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Viral Reddit Post Aftermath + Combat Refinements

Welcome back faithful wishlisters, and hello to all the new people who discovered us last month!

The Publisher announcement went better than I ever could've expected, with our Reddit post reaching the front page of all of Reddit! We were #6 on r/all for awhile, which is insane. Thank you all who commented or shared it with friends. And for your wishlists!





27,000 of you wishlisted the game in one week! We just crossed 90,000 total wishlists. Thank you!

This kind of interest helps us SO MUCH. It helps us understand what parts of the game you're interested in, and really gets us all really excited for the future. The amount of people asking for a console release was noted both by us and MicroProse.

New 3D Assets


We have been hard at work, freshly envigorated by all of your interest. Our artist Mane has been building out our Jungle level with more assets, as we prepare to build a new mission on it.



We also are exploring starting some missions from off-shore, and have a work in progress ship model.



Performance Improvements


We improved the performance of our jungle assets to avoid unnecessary overdraw, which is what happens when the game has to render a pixel multiple times. Trying to find the right style of tree that fits within our "stylized low poly" theme took a bit of work. So this is part of the process of narrowing it down to what works for looks and for performance.



Unity has an overdraw visualizer tool that allows you to see the problematic areas. Some overdraw is inevitable but minimizing it will lower the work done to render each frame. The overdraw areas are shown in red / purple above.

[h2]NPC Performance[/h2]

We are also working to improve the performance of our NPCs, by reducing the amount of physics calculations needed and making some decisions about when they can be animated vs being full ragdolls.



One of the simpler improvements is simply using less physics components to model the ragdolls. From our camera distance, the NPCs are quite small and we don't need really detailed modeling of each limb. We were able to reduce the number of physics components per NPC from 13 to 6. It's not noticeable in the game and gave me a 25% increase in FPS when showing a 25v25 NPC battle.

[h2]Unity 6 Update[/h2]

Our main code branch is officially on Unity 6, as of today! This will bring some new features into the engine and promises some performance improvements.



For those who aren't aware, Unity is the game engine we are building the game on. So when Unity gets updates, it should make the game faster, as well as improve our dev process. This was a pretty big update for Unity, so we are hopeful. No data on this yet, but we will comment in the next update about it.

Combat Refinements


We've also been focusing on refining the core combat in the game. We are starting to have enough enemies + content in the game that we need to pay attention to the combat details.

As part of this, we hired a game designer: Welcome, Enzo! Right now Enzo is helping us explore how to segment the enemies. Each one should have a distinct strength and weakness, and can be combined in interesting ways. We started by focusing on the turrets, and have been exploring some different turret + missile types.



The general idea is to have turrets that fit some archetypes, like "the really powerful one that takes a long time to reload" or "the one that shoots lots of missiles but is slow".

We use code names for these, just to differentiate them for gameplay. We will model these to fit into realistic names / 3d models later, but for now we want to focus on what is most fun.

  • AA Missiles- Neutral
  • BFG - Chaser
  • BFG - Mild
  • Rapid Fire Green - Harasser
  • Rapid Fire Red - Patterned Harasser
  • AA Gun - Punisher
  • AA Gun "Shotgun"- Punisher
  • Juggernaut - Huge rope-able rockets (WIP), maybe a cruise missile


Closed Playtests


We are getting closer and closer to doing some closed playtests. To set expectations, this build will be small and unpolished! Expect 2-3 missions, with no upgrades, story, etc. We are testing the core gameplay only.

The playtesters will be chosen from the email list. Sign up here if you haven't already: https://clearedhotgame.com/email-list/

We will be doing a survey within the next month to choose our initial group of testers. We will decide based on who we think will provide the most helpful feedback, but within those people priority will be given based on how early they signed up for the email list.

This first group will be quite small, 10 people. But we will increase this over time. As part of the playtesting we will open an invite-only part of our discord server. This will continue to grow and we plan to do a LOT of playtesting.

I've been excited to open the game up to external play testers, this is a big milestone for us!

As always, thank you for your support.

- Colin "cfinger" and the Cleared Hot team

We signed with a publisher!

Hello faithful wishlisters, I have some big news: We have a publisher: Microprose!

Microprose has published well known games like Civilization, Xcom, and Falcon 4.0, and recently have been publishing a lot of flight + action games.

[h2]Announcement Trailer[/h2]
[previewyoutube][/previewyoutube]
[h3]What this means for you[/h3]
The game is getting additional support, through development, launch, and after launch. So basically, the game will be better, and you can have a higher confidence in it.

[h3]What this means for Cleared Hot[/h3]
We get a lot more help, which allows for us to focus on the game. Microprose will help with funding, marketing, press outreach, translation / localization, along with some dev, art, and moral support.

[h2]New Content[/h2]

[h3]Enemy Strafing Runs[/h3]
We added a new enemy jet that does strafing runs on your position. It is especially challenging for our new mission where you need to carry some explosive containers back to your base.

You might want to change directions...

[h3]New Jungle Biome[/h3]
We redid the jungle biome with our new terrain system, including a dense tree canopy.
It's nice to see some more green

[h3]Quadcopter Prototype[/h3]
Why? Because on Saturday I drank two coffees and said f*ck it, I wonder if I can add a drone to the game. Maybe it will appear in a special mission or two. Yay or nay?

I can hear this gif

[h2]25 Years In The Making[/h2]

Signing with Microprose completes a story that started 25 years ago, when my mom bought me Falcon 4.0 and a joystick that BestBuy had mistakenly priced at $20.

Twelve year old me read that if you learned how to fly in the game, you could fly a real F-16. This gave me a feeling of agency in my kid-life that I had never felt before.

Well, I got home and the game didn't run on our PC. Aaand my vision sucks. Spoiler alert, I'm not a fighter pilot. But, I still read the manual and the feeling of agency stuck with me. I think a lot of us felt empowered by video games when we were young: they provided a challenge that we could tackle on our own.

So, it feels pretty f*cking crazy to be signing with Microprose, 25 years later. And you know what, I have all of you to thank for that (and my mom). Without your interest and wishlists, this would not have happened. Seriously, this is life changing for me. So thank you!

- Colin "cfinger" and the Cleared Hot team

Gifts From Above

Hello Pilots,

Since we last spoke, we've been hard at work on creating air drops, supply crates, using a new terrain tool.

Oh and if you're missing the gifs in this update, you have Steam to thank. I can't upload gifs larger than 1.2MB right now. So I guess we'll do a youtube video instead.

Air Drops + Supply Crates


We were playing around w the idea that rescuing NPCs should give the player some kind of reward. At first, we tried just spawning health or ammo crates on the ground.

But then I realized that isn't the Cleared Hot way. We have physics.



[previewyoutube][/previewyoutube]
Thank god for that physics pillar.

We updated the Ammo crates, and added a new Health crate to the game. We also added some UI indicators, that give the player info on what's in the crate.



New Terrain System


Over the last months, I started to notice how clunky it was for our artist, Mane, to modify the terrain. It was a procedurally generated, which works great once you have it set up, but if you want to move a hill over by 10 feet... forget it. You have to regenerate the whole terrain.

This made it especially difficult to adjust levels for gameplay reasons. So on a whim, we decided to take a couple days to investigate a new tool and see if it would be better. I was pleasantly surprised.

You use "Stamps" to define terrain features, or vegetation, and it updates in real time.

800kB gif... you can't stop me, Steam

After experimenting, we replaced the terrain in our current Desert scene. It went really quickly, and gave us some more variation in surface and how we textured the ground.





I've learned that the quality of art you get from artists is directly proportional to the quality of their tools... Plus, iterating quickly is something all of us want (devs, 3d artists, sound... etc).

The screenshots from the Apache update already show the new terrain, with mountains in the background.

Thank You

As always, thank you for your support. This game wouldn't be getting made without your interest and wishlists, so thanks.

I've been interacting with people who joined the email list, thanks for all your kind / excited emails. We're not far from starting to do some beta testing. More on that soon.

- Colin "cfinger" and the Cleared Hot team

Meet the (REAL) Apache!



Today, we announce the REAL Apache. For those that don't know, the previous Apache announcement turned out to be a Cobra announcement. Oops.

And let's just say, it slipped by totally unnoticed.



Thanks to Semper Scrotus and Major Borngusfluunduch8694, nothing gets past you guys :D

It was just a test to see if you were paying attention. Anyways...

The Real Apache AH-64 Gunship



As compared to the Little Bird, the Apache is:
  • More powerful (heavier main cannon, more advanced missiles)
  • More armor / can take more damage
  • Accelerates more slowly
  • Longer cannon and missile range
  • Flies at a slightly higher altitude (but this can be controlled)

The best thing is, it actually feels a heavier in-game. This is why I love having physics based movement in Cleared Hot. You just increase the mass, and maybe the center of mass, and it instantly feels different.


I hear you already, Seargent Scrotus- "but wait, there's only 2 seats in the Apache, why are 3 NPCs running towards it?"

[h2]Anything is a seat if you're brave enough[/h2]

I was updating the passenger system for the Apache when I started wondering, has anyone ever sat on the outside ledge before?



To my suprise, this has been done in real life. I did some research and went to the discord for feedback.


Feedback received.

Whoever drew the short straw can throw down a little return fire themselves.



[h2]New Missile: AGM-114 Hellfire[/h2]
This is the base missile on the Apache, and does more damage than the standard Hydra missiles on the Littlebird. The missiles start out at a slower speed, but accelerate as they fly.



Getting the missiles to hit directly where they were aimed didn't come "out of the box". Most everything in the game is physics based, so flying fast and shooting a missile would result in a different missile path than firing it when not moving.

This is a gameplay decision- but for now, I wanted the missiles to hit the spot they were aimed when you fired them. It also is possible that for higher damage missiles, maybe they should be a bit harder to aim. You might have to consider which side of the helo they're firing from, and your speed.

[h2]Blessed by the Youtube Gods[/h2]


I uploaded the new trailer to our YouTube channel, that had maybe 13 subscribers. I really didn't expect anything. Well, to our surprise the trailer took off. We're now at 337,000 views, which is INSANE.

I can't tell you how exciting and motivating this is for us. Thanks for all the likes and comments.

[h2]Join the Email List[/h2]

If you're just joining us, sign up for the email list here: https://clearedhotgame.com/email-list/

We will be using this list to release small playtest builds. We don't have a date for this yet, but people on the email list will get it first.

As always, thanks for your support. We are really cranking away on things and can't wait to share more with you soon.

- Colin "cfinger" and the Cleared Hot team

New Trailer Goes Viral On Reddit!

Hey Everyone,

Today we released our new trailer! There's a lot of new content in this one. Grab the popcorn and have a watch below.

[previewyoutube][/previewyoutube]

[h2]Feedback[/h2]
We want to hear your feedback! What were your first impressions? Ideas? Thoughts? You guys are our hardcore fans so we want to hear from you.

We Went Viral On Reddit!

We posted a gif from parts of the trailer on /r/gaming this morning, and it has been BLOWING UP. It is a little surreal. It has been at the top of /r/gaming all day and it's now in the top 25 of r/all.

This is pretty much our best case scenario for increasing awareness of the game. I am sitting here refreshing like an idiot. I will get back to work Monday, okay.



Updated Steam Page

We've updated all the screenshots and gifs on the main page, along with the descriptions and tags. I've received feedback from some of you about the text + tags, and that has been super helpful.



Pitch Ya Game Event

We're also tweeting the new trailer as part of a twitter event called #pitchyagame, which is followed by players as well as publishers. Every like + retweet helps!



Thank You

You all have been amazingly supportive. Some of you have been here for over 2 years! That is hard to believe. Thank you. Making games is hard, but your support makes it way more motivating.

Lately I feel as if we're gaining momentum, especially with the help of a really solid small team. This trailer feels like an important milestone, I hope you enjoy it too. All of your interest and wishlists have got us this far, so thank you.

Colin