1. Project Warlock II
  2. News

Project Warlock II News

1.0.0.4 Hotfix

Hey Warlocks!

We're dropping in with another hotfix to tackle some of issues that have been reported since last update. We're actively working on improving the overall performance of the game, as well as constantly looking at feedback regarding balance, gameplay features, and bug reports.

1.0.0.4 Hotfix Notes
  • Fixed secret count in E2M11
  • Fixed an issue where player would get teleported outside of the arena in E2M11
  • Performance ground work for next patch

See you in the next one!

Play Warlock 2 this weekend and SEND THOSE TIPS

Hey Warlocks,

First of all - heartfelt thank you - all your feedback and reception are great and we continuously track all of the comments and reports on Steam, Discord and socials and will either answer, sulk over or just plain fix all.

In the meantime please remember that you can submit your game tips using this forum's thread.

https://steamcommunity.com/app/1640300/discussions/0/595150242677027177/

If you squeeze in time over this weekend and send them they can be included in the game to share your insightful wisdom nuggets as soon as early next week. You know. Such as this.



As for the bugs - we try to squash those on ongoing basis. Here's the freshest bunch. Keep them coming!

Changelog:

  • Fixed an issue where bestiary entry achievement would not unlock
  • Fixed an issue where leaving HUBs in Episode 2 would grant level completion achievements
  • Fixed an issue where you could enable Poison and Crystal spell while Temporal Speed was active
  • Fixed an issue where Cannon Akimbo with No-Reload upgrade would not work properly
  • Fixed an issue where you could shoot the Lighting Staff when charging altfire
  • Fixed an issue where you could softlock youself in a specific place in E2M5


If you love Doom The Dark Ages, gory boomer shooter Project Warlock 2 is now 1.0

For as compelling as more realistic, tactics-heavy shooters can be, there's always going to be room for FPS games that lean into absurdity in order to offer the most propulsive action possible. The latter approach might not provide the sense of mortal danger as something like Arma 3 or Ready or Not, but sprinting across battlefields at superhuman speeds to blast apart monstrous enemies in throwback shooters like Warhammer 40,000: Boltgun, Dusk, Ultrakill, or Prodeus, is also a pretty good time. That's part of the reason it's worth paying attention to Project Warlock 2, a Quake and Hexen influenced project that's just hit 1.0 on Steam.


Read the rest of the story...


RELATED LINKS:

Now's your chance to play this electrifying boomer shooter for free

Project Warlock II Leaving Early Access Now!

May 28th marks the day Project Warlock II leaves Early Access and will be ready for everyone to jump in and experience the journey of Palmer, Urd and Kirsten - disciples of the original Warlock - who each have their own reasons to venture out searching for their master.

Project Warlock II continues a story of the first game, but was always meant to be more than just a remix of the old locales, weapons and enemies within a given template. It was ambitious, it was bigger, longer, meatier and offered not one, but three protagonists.



In hindsight, perhaps that second step sequel-wise should have been a smaller one, as this resulted in the game being pushed from the originally conceived date of 2023 to 2025, but i feel this is the best version of Project Warlock II both the team Buckshot and i could come up with.

Project Warlock II took elements from the first game and reshaped some, cut out others, and stitched on yet others to create something recognisable when it comes to the relentless nature of gameplay, a vast and cool looking arsenal that offers some of the most satisfying guns in Project Warlock's short (just two games), but meaty (92 guns over those two games) history and gameplay that varies from character to character. And when we add the ability to mix and match the characters and setting thanks to the Realmshift Mode - you get way more than those 10 hours of the average gameplay time that will take to get from Palmer's first burst of rifle in Ch1E1 to Kirsten's final Void Streamer spray in Ch3E12.

This journey was long, but wouldn't be possible without the support of the many kickstarter backers, numerous playtesters sharing their opinions on our Discord and Steam and players that bought, played and reviewed the game on Steam and elsewhere.

Each of your voices helped in shaping Project Warlock II to become what is it now, and some of the course corrections ended up being more time, energy and stress consuming than others. But i feel all contributed to making this a true Project Warlock sequel. A different game, but one that shares a lot of the character that made the first Project Warlock into what it is.

Lastly i would like to thank all of the Buckshot team - both past and present - we wouldn't be able to be here without your dedication and grit.

Damn.

Feels like i am forgetting something here...

Oh, yes. Right.

Thank YOU! For reading this. For dedicating your time to find out what's so important to end up in the Game Launch release notes. Thank you for joining us here, and for either sticking up for all those years, or curiously just entering the world of Warlocks. Either way - it's a pretty good day to be here today.

Over the next week we will be focusing on monitoring forums, Discord and social media for your very welcome feedback, and a little less so - inevitable bugs that punched through our tightly knit QA defenses and then we will be coming back with a plan of what's next for Project Warlock II.

But for now - once again - thanks guys! And enjoy your time indulging in some pixelated violence.