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Patch Notes - Update 0.2.0.0 [AVAILABLE NOW]

Today's update introduces the largest amount of content we've added since launch. The team have been hard at work iterating on your feedback, so expect to see the now unlocked Zone B, reach new heights with a raised Pilot level cap, embark in an all-new mech kitted out with the URF SMG, Multi Missile Launcher, Long Jumper Thrusters, and experience a plethora of fixes and quality of life changes. Oh, and did we mention you can stomp infantry units now?

Take a look through all this and more below!

[h3]Features[/h3]
  • Maximum Pilot Level cap increased to 35.
  • Wyndham Moors (Zone B) is now accessible.
  • Third person camera is now implemented as the default view.
  • All weapons now have infinite ammo.
  • 180 degree turning is now available.
  • Ostentum Heavy mech platform blueprint now available at Pilot Level 26.
  • Ultra Rapid Fire SMG blueprint now available in the workshop at Pilot Level 26.
  • Long Jumper Thruster blueprint now available in the workshop at Pilot Level 27.
  • Multi Missile Launcher blueprint now available in the workshop at Pilot Level 27.

[h3]Audio
[/h3]
  • Audio degradation arising after long play sessions should no longer occur.
  • Fixed audio issues that would occur towards the end of A0E6.

[h3]Bugs
[/h3]
  • A drone should no longer spawn underground in mission A Busted Pipe Dream.
  • Audio no longer becomes muffled if a session is disconnected.
  • During the Patrol mission Mech Bait, the smuggler mech's health will no longer randomly deplete resulting in a failure.
  • Enemies will no longer fall between the crates at Blackport.
  • Enemy health bars will no longer appear too small during the Patrol mission Poetry in Motion.
  • Enemy mech will not spawn behind rocks in A0E6.
  • Fixed misc. bugs causing the game client to crash.
  • Havn will no longer get stuck under the MTP platform during A0E1.
  • Pilots should no longer be able to launch patrol without a second weapon equipped.
  • Players will no longer experience an infinite loading screen when repairing a mech.
  • Prompts should appear correctly when approaching a console whilst dashing.
  • Rock clipping should no longer cause pilots to get stuck through them.
  • The game will no longer crash when modifying a component before the previous is completed.
  • Toggling between windows during the loading screen should no longer cause pilots to get stuck in an infinite load screen.
  • Various improvements to Adam Slek in A0E6 that were progression blockers fixed.
  • Volta laser sound no longer lingers after an enemy death.

[h3]Gameplay
[/h3]
  • A total of 3 Patrol Missions can be discovered concurrently.
  • Critical hit spots are now present on Mechs in the game and are indicated by the colors of the damage numbers upon impact.
  • Enemy infantry crushing is now possible by making a direct impact with them that burst their shields, incurring a small amount of damage to the player’s mech.
  • Infantry will now flee, and retreat from mechs in certain instances.
  • Medium drones will fly kamikaze into pilots when on low health as intended.
  • Weapon recoil system has been reworked to create an improved shooter experience.
  • Thruster speed and fuel consumption has been improved for increased utility.
  • The final encounter in the To Trail an Assassin mission should now scale accurately in difficulty.
  • There is an increase in random encounter locations throughout Zone A.
  • All existing Thrusters have been rebalanced to create more unique characteristics for each Thruster.
  • Minor weapon and platform stat changes following Power Level formulae refactors.

[h3]Graphics
[/h3]
  • A number of visual environmental issues in Zone A have been fixed.
  • Environment elements have had additional layers of polish.
  • Improved textures across various structures across the game.
  • Windowed full screen option now available.

[h3]Improvements
[/h3]
  • Additional objects across Zone A & B are now more destructible.
  • Patrol Mission rewards have been rebalanced.
  • Thruster sizes now scale according to the Light, Medium, and Heavy mech class chosen.

[h3]Patrol Mode
[/h3]
  • Threat Level is no longer on a constant tick and instead will increase based on your actions in the world, such as completing missions and defeating enemies.
  • Players should no longer experience rogue random encounters spawning during missions to avoid any confusion between objectives.
  • World Threat Level will now increase when a certain amount of resnodes are broken.

[h3]Quality of Life
[/h3]
  • Dash ability has been rebuilt as part of the Thrusters system to remove bugs and offer future opportunities of Dash focused Thrusters.
  • Mouse sensitivity settings have been adjusted for better calibration.
  • New cross hair in the center of the screen now displays remaining ammo in magazine, weapon heat, and clearer accuracy indicator.
  • Resnodes have been rebalanced for both frequency and provided resources.
  • Heavy class mech platforms have been rebalanced to offer much greater health pools in exchange for their decreased mobility.

[h3]UI / Text
[/h3]
  • Crosshairs will turn red when aiming at enemy turrets as intended.
  • Fixed a bug that prevented a weapon upgrade when skill points were spent.
  • Fixed various missing text strings
  • HUD elements will now appear to be curved with the cockpit.
  • Loot notifications will no longer overlap with the radar's compass.
  • Players will have separate control options for third and first person mouse sensitivity.
  • Press P in-game will toggle between 1st and 3rd person camera view. Gamepad is up on the D-Pad.
  • Third and first person camera views can be toggled from the in-game menu.
  • Top up button in the Hangar will no longer spill out of the panel.
  • UI elements displayed in the cockpit should no longer overlap with one another.
  • "Quit" button is now clearer in Mech Pad settings.

[h3]Miscellaneous
[/h3]
  • Sacrificed a few infantry crush test dummies to stomp out additional improvements in various areas of gameplay.


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Until next time, be sure to join the conversation on our Hawken Reborn Discord Server and official social media channels to let us know how you’re feeling about the upcoming release of Update 0.2.0.0!

Discord: https://HWKN.link/Discord

Reddit: https://Reddit.com/r/HawkenReborn

Twitter: https://Twitter.com/HawkenReborn

Facebook: https://Facebook.com/HawkenReborn

Instagram: https://Instagram.com/HawkenReborn

YouTube: https://YouTube.com/@HawkenReborn


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Hawken Reborn Developer Blog #5 - Update 0.2.0.0

We’ve been talking quite a bit about how our development efforts so far in Early Access have prioritized a new player’s experience and with Patch 0.1.1.0 out of the way, it’s finally time for us to announce that… new content is on the way to Hawken Reborn! Yes you heard that right. The new release of Hawken Reborn will be a big one that will have some exciting features to sink your teeth into.

[h3]UPDATE 0.2.0.0[/h3]
Let’s start with the biggest milestone which comes by way of an “Update”. This is our designation for a build that comes with a significant amount of new content and improvements to the game. Previously, we’ve pushed out hotfixes and patches to address specific chunks of developments, but Update 0.2.0.0 will have an array of new features across many different categories to improve your overall gameplay.


[h3]HUD EVOLUTION[/h3]
The next evolution of the HUD has some revisions that we’re really excited to share. Since launch, we heard a ton of feedback about how our UI made critical combat information too difficult to discern. From a color palette that blended too much with the background to a health bar that was too far from the action, there was a lot of great feedback for us to digest.

Here are some noticeable improvements that you'll see in the new HUD:
  • The weapon reticle has been redesigned at the center of the screen that now communicates how much ammo is left or heat has built up with your weapons.
  • The overall UI is now curved to feel like they’re a part of the cockpit of your mech.
  • Health and shield bars have been redesigned to be bigger, have more contrast, and are closer to the center.
  • A new Threat Level indicator has been added to the top of the screen and now gives a better assessment of your zone’s risk factor relative to your Pilot Level. As the threat increases, the world threat level will change colors to show how much risk you’re putting yourself in.
  • The fuel gauge now has its own dedicated location at the bottom of the HUD with a similar visual glow up as the health and shield.
  • The radar has been moved to the top left and mission comms will appear just below it.

[h3]THIRD PERSON CAMERA[/h3]
At any time, you can now toggle between first person and third person views when piloting your mechs. This new way of seeing the game not only affects your immersion from within a cockpit, but switching over to third person view also changes the way you play Hawken Reborn as you’ll have more situational awareness with where your mech is. Especially when handling a new combat mechanic against infantry outlined later in this blog.

[h3]MECH BALANCING[/h3]
Weapons, Platforms, and Thrusters have gone through a rebalance that improves their overall experience across the board. Along with these adjustments, weight will also have a bigger impact on movement, especially the Dash which now factors in both the equipped thruster and weight class of your chosen mech.

[previewyoutube][/previewyoutube]
[h3]SPRINT[/h3]
Traversal has always been a critical part of Hawken Reborn with its open expanses to explore and while bunny hopping has thus far been an effective means of transportation, it never was intended to actually be an option for getting around town.

To keep traversal more grounded to the sprint ability, Sprint has now been reworked to increase its speed significantly while maintaining better fuel efficiency. Sprint speed will also be dictated by the mech weight class. This is a small, but critical way in designing thrusters to make them feel more unique across the board.

With these Sprint buffs, bunny hopping will be less of a core mechanic to movement so you’ll find it harder to do on the majority of loadouts. That’s not to say it’s no longer possible however. For pilots who enjoy pouncing around town, be sure to get the new Long Jumper thruster and build it out ASAP.


[h3]DASH 2.0[/h3]
Similar to sprint speeds, the Dash ability will also undergo some changes that feel noticeably different across thruster choices. In the future, certain thrusters will offer design variations such as a much shorter cooldowns that allow them to string dashes together in quick succession.


[h3]HEAVY CLASS[/h3]
The Heavy Platform class is getting a buff in the literal sense. From community and internal feedback, Heavies weren’t as popular as other classes due to offering less mobility for only a small advantage in bullet sponginess. While they’ll still retain their heftier mobility, upgrading them will now see noticeable improvements to their armor that will make them feel like a hulking mobile fortress that’ll make them a more viable build.

[h3]180 DEGREE TURN[/h3]
The 180 degree turn makes a re… turn to mouse and keyboard with gamepad integration to come in a later update. This popular feature amongst some hardened pilots will come in handy as you maneuver across the battlefield against your agile opponents.

[h3]WEAPON RECOIL[/h3]
Firing weapons now has a new recoil system that offers a more realistic feel to the spray patterns of different guns. While you could decide to dual wield two Ultra Rapid Fire SMGs, be mindful that this new recoil system will dramatically affect the effectiveness of different combinations of weapons. Remember, many battles are won or lost before you even leave the hangar so choose wisely as you head into battle.


[h3]WYNDHAM MOORS (ZONE B)[/h3]
Our time on Illal so far has been spent in the outskirts of the Refuge and the gates are literally about to go down as we open up the next region, Wyndham Moors (Zone B).

The Wyndham Moors are officially part of The Dawning's territory, but the sheer number of refugees from the Giga Structure's spread in the west has overwhelmed their limited resources. Conflicts between settlements for food, water and power are commonplace, and several criminal gangs have moved into the area to exploit the scarcity of these essentials. Wyndham Moors are also thought to house a number of smuggler networks, and members of the Burning Flag revolutionary movement have been sighted near Blackport.


In Wyndham Moors you’ll find 10 additional Patrol Missions and 40 new random encounters scattered throughout the map. For those already familiar with the crafting mechanisms in the hangar, you’ll also find it a more enticing location to visit as you’ll be able to obtain more explosives that are critical to leveling up your weapon’s Mark. With these new rewards comes risk though so be careful when entering Wyndham Moors as the base Threat Level in this area starts at Threat Level 70.

[h3]INFANTRY CRUSHING[/h3]

[previewyoutube][/previewyoutube]
Combat against infantry units is about to step in a new direction. Specifically: a step into the faces of infantry who are fleeing for their lives as you come barreling through them. And we mean that in the literal sense of the word as you now have the ability to crush enemies with the sheer size of your mechs. With the infantry crushing system implemented, infantry shields will pop against the crushing weight of your hulking mechs. This will cost a few ticks of shield damage, but the results are worth the cost of entry.

With this realization of impending doom at the feet of pilots, infantry have also gotten a little smarter with additional actions designed to make fighting them a bit more authentic. They’ll now flee in terror if the odds are stacked against them from fallen comrades or even retreat cautiously laying covering fire as your powerful mechs prove an insurmountable opponent. Plan on dashing straight into them with your newfound crushing powers? Some might successfully dive out of your way to avoid getting classified as a “former” resident of Illal.


[h3]ENEMY MECH CRIT SPOTS[/h3]
In addition to being able to fling infantry to their demise, combat against mech enemies is also getting upgraded with a new crit spot system that will be an important component when entering combat especially against bosses who are able to handle a healthy beating against pilots.

The first iteration of our crit spot mechanic in Early Access comes by way of color indicators that pop up when you hit areas on enemy mechs. Certain crit spots such as cockpits, legs, or shoulders will create damage multipliers that tick numbers above an enemy. Pay close attention to those colors as it’ll help you determine where you’ll want to concentrate your fire on.

Cyan = Shield damage
Grey = Armored spot damage
White = Non-crit spot damage
Yellow = Crit spot damage
Orange = Non-crit spot Critical hit
Red = Crit spot Critical hit

You’ll see the crit spot mechanics evolve over time as we continue to iterate and give them a bigger impact on game play. For now, please give it a shot .. or multiple shots and let us know how we can improve this vital part of combat!


[h3]PILOT LEVEL INCREASE AND UNLOCKS[/h3]Early Access Pilot Level will now increase from 25 to 35 giving players more areas to expand their inventory. At Pilot Level 26, you’ll unlock blueprints for the Ostentum Heavy mech and Ultra Rapid Fire SMG gun. At Pilot Level 27, the new Long Jumper thruster and Micro Missile Launcher (replacing the Loren) blueprints will also unlock. Expect other blueprints to unlock beyond these thresholds, but until then, progression into max level 35 will unlock upgrades for these 4 new items into the Mark V tiers.


[h3]OSTENTUM HEAVY MECH[/h3]
“Every specialist soldier is an investment in training, time and equipment. Protect that investment with the Ostentum luxury heavy mech. A single Ostentum can protect your snipers and e-war units, needing only seconds of rest for a full recovery. This is not just any mech, this is the Sentium Ostentum heavy defensive platform.”


[h3]ULTRA RAPID FIRE SMG[/h3]
“The Ultra-rapid Fire SMG is more than just a force of nature - it’s a force of Prosk! Your enemies will run screaming the moment they see their mech support get liquified in this hail of bullets. Stop wasting time, buy yours today.” - Big Shot bountycast


[h3]MICRO MISSILE LAUNCHER[/h3]
Akin to its high rate of fire URF cousin, the new Micro Missile Launcher will offer an exciting loadout option for those who enjoy very high projectile velocity with the added joy of explosive AOE rounds.


[h3]LONG JUMPER THRUSTER[/h3]
The Long Jumper is pretty decent on the ground – fast sprint, and the reactor regenerates your fuel really fast. But in the air, it’s… Well, it’s a matter of taste. Do you happen to like being shot out of cannons? Because it’s a lot like that. ~Havn

[h3]RELEASE TIMING[/h3]
So when will Update 0.2.0.0 launch? This new build comes not only with the items mentioned above, but it also will come with a hefty list of bugs and other miscellaneous changes that we’ve addressed. Due to the sheer size of the update, QA which is currently underway will take longer than usual and we expect this update to release sometime around early October.

[h3]CLOSING REMARKS[/h3]
We usually would end these blogs with a few updates of features in development, but today we’re going to wrap it up at this juncture since there’s already a lot of information to digest. Know that we’re still actively working on more features including multiplayer coop. While now isn’t the time to share details on this exciting update, we hope you’re seeing how we’re taking in community feedback and working towards delivering a Hawken Reborn experience that you know you’ve played a hand in helping shape.

Until next time, be sure to join the conversation on our Hawken Reborn Discord Server and official social media channels to let us know how you’re feeling about the upcoming release of Update 0.2.0.0!

Discord: https://HWKN.link/Discord

Reddit: https://Reddit.com/r/HawkenReborn

Twitter: https://Twitter.com/HawkenReborn

Facebook: https://Facebook.com/HawkenReborn

Instagram: https://Instagram.com/HawkenReborn

YouTube: https://YouTube.com/@HawkenReborn


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Patch 0.1.1.0 Available Now

We reworked our entire First Time User Experience (FTUE) and made hopping into the action significantly quicker in our latest Hawken Reborn Patch 0.1.1.0. Now after playing through the first story mission, pilots will be able to freely explore the game at your own pace to learn all the new mechanics that the game has to offer.

Along with this big change to the FTUE experience, players can expect a slew of additional changes that offer improvements to gameplay including:
- The 30 missions in Patrol Mode are now more accessible via an improved Mission Director.
- Graphic improvements including better atmospheric effects and a frame rate increase to 240 FPS.
- Combat encounters throughout the map will trigger at a more frequent rate to increase the action as you explore the world.
- Slight movement adjustments (among many future plans) to give dashes better utility during combat.

Early Access is only just under way and we've got more features actively being worked on. For now, please feel free to share your thoughts as we continue to take in feedback and make improvements to the game for a more enjoyable experience for all pilots!

Hawken Reborn Patch Notes - Version 0.1.1.0

Hey Pilots,

Hawken Reborn Patch 0.1.1.0 will be landing next week, getting players into the action earlier with an overhauled onboarding experience and an array of bug fixes! Check out our latest Dev Blog for all the goings on, and make sure to drop by the Discord to leave any and all feedback you have for Hawken Reborn.


[hr][/hr]
Bugs
  • Muffled audio should no longer occur if your game instance rejoins after being disconnected.
  • A hangar bug deactivating the Start Contract button after repairing a destroyed mech has been fixed.
  • Adam Slek will no longer freeze during mission six.
  • Adam Slek will no longer shoot backwards during "Use of Weapons".
  • Barriers can no longer be traversed over.
  • The laser gate to Wyndham Moors should no longer be breachable.
  • During the first Story Mission (Starfall), the shield animation should no longer get stuck upon spawning in.
  • Enemy nameplates and health bars should no longer disappear.
  • Fixed a bug that allowed two instances of the game to be played by the same account on separate devices.
  • Fixed a bug that caused an infinite load notice in the hangar during repair sequences.
  • Fixed a bug where VO text disappeared from the M-PAD dialogue box in some instances.
  • Game load screen with the Hawken Reborn logo should no longer stay stuck when first connecting to a server.
  • Havn should not keep shooting after all enemies are defeated on story mission two.
  • Players will no longer experience a game freeze after completing story mission six.
  • The drone that blocks progression by not dying during mission five now disappears as intended.
  • Underground drone during "Dangerous Games" now appears as normal.
Gameplay
  • All front end tutorial prompts in the hangar have been disabled.
  • Enemy difficulties should now be balanced to Player Threat Level.
  • Resnode locations and their resources dropped have been balanced.
  • Resnodes will now drop resources appropriate to their name and appearance.
  • Balanced material drop rates to more effectively factor in a mech's TL when certain materials are dropped.
Graphics
  • Frame rate cap increased to 60, 90, 120, and 144 FPS
  • Volumetric fog by default should no longer make the world look dull and flat.
  • Misc. mech clipping issues resolved in certain areas of the Refuge.
  • Resolution will remain the same when changing between windowed and fullscreen mode.
  • The application window can no longer be resized to any size.
  • There should no longer be blurriness when switching from windowed mode to fullscreen mode.
Patrol Mode
  • Patrol Mode is now accessible after playing the first Story Arc mission and is accessible through the hangar menu.
  • Mission Director should give previously completed missions less frequently in Patrol Mode.
  • Long Patrol Mode sessions should no longer crash.
  • Threat Level should now increase at a faster pace.
  • Total playtime in Patrol Mode should now display correctly upon exiting.
  • Mission completed screens will now display schematics earned as intended.
  • Patrol Mode now has a new narrative introduction when loading into it for the first time.
  • Players should no longer be able to destroy the payload on the A Little Something Extra Patrol mission.
  • The "Rearm Weapons" option in Patrol Mode should no longer display weapons with a full capacity.
Quality of Life
  • All cutscenes are now skippable.
  • Enemy difficulties should now be balanced to Player Threat Level.
  • During a LAN disconnection from the internet, the game should send players back to the title screen to avoid continued gameplay that results in lost resources.
  • The application should now minimize when changing tabs.
UI/Text
  • Cockpit UI updated with a larger ammo counter and thicker health/shield bars for better visibility.
    Settings can now be adjusted prior to loading into the first mission.
  • Thrusters now display additional stats pertinent to their additional characteristics during different states of use.
  • A range of Hangar visual tweaks to the UI were made for clarity, including a reduction in transparency of panels, and outlining mech stats.
  • After reaching Pilot Level 25, players should no longer see the Level Cap Reached pop up window after the first time.
  • Apply Settings and Reset Settings options have been added to the menu.
  • Changing resolutions no longer requires cycling through different screen sizes until finding the desired choice.
  • Enemies should no longer have small and unreadable health bars/nameplates.
  • Front end mech stats should be easier to understand with clearer respective units of measure.
  • Listening to an audio log will be better indicated on the screen.
  • Replaced misc. placeholder text in the hangar.
  • Reward names and icons will now appear correctly for story missions.
  • The waypoint icon will be visible at all times on the radar.
  • Various UI quality of life changes for better legibility and more intuitive placements.
Miscellaneous
  • Clipping has been fixed for various rocky structures around the world.
  • During mission two, players should have sufficient resources for the Marathon thruster when reaching this part of the crafting.
  • Players should receive their mission rewards appropriately when completing story missions.
  • Repairing your mech should now have a cost as intended in the hangar.
  • Greased some gears, cogs, thingamajigs and whatchamacallits to create a smoother ride for pilots.

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To stay up to date on all the latest Hawken Reborn news and connect with fellow pilots, join us at our official social media channels.

Discord: https://HWKN.link/Discord

Reddit: https://Reddit.com/r/HawkenReborn

Twitter: https://Twitter.com/HawkenReborn

Facebook: https://Facebook.com/HawkenReborn

Instagram: https://Instagram.com/HawkenReborn

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Hawken Reborn Developer Blog #4 - Detour



With Patch 0.1.1.0 around the corner, July has been particularly busy as we took player feedback that dissected all the elements of Hawken Reborn and did a bit of our own dissecting by prioritizing the entire month towards reformulating the First Time User Experience (FTUE). While this is only the tip of the iceberg, it’s a significant part in how we address the “survivorship bias” comments that we’ve seen relating to how much great constructive feedback we’ve highlighted from the community, but seemingly ignoring others who simply put the game down due to their negative first impressions.


There are many more areas of improvement that we’re tackling, but this one in particular is this massive undertaking that requires a pivot from a heavy story lead experience into one where a pilot can truly explore at their own pace without the initial 3+ hour grind to get into Patrol Mode.

If you need a refresher from our Dev Blog #3 - Baselines, Patch 0.1.1.0 will let pilots hop into Patrol Mode after completing the game’s first mission (Starfall) and then they’ll be able to learn the ropes of repairing, crafting, and upgrading mechs at their own leisure. This will take approximately 15 minutes and from there, a pilot can choose to explore the free roam areas of the Refuge (Zone A) or hop back into the game’s narrative driven Story Arc for the remaining 5 missions, which will give a preview of the other zones in the game.


[h2]PATCH 0.1.1.0 OVERVIEW[/h2]
Even though it may not seem like a lot of changes if you’ve already played a few hours of Hawken Reborn, it’s still a critical detour on this Early Access journey that paves the way for some really exciting things to come. Here’re a few notable adjustments that we’ve made that all players will notice immediately.


[h3]Pre Launch Settings[/h3]
Right out the gate, pilots will be greeted with a settings page before starting the first mission. This will allow you to set up the game how you want to play without having to worry about the always online server instance (for future co-op) that you’re about to load into. Unfortunately this settings page does not have a key binding option, but it’s definitely something that we know is a much desired feature and on our list to tackle.


[h3]Dash Cooldown[/h3]
Just a small, but critical part in dialling our movement formula is the dash which will see a noticeable cooldown reduction that will allow for more agile close quarters combat experience. Future updates will factor in mech weight and thrusters which will open up a lot of customization options based on your specific playstyle.


[h3]Mission Director[/h3]
The Refuge has 30 total Patrol Missions available, but due to the current Mission Director programming, most players were only able to experience a handful of the same missions over, and over, and over again… So instead of getting your fill of vitrolum laced wine runs or escorting our favorite tragic poet Neil around, heading back into Patrol Mode will now surface several new missions that were previously very tedious to obtain.


[h3]HUD Improvements[/h3]
Similar to our update to the dash ability, our HUD is going to get a revamp factoring in feedback that we’ve received from the community. Things such as clear ammo indicators in the center, better health/shield bars, and an array of other design changes that will do a better job in communicating critical information are in the works. For now though, you’ll notice that the ammo indicator has significantly been increased in size and damage markers will now vignette as you take hull damage in combat.


[h3]Climate Change[/h3]
Illal gets a little dose of climate change as the green haze has been dialled down for a cleaner viewing experience. We’ve seen some feedback that the game has a bit too much green haze that can blur the lines between what’s part of your cockpit vs the external environment. This aesthetic is mostly relegated to the Refuge, but since you spend most of your Patrol Mode time here currently, it’s a much needed change to make things easier to distinguish when combat can get a bit chaotic.


[h2]FEATURES IN DEVELOPMENT[/h2]
We’ve talked a bit about the changes that are coming with Patch 0.1.1.0 so let’s get back on track to some of the big developments that are going to make an exciting impact on your gameplay experience in the future.

[h3]Multiplayer Co-op[/h3]
Originally listed as an Early Access Phase 3 feature in our road map, Multiplayer Co-op is now being moved up in our development plans. We felt that making sure multiplayer co-op has ample time to polish in Early Access is an extremely critical variable. Since its earliest inception, the game has always been built with co-op in mind, which is why there is no pause button in its current single player experience. You, as a player, are on an active real time server, which means that you’ll be hosting fellow pilots in the future. When specifically we aren’t able to say just yet, but know that co-op is currently in high priority development.

[h3]Arsenal Additions[/h3]
In addition to the existing 5 Mech Platforms, 6 Thrusters, and 9 weapons that launched with Early Access, a few new additions are going to be added to the garage to increase the variety of options available to take into battle.


[h3]Ostentum Heavy Mech[/h3]
Released only as a cosmetic in H1 as the Falum, Hawken Reborn’s Ostentum is the next tank-like heavy platform that will be unlockable as its own dedicated mech for your garage.

Description: Every specialist soldier is an investment in training, time and equipment. Protect that investment with the Ostentum luxury heavy mech. A single Ostentum can protect your snipers and e-war units, needing only seconds of rest for a full recovery. This is not just any mech, this is the Sentium Ostentum heavy defensive platform.

[h3]New Weapons[/h3]


[h3]Ultra Rapid Fire SMG[/h3]
Loaded with small calibre rounds at a medium effective range, this new Sub Machine Gun will dispel targets easily with its extremely fast firing rate and even larger clip than your standard SMG.


[h3]Loren Missile Launcher[/h3]
Boasting semi-automatic high velocity lock-on missiles, the Loren is your answer to dealing with distant waves of enemies at a time. Don’t be fooled by the low clip size, these missiles pack an explosive punch.


[h3]Wyndham Moors (Zone B)[/h3]
Currently only the Refuge (Zone A) is available in Patrol Mode. This is because the start of Early Access meant having a complete Story Arc 0 and one zone featuring 30 patrol missions with full voice acting to enhance the narrative. During your playthrough of the Story Arc, you’ll get a preview of the other zones in Hawken Reborn, but they are still locked out because their Patrol Mode missions are still in development.

For context, these are the areas and their respective missions.

Mission 4: The Dead Body Problem - The Fracture
Mission 3: Love, Death and Giant Robots - Korelev Pass
Mission 6: Use of Weapons - Wyndham Moors

Wyndham Moors (Zone B) will be the next area that we’ll be dropping the barriers to explore. In contrast to the Refuge, you’ll see a much more vibrant pop of color as this area has several facilities that are utilized by the inhabitants to thrive in Illal's harsh environment.

[h2]CLOSING REMARKS[/h2]
With Patch 0.1.1.0 soon to be released and the curtain lifted for some new developments, we hope that you’re walking away as enthusiastic as we are! The upcoming development cycles are going to be an exciting time on Illal as we start to roll out new game features that’ll layer in more and more polish to the Hawken Reborn experience. Until then, we encourage you to take this time to level up a few mechs and find the right combination of loadouts that feel right to you.

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Hawken Reborn is now available on PC Steam Early Access. To learn more visit our Early Access Blog and Steam Page https://HWKN.link/Download.

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