSSBOW: Bloodnight)

All this is a huge step for Hyperstrange (or a whole marathon, actually), as a small indie studio with just one game published a year ago, to a... slightly larger indie studio that's becoming a hub of game development and publishing. If you're reading this - please know, that you have our utmost gratitude - we couldn't have done any of this without the tremendous support our games are receiving from the Steam community! That is it for today, be excellent to each other!

Yours truly,

PS. Thank you, Ty!

Frozenheim Early Access Update 2 - ver. 0.3.0: "Narrative"

[h2]Northernfolk![/h2]

The second regular monthly content update to Frozenheim is here, with the new playable content you've been longing for in those long, cold nights among the fjords!



We've promised you the second content update will be more "meaty" than the first one, mainly focused on stability improvements and fine polishing the initial release. Now, the second update is here and you will see that Freyr has blessed it with abundance of meaty meat! A whole new campaign mission is here, continuing the story. A new freeplay map - The Fenrir's Den - has been added, and you might want to take it for a spin in the new Survival play mode! You can read about all the new features, fixes, and improvements in the changelog below. Now let's take a moment to tell you about...

[h2]SPECIAL PROMO and upcoming price increase[/h2]

We're happy that so many of you has decided to join us in this early stage of development! For an entire week you'll be able to grab Frozenheim for the lowest price - just as in the Early Access release week. That's 10% off the initial EA release price. This is your last chance to get the game for so little! After the promo ends, there will be a very slight increase in the regular price (by up to ~$2) to reflect the increasing level of polish and content.



[h2]Frozenheim ver. 0.3.0 changelog:[/h2]
[F] - feature ; - bugfix; [CR] - community request; [BLC] - balance change

[F] Added Settlers unit to town hall
[F] Added UI display panel for player perks and upgrade bonuses
[CR][F] Added Outpost model and mechanics
[F] Added upgrade system for houses
[F] Added new map "Fenrir’s den"
[F] Added Campaign mission “Of the sacred sprout”
[F] New Well Model
[F] Added Survival game mode
[F] Caravan escort village quest
[F] Wave defend village quest
[F] 3 new Shrine models
[F] Added multiple upgrade levels for Weaponsmith



Fixed windmill placement area issues
Fixed issues with unit attribute values
Fixed issues with range of spherical buildings
Fixed for invisible enemy buildings
Fixed for experience gain system
Fixed for shrine giving water points instead of faith
Removed Quick Game from menu
Fixed for Reinforced sails perk
[BLC] Changed damage of watchtowers
Fixed issues with bandit quest in multiplayer

[h2]Up next...[/h2]
That's it for today's content update. We continue along the path laid out by the previously published Early Access Roadmap.

We'd also like to take this opportunity to thank you for your continuous and enthusiastic support in making Frozenheim into your's and our's dream game. Please keep your feedback coming!

[h2]Odin protect you![/h2]
Paranoid Interactive & Hyperstrange

Frozenheim Early Access Update 1 - ver. 0.2.0: "Nature"

[h2]Northernfolk![/h2]

The first regular monthly content update to Frozenheim is here, bringing about new units and mechanics. It is time to venture into the wild, looking for powerful animal allies to be tamed by the new battle unit - the Seidkona. But beware and respect the wild, wolves and bears don't always appreciate Vikings poking around their dwellings.

Here's what you'll find in the game:

[previewyoutube][/previewyoutube]

[h2]Frozenheim ver. 0.2.0 changelog:[/h2]
[F] - feature ; - bugfix; [CR] - community request; [Blc] - balance change[F] - feature ; - bugfix; [CR] - community request; [Blc] - balance change

[F] Add support for chinese
[F] Add support for italian
[F] Seidkona war unit
[F] Bear war unit
[F] Add Bear cave interactable
[F] Add Wolf’s den interactable
[CR][F] Add build progress for palisade creation
[F] Ability to continue game after win

Fix multiplication of scaling options in settings
Fix palisade replication for client
Fix ability to build palisade out of settlement range
Fix ability to build palisade on water
Fix Windmill UI when entering destruction mode
Remove worker’s interaction with quest structures
Add ability to center on grouped ships on double key down
Fix for AI resetting palisade progression after load
Fix for watchtower visibility in Multiplayer
Fix for banners falling under ground
Fix for oars visibility of enemy ships
Fix for disappearing neutral enemies after destroyed AI Player after load
Fix for gathering locators not saving properly
Multiple fixes for palisade saving and replication
Multiple fixes for save system
[CR] Druid’s hut renamed to healer’s hut
Fix for multiple localization issues

[h2]Up next...[/h2]
That's it for today's first modest content update that we've prepared for you as per the previously published Early Access Roadmap. In the first month after our release we were mostly focused on addressing the pending issues and making sure your gameplay experience and in-game quality of life improves with every hotfix. Now it's time to shift gears, as we expand our team and head towards the second content update that will bring about more campaign content, skirmish maps, and an overhauled narrative (and more!).

Meantime, please keep your feedback coming - we feel honored to have you on our side!

[h2]Odin protect you![/h2]
Paranoid Interactive & Hyperstrange

Frozenheim Hotfix 0.1.3

[h2]Northernfolk![/h2]

Let's come together and enjoy Frozenheim! And by together, we mean groups of up to FOUR players. Yes, 4-person multi-player mode loading bug has been fixed - yet another win against the God of Mischief and Strife, the Trickster Loki! Who knows what other unholy bugs he's been secretly sneaking into our game, but with Odin's help and blessing we are destined to find them all, meet them in combat, and stomp their carcasses to the frozen gorund.



In this week's hotfix we took on exterminating further 20 or so bugs, addressed some of the balance concerns (palisades are now made of pine, not paper-mache!), and added some new quality-of-life features. Here's the full changelog!

[h2]Hotfix 0.1.3 changelog:[/h2]

[F] - feature ; - bugfix; [CR] - community request; [Blc] - balance change

0.1.3
Feature
[CR][F] Custom Save name
[F] AI Emergency mode - defend village from invading player army
[F] Clicking on unit portrait selects only that unit
[F] Notification for player leaving MP

Fix for 4 players MP loading
Fix Gate navigation issues when opened
Fix for control group override
Fix invisible boat on game load
Fix clockwise rotation key
Improve enemy boat pathing on map “Heart of Midgard”
Improved hitboxes for widgets in training hall panel
Pathfinding offset tweaks
Fix Windmill not working on client
Fix Woodcutter’s banner reverting position in MP
Fix menu UI scaling for 1.25 and 1.5
Fix available workers count in building UI
Fix for ships not properly spawning in MP games
Fixes for ingame chat
Fix collectors being able to gather through palisade
Fix AI focusing one player in coop games
Fix production building toggle functionality
Fixes for collector’s banner
Fix fisherman quest not working in multiplayer
Improvements for naval battles
Fix for Ragnarok blessing affecting allied players

Balance
[CR][Blc] Lower down archers close range attack damage
[Blc] Decrease raid intensity on Campaign "Revival"
[Blc] Add additional invaders to Campaign "Fall"
[CR][Blc] Increase Palisade durability 4x


Keep the feedback coming, Northernfolk! We couldn't react as swiftly without you, so thank you for your continued support of Frozenheim!

[h2]Odin protect you![/h2]
Paranoid Interactive & Hyperstrange

Frozenheim Hotfix 0.1.2


[h2]Northernfolk![/h2]

Thank you all for being with us, and Frozenheim! Not all who wander are lost, but when troops randomly wander off and DO get lost it pisses off every RTS player. As one smart man playing Frozenheim once said: "I've lost more troops to the terrain, than to the enemy!". Admittedly, the troops in our game are very young and not very well trained - yet! But this week in the Viking School they we're taking some walking 101 classes, and we taught them a thing or two about pathfinding.



The new patch, among other things, updates the pathfinding mechanics. It's not perfect yet, but controling the units should be considerably less troublesome. We've also addressed some other issues based on continued playtests and - for the most part - the feedback coming from you. Here's the changelog for the Hotfix 0.1.2.

[h2]Hotfix 0.1.2 changelog:[/h2]

Feature
[F] Add control groups to ships
[F] Add shared fog for team members
[F] Add control group number 4-9
[F] Add bindings for camera rotation
[F] Add ingame chat for multiplayer games
[F] Enable autosave in second campaign mission
[F] Increase brightness of visited areas
[F] Add indicator for ship disembarkation
[F] Add Empty slot indicators to ships
[F] Remove foliage from cliffs for better map awareness
[F] Add indicators for resource type when placing collector’s guild
[F] Fixfor saving of empty boats
[F] Palisade knot can be anchored to gate
[F] Add “Hold Fire” stance to archers
[AI] Enemy AI can now disembark units on different location further from player settlement

Balance

[Blc] Remove prerequisites for Tanner
[Blc] Lower unit experience gain
[Blc] Increase ranges for druid and Elder’s hall

Bugfix

Set Directx 11 as default API
Hide servers that are currently in game(fix permanent loading screens)
Add exit prompt to escape panel menu button
Pathfinding improvements
Fix Bragi’s blessing crash
Fix Ragnarok effect triggering multiple times
Add missing mobilization upgrade to townhall
Fix movement block when clicked on not available area
Fix duplicated bindings in escape menu
Add multiplayer info display in interface
Create additional constraints for disembarkment on slopes
Fix for loading town hall upgrade(expansion) from save
Fix for bindings not updating properly
Fix performance issues with higher unit count
Fix Sound overload issues
Fix Watchtower attacking allied player
Fix Waterbearer blocking when building gets destroyed
Fix possibility of attacking allied units
Fix ships flying in air when paused during destruction
Fix minimap offset issues
Fix multiple issues in multiplayer games
Fix minimap offset issues


Keep your thoughts coming, Northernfolk! We appreciate all the help you're providing us in polishing and expanding the game. It's a great joy for us to see so many of you so invested in Frozenheim!

[h2]Odin protect you![/h2]
Paranoid Interactive & Hyperstrange