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SpiderHeck News

SpiderHeck Hat Design Contest!

Hey Heckstars 🕷️

We've received your feedback, listened and now we're taking action!

Due to popular demand, customisation is coming to SpiderHeck! To celebrate this, we've created a brand new community contest. Get involved in the Hat Design Contest for the chance to have your creation featured in the game!



To enter and for full competition rules, join our Discord server!

Get involved and maybe you'll see your Spider dripped out with your own design in the game!

Competition ends Friday 25th March.

Good luck! 🕷️

Introducing the Heck of the Week!



Hey everyone!

As you all know, SpiderHeck is an action game that is packed with intense moments and breathtaking close calls. Some of them may require years of practice while others will happen completely by accident.

But nonetheless, these moments are something you would always want to share with your friends or even brag about (and we won’t even argue or stop you from doing it!). Moreover, we want to push it further, and let the whole world know about your acrobatic or epic SpiderHeck moves!

We’re excited to announce that starting next week we are going to be highlighting some of your most epic SpiderHeck moments on all of our social media channels! Whether it’s a tense PvP battle or an epic save or close call in a PvE battle – we want everyone to share this moment with you and enjoy it!



To submit your clip or gif please head over to the #heck-of-the-week on our Discord server and fill out the simple template with your submission. Additionally, you can post your clips on any social media using #heckoftheweek and #spiderheck hashtags so we can find it. Our team will pick some of the most epic moments every week and reach out to authors for some additional information. Players whose clips we highlight will also get a unique Discord server icon and a role!

Now go! Shoot the web and throw your particle blades at the enemies (or in the lava) and don’t forget to record your gameplay!

[h2]Play the FREE demo and Wishlist SpiderHeck now[/h2]
https://store.steampowered.com/app/1329500/SpiderHeck/

“A New Heck” - SpiderHeck 0.76 update is out now

Hey everyone!

The holidays are approaching us and I thought it would be a great idea to release the new update for the SpiderHeck demo just in time for Christmas for you to enjoy throughout the holiday break!

This one is packed full of new and revamped features, so let’s dive straight into some of the most interesting things!

[h2]Map pool & weapon rotation[/h2]


SpiderHeck features a great number of maps to play on as well as weapons to fight with! I’ve been busy working on a new weapon and maps lately, so in order to balance things a bit, the decision to rotate out nine out of ten old maps has been made.This way you get to experience new arenas more often. But not to worry! All of these will be back in the final version once the game is released.

[h2]New enemies[/h2]


If you follow the official SpiderHeck Discord and the game’s page on Steam, you might have already seen these fellas before! If not (well, too bad) you can check the latest devlog where I introduced these new enemy types to the community. Forewarned, forearmed.

[h2]New perks & Game mode Improvements[/h2]


With new maps, weapons and enemies, comes new perks and game balance. You’ll be able to choose from the variety of new perks and boosters to survive longer and perform better. How would you like to have a bigger explosion radius or get new weapons much faster to deal with those pesky Whisps? I’ve got you covered. Just know that the total number of perks has doubled now. Wow.

Some of these perks are too crazy now and are likely to backfire on you. So keep your many eyes out!



I’m also playing around with some new game mechanics, like shields in the Versus mode. This modifier allows players to literally spawn with a shield around that protects them from one hit moves. The Survival mode has also been rebalanced a bit. For example, you’ll now notice how the game does enemy spawns to provide more of a challenge at later waves (as if things were easy before!).

[h2]Community Map Contest Creation Winner[/h2]


Earlier this month we held our very first community map creation contest and I’m pleased to say that the winner’s map is now available for everyone to play! Introducing the “Ant Domain” by The Taker.

This unique map features a system of winding tunnels and will definitely put your skills to the test! Try to beat your enemies in this closed environment or fail miserably, it’s up to you to decide your faith.

Note: Just like everything else on this stage of development this map might be adjusted and rebalanced in future. Since this is the first map that’s been designed in a closed environment, I have no idea if the AI will like it or not and how it will adapt to it. You’ve been warned!

I also wanted to thank everyone who has submitted their ideas and map concepts to the competition! I’ve seen some really amazing stuff out there and I will probably utilize some of this as an inspiration for future maps. I will also recreate 4 additional maps that made it to the final community poll in the future updates, so keep your eye peeled.

[h2]New music tracks[/h2]
The size of the demo soundtrack has doubled with the addition of these new funky tracks by Professor Kliq.
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]

[h2]New weapon[/h2]


Last but not least, I’m introducing a new weapon to your evergrowing arsenal! I don’t want to go into all the details on this one, so I’ll leave you with this to figure out all the nuances yourselves!

Thank you so much to everyone who helped me with this project throughout the year! Your continuous support means the world to me and I can’t wait for you to see the final product.

I wish you all very Happy Holidays and I’ll see you next year!



Thank you,
Neverjam

Devlog: Introducing New Enemy Types!

Heya! Time for a non-regularly scheduled devlog.

It's been a couple of months since I released the SpiderHeck demo on Steam and BY THE WAY, thank you all for playing it, we have been consistently hovering on 1st and 2nd page of most popular demos, and that to me is kind of mindblowing!

Based on your feedback, I am happy with how the game plays and looks, so I have been mostly focusing on polishing and adding more content. Today I’d like to show you something new.

If you don’t want to read through this post, feel free to check out the video version of the devlog.

Watch the New Devlog

[previewyoutube][/previewyoutube]
Please note: this is still work in progress and not all of these enemies might end up being in the final version of the game.

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If you have played the demo, you are already familiar with the two existing enemies. These current enemies either try to stab you with their stingers or roll you over with their… rollers?
So with the new enemies, I wanted to change up the gameplay a little bit and the obvious way to do that when all your enemies are melee is by adding some ranged enemies! I know. Genius.

Introducing new enemies


First new enemy I worked on was this bug thing I am calling Khepri. For some reason my brain didn’t let me just make a wasp with a gun (even though it does sound kind of cool when I write this) because I needed to do something “interesting”, so I ended up with this beetle thing… that shoots energy spheres at you.

There are a couple of cool things about it. Initially, the projectiles it shoots were meant to be fast and very bouncy, kind of like the ones you may remember from the Half Life 2. But, I quickly realized that giving something like that to the enemies was going to get very frustrating for players. All the bounciness is going to lead to a lot of random deaths… which let’s be honest… the game already has plenty of.



So instead I slowed the projectiles down quite a bit, and to still keep them a threat, made the spheres bigger while also having them follow players.

That might sound a bit scary, but there are a bunch of ways to counter them! The obvious one – just move. But besides that, you can also shoot or deflect these with your particle blade.

To make it even more interesting in terms of deflection, once you hit these spheres with a particle blade they will actually stop following you and start homing in on the enemies, giving you this little new ally.



My intention with this enemy was to make it more like a pest that isn’t quite dangerous up front BUT needs to be dealt with fast, otherwise it's going to spawn too many of these energy spheres until you get overwhelmed.

And just to prevent you from simply shooting it down, the only way to destroy it is by hitting the glowing part on it’s back. You will need to hit its head first to make it spin around, so it can get a little tricky. Or just use explosives. They work fine here.



Second enemy I have made is a bit more straightforward. I am currently calling it a Whisp but it might need to be renamed as I don’t think the name is a perfect match with what this turned out to be.

The goal with this enemy was to make something that is opposite of Khepri as in – something that is fast and hard to hit.

The way it behaves is – it zips around in an unpredictable way until it decides to focus on you and blast you with its weapon. From tests so far, it can get pretty stressful when you are facing other enemies, and all of a sudden you see a Whisp start charging its cannon aimed at you. It is also surrounded by spinning blades, so you probably shouldn’t touch it!



As for counterplay – the basic version of it is very fragile, requiring you to only hit it once to destroy it. You can deflect its shots with the particle blade. You may even want to completely avoid destroying it since dodging the projectiles can make it kill other enemies for you. Handy!



An explosive roller! This is just that.

Originally it was intended as a joke, but then I took myself seriously and actually made it. This is dedicated to anyone who played the demo and spawn killed the enemies by putting their blade into a spawn zone.



It resembles the existing roller enemy but this one has a mine inside it. I know, amazing design. This enemy will troll the spawn killers and will also make you move around even more since, you know, avoiding explosions is generally a good idea.

And while it can be extremely deadly to you, it is also deadly to other enemies if you time it right.



And that should do it for today’s devlog! There are certainly more enemies coming to SpiderHeck in the future, these are just the ones I am ready to talk about. Let me know what you think of these and don’t forget to wishlist the game!

Thank you,
Neverjam

Listen to the SpiderHeck soundtrack on YouTube!

Hello there!

Did you know that there is a youtube playlist with the official game music? Well if you didn't now you do! Or if you did, it just got updated with a new track!

Vibe to some heckin good spider music by Professor Kliq.

[previewyoutube][/previewyoutube]

Link to the playlist

Subscribe to the channel for more music, devlogs and other videos!

-Neverjam