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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.


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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

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


https://store.steampowered.com/app/705040/HAWKEN_REBORN?snr=2_9_100003_

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.

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

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

Hawken Reborn Developer Blog #3 - Baselines


Now that we’ve had a chance to dust ourselves off from the Hard Landing that inaugurated Hawken Reborn’s Early Access, our team has been at work pushing updates and doing deep dives into all of the feedback that we’ve been seeing.

In the six weeks since launch, our priorities have been focused on tackling major game breaking bugs and optimizing pain points that lead to a negative overall experience with the current game. These changes came by way of three “hotfix” patches that addressed soft locking bugs, combat balancing, refactoring difficulty curves, resource farming adjustments, and a slew of other gears that needed retuning. As of version 0.1.0.3, the game is in a pretty good position with a few lingering bugs, but we’re overall happy by how stable things have been this early into production.

In terms of feedback, we’ve been pouring over the vast amounts of posts across Hawken social channels, Steam reviews, analytics, and direct community conversations to establish some insightful baselines to guide our development decisions. Many thanks to everyone who has engaged with us and shared their thoughts! Here are just a few of those baselines that we’d like to point out.

COMMUNITY FEEDBACK
Our number one priority is engaging with all Hawken players and the amount of feedback that we’ve seen has been immense to say the least. We’ve seen the impassioned critical walls of #forumposting and just on our Discord Server alone, there are over 200+ feedback posts made by players. While we can’t comment on every single one, our community team has been working behind the scenes to flag them with our development team and have started to tag the feedback in our Discord Server to give players some visibility into how we’re sorting their posts.

STEAM REVIEWS
As of today, our Steam reviews sit at a “Mostly Negative” rating from 1,591 reviewers. At surface value, that’s a pretty disheartening number and obviously something that’s of concern as it detracts potential players from wanting to try the game. On the other hand, it’s also a pretty impressive number of reviews considering we intentionally pursued one exclusive interview before launch so it goes without saying that the Hawken community is a passionate bunch.

Just like playing Hawken Reborn, if you look past the current review rating and take the game for a test drive, you’ll find some interesting things that point in a positive direction. Here’s what we’ve gleaned from the reviewers.

Of the 1,591 reviews giving Hawken Reborn a 23% Mostly Negative rating, 606 players (38% of total reviews) have played more than 1 hour of Hawken Reborn. Those 1+ hour players have rated the game at a 39% Mostly Negative rating, but just 1% shy of Steam’s “Mixed” 40% threshold. That’s a 16% difference just by playing the game an hour or longer. As we dive into the longer play times, the numbers look more promising and help surface other additional insights.


We have other back end data to help analyze the above, but looking at these public reviewer numbers, we know that players who spend 2 hours or more in the game will average in the “Mixed” rating. That to us is a playtime milestone that we need to improve since the current heart of Hawken Reborn resides in its Patrol Mode gameplay loop that’s only made available after playing the first 4 of 6 Story Arc missions during our First Time User Experience (FTUE). Our data shows that the median to this Patrol Mode threshold is approximately 3 hrs 15 mins so you can see that we have a significant time barrier that we need to truncate.

The stats also shows that as players approach the 5+ hours mark, we get closer to the “Mostly Positive” 70% Steam rating and starts pulling back around the 9+ hour mark. This leads us to believe that players are having fun with the game after they familiarize themselves with it, but are likely running out of fresh fun factor sustaining content to play beyond that 9+ hour mark.

Some of our more acrobatic pilots have already gotten a preview of our upcoming Zone B area and while it’s not ready for show time just yet, know that we are actively working on getting new content out to players so that you can stretch your gameplay experience outside of our current Zone A Refuge area.

FIRST TIME USER EXPERIENCE (FTUE) MENTALITY SHIFT
In the course of designing our Hawken Reborn FTUE, we focused on building an introduction to the game to help onboard all types of players and not specifically built for those only familiar with the original Hawken. This is attributed to the game’s PVE pivot making it a new game for everyone. Now that we’ve gone public, it’s obvious to us that for most gamers, piloting a Hawken mech and acclimating to a looter shooter environment isn’t their first joyride. Due to this key learning, we’re making a concerted effort to decouple our Story Arc FTUE as a requirement to unlock Patrol Mode.

What this means is that after our next patch, all you’ll need to get into the Patrol Mode is to complete the first Story Arc Mission “Starfall” which will take approximately 20 minutes and gives you the choice to play the rest of our Story Arc or go straight into Patrol Mode with the first base Apex platform to looter shoot at your own pace. We’re hoping that this change will let players freely test drive Hawken Reborn and see how much enjoyment potential they can have.

PATCH VERSION 0.1.1.0
We mentioned the 3 hotfixes that were released previously and with the much larger change to the FTUE and Patrol Mode changes, the next update will come by way of an actual “Patch”. This is an internal term for larger updates and Hawken Reborn Patch Version 0.1.1.0 is going to be that first of these large updates. This patch also means that we’re going to focus a significant amount of development efforts in the trenches and less on hotfixes which means our previous 2 week cadence is going to take a lot longer for this next patch. We’re currently estimating it to release sometime in August.

In the future, we hope to not have such a long lull in between big patches, but think of it like the Great British Video Game Development Bake Off. We fired all cylinders on high to get the hot fixes out during this initial cook, but now it’s time to dial it back down to medium so we can ensure Patch 0.1.1.0 is properly developed without burning our development team out.

QUALITY OF LIFE UPDATES
Other than the above mentioned changes to how quickly players can hop into Patrol Mode, the next patch will address a few other quality of life changes amongst its extensive list of patch notes that we’ll be publishing.

Threat Level Indicators
One of the biggest balancing acts in Hawken Reborn and a core component to its gameplay loop is Threat Level. Whether it’s Pilot, World, or Enemy Threat Level, this measure of difficulty is structured across all elements of our UI, crafting meta, and combat.

We spent the first weeks prioritizing how the game’s world scales up the Threat Levels as players hop into Patrol Mode and now that we’ve got a good base for this scaling, our next phase is to update the UI to better indicate how much of a risk a pilot wants to take. This information will be displayed in a dynamic HUD graphic at the top of your screen that will show your Threat Level relative to the zone’s Threat Level. With this critical information, you’ll know when you want to rush in guns blazing or head back home to avoid getting one shotted by enemies and risk losing your hard earned loot.

Patrol Mode World Building
Our current gameplay loop is Build mechs/weapons in the Hangar > Hop into Patrol Mode to farm loot & XP in an active battlefield > Head back to the Hangar to repair/upgrade/build > rinse & repeat. One balancing issue that currently exists in Patrol Mode is that periodically there isn’t an active mission or spawned enemies on the map to keep the action going.


In our next build, you’ll notice a stark increase in activities in the map with more instances of Random Encounters to occupy your time while waiting for missions to pop up. This should make things feel more like an active battlefield to ensure that there’s always something to shoot at to maximize your valuable time. We’ve also got other activities in the works, but will save those for a future update.

FREQUENTLY SEEN QUESTIONS
Before we wrapped up this third installment of our developer blog, we wanted to address a few questions that are still lingering amongst the community.

Can you make the original Hawken playable on PC again while you work on Hawken Reborn?
This was a topic we’ve seen since the beginning of Early Access and while we won’t go into the technical reasons why this isn’t a simple flip of the switch, we can discuss it from a practical perspective. In short, no, the original Hawken will not be made available to play on PC again. Not only does it cannibalize potential players from playing Hawken Reborn, but we have made a 100% commitment to Hawken Reborn’s development to continue to improve the game over time.

How big is the development team behind Hawken Reborn?
Our team has gradually scaled up during the development of Hawken Reborn to its current size of roughly 50 members. As the game evolves, so too will our team as we continue to bring in additional talents to support the title and have no plans of slowing down.

Why is there a store in Hawken Reborn when the game is this early in development?
Hawken Reborn’s Early Access is about testing ALL facets of the game and that includes the store. Since our first interview, we’ve always stated that our foundational philosophy around MTX is based on the premise that any item purchased from the store affecting core gameplay such as mechs and weapons can be obtained through gameplay with no inherent advantage.


Take for example our resident mech thicc boi, the Atlas that is in our store rotation. That mech’s blueprint is unlocked to all players who hit Pilot Level 7. Once a blueprint is unlocked, a player will need to farm schematics and use materials found in Patrol Mode to eventually craft their mech. The store acts as a way to shortcut getting an item quicker with no other advantage beyond avoiding the grind since both methods of obtaining the item will yield the same result.


Like many similar games in the market, this grinding element is and will continue to be an ever evolving part of the game’s core design. Our philosophy has always been that we want to be as generous as possible in terms of loot unlocks to avoid the perception of a heavy grind. In cases where this does happen such as the recent bugs resulting in the Impure Explosives scarcity, we’ll be actively working to address the issues head on.

That’s a wrap for our third installment of Hawken Reborn’s developer blog! If you’ve read down this far, you know that we’ve got a ton of work ahead of us and we look forward to sharing more news and eye candy in the future. Until then, be sure to follow us on our official social media channels and visit our official Hawken Reborn Discord Server to join the discourse with other pilots!

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.

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