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Gambit! News

Gambit Patch - Increased difficulty, fixed unlocks and a lot more!

Hey Sand Lizards,

We're back with yet another patch! We've read countless feedback on the game's difficulty, so we tried to tweak everything to make it more challenging. _Let us know how it went!_
We also fixed and improved a loooot of things based on y'alls feedback, keep 'em coming!
[h2]CHANGELOG[/h2]

[h3]BALANCE[/h3]

  • Upgrading weapons is now more effective
  • Amplifier damage boost is now adjusted for a better balance between all the weapons
  • The first pair of pistols do more damage
  • Certain weapons that were weak in their respective categories got a slight damage buff
  • Campaign missions are more combat-intense, especially in co-op modes
  • Enemies will hit harder and shoot more accurately
  • Enemies will react more often to getting flanked while hiding behind a cover
  • The boss characters on the last mission have more health
  • Loot boxes now provide more money
  • Healing items now provide less bonus score


[h3]GAMEPLAY[/h3]

  • Fixed items not unlocking when they should
  • Completing the tutorial now requires activating the Gun Fever weapon
  • Players can go back to the special weapon posters while playing the tutorial to recharge Gun Fever
  • Buttons in the lobby station area are now also timed in co-op and the reward can still be collected by a solo player
  • Hitting headshots are more effective
  • Characters, including players now cannot pass through ladders


[h3]UI[/h3]

  • The displayed weapon power is now calculated differently, and react to weapon upgrades
  • Poisoned enemies are now highlighted properly


[h3]MULTIPLAYER[/h3]

  • Increased consistency between solo campaign and co-op campaign modes
  • The number of enemies now scale more reliably with the number of human players in co-op campaign, making it more challenging
  • Weapon charms now work as intended in multiplayer modes
  • Deathmatch and Municipal Mayhem modes now initiate the battle music from the campaign modes
  • Municipal Mayhem will now only connect same-ranked players in the same server Region
  • Municipal Mayhem may randomly start on earlier arenas that the player has already unlocked


[h3]MISC[/h3]

  • Updated ragdoll physics
  • Player hands now stay in contact with the Gesund arcade machine more consistently
  • Fixed a few weapon skin's unlock conditions
  • Fixed the electric shock attack of enemies
  • Enemies will now spawn more consistently during Gun Fever


That's all for now, thanks and keep on rockin'!

Gambit Patch - Yet another pack of changes and fixes!

Hey Sand Lizards,

We've released yet another patch with many fixes and improvements! We keep reading every single comment, review and feedback, so keep 'em coming!
[h2]CHANGELOG[/h2]

[h3]CRASH FIXES[/h3]

  • Fixed a crash caused by dropping loaded ammo from the Ammo holster while the other hand was also in the same holster.
  • If a player tried to revive a teammate while pulling out a weapon from the holster with their other hand, the game could crash. We fixed it!
  • If Cody switched his Gun Fever weapon (bow) from one hand to the other and shot, the game could crash. We fixed that too!


[h3]GAMEPLAY FIXES[/h3]

  • Significantly improved hit registration on the enemies.
  • Fixed an issue where, upon dying during a superhero landing, the player’s weapons would freeze in mid-air.
  • We significantly reduced the chance of checkpoints not activating when entering shelters.
  • Fixed an issue where the hand holding a grenade in the holster would left the holster UI floating in mid-air when moving backwards.
  • Enemies are now more agile and spend less time standing around.
  • Fixed an issue on the last level where the Rocket Witch’s release lever could cause the player’s hand pose to freeze when released and then picked up again.
  • We fixed the occasionally imperfect hit registration of the Bet Bot armour plates.
  • We have removed the possibility for players to jump out of bounds or get to areas outside of the game area on five different level segments.
  • Fixed an issue where characters could not be switched while using the Switch-U playing in Seated Mode and standing up suddenly in real life.
  • Fixed an issue where the Gun Fever weapon could get stuck in mid-air when used while hanging from a Belay Device.
  • Players can no longer shoot themselves or be hit by their own bullets.
  • Fixed an issue where the Recall button in the Mask Rack wouldn’t recall Charms already attached to weapons.
  • Adjusted floating climbing pipes that were not properly attached to the ceiling on the first level’s Inner City Blues section.


[h3]MULTIPLAYER FIXES[/h3]

  • We significantly reduced the occurrence of stuck game sessions.
  • Fixed a grip issue on the valves, which caused the player’s hand pose to freeze when moving backwards.
  • We fixed an issue where the chained doors could be opened alone, but players couldn’t pass through them. Now, two players need to work together to pull the two chains to open these doors.
  • Fixed an issue where, after switching characters, the player could see duplicated pistol holster UI, stuck in the Switch-U booth and floating in mid-air.
  • It is no longer possible to get stuck in a lane already occupied by another player in the Grip Emporium.
  • Invite can now only be accepted after completing the Tutorial, preventing players from entering the game unarmed.
  • A text feedback with a sound notification is now displayed in the upper left corner when an Invite has been successfully sent.
  • The overlapping buttons in the Friend list in the Options menu have been fixed.
  • The game now unlocks the Stag mask in the Armory as intended.
  • Previously unlocked rewards are now available to players who had earned them but didn’t receive them.
  • The Municipal Mayhem™ Results screen now displays the first two places, even if the player finished in the 3rd or 4th place (when the first two places have not been determined yet).


[h3]MISC FIXES[/h3]

  • Fixed a room-scale exploit where the player could spawn outside the level (and fall off the map) when taking off, then putting on their headset again.
  • We fixed the control issues present in the controller-oriented mode.
  • We fixed an issue where the counter on the door in the Lobby (which was meant to measure the Total Play Time), could reset after restarting the game.
  • We changed the colour of the partially collected items displayed in the Shelters’ Swag-O-Tron, making it much more noticeable if the player missed something.
  • Fixed an issue where the hit indicator HUD element did not accurately show the direction of incoming hits if the player was not using Meta hardware.


That's all for now, thanks and see you around!

Gambit Patch - A whole jamboree of changes and fixes!

Hey Sand Lizards,

Today's patch comes with a whole jamboree of fixes/changes! We have read every single comment, review and feedback in the past few days, and instead of getting a post-release shuteye during the Easter weekend, we started working on this patch based on reports by you lovely folks.
Keep the feedback coming!

[h2]CHANGELOG[/h2]

[h3]GENERAL ISSUES FIXED[/h3]

  • The “Gun Fever Ready!” message did not appear on the HUD, only on the player’s watch.
  • Gun Fever weapons should no longer freeze in the air upon activation.
  • The sound FX of Frank’s chainsaw Gun Fever weapon should no longer get stuck.
  • The player’s hands followed real hand movements in a choppy way.
  • The player’s hand pose could get stuck when interacting with various objects (primarily Ammo Vending Machines and Treasure Stations).
  • We have improved the quick-reload feature for the revolvers.
  • Ammo could be frozen in mid-air by dropping them quickly one after another from the hand or the weapon.
  • Grenades no longer freeze in the hand if we try to transfer them to our other hand at the moment of explosion.
  • Pressing the trigger at the moment of explosion created an invisible grenade in the player’s hand.
  • Pressing the trigger button while pulling the chain on a chain-operated door froze the player’s hand pose.
  • Players were able to equip and purchase locked attachments by adding several attachments to a firearm at once in the Armory.
  • Pulling the door of the cargo wagons in the Lobby with one hand (while keeping the other hand close to the opening lever) froze the player’s hand pose.
  • Doors that spawn enemies should no longer open in a choppy way.
  • Treasure Stations sometimes awarded negative rewards (-$1).
  • The superhero landing could get stuck if the player did not land on flat ground or continued to fall after landing.
  • The leaderboard UI button layout has been made more ergonomic.
  • A new poster had been placed to the Armory advertising the Municipal Mayhem game mode (explaining the source of the weapon upgrade tokens).
  • We filled in several holes on various map sections that allowed players to see outside of the map, breaking the immersion.
  • We fixed the incorrect hand offset issue with the first-generation Rift controllers.



[h3]MULTIPLAYER-SPECIFIC GLITCHES REPAIRED[/h3]

  • The game often crashed when restarting or reloading the map.
  • Accepting an invite sent from a non-Oculus/Meta headset outside of the game caused a crash for both parties.
  • We significantly reduced the chance of players being teleported out of bounds when teleporting to the shelter in co-op.
  • Grabbable objects could no longer be frozen for a later joining player if a buddy AI impersonating the joining player had already grabbed it.
  • We fixed an issue where if a player left the game immediately before a cutscene, the other players could not trigger that cutscene.
  • The buddy markers that could be turned off in the OPTIONS menu did not always appear in the on position.
  • We added an Australian server / selectable region.


[h3]MUNICIPAL MAYHEM BUGS SQUASHED[/h3]

  • Players were able to shoot other players from certain spawn points before the start of the game mode.
  • The progress counter on the results screen has been improved.
  • The progress counter played an incorrect animation when a player had 0 points and finished in the last place.


Thanks y'all, see you around!

Gambit! is out NOW!

Tally-ho VR friends, welcome to Gambit!

[previewyoutube][/previewyoutube]

We're glad to see you here!
Where to start... well, first of all we'd like to thank everyone in the VR community for the overwhelming support and positivity that we received over the years. Gambit! is our 3rd PCVR title, and the release couldn't be less stressful haha.

We wanted to create a whole new and different world from scratch, and a light-hearted solo/co-op campaign full of laughter, guns and rock and roll to accompany it. Our Gambit! team poured their heart and soul into the game to make that happen, it became a true passion project.
Before we get too sentimental though, let's see what the game has to offer!

[h2]# RELEASE CONTENT[/h2]

[h3]## SOLO/CO-OP CAMPAIGN[/h3]

Gambit!'s backbone is its story mode - this is where you meet and get to know our protagonists, Frank, Cody, Udo & Kevin, 4 close-knit mercenaries trying to get rich, or die trying. Their relationship is the epitome of a bromance - prepare for endless quirky banter peppered with the finest and crudest humor out there!
You are free to choose any of the 4 characters (each with a unique special weapon!) - the rest will accompany you on the BIG journey in the form of your friends, VR strangers or AI, as the campaign can be fully played solo or in Co-op (up to 4 players)! Quick, tell your friends and family!

The campaign is full of very well hidden areas with hidden mini games, unlockable weapons, attachments, skins and other collectibles, Easter eggs and objectives that are all rewarded with unlockables. No hand-holding though, you'll have to REALLY look for the good stuff!

[h3]## MUNICIPAL MAYHEM™[/h3]

Ah, the good old Municipal Mayhem™... a matchmaking-based free4all PvP game mode, where the last player standing wins. 1 match, 1 life. Very fast-paced action, quick in and out, and loads of points to be grabbed to unlock new arenas, masks, charms, weapon upgrades, skins & more! Show us how high you can climb on the tournament ladder!

[h3]## PVP[/h3]

A classic 4-player free4all deathmatch we all love, mindless action against friends/strangers, no strings attached.

[h3]## HUB AREA AND THE ARMORY[/h3]

Don't forget to explore the starting area as well - who knows what secrets you may find? ;)
Make sure to visit the armory often (to the left from the mission board), everything you unlock along the way will pop up in there, and so do unlockable masks and charms (right side of the corridor on your way to the armory).

[h2]# CLOSE-TO-RELEASE CONTENT[/h2]

Gambit!'s release is only the 1st step - we'll very soon be back with content updates! You can expect weapon packs with crazy designs, and the Consumer Cleanup™ game mode, Gambit!'s zombie mode with a one-of-a-kind twist (and a completely new campaign narrative that will double the game’s playtime).
Stay tuned!

[h2]# RELEASE ISSUES[/h2]

No release is perfect, and this one is no exception - we have discovered an issue last last last minute that may rarely cause crashes in Co-op, or Co-op related features (like invites). :(
We didn't want to delay the game again, so please bear with us while we panic and release a patch next week.
In the meantime, please report EVERYTHING you find regarding this, or any other technical issue in this thread: https://steamcommunity.com/app/1736120/discussions/2/3818530649093093323/

[h2]# SUPPORT[/h2]

Please DO reach out to us! We're eager to hear your feedback, suggestions and wild ideas - those who know us from Zero Caliber know that community feedback is our bread and butter, we'll be reading every single review, email and comment, even if we don't get back to everyone!

Again, thank you everyone for the overwhelming support and positivity, we hope you'll enjoy Gambit! as much as we enjoyed making it!
See you around,
_XREAL Games Team_

Gambit! is hitting the shelves on April 6!

Tally-ho VR friends!

It's official - Gambit!, our next wild ride is coming to Steam (with crossplay support) next Thursday! (April 6, 7pm CET, 10am PST, $19.99)
Sorry for not announcing it earlier - I've been hit by the flu train at the worst possible time 🤧

[previewyoutube][/previewyoutube]

Release week's gonna be WILD wild, but you can soothe our anxiousness by wishlisting the game:

https://store.steampowered.com/app/1736120/Gambit/

(As an added bonus, if you do wishlist it and comment "wishlisted" under this news, you might win a key on release-day!)

Gambit has been a true passion project within our team, we're thrilled to finally release it to the world - after last year's delay, we were mainly focusing on core gameplay polish, additional gameplay features and optim. Originally we wanted to pack a new game mode, the Consumer Cleanup™, our interpretation of a “zombie mode” with a twist (and a completely new campaign narrative) into the release package, but it got so big content-wise that we decided to change plans - it’s going to be a huge update instead, very close to launch. You're gonna LOVE it! 🤘

Gambit will be crazy fun no matter if you play alone, with friends or randoms. Spread the word! 🙏

See you on the flip side,
- Dan & the whole XREAL Team