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Project Warlock II News

Hotfix - Playtest Build 0.5.4.8

Changelog 0.5.4.8

[h3]Fixes[/h3]
  • Fixed an issue where game would drop FPS on saveload in some cases
  • Fixed placeholder description on Magic Blade
  • Fixed a crash issue related to camera
  • Fixed rune selection disappearing in some cases

[h3]Adjustments[/h3]
  • Reduced Heavy Rifle Akimbo bullet spread increase over time
  • Stability adjustments

If you encounter stability issues, any instances of gamma burning out or random black screens, we want to ask you to report those on our Discord.

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

Swords, shotguns, skeletons, and lots of bright and crunchy pixels - that's Project Warlock 2, which has been working its way through early access on Steam for the past two years. Now that it's had the chance to marinate a bit (and by that, we mean take in a lot of player feedback), developer Buckshot Software is opening Project Warlock 2 up to the general gaming public with a free open playtest.


Read the rest of the story...

Reworked Chapter 1 Playtest is Now Live!

Hey Warlocks,

As per last week's announcement, the Open Playtest of Project Warlock II: Reworked Chapter 1 is now live! It’s starting today and running all the way until next Monday.

The aim of this playtest is for everyone who hasn’t yet had the chance to play Project Warlock II to dip their feet into Reworked Chapter 1, which reflects changes to the game from the last two years of Early Access. You will be able to try out the upcoming improvements and help us reshape Chapter 1 as we add the finishing touches to the update.

Project Warlock II: Chapter 1 tells the story of Palmer, Warlock’s disciple, whose affinity for guns and a touch of magic fuels the fight against the ruthless demonic army. The reworked Chapter 1 is the fruit of player feedback in combination with paying homage to the original Project Warlock game, and is how we see Project Warlock II going forward with Chapters 2 and 3.



A quick recap of what’s changed from the previous version:
  • A fully revamped upgrades, perks, and skills system
  • Brand new weapons with new alt-fire methods
  • Adjusted magical skills
  • Elemental runes for weapon enchantment
  • and much, much more
To join the playtest, head to Project Warlock II's store page, scroll down to the Playtest section below Demo, and request access. Since it's an open playtest, you will automatically gain access to the Playtest build, and Project Warlock II Playtest will show up in your Steam Library.

We've prepared a short Feedback Survey for you to fill out once you play a fair bit of the Reworked Chapter 1.

You can find it here: https://forms.gle/3GDd1pVAvTosVLrY7

We can't wait to hear your feedback - here on Steam forums, the feedback survey, or in our Discord.


Chapter 1 Rework on Beta Branch



Hey everyone,

Last week, 20 brave souls ventured into the depths of Project Warlock II Chapter 1 Reworked playtests, poured hours upon hours of their time into the gameplay, and shared their thoughts and ideas both over a Discord and in an extensive survey.

Today, as per our original plan - we’re making revamped Chapter 1 available for everyone who owns the game as a Beta branch, where you can play and feedback on the current version of the game.

We’re planning for one week in this beta branch, and after that, it’s merging the build into the main branch - so that everyone has access to that.

At the same time, we will be running Open Playtest this coming Monday, to make sure we receive as much feedback as possible to shape the game into what we feel Chapter 1 should represent.

A quick recap of what’s changed:
  • A fully revamped upgrades, perks, and skills system
  • Brand new weapons with new alt fire methods
  • Adjusted magical skills
  • Elemental runes for weapon enchantment
  • and much, much more


We’re still working on a number of features, and certain acquirable assets and their pricing (spells, gun upgrades, alt fire possibilities, rune quest requirements) - will be adjusted after hearing your feedback. We’re also looking at the availability of ammo and health packs, as well as general enemy placement and weapons distribution as well as balancing the game.

At the same time - at the end of the playtest on April 22nd we will be retiring current Chapter 2 to a separate branch. Wargression system will remain there as per some of the requests that we received and it will stay there for the time being. Reworked Chapter 2 will return in the coming months, followed closely by Chapter 3 that’s already deep in development. The reason for Chapter 2 retiring to another branch? Single reason only: a lot of the negative feedback revolves around Wargression and its implementation, so we’d much rather have everyone judge Project Warlock II in its current Chapter 1 shape based on the updated version, and not what appears to be an unwarlocky attempt at Chapter 2.

[h3]IMPORTANT NOTICE:[/h3]
Outlined below method of switching to beta_branch will wipe your existing saves. We suggest backing them up, so you don’t lose the progress on the main branch. The save files are located in the following directory: C:\Users\USERNAME\Documents\Project Warlock 2. Ok, now we got that out of the way - please follow these steps for an access to the current Chapter 1 rework.

To access the beta branch build please go to your Steam Library and follow these steps:
  1. Right-Click Project Warlock II in your Steam Library
  2. Choose “Preferences”
  3. Go to the “Betas” tab
  4. Select “beta_branch” from the scroll-down menu at the top of the window
  5. Update Project Warlock II


Also, please remember that when the Chapter 1 Reworked update hits the main branch, the main branch saves will be wiped. You will be able, however, to continue playing on save from beta_branch.

You are welcome to share your feedback online - here on Steam forums or in our Discord.

Upcoming overhaul across the board



Two steps forward one step back. That’s the most appropriate summary of Project Warlock IIs journey since venturing into Early Access. Initial idea of making sure Project Warlocks sequel would be a game that, through sheer number of changes, improves on the first game’s formula in all key areas.

Significantly upgraded visuals, way bigger levels, more characters with vastly different characteristics were the three key pillars when we set up to work on the game. From the get go, the concept was to approach the sequel by reinventing the game, and creating the Quake to Project Warlocks Doom.

When working on the scope of Project Warlock II we had to go back on the number of weapons and enemies, replace the original game’s magic system with hotkey skills on cooldown one, and stripping away the skills and perks system, instead targeting a different gameplay style varying depending on the character picked for the game.

And then we went into Early Access. And kept on reworking and what we aimed to be perfecting - the game.

The bug squashing took longer than expected, but that wasn’t the real issue. The real issue was that changes - and more importantly your feedback to these changes - wasn’t the one we were hoping for. The big levels were spacious as intended, but proved to be too convoluted, and - frankly - too big. Also - with the removal of perks and skills and associated upgrade points, as well as jewels and treasures that were the main experience currency in the first game - it seemed that we took away what some of the players felt was an important contributor to the original Warlock vibe.

On top of that, the Wargression system for Urd did not work for a lot of you. We felt that not only changing the characters, but also significantly changing the gameplay would, but - to put it bluntly - it seems that wasn’t the case. So it’s not going to stay. Urd’s chapter is already undergoing changes to make sure it’s cohesive with Palmer's Chapter 1 - with more emphasis on magic, but following a more familiar, Project Warlock gameplay. Chapter 3 - Kirsten’s already has all of the levels designed, with enemies work complete, and will be entering playtesting phase with the aim to have the game leave Early Access later this year.



So, for the third - and hopefully - final time - we are going for one of the pages of the original Project Warlock. And leaving what we feel works for Project Warlock II and incorporating systems that haven’t yet found their way from the first game. And we would like to unveil the brand new, totally same but very different Chapter I.

In short: We’re bringing back the Experience system from the first game, and expanding it up to modern standards. We’re also rehauling Palmer’s arsenal to offer more variety and versatility. This goes for both weapons and abilities, as we want you to be able to customize your playthroughs as you like. We want to make sure that every weapon upgrade feels significant and unique. When it comes to Palmer’s abilities - we’re revamping his kit to better match his weapons-guy vibe. Akimbo is here to stay, don’t worry! We’re also introducing even more character progression via the Passive Upgrades system.

Here’s the full rundown of the new systems that will be incorporated into the game early next month:

[h3]Perks Stats and Experience Systems[/h3]
We’re bringing back Leveling and Experience systems. There are two main sources of experience - treasure items which can be found on the floor, and killing enemies. The experience amount gained from killing monsters is multiplied by the combo multiplier, so make sure to keep it stacked to gain as much experience as possible.

We’re also reiterating the Perks and Stats systems to make them more similar to the original Project Warlock experience. Each player level grants 1 stat point, and for every 5 levels you will receive a perk point. You will be able to choose between improving melee damage, max health, max ammo capacity, and more. Stats are directly connected to Perks, which require specific stats to be purchased. Our current plan is to replace or rework all existing perks available to Palmer.



[h3]Updated Arsenal[/h3]
We’ve taken a closer look at Palmer’s arsenal and decided it’s time for some updates across the board. It was a long-time coming update since we were never fully satisfied with how the arsenal looked like. We came to a conclusion that locking certain damage types behind upgrades is not a great idea since it can make certain upgrades feel worse than others. With that we are introducing damage-type runes to all weapons, which can be set to none, or one of two character specific runes - Palmer will have fire and ice. This system is also supported in the Stats and Perks shop which can further assist you in your build.



[h3]Cannon & Rocket Launcher dilemma[/h3]
After gathering feedback we have decided to split the Cannon and Rocket Launcher upgrades into separate weapons since that would make a lot of sense. Cannon feels rewarding to play, and discarding it for Rocket Launcher felt like a downgrade in some ways. The upcoming update is going to increase the weapon count for Palmer from 5 to 6 and add 4 new variants, alongside reworked existing upgrades. You’ll have a chance to play with a Mortar launcher, which is an upgrade for Rocket Launcher, or a Cartier which is one of the Cannon upgrades.



[h3]Laser Rifle and damage types locked behind upgrades[/h3]
As another example, we also reworked the laser rifle upgrade. It felt natural for it to be a fire damage type weapon, but it also meant that you’re stuck with fire damage type if you buy it. Now you will have a burst battle rifle which shoots three bullet bursts that pack quite a punch, and works with scope mode as well. And you can still deal fire damage if you pick the fire rune, so we got the best of both worlds!

We’ve reworked all weapons and their upgraded variants to make sure each of them offers something different in the thrill of the battle. Additionally, each weapon can be infused with either Fire or Ice rune. Fire rune gives your bullets a chance to set the enemies ablaze, and Ice rune infuses your bullets with enough power to sometimes freeze your enemies in place. You will be able to change them at any time in the HUB for each weapon individually.



[h3]Abilities Revisited[/h3]
Palmer’s set of abilities was quite all over the place. The main issue was that the abilities were also damage type specific. In order to make them more viable, we decided to make Palmer’s abilities work more as support for his weapons, since in comparison to Urd, Palmer is more of a weapon guy. We’re revamping the set of his abilities and giving you some options to play with. First of all, Akimbo is staying, and you will be able to improve it to either have a doubled duration or remove the reload while using it completely. Since runes work similarly to Palmer’s previous abilities, we’re introducing two brand new ones.

His second ability is now Phantom, which spawns a static image of Palmer that taunts enemies while it’s active. You can make it explode on death or deal AOE damage while it’s active. Palmer’s third ability is now Ammo Refill, which, as the name suggests, refills a small amount of the current weapon’s ammo. You can make it either refill more ammo to the current weapon, or less ammo, but to all weapons.



[h3]Passive Upgrades[/h3]
After looking through the feedback on Wargression, we’ve decided to bring some of the Wargression upgrades to Palmer’s chapter in the form of Passive Upgrades, which can be purchased with Passive Upgrade Tokens found throughout the levels. We removed the randomization completely. These upgrades are split into 3 categories: Attack, Defense, and Magic. Our goal is to offer you as many build choices as possible, and we can’t wait to see the crazy combos you come up with.



[h3]The Hub Renovation[/h3]
In the next update, we’ll also be renovating Palmer’s Cave to accommodate the new upgrade stations, and to make Palmer feel more at home. You will still be able to visit the monster gallery, stock up on some ammo, or heal up. The HUB is the centerpiece for your adventures, and you will still visit it after each level.



[h3]"When can we play it?"[/h3]
We know it’s quite a lot of information to digest, but we also know that you’re wondering when you will be able to try it out yourselves. We’ve got some good news for you. The Updated Chapter 1 Playtest will begin on Thursday, March 28. All of the systems are already in place and underwent internal playtesting, but we want to make sure we hear your feedback before introducing them to the game early next month.

If you'd like to be among the first players to experience new systems, make sure to have some free time between March 28 and April 2. Submissions for the playtest will open on Monday, March 25. Join our Discord to stay updated on the Playtest status.