1. IAH: INTERNET WAR
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IAH: INTERNET WAR News

BACKSTAB UPDATE 0.59

The latest version of the IAH Demo, Version 0.59 (Backstab Update), is now live. This version includes several bug fixes, combat engine refinement, AI core improvements, many UI improvements such as damage model arc, shooting arc, bot passive info, and some big improvements to the tactical UI, a new tool system, and first-ever tool (C4), a new Hacker called Backstab, and a new Bot called Flash Bot that can teleport, which is exclusive to Backstab Hacker, this toolkit is designed for assassination of slow artillery units.

But that's not all. Combat Engine now supports Friendly Fire and the ability to set your bots to shoot at any location, which is useful for suppressive fire and artillery and a pathway for future content, such as various types of grenades.

If you haven't played for some time the demo feel free to check it out!

Into 2024

Hey!

I have been pretty silent. I've got lots of stuff going on, but I wanted to let you know that development is on track.



NoN-Coder PvP


IAH will support Non-Coder PvP, this means that anyone will have opportunity to complete in Tournaments, these tournaments will be mixed or specific pitting coders and non coders together.

Replay Files


Because IAH is part of specific study group, there are now replay files that can be extracted for machine learning data when Multiplayer Matches occur.

Vision


It's important to emphasize that the goal of the game is to provide programmers with an inclusive platform to improve their programming skills and win monetary prizes through tournament systems. While non-coders are also welcome to participate, they may be at a disadvantage. Please note that the tournaments are event-based, and there are no casual PvP matches available. Only competitive matches are offered, which you must attend if you register for the tournament. If you fail to attend a multiplayer match, you will lose it and the other player will win it.

So, where are we now?


Right now I am doing matchmaking backend and dealing with Docker Containers, once that is done the game will have fully functional Multiplayer and some marketing activities will begin.

[WEAPONS AND CRIMES] 0.5200

Hello, steam community!

I got some more updates for the demo, trying to get stuff right, so I need to work on the demo and reiterate some of the game's concepts. Have fun!

  • - NEW: Added Malware Source Structure and Zendar HQ that are there for the end game objectives.
  • - NEW: Added bunch of new structures for you to hack and get different rewards.
  • - NEW: Added PSG-1 Weapon.
  • - NEW: Added Baseball Bat Weapon.
  • - NEW: Added M60 Machine Gun Weapon.
  • - NEW: Added Diazepam Medicine.
  • - NEW: Added Bot Voices.
  • - NEW: Added Ambience Sound.
  • - NEW: Added Surprise Encounter System and one new Encounter: Detective Kimbell.
  • - NEW: Added a bunch of new Cosmetics for me to use when doing some encounters.
  • Game Update 0.51
  • - NEW: Improved Main Menu.
  • - NEW: First Version of Campaign UI.
  • - NEW: Objective Structure is now Generic and allows chaining; this is part of the bigger rework for the Campaign System.
  • - BUG FIXES: Fixed a few BUGS.
  • - API: Singleplayer API now takes in account new UI and ingame changes.




Thanks and have a good one!

[GAMER & OVERFLOW UPDATE] 0.5000

Hey!

Work on the game continues.

Version 0.5000 has the following stuff.
  • - NEW: Added Arcade Pass System -> System that allows you to collect equipment, weapons, and hackers. This is available for EA and Demo Build.
  • - NEW: Added Revolver Weapon.
  • - NEW: Added Magnum Weapon.
  • - NEW: Added Railgun Weapon.
  • - NEW: Added Battle Axe Weapon.
  • - NEW: Added New Hacker: GAMER and Special Bot: Platinum Bot.
  • - NEW: Added New Hacker: OVERFLOW and Special Bot: Overflow Bot.
  • - NEW: Added New Bot: Drill Bot.
  • - NEW: Added New Bot: Astronaut Bot.
  • - NEW: Added Space Tag.
  • - OTHER: Bunch of small tweaks.

Did you miss previous patches? Read the full manifest here: https://iamhacker.cc/patchnotes


This update is significant because it improves the game's Demo and nears the game closer to completion, as the game is now 50% complete.

Despite the name Arcade Pass, this is truly a fan service for people who liked the Demo and want to play some more while waiting; as much as it resembles a Battle Pass System, this is just free content and nothing else.

So, previously, I talked about the 4X Campaign and found that development avenue quite beneficial for the game; despite this, I decided that this 4X Campaign will be post 1.0 stuff for 2025 or 2026, as the 1.0 is already a massive game even without it and will do just fine without it's presence on launch. Focusing on the Arcade Mode first for 1.0 will guarantee that the game's foundation will be ready in due time for it.

For the version 0.6 push, I am working on the Arcade Mode Campaign System. Yes, crazy, campaign, there, campaign there, I know, but IAH is 80% combat system and 20% everything else, so it's not a significant commitment, but it plays a big role. Right now, you tried the Demo and hopefully found it fun, but there was no real sense of progression beyond some unlocks; this will solve this.

How?

I am restructuring Objectives so that they are not tied to just CP Capture but to the actual objective/mission that you will select after selecting your hacker. There will be a chain of objectives with some choices you can make, and the culmination will be a battle with the Zendar AI. You saw on Map Yellow and Red Lines that they have a purpose.

It will go something like this: the first run might be just a takeover of the first node, can't pass the yellow line, but the second objective might be the Assassination of some Hacker. I did not make decoratives and all the different bots just for the sake of doing so; instead, I was preparing the game for this milestone. The intent is to create objectives that will truly feel procedural.

With a large arsenal of weapons, bots, and equips, encounters will feel fresh and challenging in new ways; it is not going to be just malware, but also other Hackers from the roster; your build maybe work just fine against basic malware units, but when enemy starts deploying Space/Air units, that Stinger might feel like a perfect option now.

Stay tuned!

PVP Framework & Long War Campaign

Hey!

I want to share the PVP status update with everyone.

As of today, PvP Framework is now available for public testing and development. Enthusiasts can now create a codebase utilizing this Framework and prepare for the competitive matches when they finally occur online.

PvP in IAH will be based on a tournament structure where winners of tournaments will earn prize money from the sponsors.

Note: PvP is primarily aimed at tech students and programmers, so if you are not a programmer, this is out of reach.

https://iamhacker.cc/esports/league/public

Documentation Page

https://iamhacker.cc/docs

Of course, to play IAH, you don't need any programming experience, so you don't need to worry that IAH is this tech game that only focuses on programmers.

The second part of this news snippet is that I finally started working on campaign mode. Some of you tried Demo, and during the Demo, you tried Arcade Mode, which is this run-based roguelike that is hard and focuses on survival; typically, the run would last from 10 minutes to up to 80 minutes.

Campaign Mode, on the other hand, is structured around world domination, where your goal is to capture the world, and the runs there will last for up to 16 hours or longer. The good thing, however, is that if Arcade Mode were challenging for you, then Campaign Mode would be more accessible to play and understand because it would resemble traditional 4X much closer. and is more forgiving

The idea behind the campaign mode is quite simple: you have HQ, and you are trying to build up your cyber empire. The strategic map gameplay, which is Cyber Earth, will resemble a lot of advanced wars and your traditional 4X games, and battles will happen in real time using the battle engine that you tried in the Demo. You would try to build your bot armies and think strategically about where to advance, where to defend, or what to build.

Here is the strategic map design idea and how it looks right now, it's WIP; click the picture to see it in full size.



That's it, folks, for now, so remember to wishlist the game as it is very helpful, and if you are a programmer, feel free to try PvP Framework.

Have a good one!