1. Project Warlock II
  2. News

Project Warlock II News

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.




Warlock Projects

This year will mark Project Warlock's seventh birthday meaning it can now write, do simple chores and can legally get to play Minecraft, Rayman Legends and Sackboy: The Big Adventure, but sadly not Stardew Valley, Hogwarts Legacy and Stray. Not to mention, Project Warlock cannot in good conscience be allowed to play Wolfenstein 3D (PEGI 12), Hexen (PEGI 12) and let's not even start on the 1993 Doom (17+). Guess those three will have to wait.

We're still due for a proper nostalgia trip further down the line, as December launch anniversary comes closer, but for now - a couple of important updates.

[h3]1. Project Warlock II - Leaving Early Access May 28th[/h3]



After a long and tumultous development that went places we never intended it to go, Project Warlock II is leaving Early Access in two weeks - that's May 28th. So if you were withholding on playing the game while it was being constructed midflight you might want to stretch those arms, crack fingers and dust off that mousepad as this is when the game officially drops. We plan to keep expanding the game and deliver some more or less surprising features after the launch.



[h3]2. Project Warlock: 90% Off Biggest Discount Yet + Upcoming Patch Info[/h3]

Project Warlock will soon receive an update to some of the most annoying issues brought over by the community. Most of these are either being implemented, furiously playtested or in the process of finalising the change, but you can expect a patch soon, and one that will touch upon the below outlined issues.

And this is coming hot on the trail of Project Warlock's biggest discount yet - you will be able to grab Project Warlock with a staggering 90% discount starting today and running for the next two weeks, This is to commemorate the launch of a new incarnate of the game that started it all - Doom: Dark Ages. Anyway - here's the list of issues that the patch will address.

Unity Engine Upgrade
Updating the game from version 5.6 to 2018.1.9f2 for overall better performance

Gameplay Improvements
Adding Weapon Wheel as an alternate weapon of weapon switching for both the mouse + keyboard and controller setups
Mouse Scroll Weapon Switching polished and improved



Difficulty Adjustment
Final Boss Balancing and adjusting the balance of the final fight



Bug Fixes
Resolving the hardest difficulty achievement unlock issue
Fixing an issue where dynamite would travel unpredictably when strafing around
Fixing Sonic Rocket Launcher projectile rendering issues
Fixing the elevator staggering and making sure you cannot falll through

[h3]3. Project Warlock: Lost Chapters Development Update[/h3]

We've been keeping that one close to the chest, as Project Warlock II went on to occupy roughly 25 hours per day in the last few months, but we're now ready to show some of the designs you can expect to take your blunderbuss and parrot to. Pa... WHAT?


The game is in active development, with extra team members working on the art and level design making sure Lost Chapters strikes back in the heart of the nostalgia that the original Warlock did. We're planning to have the game out sooner rather than later, but more on that in the coming months. Stay tuned and in the meantime - wishlist and follow Project Warlock: Lost Chapters here.

https://store.steampowered.com/app/1043850/Project_Warlock_Lost_Chapters/

Palmer's Arsenal Reloaded

Hey Warlocks!

We’re back with another update that continues improvements on visual cohesion, animation polish, and some quality-of-life and bug fixes. This time its Palmer who's getting an arsenal glow-up, with several weapons reworked for more consistency and impact across the board. Here’s everything that’s new in this patch:

[h2]Palmer's Arsenal Refresh[/h2]
We’ve gone back to the workshop and tinkered with several of Palmer’s weapons to better fit his unique style and to improve overall visual consistency across all 3 chapters.
  • Burst Rifle - A new set of animations
  • Harvester - Fully redone animations

  • Heavy Rifle - New shoot animation + reworked akimbo reload animation
  • Cartier - Reworked animations
  • Rocket Launcher - Reworked animations

  • Mortar - Reworked animations
  • Autoreload Shotgun - New visuals and updated animations


[h2]Gameplay Changes[/h2]
[h3]Screen sway during melee weapons attack animations temporarily disabled[/h3]
To address motion sickness concerns (thanks to :hauntedlove: for bringing this up on the Steam Forum), screen sway during melee weapons attack animations has been disabled for now. We're working on a longer-term solution.
[h3]Mortar Altfire Adjusted[/h3]
The altfire’s multishot count has been reduced from 5 to 4.
[h3]HUD Update[/h3]
You’ll now see an Akimbo Duration Bar added to the HUD to give you better awareness during dual-wielding mayhem.
[h2]Bug Fixes[/h2]
  • Fixed disappearing Hay Piles in E1M4 (thanks, Kam)
  • Resolved screen tilt issues during melee attacks (Kam strikes again)
  • Addressed an FPS drop related to achievements (Kam once more)
  • Fixed broken akimbo drop particles for several of Palmer’s weapons
  • Crosshair Scale settings now save correctly
  • "Disable Important Notifications" toggle now correctly saves between sessions
  • Fixed issues with Project Rambo not working as intended


Until next time!