- Hevn Updated to 2.5.0.6 - 21 March 2020
Hello there! Here's a list of the recent fixes for the game: Fixed various color banding related issues Fixed hidden error when exiting to main menu Fixed volumetric lighting intensities and white blob effect at times Fixed player not automatically stepping over certain obstacles properly Fixed various localization issues in the Options menu Fixed character headbob glitching when player stops moving More polish on the various damage particles in the game Thanks so much for playing and please let us know if you run into any issues. Stay well out there! All the best, Larry and Mat
- Updates to Combat and Frame Rate - 20 February 2020
Hello there! We've just pushed an update that addresses some of the droid combat in the game as well as the default frame rate. Here's the specifics: The SkyDroid is now a passive droid in that it won't fire upon the player. It's role is more ambient now however it does track the player to give it a feeling of uneasiness. It still has the same sound effects as well to ramp up the ambience outdoors. The Stationary Turrets have longer durations before firing each projectile. This should provide more time to dispatch of enemies that are more immediate. The default frame rate for the game when initially playing is now unlimited. Before it was capped at 60fps by default. This can always be changed in the Options menu under "Frame Rate". Hopefully this helps to balance the combat and exploration outdoors. Thanks again for playing and please let us know if you have any issues. All the best, La…
- Hevn 2.5.0 Update and Price Reduced - 3 February 2020
Hello there! It’s time for an update! But before we get into it, we just wanted to thank everyone for playing the game and providing feedback. It’s all incredibly helpful. As game developers it really helps us be the best we can be and that’s something we strive for. We realize when Hevn was originally released we were under the spell of releasing a game and well, some external forces reinforced that. But really we don’t want anything out there that we’re not completely proud of - so we hunkered down and spent the last year improving and polishing the game as much as possible! With that said we’re absolutely excited that we've pushed another very significant update (version 2.5.0.1) full of so many new features, improvements, and bug fixes. Also we've done more playtesting than ever (there's just two of us, really) and found more ways to balance the different aspects of gameplay to make…
- Milestone Update - 14 September 2019
Hello there! We're so happy to announce that we've finally hit our last major milestone update - 2.0.5. This is our "pencil's down" moment. It's been almost 6 years since we left our jobs to create a game. I actually found our first prototype video from years ago: https://vimeo.com/66039524 - you can see the layout of the Kitchen area looks very familiar :). But we're super proud of the game and very grateful for all the amazing feedback and patience from players over the past year! Without your help, the game would not be what it is today. Hevn today feels new with more balanced mechanics and some new features which we'll share below. We encourage anyone who has tried it before to give it another go. But this also means from here on out we'll shift our focus onto our next game, which we can't wait to share soon. Hevn will still continue to receive bug fixes and incremental updates and…
- Version 2 Out Now! - 25 June 2019
Hello there! It's been awhile but we are so excited to say we've released version 2 of Hevn, which includes a lot of major improvements and fixes to not only the gameplay but also quality of life within the game. Let's get to it! There's an antagonist in the game! You'll meet him after the tutorial level and from then on the gameplay is slightly different than before in that you get to race against his hacking speed to get to a terminal before he can. If you fail, your friend Edna may perish. But never fear as Edna and MQ have ways to assist you while you traverse various terrain and levels. There's some new dialogue to support this new narrative angle as well! We consolidated all menus into one! This is a grid based menu to view not only your inventory items, but also media such as images and videos that you find in the world. Not to mention the very important terminal data packet clue…
- Major Update Release - Version 1.1.0.4 - 10 April 2019
Hello! We have a second major release pushed up with a lot of improvements, updates, and bug fixes! We're going to keep continuing to improve the game as best we can. Here's our latest patch notes: Major Changes: Updated Investigation screen to show puzzles and things of interest with color coded highlighting Updated characters and robot designs for improved immersion Updated colors on textures, GUI, screen effects, etc (color correction) Improved performance in all levels Added a Mini-Map to the Investigation screen (with location of player and data packets) Added investigation meter to bottom of screen (can be increased by collecting nanocells from fallen engineers) Added more narrative elements to in-game tablets and dossiers Removed all existing enemies in the game - most spawn from nests Added two new creatures and improved look of existing ones Updated Soft Lock functionality and…
- Major Update - now on version 1.0.4.1 - 9 February 2019
Hello there! We've pushed another large update with some important fixes and updates. Some notable ones: Updated the enemy AI behavior considerably (feels more rooted in the world) Updated Target Assist to be off by default (holding shift/left trigger enables it) Updated the Ion Drill to work more as a long range weapon using a mini-screen that zooms and has less rounds per reload Updated player inventory to support 8 items per slot for most items Updated enemies to show an exclamation point above them in the Investigation Screen to indicate threat level (orange = aware of player, red = attacking player) Added soviten rocks that can be inventoried and destroyed to create a soviten zone (i.e. vertical zero-g tube) in any spot Here's the complete list from this update as well as since the last post on Jan 27: Added destroyable rock, pipe, and tower areas Updated droids to be able to shoot…
- Minor Update - Combat, Player Vocals, and More - 28 January 2019
Hello again! Another update improving several aspects of the game including the player vocals when taking damage, how combat looks (more blood and stuff!), etc. Here's the details: Added transparent wings to some critters to look more scary Fixed some enemy behaviors and improved aesthetics during death Updated Key Binding menu to work with controllers Updated enemy damage FX to happen more frequently and look more visceral Updated damage for certain weapons to be handle "damage per second" Updated animations when some enemies take damage Updated player to show a blur effect when taking damage Added more and updated floating green rocks outdoors Updated player vocals to use normal sounding hurt sound FX Fixed issues with certain buttons/keys not showing sprites in instructions Fixed minor bug loading scenes in some levels All the best! Mat and Larry
- Minor Update - Key Binding and AI - 22 January 2019
Hello! We've got another update pushed up with some pretty cool things: * Key Binding - In the main menu there is a very rough version of a way to handle key binding. It has some flaws (i.e. have to use ESC to exit it right now, doesn't quite work fully with controllers, etc) but we hope to iron all that out soon enough. It does work for keyboard/mouse at the moment and thought it might be useful, even in its current state. * Weapons - Updated the first weapon in the game to be a flamethrower and the next to be an Ion Emulsifier/Power Sledge. This is to balance against the enemies in the beginning of the game. * Updated datagraph data for weapons to be more useful * Added slight trail to the powersledge * Updated some sound fx for the powersledge * Updated weapon soft lock to kick in from farther away * Fixes to the enemies for re-positioning on uneven terrain, chasing the player, landi…
- Another minor update! - 13 January 2019
Hello there! We've just pushed another minor update that addresses several issues with the sound and ambience of the game, among other things. Here they are: More AI updates to improve combat feel and enemy behavior Added more sound effects for sand beetles Updated prologue screen colors and the look of the planet/storms Updated main menu options to fade in a bit better Updated sound effects in main menu for different options Updated the look of the "bullets" in the game (particles last longer, trails are visible even when spamming, etc) Fixed audio filtering issues in several areas of the game (with helmet on/off, etc) Fixed some instructions to use the correct button mapping Updated player to throw "grenades" with left hand when power sledge is equipped Added more MQ narrative statements Fixed reverb handling in the game (added subtle reverb outdoors) Updated sky droid sounds We've al…
- Another update that includes improvements to the skybox and outdoor lighting - 5 January 2019
Hello there, We've just pushed another update to the game that happens to include an improved skybox for the outdoor levels (night example here: https://i.redd.it/jfjg0jux1i821.jpg). Here's the full patch notes: Added new outdoor skybox with improved lighting and atmosphere Added radiation storm with radiation damage Removed concept of time in game Fixed issues rendering smoke particles Added sticky bombs to levels Added smoke bombs to levels More updates to enemy AI, combat, and death events Fixed various enemy navigation issues Fixed colliders Fixed logo not disappearing in Main Menu Fixed errors picking up certain items Updated Storage and Laboratory level to use different wall texture colors Fixed text transmission layout Fixed green radio laser beam in Quadrant 8 to only show up when radio is fixed Fixed player location detection issues in the outdoor levels Added more nests to the…
- Third Major Update! - 22 December 2018
Hello there! Our third dot release has been pushed with lots of updates to a bunch of different areas in the game including narrative, combat, menus, graphics, performance, etc. Here's the full list: Added enemy spawning! Added nests that enemies can spawn from that can be "destroyed". Added support for Ammo - there are ammo containers in all levels and weapons now receive power from Ammo. Amount of ammo is visible in player inventory. Added support to reload weapons that use ammo. Recharge stations have been updated to only recharge the player's helmet Added more narrative world building with left screen text printing at certain times in the game (shows what's going on in Naic). Updated levels to have more of an infestation look to them. Added Volumetric Lighting Added new Sticky Bomb weapon Added new Scrap Shield the player can use for protection from projectiles Added combat theme mu…
- Second Major Update! - 21 November 2018
Hello there! Our second dot release has been rolled out and contains lots of updates and fixes to the game that we're excited about! Here are some highlights: Added a "Quick Menu" to easily manage weapons, throwables, healing. Added a "Resolve" attribute which acts like a shield - rewards player for exploring and interacting with the environment. Lots of lore updates to tablets, terminals, etc and a new side quest. Updated the "Investigation Screen" to be more usable and toggleable. Added an optional "Target Assist" that is toggleable. Here's the full patch list in detail: Added a faster "Quick Menu" to help manage weapons, throwables, health as well as drop/inventory existing weapon. Added RESOLVE attribute which essentially acts like a shield and is increased by interacting with the world (dossiers, enemy Updated Investigation Screen to be toggleable and to show enemy level through hi…
- First Major Update - 25 October 2018
Hello there! Thanks so much for all the feedback! It helped us prioritize the biggest issues in the game. In an effort to balance out some of the survival gameplay and player movement we've made several improvements and fixes. Some of the highlights are: The player movement is smoother and allows the player to step over and mantle objects in any direction. There have been improvements to jumping, crouching, and prone as well. There is a Smart Heal feature that allows the player to automatically consume items from their inventory to help improve certain attributes incrementally. For example, a drink of water for stamina, a bite of food for health, a dose of medication for radiation, etc. The player is now affected by Radiation and Oxygen in the surface and underground levels, particularly when not in a room or enclosure. Wearing a suit and helmet helps to minimize the damage. The medicat…
- Continuing improvements - 28 September 2018
It’s been a busy and rewarding few days after release, tackling some known issues and the new bug reports and ideas straight from you guys! We've been posting the release notes here: https://steamcommunity.com/app/588800/discussions/0/1735465524720023653/ if you want to follow along. The improvements we are focusing on right now include; movement across the terrain, using the inventory, constantly testing saving and loading, polishing fast weapon and tool equipping, and the narrative. Thank you for all great feedback! -Larry & Mat
- First Big Milestone.... Thanks to everyone! - 25 September 2018
Thank you to everyone that helped us test and get HEVN released! This was a big day for us, and we really appreciate all the playtesting, suggestions, and bug reports. Some went above and beyond. Amazing! We are working hard on fixes and improvements all around. We’ll post all the updates in the Discussion threads. Thanks so much! -Larry & Mat
- Delaying release for two additional weeks - 4 September 2018
As a tiny studio made up of just a few people this was, on the one hand, an easy decision. This is our game and we want HEVN to be the very best we can make it. Something we can be proud of. On the other of course, this is pretty disappointing. So close! But it's going to take a couple more weeks of testing and tweaks. A bit more time will help us get rid of dumb bugs and frustrations. We want this game to be fun, first and foremost. OUR NEW RELEASE DATE WILL BE SEPTEMBER 24TH. However, we know that some of you might be disappointed and were looking forward checking out HEVN on on the 7th. If so, we need your help! We've got a few additional spots on the test team, and would love to send you a test key. Help us make HEVN fun! Email us at [email protected] and we'll get you set up! (limited number of test keys available)
- Slow-burning sci-fi adventure HEVN gets slight delay (Updated) - 4 August 2018
Update: As Sam writes in our original story below, I enjoyed the early segment I played of sci-fi exploration game HEVN last year. After some internal back and forth, it was due to launch in full later this week—but has now been pushed back by just over two weeks.  "As a tiny studio made up of just a few people this was, on the one hand, an easy decision," explains Miga Games of the delay. "This is our first game and we want HEVN to be the very best we can make it. Something we can be proud of. On the other of course, this is pretty disappointing. So close! But it's going to take a couple more weeks of testing and tweaks. A bit more time will help us get rid of dumb bugs and frustrations. We want this game to be fun, first and foremost."  HEVN is four years in the making, so I'll gladly wait till the devs are content with what they put out. The game's new…
- Demo Update! - 16 February 2018
Hey we're back! :) After several months of updates and listening to feedback we've updated the demo. Lots of changes including questing improvements, VO work, UI navigation, and much more to help make the game immersive and fun. More details coming soon as we get closer to release! All the best, Miga
- Demo Update! - 16 February 2018
Hey we're back! :) After several months of updates and listening to feedback we've updated the demo. Lots of changes including questing improvements, VO work, UI navigation, and much more to help make the game immersive and fun. More details coming soon as we get closer to release! All the best, Miga