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Strike Force Heroes News

Demo Summary & Development Progress!

Hey all!

As July has just come to an end, we'd like to look back on where we've been, and where we're going with the development of Strike Force Heroes.

Highlights of the Past Months


In April, we announced the start of a great collaboration with the almighty IndieArk!

Then, in June, we launched our limited early-build Demo on Steam:

[previewyoutube][/previewyoutube]

To our great surprise and excitement, the Demo reached nearly 100k downloads, and Strike Force Heroes' wishlist grew by 40k!

And of course, as this was an early demo, it wasn't without it's myriad of bugs and issues!

But thanks to everyone's detailed bug reports and incredible help, we were able to track down most of the bugs to deliver a much smoother experience by the end of the demo!

However, as it was just a temporary demo, it finally came to an end on July 9th, allowing us to shift our focus to developing new and exciting content! (Well, the rest of the game!)

Upcoming Development


Since then, Mike and I (Justin) have completed the full campaign and challenges (Wooo!), featuring many never before seen cutscenes, levels, and bosses!







As we continue development, we'll be finishing up all the cutscenes, custom match modes, smoothing out the online experience, and of course the necessities (performance, controller support, etc),

Languages


At launch, Strike Force Heroes will fully support English, Simplified Chinese, French, Russian, Spanish, Portuguese (Brazil), Korean, and Japanese. So you'll be able to enjoy the game in ANY language you want as long as it's in that list ;)

We're also open to adding more languages in the future.

Thanks for the Support!


As a tiny 2 man team, we've been aimed at bringing you a solid bug-free experience as soon as possible, and everyone has been immensely helpful so far!

We'd like to thank you all for your continued support as we work through these final months of development!
In the meantime, join our Discord, where we're much more active, and be sure to wishlist & follow us to not miss a beat! :D

SFHR demo will be closed next Monday!

Dear friends,

SFHR is scheduled to close the demo on next Monday morning at 3:00. Make sure to experience it this weekend!

During the one-month period, we received numerous suggestions and feedback from players. We have actively addressed your inquiries and fixed the issues you encountered through the community, with major updates being released once or twice a week.

Fortunately, the demo's current version is stable, allowing us to continue developing the game according to our timeline. Although this demo is coming to a close, we assure you that will provide a more stable and content-rich version closer to launch!

Additionally, in order to enhance our understanding of SFHR players and deliver a better experience in the future, we have created a player survey that will only take 5 minutes of your time to complete. We greatly appreciate your patience and support!

Survey Link: https://forms.gle/ckdqbsrR4Hvvfgn89

Join our Discord: https://discord.gg/2Uc2HkTJ


v0.30 - MvP, Star Ratings, and Bonus Objectives!

Todays update brings some long awaited features, and finished up the Results screen!

In addition to fully working MvP accolades, each mission now has bonus objectives to complete (which can also be seen in-game from the pause menu), as well as a more balanced point and star system!

(Note, we're aware of a bug with the "Accuracy" objective on Mission 4)

As for the full list of fixes:

Additions
- Results Screen & Bonus Objectives are finished!
- Each mission has a bonus objective that gives a huge boost to points afterwards.
- Points are properly obtainable in all modes to get stars.
- MvPs are no longer random and are properly calculated across all players (may look different online, atm)
- Main MvP is now the player on the winning team with the highest score, or most damage against bosses. (No more enemy MvP's)
- Killfeed now has updated graphics on Zombie & Suicide deaths, and now displays whether kills were headshots or not.

Fixes
- Mission 4 boss no longer blasts out all shots at once.
- victory cutscene no longer plays if you lose the match. (Except final demo video)
- Mission 4 displays the proper mode description
- Health & Crit on hero page now also turn green when modified by hero skills.
- MvPs weapons on the results screen now display the proper camos.

Balance
- Rebalanced all Sniper rifles to feel more distinct.
- Boomstick spare ammo properly set at 12 (24 was a mistake)
- Recoded the Bipod to not give near-perfect accuracy when crouching.
- Results screen no longer ends after 10 seconds when playing locally.

v0.29 - More huge fixes!

Another day, another HUGE bugfix update -- And more features!

Additions
- Custom Outfits for Cameo Kickstarterbackers now awarded!
- Outfits can now be unlocked in the Slot machine!
(However some names/descriptions may not be final yet)

Fixes
- Headshots and Crits are now working as expected!
- Weapon spare ammo fixed to be the amount it should be.
- Domination zone on Tropic properly displays itself underwater.
- Domination no longer displays that a zone was captured twice.
- Domination now awards score in game based on who helped capture the zones.
- Dead people can no longer capture Domination Zones.
- AI Allies are now removed when playing with more human players in online mode.
- Minigun will no longer get mods for reload, spare ammo, or Jam.
- Minigun's ammo now properly displays in game.
- Minigun now properly gains some ammo by picking up ammo boxes in game.
- Miniguns speed reduced but damage buffed to hopefully fix it breaking on certain framerates.
- Knife name & info text now displays properly.
- Machette can now properly do headshots.

Balance
- Slot machine costs 50% more, but succeeds twice as often!
- All magnums now properly have increased headshot damage as they should. Thus, their overall damage - has been reduced slightly to compensate.
- Knife now properly has bonus +15% crit chance.
- Baseball bat and 9 Iron's reflect timer has been dramatically reduced, and their attack speed reduced - - - slightly as well.
- Money and Exp earned on some missions adjusted for balance purposes. (Less for golden gun mission, - more from bosses, etc.)
- AI are more likely to go for objectives on Domination and CTF

Thanks again for everyone's patience during the demo, as the two man dev team we are, we're working super duper hard to make it as smooth as possible! :)

v0.28 - More big fixes, Harder Boss

Some more bug fixes, and a few additions!
The Game-Breaking bugs should all be gone now! Hoooorah!

Also, because Mission 4 is the final mission in the demo, it's difficulty has been drastically raised!
Goodluck fighting the all new and improved Mission 4 boss!

As for the changelist:

Additions
- Mission 4 boss in Sniper-Mode now shoots his weapon faster based on his missing health.
- Mission 4 boss no longer randomly uses his Hero Ability, but now uses it Perminently after hitting 35% hp.
- Mission 4 boss in Sniper-Mode can now crit AND headshot! Watch out!
- Mission 4 boss now pulls out his sniper rifle after 50% health.

Fixes
- Secondary weapon properly shows it's rarity color.
- Fixed the "+Level" legendary weapon mod from corrupting weapons and causing a red screen in game. (it was removed from old weapons, but new weapons can gain and use it properly)
- Legionary shield no longer reflects bullets while not-blocking.
- AI should no longer get stuck at the top center wall of Facility.
- You can no longer switch weapons or reload while a weapon is burst-firing. Ex: M202 (quad rocket launcher)
- Secondary weapons no longer display spare ammo in their hover state (as they have infinite spare ammo)
- Secondary weapons can no longer spawn with 'Spare Ammo' mods.
- Spare ammo is no longer affected by increased weapon Clip size.
- Mission 4 boss no longer uses finger guns (invisible weapons).
- Fixed Hero ability dialogue showing the wrong class based on the camo used.
- Fixed Hero ability dialogue showing you as the caller when other players used it in online mode.
- Picking up Ammo in game will now also take any +Spare ammo modifiers into account.

Thanks again for your patience while all the bugs are squashed!