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Project Haven News

October Development Report

[h2]Eyes up, Steel Dragons![/h2][p][/p][p]We know things have been quiet on our side for the past few months and we appreciate everyone who's been checking in, waiting, and wondering what's next. The good news is: yes, development is very much alive. [/p][p]Developing a game is tricky especially since we announced Project Haven very early on. Back then, we wanted to gauge how much interest there would be in a game like this. And honestly, we didn't really expect it to get this much attention! We've always loved tactical games and were set on making one no matter what, and we're truly grateful to everyone who's been part of the conversation since. However, showing our work so soon has brought extra challenges and expectations, which have sometimes been hard for us to fulfill.[/p][p]The truth is that it's been so many years that we've been through just about everything: from true excitement seeing players enjoy the game, to burnout, to life getting in the way and everything in-between. We may not have a fixed release date just yet, and we know we’ve missed past estimates. Given where things stand, it’s clear that our current timeline for a 2025 release is not realistic. We’re genuinely sorry for breaking your expectations. But rest assured, we’ve never stopped making progress, and we want to make it clear: the game will be released.[/p][p]So let's dive into what's new![/p][p][/p][h3]Enemy Class System Overhaul[/h3][p]In our last devlog, we teased the new class-based system for enemy factions, and that system is now fully functional in-game:[/p]
  • [p]Each enemy class now has a distinct look, with variations across both male and female models.[/p]
  • [p]Each class comes with its own behavior and AI scripts: Shotgunners rush, marksmen hold angles, and brawlers close the gap. So now, they not only look the part, they act the part too![/p]
  • [p]We’ve also added UI icons that indicate each enemy’s class: No more zooming in to squint at someone’s weapon to figure out what kind of threat you're facing.[/p]
[p]We see this as an important step toward better gameplay clarity. Being able to quickly tell what you’re up against makes a big difference in tactical decision-making, and this work really helps support that.[/p][p][/p][h3]Character Models[/h3][p]Our work on the game’s character models continues - and with such a big cast, you’ll probably be hearing about this again. [/p][p]Here’s a look at the new Brotherhood models, now fully represented across all classes and genders.[/p][p][/p][p]We can also share a look at the Iron Dogs, currently still in progress and shown here in their high-poly form (detailed 3D versions we create before optimizing them for the game), and once we move on to the low-poly and texture passes, they’ll be ready to join the other factions already implemented in-game.[/p][p][/p][p]More characters were made (some still only in high-poly others already in low-poly), but we’ll keep those under wraps for release![/p][p]We’ve also been updating older character skeletons and fixing long-standing issues with modular meshes (particularly with civilians).[/p][p]It’s not the flashiest task, but it’s a crucial one. These updates fix persistent animation issues we’ve been dealing with and help streamline the entire animation and cinematic pipeline for both main characters and background NPCs.[/p][p][/p][h3]Merc Skills[/h3][p]If you’ve played previous demos, you probably noticed some skills were still unimplemented or marked as placeholders - well, we’re finally addressing that.[/p][p]We’re reworking the mercenary skill trees: adding what was missing, removing what no longer fits, and refining the structure to better support tactical builds. It’s a major update, we've completely overhauled the attributes, reducing them to just 3 (Body, Speed and Focus) that change your core stats. Then, we have a tiered system for the skills, where you need to spend points in the tree to unlock higher tiers. We'll go into more detail on the available skills and skill trees in the future. It's a crucial part of the game and we look forward to your feedback when you get to see it in more detail![/p][p][/p][h3]Improved Sound and Spatial Audio[/h3][p]Since we've finished all level design we’ve been rolling out a round of audio improvements aimed at making Project Haven’s world feel more alive and more tactical. This work is still ongoing across several levels, but here's what we have been working on:[/p]
  • [p]Attenuation tweaks: Zoomed-in vs zoomed-out sound perception is now more dynamic. Gunfire, voices, and explosions behave differently based on your camera distance.[/p]
  • [p]Sound cues: We’ve added and adjusted several cues to help you better read the battlefield, even without visual confirmation.[/p]
  • [p]Occlusion: We’re working on making sure that audio behaves properly around walls, doors, and other obstacles. [/p]
[p]It’s not just about sounding “cool” - good audio is tactical information. We want sound to be something you can rely on to make smarter decisions in combat.[/p][p][/p][h3]Other developments[/h3][p]We have also been working on background things like AI fixes, performance optimization, online co-op syncing, and other gameplay fixes that are core to making the game feel smooth and responsive. [/p][p][/p][h3]Addressing Recent Feedback[/h3][p]We’ve seen the latest wave of feedback and questions coming in and we would like to again thank you for continuing to engage with the game and share your thoughts.[/p][p]Some of you have expressed concerns about feature scope, pacing, and whether we’re still staying true to the original vision of the game and that’s fair. We want to assure you that everything we’re adding or refining is in service of that original goal: delivering the game we set out to make from the beginning: a deep, tactical experience set in a compelling world and with strategic depth.[/p][p]We’ve also seen renewed discussion around pre-made characters versus full customization. We totally understand the appeal of creating your own character. That’s something we enjoy too. But from the very beginning, we made the decision to go with a fixed cast of mercenaries. At the time, we were just a two-person team, and full character customization would have required far more resources (more models, a larger voice cast, extra UI support) that would cost us more time and investment on our part. So instead, we focused on building a roster of hand-crafted mercenaries with strong personalities, unique dialogue, and personal story arcs. That said, tactical flexibility has always been a core focus and we’re ensuring players will have plenty of room for expression through loadouts, skill builds, and tactical approaches.[/p][p]Still, we want to remind you that Project Haven will be moddable. So while it’s not something we’ll be adding officially, players who want to create and share their own characters will absolutely be able to do so post-launch.[/p][p][/p][p]Thanks for sticking with us. We’re getting there, and when we do, we want to make sure it’s something worth the wait.[/p][p][/p][p]Stay sharp, mercs![/p][p][/p][p]We will see you in the next update,
Code Three Fifty One[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p]

March Development Report

[h2]Hello, Steel Dragons![/h2]

We know it's been a while since our last update, and we're truly grateful for your patience and dedication to Project Haven. We understand the silence has been frustrating – we've seen your comments and messages, and we genuinely appreciate those who have shared their thoughts and concerns constructively.

As a tiny team, any personal commitments can significantly impact our development timeline. Recently, one of us faced circumstances that required their attention, affecting the team's progress. Despite this, development hasn't halted,—we've been steadily working, albeit at a slower pace, and we're excited to share some meaningful updates with you today.

[h3]More Character Models[/h3]
As you may know we've recently hired a character artist to help us finish the last big ticket item remaining, and it has been progressing well! You'll be seeing a lot more variation of enemies visuals and in gameplay too (more on it below)!

We currently have a good chunk of the high poly models done, but we still need to do the low poly version - which we will start working on them soon. So, stay tuned, we might show off some of the Haven's city new members in the next devlog.

[h3]Level Design[/h3]
We have implemented a series of new mechanics to enhance the levels! Openable hatches, drop ladders, breakable windows and a whole revamped alarm system. As result, the interaction with the levels has expanded quite significantly.

For good measure we've also added many more destructible props to the environment, making it feel a lot more alive during a gunfight! Besides these upgrades we've improved the art both in visuals and audio elements to make each mission feel more atmospheric and true to our vision.

We've also added more skirmish levels and are working on a overhauled skirmish mode which we aim to have ready for testing in a future demo to gather valuable player feedback.

[h3]Gameplay[/h3]
Besides the aforementioned new features we've also finished implementing other mechanics that were on the to-do list for a while, those include melee weapons, smoke grenades and in-mission save system.
Even though, this last feature has been on our roadmap from day one, implementing a robust save system in a turn-based tactical game like Project Haven is far from trivial and takes time. We had to make sure everything—from where your units are positioned to their status effects and the state of the environment—is saved and loaded perfectly. There are still a few things left to tweak, like polishing up the load file interface, but the core system is ready to be tested in our next demo.

[h3]What's next?[/h3]
Basically, we're continuing to work on expanding the game's content, slowly but steady, while polishing existing features. To accelerate development, we're considering growing our team, particularly by bringing in an additional programmer. However, as a core team of two (financed and led by two people) and self-published, our limited budget means this process might not be simple.

Meanwhile, we started working on an enemy class system. If you've played one of our demos previously you know the enemy behave differently based on their weapon - which behind the scenes it worked almost as a class for each enemy.
Recently, we've decided to expanded this concept and not only expose it via their weapon, but with their character model and an actual icon in their UI indicator. Besides variation, this gives you better tactical understanding of each situation you face - instead of having to zoom in (or get shot at) to figure out which weapon the enemy is holding. More about it in the next devlog too!

Again, we truly appreciate your patience and support as we've navigated these recent challenges. Your feedback keeps us going, and every suggestion helps make Project Haven even better. Keep sharing your thoughts with us.

See you on the next one!🐉
Code Three Fifty One

https://store.steampowered.com/app/443190/Project_Haven/

September Development Report

[h2]Hello, Steel Dragons![/h2]

It's been a while since we last checked in. If you’ve been following us on Discord or the Steam discussion board, you might know that we've hit a delay with our intended release date. We're behind schedule due to setbacks with the character art. As a small team of just three, we've been doing everything ourselves up until now, and we believed we could complete the characters on time. Unfortunately, that wasn’t the case.

To speed things up, we've recently brought on a dedicated character artist to help wrap up everything more efficiently. As some of you know, the character models you saw in previous demos were placeholders, but we now have their final versions! Here’s a sneak peek at Patches, Scarlett, and Altan, in that order:


We’re thrilled with how they turned out! With these final models, we’ve now completed the starting cast for the game. Here are the full Steel Dragons mercenaries:


Of course, character art isn’t the only area we’ve been working on. The level design for the game’s story campaign has been complete for a while now, and we’ve steadily been refining the lighting, art, sound, and gameplay for all levels. If you’ve played any of our demos, you’ll notice some significant improvements across the board!

We’ve also built a few new Skirmish maps, which look and play great. Here are a couple of them:


[h3]So what does this mean for the game's release?[/h3]
While we still have other work to do and improvements that we'd like to make, character art is the biggest blocker. We’re still assessing how long it will take to finish the final characters. The game has a fairly large cast—around 50 unique character models, not including civilians who use a modular system. As we’re still refining the process, we can’t promise to have all the characters done before the end of the year. However, we hope to share a concrete release date with you soon.

The development of Project Haven has always been iterative. We build, we test with the community through demos, assess where we stand, and then improve from there. This approach has led to some big changes along the way—changes that have made the game better, but also altered our timeline significantly. We’re aware we’ve shifted the release date multiple times, and this was especially impacted by our decision to drop procedural generation for the missions.

For the past two years, we’ve had a clear final vision of what the game should be, and we’ve been executing that vision step by step. Now, it’s just a matter of crossing the finish line.

We truly appreciate your patience and support throughout this journey. We’re eager to get the game in your hands, and we hope you’ll enjoy it as much as we’ve enjoyed making it!

See you on the next one!
Code Three Fifty One

https://store.steampowered.com/app/443190/Project_Haven/

August Development Report

[h2]Greetings streetwise mercenaries![/h2]

Welcome back to another Project Haven update report.

We've been hard at work implementing changes based on your invaluable feedback and we're excited to unveil more updates, including a few that have been eagerly anticipated!

Let's delve into the details of what's in store for you:

[h2]Quality of Life Upgrades[/h2]
Prepare yourselves for a smoother, more immersive journey through the streets of Project Haven with a range of new quality of life improvements:

[h3]Overall UX Improvements[/h3]
We've fine-tuned various elements to make navigation and interaction feel more intuitive. Features like double-clicking to sell or buy items, or having a dedicated key to cancel movement - we believe that these and other small changes will significantly improve the overall experience.



[h3]Interruption smoothness[/h3]
We've changed how interrupts work. No more unintentional toggling of aiming mode. Interrupts no longer toggle automatically with aim mode, requiring you to press the new 'End Interrupt' button. Take full control of your tactics without any accidental mode switches.

[h3]Improved Enemy Ghost[/h3]
Navigating challenges on the battlefield requires insight into your opponents' positions. With the new improved enemy ghost, you'll have a clearer view of his position, stance and direction.



[h3]End Mission Looting Screen[/h3]
The sweet taste of victory gets even sweeter with a fresh addition of one the most requested features. We're introducing an end mission looting screen, where you can revel in the spoils of your conquest and decide which ones to take with you.

This screen is still a work in progress. We are not only planning to add more features to it, but also an extra touch of user-friendliness and visual appeal.

But for now, we hope it serves to make your experience smoother, as you'll finally have the chance to scoop up every bit of loot and decide what to do with it. Want more protection? That guy won't be needing his armor anymore! *Mine!* Needs some extra cash? Swap it for money! It's all about giving you more control over your spoils.



[h2]Balancing[/h2]
If you are one of those who like to dissect every digit and weigh each option meticulously, then update your spreadsheet, because we've tweaking the values!

[h3]Weapon Suppression Balancing[/h3]
We've analyzed the numbers and made adjustments where necessary. Some weapons were packing a bit too much suppression power, and we did a calibration to ensure a more balanced playing field.

[h2]Gameplay[/h2]
[h3]Free Look After Movement[/h3]
The key to successful strategy lies in foresight😉. With the addition of a free look action after movement, you can now scout your surroundings after your mercenary's movements, enabling more strategic decision-making and proactive positioning.



[h3]Co-op Mode is Here![/h3]
The fight for survival just got more thrilling! Co-op mode is now available, allowing you to join forces with fellow friends and embark on tactical endeavors together. Collaborate, coordinate, and conquer side by side.



Crafting a seamless cooperative experience brings its own set of complexities. Synchronizing actions between players and the world, create a new UI to cater more than one player, dealing with Steam integration and ensuring the cooperative gameplay is rewarding, balanced, and, most importantly, fun, is no easy task. But we are extremely happy to to be able to bring Co-op Mode to Steam Strategy Fest. It's a testament to our commitment to delivering an unparalleled tactical experience.

As always, your journey through Project Haven continues to shape its evolution. Dive into the action, embrace the updates, and let's conquer this battleground together.

See you on the dark streets!
Code Three Fifty One

P.S. For real-time engagement and tactical discussions, rendezvous with fellow mercenaries on our Discord channel. Let's keep the momentum going!

https://store.steampowered.com/app/443190/Project_Haven/

July Development Report

[h2]Hello mercenaries (and stealth enthusiasts)![/h2]
We are happy to announce that Project Haven will be featured in the upcoming Steam Stealth Fest 2023 (from July 24th to 31th), and we will be releasing a new updated demo so that you all can enjoy the thrill of stealth gameplay like never before!



[h2]Your feedback matters![/h2]
But before we get started with the exciting updates, we want to express our sincere gratitude to everyone who took part in the previous event and provided us with invaluable feedback. We've been working hard to incorporate your ideas to make the game even more immersive and polished. Your insights have been crucial in shaping the game's direction. So, let's dive into the key points you've raised during the previous event.

[h2]The things you loved the most!❤️[/h2]

[h3]Multiple paths: [/h3]
We are happy to hear that you guys really enjoyed the freedom and flexibility of our level designs. The wide range of options provided by the environment with its multiple paths and different vantage points were a real hit among you. Make sure to play the follow up to the first mission to see for yourself!

[h3]Numerous Gameplay Elements: [/h3]
The options offered by the gameplay mechanics were also well received. Mechanics such as lean, strafe and change stance offered a range of tactical options during combat, empowering you to devise multiple strategies to overcome different challenges.

[h3]Stylish Aesthetic: [/h3]
The overall style and aesthetic of the game seems to have resonated with you. The soundtrack also found a special place in your hearts, and that means a lot to us, but especially our composer.

[h3]Story and Setting: [/h3]
The storyline and rich setting grabbed the attention of several of you, leaving you curious to see what more lays ahead.

[h2]Areas We Should Improve.🦾[/h2]

[h3]Clunky Cover System: [/h3]
Some of you shared concerns about the cover system functionality and responsiveness. A few of you felt that certain areas that should have provided cover weren’t properly identified as such, causing confusion and frustration during combat.

[h3]Inaccurate Aiming: [/h3]
While many of you enjoyed Project Haven’s third’s view aiming mode, some found the reticle occasionally to be imprecise, affecting the overall shooting experience.

[h3]Difficulty Aiming Grenades: [/h3]
Tossing grenades from a third-person view proved to be challenging for several of you. Accurately judging the grenade's trajectory, landing spot, and blast radius seemed to not be an easy task.

[h3]User Interface Clarity: [/h3]
The user interface requires improvement, as some elements were not intuitive or could be more user-friendly.

[h3]Awkward Dialogue Lines: [/h3]
While many of you seem to really love or be neutral about it, some of the dialogue lines and voice acting did not resonate well with others and were perceived as awkward or out of place.

[h2]We hear you![/h2]
We have been carefully working to address the feedback received, while staying true to the game’s original concept, and we are excited to share the following changes in this next demo that address some of your concerns along with a few new additions:

[h3]Enhanced Cover System: [/h3]
Say goodbye to clunkiness! The cover system was completely redesigned. We've added a new snap-to-cover mechanic, allowing you to easily take cover where you want. We also added a mercenary’s ghost figure when the mouse hovers over a potential cover spot, making it easier to see their current stance and know exactly where they are going to end up facing. Additionally, the shield icons previously projected on walls have now been moved to the floor, improving top-down visibility. We now also display all the nearby potential covers, for more situational awareness.



[h3]Improved Aiming System: [/h3]
Your shooting experience is about to level up! The difficulties with the reticle are now much improved, ensuring a more accurate and satisfying shooting experience.

[h3]Grenade Throwing Overhaul: [/h3]
The long awaited change is finally here! We have completely changed the grenade system to make it possible from a top-down view. We hope you’ll find it easier and more satisfying to use grenades effectively, without the hassle of not knowing where the grenade is going to end up.



[h3]Added Progression: [/h3]
Your actions now have consequences! HP damage is now carried over from mission to mission. Downed characters suffer a temporary loss in maximum HP during combat and will need medbay time at HQ to recover.

[h3]User-friendly Font and UI: [/h3]
We care about your experience, so we're continuously refining the user interface. In this demo the focus has been particularly in the HQ. We’ve added a new Armory screen where you can view all your mercenaries' status and equipment at a glance, allowing you to quickly customize them to suit your needs! Plus, we also replaced the old font for a better and more readable one.



[h3]Added Ghost Walls: [/h3]
Navigate narrow spaces with ease! We added ghost walls to make the environment more readable and reduce camera obstructions.



[h3]Updated Characters: [/h3]
Indigo has received a new character model that better fits her personality! Scarlett, Altan and Patches will be getting new models soon too. We’ve also updated all character stats and initial equipment.

[h3]Expanded Settings: [/h3]
Total control on your fingertips! In the new demo, you'll find additional settings options, including more graphic control, the ability to toggle specific combat area UI parts on/off, and more audio options (Yes, you can now turn dialogues’ volume off from those mercenaries who might rub you the wrong way). We've also added a daltonism mode for the color vision rebels among us. You will also have the option to invert aiming controls, customizing your mouse setup according to your preferences.



[h2]Embrace the Stealth![/h2]
For those who are joining us through the Steam Stealth event, welcome, and get ready to immerse yourselves in a world of cunning and shadows. In Project Haven, stealth is an option you should always keep in your mind as it could be your greatest weapon.

Prepare to master the art of stealth as you outsmart cameras through hacking, quietly unlock doors using lockpicks, execute silent takedowns from the shadows and strategically dispose of enemy bodies to ensure no alarms are raised.

We can't wait for you to experience these changes and improvements firsthand during the Steam Stealth Fest 2023. Your feedback has been pivotal in shaping our game, and we're eager to hear your thoughts once again. Together, we will shape the ultimate tactical experience!

And meanwhile, if you are curious about learning more about the motivation behind Project Haven and read about future plans, check out our in-depth interview with RPG Codex.

We'll see you in the shadows!
Code Three Fifty One

https://store.steampowered.com/app/443190/Project_Haven/