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IAH: INTERNET WAR News

PvP Demo is now available!

Hello!

To test the infrastructure further and the game itself, the multiplayer demo of PvP is now available during the duration of Steam Strategy-Fest.



This Demo will last until January 27. In order to play, you will have to download the Demo from Steam; you don't need to register or do anything else; it is fully integrated with Steam. The old account is no longer supported as it was working based on email addresses; on request, your legacy API stuff will be converted to the new system, but a bit later, as we won't be doing API testing during this Demo.

Feature-wise, the progression system includes weapons, equips, and a level system. PvP Itself comes with one demo map, and you can unlock and use all items. Feel free to use the ⁠discord for matchmaking purposes if you want or ingame functionality.

Discord
https://discord.gg/vaSDTpKmbb

Note: The game also features a single-player, but it's unavailable in this demo version as it was already tested.

Multiplayer Update!

https://discord.gg/MCUfQsafHey guys!

Hard at work trying to refine IAH. Got an update for you all.

First, we plan to have new demo up in January that willl feature 1 Vs 1 PvP., the idwa is you will have the opportunity to try again combat engine. We also plan to have few private tests before that too, but more on that on our discord server here: https://discord.gg/MCUfQsaf

As for updates, the multiplayer portal has been updated.



Players that are interested in multiplayer activities will have a central system within the game where they can explore multiplayer variant of IAH.

The game itself features 3 modes.

Single-Player: In single-player mode, you aim to survive waves of viruses and other hostile bots. As you progress, you can upgrade your units to face increasing difficulty. When your run comes to an end, you will unlock new upgrades to use in your next attempt.

Multiplayer PvP: In Multiplayer PvP mode, you compete against other players using a set of five highly customizable bots. As you play, you will unlock new bots and equipment for future matches.

MMO-RTS PvP: Featuring persistent mega servers that represent digital replicas of Earth, this mode lets you build your base and attempt to take over the world, alone or with friends. Each MMO Campaign runs for 6 to 12 months. The key difference is that the focus is on social elements and Co-Op, and clans. It doesn't matter if its played by one person or many, it will function regardless so player count is irrelevant.

There is lots of potential with this type of core and we plan to explore it all.

In regards to the monetization this wont be a F2P fest, but rather a paid product with paid cosmetics, you can get idea of this as you check that multiplayer lobby screenshot. IAH is CPU intensive game as its an RTS, so monetization is designed to keep lights on.

Hope you found this update insightful. If you want to know more or want to be first to test the game, join discord!

Thank you!

Data Dump #1

Hello.

Data dump and news are directly from the Discord community.

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As of August 22, 2024, Vitali Kirpu Productions is now fully managing the IAH: INTERNET WAR again. The focus has shifted from B2B and R&D to focusing on the game core and packaging the game into a commercial product for release in 2025.

This change means the game will be released with single-player and unraked PVP modes first. There is intent to perform a progression separation of two modes to make PvP more engaging and accessible to play. (screenshot)

PvP:
To make PvP more accessible, the whole multiplayer screen will be remade. PvP will have its bot progression and a different set of bots with preconfigured settings; you will acquire currency from PvP matches and then purchase bots and accessories. This will most likely be 5v5 matches where your bot team consists of 2 assault bots, one tank, one support, and one operative. This will mimic Counter-Stike/Moba but in an RTS setting with multi-unit control.

Multiplayer Video: https://www.youtube.com/watch?v=7q47_I8zG-0

API Keys and eSports:
Existing API Keys are still stored in the database, but the CP panel you saw during the early development is now discontinued in an effort to move everything to the game client in order to avoid dual-system development. API Keys will be converted into some other PvP Access Mechanism; no additional fees will be charged to the owners of these keys; one idea is to leverage the Steam platform more to eliminate the licensing mechanism altogether and use their regional pricing models. API Keys and eSports will be post-launch activities, and this OPS will depend on the game's commercial viability.

Marcus Howard:
Will act as an advisor for the next two years as per our existing contract. Once the game has some post-launch PvP scene, I will potentially try to involve Marcus Howard again on a broader esports scale.

Demo:
The demo is no longer available; the next demo will be available sometime in January-March. You will then be able to test Unranked PvP.

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Small WIP Preview of the new Multiplayer Lobby. It gives you an idea of where the game is heading and shows new added depth that expands the combat system with new Secondary Stats.

New Secondary Stats:

Supression - causes opposing bots to lose accuracy.
Intimidation - successful attacks reduce opposing bots cool if bot no longer has heroism.
Coolness - bots that lose cool are unable to look at the enemies when retreating.
Heroism - contributes to evasion; heroism is lost every time bot is shot at.
Reload - Reload speed modifier.
Density - Bots with low structural density take increased damage from criticals, side and back impacts.
Skill - Low skill negatively impacts combat performance; eliminating opposing bots increases skill substantially.
Stability - Low recoil control further decreases accuracy, and increases hit impact radius at mid/long ranges.
Vision - Bonus to accuracy when dealing with cover or hazards.
Cover - Bonus to evasion when in cover.



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Data Dump End.

Multiplayer Match Video.

We just completed our first multiplayer stream on LinkedIn. Here is the highlight of the match, and it's actually the first-ever footage of multiplayer in a live environment. Hopefully Steam community will like it!

Here is the snippet.

[previewyoutube]https://youtu.be/7q47_I8zG-0[/previewyoutube]

Short and sweet!

MULTIPLAYER UPDATE 0.60

Hey!

The latest version of the IAH Demo, Version 0.60 (Multiplayer Engine Update), is now available. This update delivers significant CPU performance gains, approximately a 35% reduction in RAM usage, full multiplayer support, and substantial AI enhancements along with overall game feel improvements for a more polished experience.

Next week we are planning to have a livestream (steam page) with Marcus where we will battle and showcase multiplayer combat in real action.

With the completion of the first multiplayer version, the next goal is to write technical documentation on how to write your AI (if you are a programmer); we plan to use GitBook for that; this update also depreciates/v1/entities in favor of /v2/entities.

To participate in Multiplayer matches, you have to join Tournaments; you can begin with free casual Tournaments: https://iamhacker.cc/tournament/TR-hJz-dAkU7pmRjd

The process is quite simple: Create an Account on https://iamhacker.cc, and then join the Tournament from the Multiplayer Menu.

Stay tuned!