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Project Warlock II Chapter 3: A Summoner’s Path Through the Stars



Hello, Warlocks.

It's time to embark on a new journey beyond the stars as we reveal the third and final chapter of Project Warlock II.

After starting our journey within the haunted halls of Palmer's castle and exploring Urd's time-locked dimension, we now set our sights on the cosmic horrors that await in the deep space. Chapter 3 introduces a blend of magic and the extraterrestrial, and brings forth a new, unexpected Warlock Disciple - Kirsten, the Tormented Summoner.

We've been working on Chapter 3 for some time now, but in light of the reworks made to Chapters 1 and 2 we wanted to make sure that we didn't create the need to rework the third one before it even went live. After we launched the reworked Chapter 2, we put the pedal to the metal on Chapter 3's development.

We've taken everything we've learned from working on Chapters 1 and 2, AND their respective reworks, and poured it all into Kirsten's campaign. Her combat style is a chaotic mix of destructive firepower and dark magic, making her the most unorthodox Warlock Disciple yet - starting with the fact that she is... well, a demon. Kirsten’s weapons function based on heat mechanics rather than conventional reloading. This allows for a fast-paced, almost rhytmic, combat sequences where players must manage weapon heat buildup while unleashing devastating attacks. Combined with her summoning abilities and mastery over demonic forces, Kirsten’s campaign offers an entirely new way to experience Project Warlock II.

This final chapter represents the culmination of our work, bringing together all the lessons we've learned along the way. Your feedback and support are what brought us to this point. We can't wait to uncover the rest of our secrets concerning both Chapter 3 and the 1.0 that's not that far away. We have some aces up our sleeves for when Project Warlock II leaves Early Access, so stay tuned!

But without further ado, let's get to know the third Warlock Disciple a little closer...

[h2]Meet Kirsten, the Tormented Summoner[/h2]


Kirsten is unlike any Warlock you might be familiar with. She's a demon born from hellfire, chosen by the Warlock as an experiment to turn evil into good. Initially, glimpses of success suggested she could suppress her dark urges, but her brutal demonic nature always found a way to take control. No matter how hard she trained, or how much effort she put in... It just wasn't working. The Warlock ultimately accepted that the experiment wasn't going to succeed, and cast her aside. Kirsten has never forgiven herself for this failure. Deep down, she wants to be good, to control the darkness within her, but her demonic bloodline fights against her in every inch of her body.



She embarked on a lonely journey through the cosmos, searching for understanding of her own nature. She hopes that one day, she can prove herself worthy and make her former Master proud. Kirsten's emotions are intense, yet reserved. She chooses isolation out of fear of hurting the ones she lets too close to her.

[h2]A Unique Arsenal for a Unique Apprentice[/h2]
Kirsten’s weapons function differently from those of Palmer and Urd as they do not have a standard reload mechanic. Instead, they rely on heat capacity, which increases when firing, and cools down passively, however pressing the reload button makes the weapon go into a cooldown state where the heat rapidly drops. As in previous chapters, background reload works similarly - if you have more than zero heat and you switch your weapons - the heat will cool down in the background - meaning you can keep weapon switching same as with Palmer and Urd. On top of that, she’s a summoner, meaning her magic revolves around conjuring demonic minions, forging unholy pacts, and even bending death itself to her will.

[h3]Chaos Staff[/h3]

Since Kirsten is a demon, she can manipulate and summon pure chaos energy. One of her staff variants is designed around her chaos proficiency. Twisted, uncanny and deadly - Chaos Staff fires tracking projectiles that split into smaller, unpredictable bullets. Altfire mode brings real chaos to the game though...
[h3]Chain Reactor [/h3]
Chain Reactor finally sees a comeback in the sequel, but in a new and fresh form of an upgrade to the Plasma Rifle. It’s an extension of what Chain Reactor was in the first Project Warlock. It has two firing modes - fast burst of plasma projectiles, or a devastating Chain Reaction projectile which splits into 8 smaller ones on impact.
[h3]Demonic Claws[/h3]

As for melee weapons, we wanted to do something different here. Kirsten has 3 melee weapons to choose from, and one of them are Demonic Claws. They deal damage twice when attacking, and you can summon a magical field which heals you once you step into it.

[h2]Deep Space Exploration[/h2]
Arsenal and monsters are not the only things we worked on for past year and a half. We have prepared some interesting and unexpected environments for you to explore - from Solar System planets, through interstellar travel right to the weirdest and still unexplained phenomena - Black Holes.

Also with this Chapter we have decided to go a bit different route when it comes to level navigation and overall design progression wise, it’s closer to the first game rather than Urd’s and Palmer’s chapters.
[h3]Asteroid Belt Convoy Crash[/h3]
A crash site on an asteroid belt very close to Encleadus - one of the Saturn’s natural satellites.
[h3]Inside Betelgeuse[/h3]
Using the Dyson Sphere, Kirsten enters the very heart of the star Betelgeuse. This level is abstract and surreal, creating a unique and otherwordly atmosphere.
[h3]The Aftermath[/h3]
After a series of unfortunate events Kirsten finds herself on a mysterious planet, but whether it's safe remains uncertain. Meanwhile, something unusual looms in the sky - a reminder of what transpired.

[h2]What Lurks in the Cosmic Void?[/h2]


With new chapter come new monsters, and this time, the roster is more diverse than ever before. Kirsten's campaign introduces a nightmarish mix of aliens, eldritch horrors, dangerous robots, deadly-as-ever zombies, savage mutants, and, of course, demons (apart from Kirsten, of course!). Drawing inspiration from classic games and movies, these monsters blend familiarity with a breath of fresh air, making Chapter 3 stand out from Palmer's and Urd's campaigns. Each enemy has its own set of moves, encouraging players to adapt their playstyles and try different approaches and arsenal choices. Since the setting itself is unlike anything we've done so far, we wanted the monster roster to reflect the weirdness of Chapter 3's atmosphere. The depths of space are cold, silent, and filled with terror - and Kirsten must do all in her power to survive.

Project Warlock II: Chapter 3 is shaping up to be a hell of a ride through the stars (*wink*wink*). Stay tuned for more teasers and reveals in the coming weeks.

Thank you all for the continued support. As we've already mentioned, your input helps shape Project Warlock II, and we’re excited to start the journey beyond the stars with Kirsten. Keep your eyes open for more news about Chapter 3 and beyond!

Stay sharp, Warlocks. You don't want to get lost in space. 🚀

0.7.0.60 Hotfix

Hey Warlocks,

We're following up on yesterday's patch with a quick hotfix to tackle a couple of remaining issues.

[h2]Changelog 0.7.0.60[/h2]
  • Fixed an edge case issue where save files would not load correctly. For those whose saves did not work, they should now be fixed.
  • Fixed an issue where spell icons would be incorrectly displayed in Spell Upgrade Shop

New, But Familiar Faces and New Audio Code

Hey Warlocks,

Let's start 2025 with a banger of a patch for Project Warlock II. After the last round of fixes aimed to fix the sound issues, we realized that the source of the problem was hidden deep in the code. We made a decision to rewrite the monster audio code to address a number of sound issues that appeared after the Chapter 2 Rework. We've extensively tested the fix and everything seems to work correctly on our end. If you happen to still encounter audio issues of any kind, make sure to let us know.

We've also added some new sound effects that just feel right to be included, such as the sound effect for falling and a heartbeat when your HP is low.

Apart from the audio improvements, we're bringing some new visuals. We're happy with the reception of the new HUD, it's awesome. However, we made a last minute call before launching the Chapter 2 Rework to hold back with the updated Palmer portrait, as it needed some more time in the oven at that time.

With this patch, we're introducing a new mugshot for Palmer, as well as mugshot animations for both Palmer and Urd. The disciples will react to what is happening in the game, they will look around, get angry, happy, or... bloody.

We've also overhauled treasure items in both Chapters, for more visual variety.

Without further ado, here are the Patch Notes:

[h2]0.7.0.52 Changelog[/h2]
[h3]Audio[/h3]
  • Rewritten monster audio code to address the audio issues
  • Added Audio Occlusion to monsters
    • Monsters behind walls/in different rooms are deafened
  • Added heartbeat effect when HP is low
  • Added falling sound effect


[h3]Levels[/h3]
  • Added an autosave point before the blue key in E1M4


[h3]Textures[/h3]
  • Overhauled treasure items in Chapter 1
  • Overhauled treasure items in Chapter 2


[h3]HUD[/h3]
  • Added new mugshot for Palmer
  • Added animations for Palmer's Mugshot in the HUD - check out some of them:
  • Added animations for Urd's Mugshot in the HUD - get a sneak peek


[h3]Fixes[/h3]
  • Fixed an issue with controller look sensitivity range
  • Fixed an issue with male human NPC's not being visible


When it comes to Kirsten's adventures, we're currently in the final stages of polishing the Chapter 3, and we're sure you'll be able to experience it in a matter of weeks. After that, things will get... interesting, to say the least.

See you in the next one!

0.7.0.45 Hotfix

Hey Warlocks,

We're back with another round of improvement, bug fixes, and this time also some balance tuning. We've also managed to find a potential fix for a variety of sound related issues - such as overlapping sounds, audio cutting off, getting choppy etc. If you still encounter any of those, make sure to let us know.

[h2]Changelog 0.7.0.45[/h2]
[h3]Fixes[/h3]
  • Potential fix for audio issues
  • General Performance improvements
  • Fixed an issue with controller navigation in newly added options
    • HUD Scaling
    • Crosshair Scaling
    • Important Notifications Toggle
    • Difficulty Setting
  • Fixed localization issue where language selection would not save upon closing/opening the game
  • Fixed localization issue with monster names displaying incorrectly
  • Fixed an issue with Bestiary placement in E2M8
  • Fixed an issue where player could jump over the bars to the bestiary secret in E1M1
  • Fixed an issue where the Temporal Speed spell would make the player take no damage with extended duration upgrade


[h3]Balance [/h3]
  • Adjusted Shambler's Hitscan attack rate from 6s to 10s, which translates to
    • EASY -> 10s
    • STANDARD -> 9s
    • HARD -> 8s
    • HARDCORE -> 6s
  • Buffed base Urd's SMG Damage 16 -> 20

0.7.0.33 Hotfix

Hey Warlocks,

It has now been almost a week since we've released the Reworked Chapter 2 update, and it has been amazing seeing you play and enjoy Project Warlock II. Thank you for the continuous feedback, bug reports, and, most of all, assuring us that we're headed in the right direction with our game.

[h2]Changelog 0.7.0.33[/h2]
[h3]Performance Fixes[/h3]
  • Loading times significantly improved
  • RAM usage decreased from 30 to 50% overall
  • Loading Screen
  • Added tips to loading screens (to be expanded)


[h3]Fixes[/h3]
  • Frost self-damage
    • Added invulnerability to Palmer against frost damage
  • Shotgun Autofire
    • Added autofire to shotguns in EP1 - you can now hold the attack button to keep shooting.
  • Winchester Rifle
    • Fixed an issue where ammo would not be taken away instantly, which allowed for ammo consumption exploits
  • Akimbo + No-Reload
    • Fixed an issue where Autoreloader would not shoot when no-reload upgrade is bought.
    • Fixed an issue where Harvester would not shoot when no-reload upgrade was bought.
  • Fixed an issue where cursor would pop up in loading screens
  • Further Adjustments to Monster Physics (removed rigidbodies as they were not used and might have caused issues)
  • Teleport VFX has been temporarily disabled


[h3]Accessibility[/h3]
  • Added HUD Scaling option to Preferences Menu, default is 1.0
  • Added option to disable important notifications to Preferences Menu.


[h3]UI[/h3]
  • Moved experience bar to player status in bottom left corner of the HUD