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Swirl W@tch News

Swirl W@tch 1.0 launched!

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After the a wild 13 month ride, Swirl Watch is now on Steam. I managed to get everything done I wanted in for the 1.0 release, but a whole bunch of balancing changes and bug fixed are bound to happen throughout the coming weeks. If you discover strange happening on Cloud 2 then please use the discord link in the pause menu to report bugs.

There are already plans for future content updates, but I will let you explore Swirl W@tch 1.0 for a bit first. If you got yourself a copy then please consider leaving a review as well, reaching at least 10 reviews is crucial for the game right now.

A thousand limbs uplift you!
Stefan – Sleeper Games

Swirl W@tch Version 1.001-1.002 (Cold Launch)

You know the situation is dire when the first patch notes are dropped before the actual launch announcement. Thanks to everyone for putting up with this. More fixes seems to be inevitable and will happen throughout the week. A thousand limbs uplift you.

Swirl W@tch Version 1.001 (Cold Launch)
-Autopause now takes effect during fullscreen.
-Fixed simulation T7 objective text specifying the wrong quadrant.
-Fixed Puffstar messing up your load limits and giving you incorrect amounts of ammo on departure from base.
-Fixed boarding and interact intputs being accepted when in inventory or pause.
-Fixed player being forced out of boarding state if existing ships have been incapacitated (?).
-Fixed a visual/engine sound bug from holding stealth input.
-Fixed a problem with how simulation missions are being defined as complete.
-Fixed comms functions not taking effect (alert lifted etc, prisoner transponder etc.)
-Fixed puffstar dropping you off in wrong position after returning from action.
-Fixed old lidar amp binding still appearing in controller options.
-Fixed some typos.

Swirl W@tch Version 1.002 (Cold Launch)
-Movement control will now call you about resupply if you are starting to run low.
-Puffstar will now get real worried if you drop to 0 health and remind you of how to call evac.
-Resupply cannister now also drops a heart.
-Capture missions are now phrased as "extract" to make their intended action more clear.
-Extract volunteer objectives no longer spawn overhead structures on lower difficulties.
-Max alert time is now 45 seconds and alert time does no longer increase with multiple alerts.
-Industry structure bottom text now makes it more clear that it can hide disabled ships specifically.
-Simulation T2 no longer contains distracting buoys.
-Simulation T2/3 now have a reminder on sonar.
-T8 now allows enemy comms and subsequently alerts being lifted.
-Fixed Action Yellow challenge mods being available way too early.
-Fixed ships hidden in structures regaining their sensing when staying hidden to the point when their stun would wear off.
-Fixed reload being enabled on pause and inventory.
-Fixed missing win condition in Simulation 02
-Fixed a potential crash resulting from playing decompression warning sfx at extreme pitches.
-Fixed several return from title situations using wrong position.
-Fixed bad callsign on comms from cargo friends.
-Fixed capture ammo depleted not actually preventing using more balloon in some circumstances.
-Fixed objective targets being tagged or otherwise revealed not actually showing their direction when showing objectives.
-Fixed junk stuff on the title screen.
-Fixed some typos.

Swirl W@tch Releases On April 17th!

Edit: This post originally claimed the game would release in February. Is it really a delay if I change my mind one week later? Well, I pushed the release to a more comfortable April 17th. The game is finished, but I’m still getting a some incomplete vibes from it. I caught myself thinking more and more about all the things I need to cut in order to make the date. Then I immediately started thinking about the content patches that put this stuff in right after the release. And then the question became why I’m releasing at all if I’m gonna keep working on content right afterwards anyways. Stuff that will likely make it in because of that delay includes:
  • Way more upgrades and gadgets.
  • Animals and floating chunks that lead to neutral contacts to discover.
  • A better final challenge at the end of the game.
  • Way more training missions to unlock.
  • More responses to alpha feedback.

The game sits at about 300 whistling right now and it has been in development for one year. So it already shapes up to be widely unprofitable, even more so with the delay. But my work is not yet done, so April it is.



Here is what I’ve been up to during the last months:

Environmental variety was a big focus in mid-development. You missions will now take place across regions, ranging from desolate ice fields, across the overgrown orbital jungle deep into the heavy industry at the planets core.


Aside from enemy presence and layouts, these zones are also distinguished by custom hazards. The industrialized core features plasma vents and sound-masking accelerators for example.


Many new objective and enemy types have been implemented to populate these zones.

(some of these have gone through multiple redesigns by now)

Late-game zones feature more confined spaces amid massive structures.


A whole bunch of new gear has been added. My favorite right now is the tripwire that can be set up between objects to create non-leathal traps, but will also trigger any other gadget it is connected to.


This also includes some heavy weapon option for when you need to go loud:


Unlockable player ships have been added and offer yet another way to change your loadout. Most provide stealth bonuses in certain environments, but some offer whole new mechanics like this holo-projector craft that can disguise itself as other ships:


Loadout selection has been streamlined into one place and now happens on this new gear carousel:


Tutorial has been reworked and now takes place in a simulation environment. This will also offer optional sim-missions, letting you get getting acquainted with late-game mechanics or face off against specific enemy types in a training environment.


If this looks interesting to you, please consider wishlisting Swirl W@tch!

https://store.steampowered.com/app/2081970/Swirl_Wtch/

Cheers!
Stefan – Sleeper Games

Steam Next Demo and Development Retrospective

Hi Everyone
Swirl W@tch is now feature complete and you can play a new demo build here on Steam, just in time for the October Steam Next Fest. If you want to support the game please consider wishlisting it. With the game nearing completion I thought I give you a retrospective of the so far.

Development Retrospective
Swirl Watch started out as a prototype made in 48 hours for Global Game Jam 2021. The theme was lost and found, which inspired a top down game where both you and opponents can constantly loose track of each other. I wanted this to be more sci-fi than submarine stuff, the gas giant setting emerged as a kind of amalgamation of these setting tendencies. So everything in Swirl Watch swims/floats in some thick, vaguely defined medium with strong currents and you can’t be sure where anything is unless it is constantly broadcasts it’s position or you hammer it with sonar. The game was and is largely unconcerned with how actual gas giants work, it only tries to achieve a vague semblance of plausibility.

The games art style was also a result of this setting. Vaguely inspired by Duskers I wanted objects to look like a constantly fluctuating mass of updating data points. These ships don’t look like glittery gridwork in the actual game’s reality, but you only every see them as your ship computer represents them. Swirl W@tch was originally prototyped half a year before Red Tether and the art-style bled over to that.

The game came together very organically, but ultimately was more action oriented than I had intended. The original prototype is now called Swirl W@tch: Perimeter and you can still find it on the interweb if you go looking.

For the Steam release I wanted to turn this prototype into a full fledged stealth game that uses a lot of genre conventions, while still retaining the original setting and detection mechanics. The first central change to accommodate this was switching the game’s goals from defense and interception to active infiltration. So instead of protecting a friendly station you now sneak into massive industrial installations and complete various objectives within them, making combat optional and stealth more viable.

For the later I also needed guards to be less trigger happy and have actual detection progression and sight-lines instead of instant detection. The original prototype had ships detected you by sound only, which was now replaced by them using lidar as their main method of detection. This also allowed to diagetically display enemy view cones (by showing the actual laser beams sweeping) and spot progression (it’s plausible that your ship can detect when you are being lased, even when you haven’t detected the ship that sweeps for you.)

Guards also needed actual AI and a lot of my time with the game so far was in fact spent on giving them a properly complex behavior tree. I started out with patrol behavior and soon realized that the setting would provide very little indication for where guards might move around. Gas clouds don’t have roads. Since patrols already used a hidden way point system I opted for making these visible in the form of patrol buoys. Almost every level chunk generates with strings of patrol buoys that might or might not have guards moving along them, hopefully creating a lot of interesting ambush opportunities for the player. With similar intent I also made guard posts visible as a different kind of buoy.

You might see a pattern here. The games setting is nicely distinct in my opinion, but also requires extra effort to re-establish genre conventions and show them to the player. Mainly cause by default it lacks easily comprehensible geography. In a conventionally stealth game that features man with gun you can rely on some basic preconceptions. Everyone knows that people move on footpaths and you can’t easily clime a cliff. So you play around these things and ideally use them to advantage. Path means patrols, wall means I can’t go there. Swirl Watch takes place in the clouds of an impossible environment and has to create these geographies from scratch.

Free floating structures and asteroids where also added early on to provide a varied physical space to sneak through. Everything in the game is hand placed, but with an X-com like lot system that randomly combines pre-made level chunks, hopefully in a manner that doesn’t show too much repetition.

Later in development I also added in level specific hazards and additional structures that provide more geography to move through.

With the setting and opposition established I moved on to giving the player tools to accomplish the job. Aside from a whole bunch of weapons, gadgets and passive ship upgrades I also added fall-back systems you can use independently of your gear, allowing to play runs subsistence style or with no gear at all. Boarding is your main way of engaging ships on such run. Not only allows it to interrogate flesh and machine for mission intel, a boarded ship is also completely at your mercy and can be disabled or destroyed at will.

Disabled ships can also be captured in classic balloon-strapping fashion. This will lead to a prisoner exchange after the mission, swapping ship commanders for their indentured subjects and unlocking new gear over time.

That gear then appears on the title screen which is unlock index, loadout menu and training area all in one. You can go into a mission with any gear you have unlocked as long as you don’t exceed your deployment budget, which resets for every mission. Any funds you don’t spend are taken into the mission and can be used to print random gear in the field for cheap.

Mission objectives are as varied as you gear and most can be completed in multiple ways. If you need to get data from a relay ship you can accomplish this by trailing it and intercepting it’s transmissions, but you could also disable it from afar or directly board it (after separating it form potential escort ships or eliminating them.) Industrial sabotage can done by manually docking with it (noisy), by using torpedoes/planting explosives (even louder) or by expanding precious ammo of your silenced EMP weapons.

Getting intel to locate objectives is a big part of the game. There is no minimap and the game will only ever point you to objectives directly if you get transponder codes for ships. Most other objectives are revealed by telling you their quadrant, allowing you to navigate there via the quadrant naming system. (alphabetical left to right, numerically top to bottom)

All the way through I tried to make the games systems as transparent as possible to prevent situations in which you feel slighted by the game. Both sound propagation and lidar spotting is telegraphed in ways that should make it clear when a guard ships will hear or see you. Overall the game is a giant amalgamation of systems from various stealth games, with MGS V remaining the most prominent influence. The sound circles are very obviously inspired by Mark of the Ninja. Sniper Elite also made it into the mix: certain loud sounds can deafen guards temporarily, allowing you to use the environment or certain gadgets to hide your own noise.

Guards behaviors, objectives and gadgets eventually started to create some emergent gameplay I hadn’t even anticipated myself. My favorite example: Reinforcement ships are docked in a disabled state not unlike the one you can inflict with EMP or hacking. You can jump-start disabled ships and as long as they don’t immediately spot you they will d interpret this as being activated by command. The ship then asks for a reinforcement task and moves out to guard or escort an objective. This gives you a lot of options: Trailing the ship to the objective, taking it out after noting the direction it moves, strapping it with remote explosives to blow up whatever it is guarding etc.

Altogether I hope the game will provide an interesting experience. There is still some more content I want to add and for the next months I’ll be focusing on additional gear, enemy variety, zone variants and beta testing. Swirl W@tch is currently planned to release in early December, but I cant guarantee a release date yet. If you want to support the game please consider wishlisting it.

Stefan – Sleeper Games

Swirl W@tch is a blindly-vibrant upcoming stealth-action rogue-lite

Sleeper Games have revealed their latest game with Swirl W@tch, a very colourful and bright stealth-action rogue-lite that will release later this year.

Read the full article here: https://www.gamingonlinux.com/2022/07/swirl-wtch-is-a-blindly-vibrant-upcoming-stealth-action-rogue-lite