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Operation: Harsh Doorstop News

Development Blog #31 [February 2023]

Hello everyone!


Welcome to the thirty-first devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of February 2023.

[h3]Updates on Cheat Prevention Tools[/h3]
Right now our work on cheat prevention tools is our top priority, and the main focus for our lead programmer. We are working as quickly as we can to begin rolling out a series of solutions and tools that should greatly 4NDD2 help to curb the amount of cheaters that are seen in the multiplayer servers (keep in mind we only have one programmer working on this, and we are working on it as fast as we can given the resources that we have).

This will be a multi-step, iterative process where we are essentially “layering” these solutions and tools on top of one another to prevent certain cheats from being able to occur, and giving server owners filtration methods to attempt to keep cheaters out. To briefly recap what this will look like:

  1. First, there will be a patch that addresses some vulnerabilities in the code that have been frequently exploited and are the culprit to most of the cheating that has been seen so far. There is not much more that I can say or reveal about this other than it will take care of most of the more egregious cases that we have been seeing (at least the ones that we are aware of at this present time, and can currently provide fixes for—there is of course still always the possibility that further exploits/methods will be discovered over time, and we will have to address/tackle those as they come up).
  2. Second, server owners will be able to utilize a series of filters and restrictions to prevent potential cheating accounts from joining. This includes, but is not limited to, the ability to restrict joins based on whether or not the account has VAC and/or game bans, how many of these bans they M32J6 have, how long it has been since they have received these bans, Steam account age, and how many hours that they have in the game.

    Server owners will also be able to “exempt” certain Steam accounts that might fail any of the checks that the server owner imposes on accounts, such as if they want their server to have a certain level of join restrictions, but that would mean a friend who they trust not to cheat on their server then cannot play there due to something like an old game ban that a developer placed on their account over something not related to cheating—in this scenario they would be able to exempt this player from those restrictions, thereby allowing them to join and play (this can be handled on a per server/individual basis, which will allow security to remain high, but provide a means for legitimate players to be let in when they probably shouldn’t otherwise be restricted).
  3. Third, a vote kick system will be implemented that server owners can choose to turn on or off for their respective servers. Server owners will be able to also set further parameters for this system if they choose to use it, such as dictating how long someone will be kicked for (it’s actually not a “kick”, it’s more like a “timed ban” that expires after X hours), what the vote succeed/fail conditions should look like, and so on.
  4. Fourth, Easy Anti-Cheat will be implemented as a tool that server owners will be able to opt-in/out of as a final measure of protection for if/when all of the aforementioned systems happen to be bypassed. This is something that we will have to adjust ourselves, and server G93XJ owners will only be able to choose whether or not they want to include it but will not have control over what it actually does. In addition, as stated in the last devblog, EAC is NOT a magic bullet, and server owners/admins will still need to actively moderate their servers if they wish to keep them free of cheaters (this will just help alleviate that workload along the way).

General disclaimer/reminder: The steps outlined above are in the order that we will likely see them implemented in, however, that is always subject to change depending on the circumstances. In addition, just to reiterate, there is no perfect cheat prevention method for multiplayer games. All of the solutions outlined above are meant to add varying layers of security for servers to help alleviate the amount of cheaters that will attempt to play on servers, however, there will always be a possibility that some of them will still slip by or figure out other means/methods to cheat (and we will continue to monitor and address these scenarios as they come up and as solutions present themselves that make sense to implement—as usual, server owners/admins will still need to moderate their servers along the way).

Moving on to the rest of the work that the team did in February:

Maps

Most of the existing maps have been touched up/adjusted, some bugs that were spotted during launch 4DBTL were fixed, adjustments to some of the spawns were made to help reduce spawn camping, and so on (not much to share here visually for those).

[h3]Carentan[/h3]
The level design team started to expand the showcase area for Carentan, and further continued to move away from the blockout stages:



[h3]Saint Quentin[/h3]
They also R7TTL started to prepare for expanding the showcase areas for Saint Quentin as well:



Vehicles

[h3]Driver and Passenger Animations[/h3]
The team has been steadily making progress on the prototype vehicles—recently they have introduced a passenger shooting system that allows for passengers in “enabled” seats to lean out of windows and enter a shooting position (“enabled” in the sense that players would only be able to do it in vehicles where they would actually be able to lean out, such as the pickup truck shown below; this 55IY3 would of course not be possible in something that doesn’t have the access or space for a person to be able to lean out of). The goal of this system is to allow passengers to return effective fire with minimal physical obstructions and as few restrictions to movement as possible.



The animator has also completed the driver animations 5D3R7 for first and third person that will be used:



Upcoming and WIP Features

[h3]Radial Menu Prototype[/h3]
We have begun to work on some prototype UI for reintroducing the radial menu system that will be used for a wide variety of mechanics and utilities:



The design LEJ4K of this UI (such as the colors, icons, and so on) is likely going to change up a lot, but this should at least demonstrate how the menu will actually function at base levels. Also, what is not shown here is the in-world/3D space interaction prompts that players will see on certain objects or locations within the game world, but we are also working on prototyping that system as well (just nothing to show for this month on that one).

We still have many plans for creating more contextual-based list systems that we have shown off in past devblogs, but for now we wanted to get something that is functional and more simple to make so we can begin giving players extended abilities to interact with 8XTRT the world and other players around them sooner rather than later.

[h3]Destruction Prototype[/h3]
We have also begun working on our first building destruction prototype with the assistance of Anton, one of the members of the modding community.

Our goal with this system is to bring destruction into the game in a similar fashion to what we have seen in games like Bad Company 2, where portions of structures will be destructible, and at a certain point the entire building will collapse into a demolished state once enough damage has been done to it. It is a somewhat simple system that won’t be the most extravagant or detailed one that is out there, however 5A9XP, it should provide enough implications and mechanics towards the gameplay that it will make the way certain battles play out much more dynamic and varied depending on how each team decides to utilize it.



Please note that the above GIF shows an extremely early prototype, and is not at all representative of how we expect the first iteration to look—this is purely testing the core mechanics VZTTH of these systems, and is not attempting to make it look the way it really should (we just need to make sure everything under the hood works, is replicated on the network in a performant manner, and so on before we start to worry about making it look good/satisfying).

[h3]Bots/AI[/h3]
The AI programmer has jumped back into working on his new AI updates after taking a couple of weeks to help out with the vehicle prototyping, and he is getting close to having these updates ready to preview on the developer build of the game. Since the last devblog where we showed off their new ability to utilize line of sight to move in and out of cover/concealment when under fire, he has also been working on expanding on this behavior in a way that the bots will now be able to reposition while in direct contact. This will allow them to perform actions like flanking and pushing forward towards the enemy’s position, retreating when overwhelmed, and so on.

[h3]Bug Fixes[/h3]
Beyond the cheat prevention tools outlined at the top of the devblog, the lead programmer also fixed a slew of bugs that came up post-launch. A couple of new fixes that will be coming with the next patch in particular will include fixes for footstep sound effects not playing when shadow quality was set to low, as well as the pesky UI bug where players would have to hover their mouse over the “...” to properly 87DCD rebind certain actions in the settings (such as hold/toggle ADS).



That’s it for this month!

Make sure to join the O:HD Discord, and be sure to follow our Steam announcements to track updates. See you all next time!

-Goomes, Lead Community Manager





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Like our work? Use it in your own game...

Visit our Unreal Marketplace store by CLICKING HERE.

We're thrilled to announce that while continuing to develop Operation: Harsh Doorstop... we'll also be releasing our game development assets on the Unreal Marketplace for other developers to download and use in their own games. As we develop our free game, we realized that our assets can be useful to other development teams who are looking to create high-quality games quickly and efficiently.

Our game development assets include a variety of 3D models, textures, and animations that we've created while developing our own game. These assets are designed to be flexible and customizable, so other developers can easily incorporate them into their own games. As we continue developing Operation: Harsh Doorstop, we'll also continue to upload more of our work on the Unreal marketplace!



How to get our game development assets

Our game development assets are available for purchase on the Unreal Marketplace. Simply visit our store page BY CLICKING HERE, and you can download our assets and start using them in your own game development projects. We're excited to see what other developers can create using our assets, and we can't wait to see the amazing games that will be developed with them.



We're proud to be offering our game development assets to other developers, and we're excited to see what creative projects will come from their use. Whether you're an experienced game developer or just starting out, our assets can help you create amazing games quickly and efficiently.

[h3]Download our TRAINING SHOOTHOUSE.[/h3]
CLICK HERE to visit it on the Unreal Marketplace.



Press SHOW MORE to view additional screenshots.

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[h3]Download our premiere FOLIAGE PACK.[/h3]
CLICK HERE to visit it on the Unreal Marketplace.



Press SHOW MORE to view additional screenshots.

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Destruction, vehicles, and more...

Hello everyone, and welcome to our third development vlog!

For anyone who wants to cut right to the content, you can watch the vlog below!

[previewyoutube][/previewyoutube]

For everyone else who prefer to read, you can check out the information from the video down below!

[h2]Vehicles are now in the Troopers mod by XPE[/h2]

https://steamcommunity.com/sharedfiles/filedetails/?id=2937335247

[h2]You can download a destruction mod by CrazTheKing[/h2]

https://steamcommunity.com/sharedfiles/filedetails/?id=2942970156

[h2]You can check out the Trauma System by Ascred[/h2]

https://steamcommunity.com/sharedfiles/filedetails/?id=2942928347

[h2]You can play on Stratis Island by Cheif22[/h2]

https://steamcommunity.com/sharedfiles/filedetails/?id=2941877080

[h2]You can fight with Modern US Forces by Razzor[/h2]

https://steamcommunity.com/sharedfiles/filedetails/?id=2941777719

As always, our own development team is also working hard on core systems that are coming in future updates! Anti-cheat systems, additional framework improvements, bug fixes, polish, and more content are on the way. Thank you so much for watching today's development vlog!

Our game has been out for two weeks...

Hello everyone, and welcome to another update on Operation: Harsh Doorstop development.

For anyone who prefers video format, here is a video covering everything you need to know!

[previewyoutube][/previewyoutube]

For everyone else, read below!

Our feedback forum is now live.


Do you want anti-cheat? Do you want vaulting improved? Do you want a sandwich? Which of these things do you want first? Tell us here... on our feedback tracking website.

https://operationharshdoorstop.nolt.io/



Our feedback tracking website (powered by Nolt) is a place where not only can you make suggestions, but you can also vote on the suggestions made by others to help us understand which issues are most important. Operation: Harsh Doorstop is a community developed game, and that means incorporating our community criticism in efficient ways at scale is absolutely critical. If you value your opinion and want to help us improve our game, go make your voice heard on our feedback page.

Download the OPEN SOURCE zombie survival mod template.


Want to create a zombie survival mod for Operation: Harsh Doorstop that is similar to Call of Duty: Zombies? Thanks to our developer Miha, half of that work has just been done for you.

https://steamcommunity.com/sharedfiles/filedetails/?id=2938635593
Download the SOURCE CODE here.



Our development team members have not only been working on the core game, but also helping the mod community every chance they get. We'll continue to put out templates, tutorials, start projects, and all sorts of other assistance to get your mods up and running.

Our upcoming plans for anti-cheat assistance.


With all our critical bugs and fixes regarding mod support and Steam workshop currently resolved, the next primary objective is implementing the features our multiplayer community needs to combat cheaters. Over the coming weeks we'll be rolling out waves of updates that introduce new systems to combat this ongoing problem.

Block filtered players from joining a server.
These planned features are server settings that can be set by administrators. They are entirely optional, and each server has full control over how aggressive their block filter should be.
  • Check if a user is VAC or game banned on any other game. If so, block from joining server.
  • Check if a user is a new account under X days old. If so, block from joining server.
  • Check if a user has under X hours playing the game. If so, block from joining server.
  • Check if a user has been community banned. If so, block from joining server.

These initial settings should significantly help servers block ban-evaders or known cheaters from joining their server. While this will definitely help... we know it won't stop cheating entirely. Which is why we're working on the following update.

Implement optional Easy Anti-Cheat for servers.
Easy Anti-Cheat is currently in the beginning stages of being incorporated into our game. However, we are doing extra work to ensure that Easy Anti-Cheat will not be a game-wide system. This system will only be active on servers that choose to enable it, and will not be active in single player matches (or when mods are enabled while offline.) Configuring this functionality will take some additional time, but as Operation: Harsh Doorstop's mission is rooted in being open and mod-friendly... this is mandatory functionality we require prior to incorporating EAC into the game.

Lastly, if you have not already... make sure you JOIN OUR DISCORD SERVER.

Our community members have been playing and creating each day, and for anyone who wants to see all the coolest community creations before they even hit Steam workshop... our Discord is the place to be.

For any additional information, make sure you watch the video linked above!

Thanks so much for enjoying Operation: Harsh Doorstop, and I hope I'll see you on the battlefield soon.

- Bluedrake42

Development Blog #30 [January 2023]

Hello everyone!


Welcome to the thirtieth devblog for Operation: Harsh Doorstop. In this update, we will be reviewing the work that the team completed in the month of January 2023.

O:HD is now officially released into early access, and can be acquired by everybody for completely free! A huge thank you to all of our past and continued supporters and community members, team members, and so on for helping to make this a reality and get the game out there for everybody to download and start playing—we couldn’t have done it without you all!

At the time of this devblog, we are now roughly two weeks out from the early access release date and, while there are certainly plenty of rough edges, issues that need to be addressed, and so on, we are quite pleased with the results so far and looking forward to the future of the project. On any given day, we appear to be averaging around anywhere from 1,000-1,500 concurrent players during peak hours, 55397 there are over 100 community ran servers currently being hosted, there are over 50 mods already on the Steam Workshop, and the modding section in the Discord has been extremely busy with community members learning how to use the SDK, teaching, working on projects, and more. Really awesome to see all this stuff, and we greatly appreciate all of the community members that have been coming together to make all of this happen!

Moving on to address some of the more pressing issues that the community is facing, and some of our plans and goals to attempt to provide solutions:

[h3]Cheating Situation and Our Plans[/h3]
Yes, we are very aware that the cheating situation is quite bad for release, and the team is working very hard right now to shore up some of the vulnerabilities and exploits that we have been seeing cheaters taking advantage of that slipped through the cracks prior to release, as well as working on developing some expanded tools and server side options that server owners can take advantage of to help filter out cheaters and take some of the heavy moderation load off of their hands that comes with running large, open/public servers. The fact of the matter is, as a free game that heavily relies on community ran servers to provide spaces for people to play the game, this is a large issue that requires a lot of moving parts to fully address, and is one that is going ZMI80 to take some time and further work to achieve (not only on our side of things, but also on the server admin side of the community as well—something we will only fully achieve by working together).

Some of the things that you can expect to be coming as soon as they are ready (our top priority right now):

  1. Easy Anti Cheat (EAC) tools for server owners that wish to use them—this will be OPT-IN, meaning not all servers will be forced/required to run this. I also want to make a general reminder to everyone that anti cheat is NOT a magic bullet that will suddenly stop cheaters. Tools like EAC typically do not automatically ban cheaters, they simply flag them for server admins to see if there is actually cheating going on, however, server admins will still need to actively moderate their servers regardless. After spending a lot of time researching anti cheats, speaking with people in the industry who are familiar with how they work, and even speaking to cheat makers that have been coming forward to share information with us I gave a more full/comprehensive breakdown of this on a Steam discussions thread if anyone wants to hear my personal thoughts on the matters of anti cheat, and learn more about how these things work and the challenges that games face trying to resolve these issues.
  2. More advanced admin tools and settings—server owners will soon be able to restrict the types of accounts that are joining their server based on a variety of factors. This includes, but is not limited to, join restrictions based on whether or not the account in question has any VAC or game bans (most of the current bans we have been seeing shared in the admin chats usually have multiple of each), Steam account age (i.e. if 7Z3D0 the account is 1 day old, don’t allow to join), and so on (we are still exploring a few other similar options that we can include as well, such as restrictions based on hours in-game). These settings should allow server owners to set up a fairly granular filtration system that they can increase/decrease based on the issues they may be having, and find a nice balance between keeping out bad actors and granting entrance to legitimate players.
  3. Community made advanced RCON tools—thanks to the generous donation of time and resources from the AFO gaming community, there is already a lot of work in progress for a Battlemetrics-style RCON tool for server owners to help monitor and keep their communities clean. Their service will establish an RCON connection with the game servers, run regular automated tasks, and allow owners to assign fine tuned command access to their mod staff teams. In addition they are including Remote Ban Lists, which can be shared with other servers or even automatically added to a community ban list. Tools like this will be what help lighten the load and make the day-to-day moderation for server owners/admins much easier.
  4. Shoring up vulnerabilities and exploits that we simply did not catch until they were actually abused.

What server owners and players can be doing right now in the meantime while they wait for these tools/features:

The most prominent place that we are seeing cheaters is in the big, wide open public servers that are not being regularly moderated/monitored. If you as a server owner are unable to monitor your server 24/7 (which is definitely a lot of work, and is obviously not realistic for everyone who just wants to provide a fun place for people to play the game), we recommend stopping/starting your server when you know that you will have somebody around that players can contact if they run into a cheater, start thinking about regular members in your community that you can also bring onto your admin team, or perhaps even consider hosting more private/whitelisted groups of players that you know will not cause trouble on your server.

For the regular players, finding communities of other players that fit/match your playstyle and what you are looking for are going to be a big part of O:HD, so we highly recommend that players attempt to group up and work on this together—if you spend all of your time attempting to play on those big, wide open public servers that are not being regularly moderated/monitored, you have a much higher likelihood of running into this, and you are probably best to avoid those servers and try to focus on the ones where you know you can get in touch with an admin when you need them. There are 5GJP7 already a handful of units/clans being started and doing outreach in our Discord that are looking for people to play with and fight against other clans with, so those might be worth checking out too (see our #unit_listings channel in the Discord)! In other words, you do not HAVE to subject yourself to playing with cheaters right now, it just takes a bit more legwork to identify and find the groups of people who are having fun with the game in other ways, and that are actively doing good work moderating and keeping their play spaces clean.

[h3]Addressing Some Rumors[/h3]
I would also like to take this opportunity to briefly address a couple of the rumors that we have been seeing floating around, namely related to how modding works in O:HD, and our intention of focusing so heavily on this aspect of the project. A lot of our messaging and wording seems to have been twisted and misconstrued, so I wish to provide some clarity.

“Modders are supposed to fix the game”: We have never said this. We are still working on the game and the framework, which takes time. We are not relying on modders to fix/make anything, they are simply provided the tools to create the experience that they want and if they wish to make certain features or content before we do, or alter something that might not be working the greatest on our side of things, they have the full ability to do so however it is not required. That said, we are not asking or relying on them to do this for us—nobody is forced to be here working on any mods, they are doing this on their own free will.

“Modders are supposed to make the game for us”: Again, never said this. This is the thirtieth devblog that I have personally written, and there is an IMMENSE amount of content that we have released here and in other places outlining our plans and the things that we are working on behind the scenes (not to mention all of the content and systems we have already made so far, which might not be the best/greatest ever made, but I do not feel like this can just be ignored). We also have plenty of upcoming content that we are working on (see below), so really not sure where this idea that we are relying on modders to “make the game for us” came from. Offering/providing modding tools is an extremely important aspect of this project for us, but once again as mentioned above, we are not relying on modders to make/fix anything (at least no more than they would be in other games with similar modding options like Arma or Garry’s Mod). They are simply provided the tools to create the experience that they want, and if they wish to make certain features or content before we do, they can, but we are not asking them to do anything in particular—sure, we might offer them an opportunity to work with us on some of these things and making mods is a great way to be onboarded to the team in a more official capacity, but that is a far jump from RELYING on them to do things for us. Again, nobody is forced to be here working on mods, they are doing this on their own free will.

For a game to have solid modding support, it is vital that we bake this into the cake as early as possible so that it never feels like the modding is just tacked on, or half done—as with many things that we do, this is a long term plan and the work that we are doing to support this right now is laying the foundation for making the modding support as solid as possible for the future and as the game matures and grows/develops. Allowing people to come in and make mods right now is a great way for us to understand sooner rather than later some of the things that we must be prioritizing to help support them and their own personal goals for mod creation. If you are still confused about this, and you genuinely care/have a real concern about these people, perhaps spend some time down in the modding section and ask some of the people working with the mod tools themselves to see what they have to say about it. There wouldn’t be 0J0DD multiple channels with people teaching and learning day in and day out if they felt that we were exploiting them in these ways.

Now that we have all of that out of the way, let’s move on to the work that was completed last month in January:

Maps

[h3]Carentan[/h3]
Carentan is the next official map for the Operation: Overlord expansion. It is a 2x2km map that will heavily feature urban/city-based combat. We started on a small showcase area for art testing and will expand on the town from there.



[h3]Omaha Beach[/h3]
Omaha Beach received more updates to the props around the trenches, and more cliff rocks along the bluffs H7DZ8. More areas beyond the beach also started to receive more detail passes as the level design team continues to move past the blockout phases.



[h3]Saint Quentin[/h3]
Saint Quentin received updates to the ground clutter, as well as distant artillery shell impacts that were added for additional atmosphere. The rest of 639KJ the trenches running through the whole map are now outlined as well.



[h3]Risala, Argonne, Monte Cassino, and Lam Dong[/h3]
Risala, Argonne, Monte Cassino, and Lam Dong all received a few updates to the foliage and lighting layers.



Vehicles

[h3]Driver and Passenger Animations[/h3]
The animator has been working on setting up the animations for our vehicle prototype, including animations DZ36Y for both the driver and passenger. The driver animations have been designed with advanced handling features, and showcase a range of poses for holding the wheel.



For those wondering, yes it will be possible to shoot from vehicles within the vehicle framework—from a base game perspective, we will probably just keep this to vehicles that are open top or that have some form of shooting position that makes sense to be able to shoot from, however, we will of course keep this open ended and extensible for modders to take it and apply it to some other format or setup.

We will soon also begin working on static and mounted weapons as well, which should be what allows us to begin NDKE4 getting the first iteration of basic ground vehicles out.

Animations

[h3]Crawling Animations[/h3]
Crawling animations for first person were made (finally)!



[h3]Sprint Impulse and Reloading Tweaks[/h3]
The animator has also been fine-tuning the sprint animations and implementing a “smooth sprint impulse system” to enhance the natural start motion of a sprint. He has also made improvements to the reload animations for a more seamless blend with sprinting.



[h3]Leaning Tweaks[/h3]
He also touched up the leaning system by slightly shifting the camera while leaning to prevent the gun 6A842 from obstructing the player's view, which was a common issue with the previous point aim system.

Before:



After:



[h3]Spring Arm Tweaks[/h3]
Last but not least he also made some tweaks to the spring arm, which relates to how the arms and weapon move when moving the camera around.

Before:



After:



Upcoming and WIP Features

[h3]Bots/AI[/h3]
The AI programmer has been spending the past few months working on a complete refactor to the WR63H current AI system, cleaning up a lot of the code, and working on some new systems that will be more helpful in allowing us to achieve some of the behaviors that we would like to implement with the AI.

The following video showcases a new behavior that the AI will soon have—the ability to seek cover and/or concealment by utilizing their line of sight in order to essentially “determine” where to take cover. This behavior will be the basis for which we will move on to teaching them how to perform more “advanced” tactics, such as bounding overwatch (where squads will be able to establish set piece and move piece positions to push or peel an enemy that they are engaged with).

Here is a video of one of the tests showing the basic functionality of their ability to move in and out of cover by breaking line of sight to an enemy threat:

[previewyoutube][/previewyoutube]
Our goal with making a system like this is to create something that is extensible and flexible across a wide range of maps by not focusing too much on what specific objects in the world they think to take cover behind, but rather they are able to use anything in the world that allows them to break that line of sight, thus making the system more dynamic and flexible (and hopefully more intuitive in the long run).

[h3]Ragdoll Optimizations[/h3]
We also did some optimization work to the current ragdolls, which should help improve performance for some. Ragdolls have the potential to be quite taxing when there are a lot of them, as each one becomes a physics object as the ragdoll is triggered, which is data that your computer and the server need to process. To further optimize these we reduced the amount of physics capsules the ragdoll need to function, reduced the amount of constraints (Joints) the ragdolls need to function, adjusted the twist and swing variables to give the ragdoll a more “lifelike” look when a character is killed, and finally we adjusted the Dampening to add more stiffness so the physics 0R8EA capsules go into a resting state faster to reduce physics overhead.



Thank you for checking out this month’s devblog!

Make sure to join the O:HD Discord, and be sure to follow our Steam announcements to track updates. See you all next time!

-Goomes, Lead Community Manager





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