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Global Game Online Showcase Guide

Greetings from the Warhaven team!

We're here to let people know about Warhaven's entry into the Global Game Online Showcase!

Enjoy these new videos, which show off Warhaven's world and combat,
as well as some upcoming changes for the early access build!

[h3]1. Gamescom ONL[/h3]
⏰Multi-stream Schedule
8/22(Tue) 11:00~13:00 PST

🎬View Stream [Link]

📚Video Content
[color]"Even death won't stop my revenge." [/color]
90 second Blade cinematic trailer.

[h3]2. Future Games Show[/h3]
⏰Multi-stream Schedule
8/23(Wed) 11:00 PST

🎬View Stream [YouTube] [Twitch] [Steam] [Facebook] [TikTok] [GamesRadar]

📚Video Content
[color]"Salvation comes to those who fight." [/color]
An exciting gameplay trailer video highlighting Blade's battle animations.

Each video will be published on the Warhaven YouTube channel as well, so stay tuned!
[Link]

Look forward to more exciting battlefield updates before Warhaven's release.
We can't wait to fight at your side in the early access build!

Thank you!

Dev Log Vol. 5

Greetings from the Warhaven dev team!

We hope that you found the Steam Next Fest (SNF) data we shared in the previous dev log interesting!
Since then, we've used your feedback as a guide for
our continued efforts to create the best game we can.
We still have a number of changes in the works, but we wanted to take this chance to share some major updates.

[h3]1. Ally collision is returning. [/h3]
◼ Warhaven players are unable to attack their allies in order to maximize team coordination and battlefield cooperation.

◼ However, when it came to the question of whether or not players should collide with their allies, there were pros and cons for each side.



◼ After further discussion, we excluded another possible change, which was reducing the size of the collision hitbox by half.
• Such an approach had a limited impact on the gameplay.
• The reduction also made optimization difficult. (The system must check the collision of walls and allies separately.)

◼ During last year's global beta test (GBT) we received a number of complaints regarding ally collision detection and how it impacted player movement and skill usage.

◼ To address this feedback, we removed ally collision for the SNF build.
• While this change successfully addressed the source of the complaints, the removal came with some clear drawbacks.

◼ After additional internal tests and consideration from the dev team, we decided to bring ally collision back after the conclusion of the SNF.
• We plan to include the GBT ally collision in the upcoming early access build.

[h3]2. Incarnations have been revamped.[/h3]
◼ Based on the previous two public tests, we received a lot of feedback regarding the frequent usage and balance of the Immortals.

◼ The Immortals are the ultimate expression of Warhaven's gameplay.
• Our goal was to create moments of high impact during combat and allow beginners a chance to make real contributions to their team.
• Using Martyr as a standard, we wanted Immortals to be able to take on 3 beginner soldiers at a time.

◼ However, after further review, the dev team determined that the power of the Immortals created repetitive gameplay for the most experienced players.
• As the Immortals can often make the difference between victory and defeat, we noticed a trend where as a player's experience with the game increased, so did the number of times they chose to incarnate in a match.
• This gave players the impression that even when they made great contributions as soldiers, the Immortals alone determined whether their team won or lost.

◼ As a result, we have decided to tone down the frequency of incarnations and to introduce an incarnation cap of once per game per player.
• However, we also wanted maintain the impact a player could have by incarnating as the right Immortal for their team's situation.
• To do that, we've made it so that players can choose to use their incarnation at will, allowing them to incarnate as an Immortal at the moment they think will be the most useful for their team.
• The dev team is still discussing creating a system of granting players additional incarnation opportunities during a match.

◼ We hope that the revamp will maintain the thrill of choosing the right Immortal for your situation, while still keeping the impact incarnation can have on the battlefield.

[h3]3. Finally, Onslaught and Arms Race are coming back.[/h3]
◼ During the GBT, we received a large amount of feedback saying that the rules of Onslaught and Arms Race were difficult to understand.
• The two game modes had their own unique gameplay features, but this made some aspects unfamiliar to many players.
• So for the SNF, we focused on creating simpler victory conditions to help beginners start playing the game.

◼ Players will be able to enjoy Warhaven's more unique battlefields in the upcoming early access build.
• The victory conditions are clearer for new players.
• The flow of battle has also been accelerated to allow players to get into the thick of things quickly, so please look forward to it.

This concludes our main changes so far!
We'll make sure to announce additional updates in future dev logs, and we look forward to using your feedback to continue our development of Warhaven.

May we meet on the battlefield during early access!

Thank you,
The Warhaven Dev Team

Dev Log Vol. 4

Greetings from the Warhaven dev team!

It's been 1 month since we met many of our players during the Steam Next Fest.
Time really flies when you're having fun!

With this dev log, we wanted to let you know about the data we collected from the Next Fest, and our plans for the future.

Being able to meet players from around the world during the Steam Next Fest was truly a stroke of luck for us!

It gave us the chance to show players Warhaven's updated battlefield rules, the new character Hush, and the training regime at the Boot Camp for new players, and to see how players enjoyed the playing the game.

It was also a chance for us to see what parts of the game needed more work.

We've reviewed the feedback we received from players during the Steam Next Fest,
and are using it to continue our development of the game, including what we have planned for the future.

Thank you again to all the players who participated!

For now, we have some graphs from the Steam Next Fest that players might find interesting.


[h3]1. Most Played Characters[/h3]


Looking at the overall data, the most played soldier was Blade,
while the most played Immortal was Martyr.

These two characters were designed to help players get used to Warhaven's combat system,
and their broad combat skills seems to have drawn many players to them.

And based on the data per level,
Blade's play rate drops as other characters are selected by higher level players.

Our goal is for each of our characters to have an impact on the battlefield,
so we plan to continue our focus on the game's balance.

We are also holding many internal tests on how Immortals can be played.


[h3]2. Character Perks and Points Earned per Second[/h3]


When players prepare their characters for the battlefield,
they spend a lot of time picking the right perks to fit their play style.

Since different players obtain perks at different rates,
we measured the top 3 perk combinations by the amount of points they earned,
rather than the number of times the combinations were used.

Many players sought to create their own unique combinations of perks to find the combos that worked for them best.

We're focused on finding the best way to help players take advantage of perks
and select combinations that enhance the skills they like to use.


[h3]3. Most Frequently Used Relics [/h3]


Before the Next Fest, we were eagerly looking forward to how players would respond to Relics,
as they are designed to help players create opportunities on the battlefield.

Squad Scarecrows and Respawn Tents were used very frequently, and as the test continued,
we noticed that Ice Stones and Ignition Stones saw increased tactical use as well.

We will continue improving Relic convenience, and add new types in the future,
so we hope you look forward to it!

We've also collected a number of moments where players exceeded our expectations and impressed us with their gameplay.


[h3]🤾‍♀️Day-One Catch Masters [/h3]
Many Smoke players quickly began catching and releasing projectiles with her Smoke Wall ability.
Smoke Wall can be a difficult skill to master,
so we didn't anticipate that players would be able to use it so well from Day 1.



[h3]🏴‍☠️Blocking Enemy Spawn Locations with Siegebringers [/h3]
Every game developer runs into a gameplay interaction they didn't see coming!
In our case, players would park Siegebringers at their opponents' respawn points.
This delayed their enemies from respawning and re-joining the battlefield, which caught us by surprise.


Other Records
[h3]1. Top 10 Players by Kill Scores [/h3]


These are the deadliest players in Warhaven.
The data rankings between players with the most kills and those with the highest kills per game were slightly different,
but 墨弦丶#1443 was 1st for both rankings!


[h3]2. Top 10 Players by Number of Resurrections[/h3]


These players were the most selfless soldiers in Warhaven.
In particular, 에아#9022 was the player who recorded an overwhelming number of battlefield resurrections.


[h3]3. Players with Legendary Feat Cards [/h3]
*These are the top 10 rarest Feat Cards that players have obtained.



Our Plans for the Future
Right now, we're reviewing potential gameplay improvements and continuing our internal tests.
We cannot share any details yet, but we can say that we received numerous requests to bring Warhaven to consoles, and that we are reviewing our options.
For gameplay updates, we're focusing on new map modes with an adjusted number of participants,
UI and content improvements, and enhancing soldier and Immortal mechanics,
so that players are encouraged to have fun by varying their gameplay.

We're also polishing a new video that we'll show off during the August game showcase, Gamescom.


We hope you're looking forward to the next steps in our journey to Warhaven!

Valve reveals the surprising winner from Steam Next Fest

House Flipper 2 is the big winner of Steam Next Fest, in a somewhat surprising reveal as the sequel to one of the most relaxing games on PC proves once again that sometimes a laid-back experience can be more thrilling than a high-octane one. House Flipper 2 tops the most-played Next Fest demos, trumping even Lies of P, the 'Bloodborne meets Pinocchio' game that was the talk of the event.


Read the rest of the story...


RELATED LINKS:

Steam cult classic House Flipper is getting a sequel

June, 29(Thur) Next Fest Livestream Recap Announcement

Hello everyone, this is Warhaven team.

Hope you all had a blast during the Steam Next Fest.

We'll be streaming the replays of the livestreams that took place during the Next Fest on our Steam page.

Here is the schedule for the Livestream Recap.

[h3]⏰Schedule: 6/29 00:00 - 7/23 01:00 (PDT)
🎬Channel: Warhaven Steam Store Click here
[/h3]

※ Note: If you were matched with a developer during the livestream, your gameplay details such as username and chat may be displayed on the broadcast.
※ Videos are replays of the livestreams from June 21st and June 25th.

The livestreams were uploaded to the Warhaven YouTube channel as well.
▶ [Visit Warhaven's official YouTube channel]

Thank you.