- How It Started vs. How It's Going - 7 March 2022
How It Started: How It's Going: News soon. The Summer of Apex is nigh. -supersoup
- Pardon Our Dust - 3 November 2020
Sales of Apex Hunters are temporarily suspended, while we prepare for something new. Watch this space... W0JFR0lOIFRSQU5TQ1JJUFRdClMtMDEtTTA5MjogRUNITywgZG8geW91IHJlYWQ/CkUtQ01EOiBSb2dlciB0aGF0LCBTZWN1cml0eSBPbmUuClMtMDEtTTA5MjogSSBzZWUgYm9nZXlzIGluIHRoZSBza3kgdG8gdGhlIHNvdXRoLiBGT0Y/IApFLUNNRDogRnJpZW5kbHksIFNlY3VyaXR5IE9uZS4gUmVpbmZvcmNlbWVudHMgYXJlIGVuIHJvdXRlLiBTaXQgdGlnaHQuIApbRU5EIFRSQU5TQ1JJUFRd
- Update for Public Test Branch - v0.5d - 20 December 2019
Field Agents, A fresh patch is live on the Public Test Branch. Details below: Apex Hunters Beta Branch (v0.5d-test): Fixed animation for Stegosaurus falling asleep Reenabled sleeping visual effect Reenabled Dimetrodon Reenabled missions and mission info UI panel Reenabled Echo audio cues for missions/Survive Reenabled movement tagging for NPCs on receiving damage from player Reenabled additive hurt animation on health damage for NPCs Reenabled basic pack behavior for certain NPCs Reenabled Survive mode Added Spawner Pools for randomized spawns - Some spawns are still fixed for mission purposes, and most spawns are varied based on time of day Fixed material and mesh issues with M416 rifle Fixed/added certain animation sound triggers for NPCs Fixed spawner not spawning on NavMesh Adjusted footstep volume and falloff distance for all NPCs Adjusted melee swing and hit volume Increased melee…
- State of the Apex - December 17th, 2019 - 18 December 2019
Field Agents, Survive mode is coming back. Apex Hunters v0.5d is now feature-locked. Final testing, tweaks, and tuning are in progress. We’re just inches away from putting it live on the beta branch. We’ve played the release date game and been burned before. But this time we have the advantage of discussing an update that’s ready to go and not simply a bundle of hopes and dreams. Expect to see v0.5d live on the beta branch by this Friday, December 20th. You can hold us to it this time. Promise. That brings us to Feature Parity™ with the main Apex Hunters branch, sans multiplayer. A momentous occasion. Time to turn our eyes toward the horizon, where a fleet of dark sailed ships await. Ships bearing strange names pertaining to sockets and packets, each one seeking a port. And we’ll provide one. Several, even—as is often the case in networking. Watch this space in the coming months. We may…
- State of the Apex - November 17th, 2019 - 18 November 2019
Hello again, Field Agents. Present hangups and construction zones notwithstanding, Apex Hunters is coming along. And it's one thing to know where you are and where you've been. It's quite another to keep an eye on where you're going along the way. So what's all this building to? Why, Beta v1.0 of course! Apex Hunters was initially released into Early Access with what we call a "minimum viable product." All the most fundamental features were there, from dinosaurs that acted like dinosaurs, to the ability to party up and roll around Cascade with your friends. But as both players and developers, we're not satisfied with what's minimally viable. We want to create an experience that fulfills a desire. Less of an appetizer and more of a main course. And that's what we're aiming at with Beta v1.0. At some yet-to-be-determined date in 2020, we'll be pushing live Beta v1.0 and "re-launching" Ear…
- State of the Apex - October 17th, 2019 - 18 October 2019
Greetings, Field Agents. When last we spoke, we had some work to do. That hasn't changed. But now, moving toward the goal of pushing another update to the beta branch, there's far less work ahead than behind. The next update to hit the beta branch brings us to an auspicious milestone: Feature Parity™ with the main Apex Hunters branch, plus the improvements we've been able to make along the way. Multiplayer is still disabled—but after starting over from scratch on the code front this past January, it feels pretty good to be back at this point. One final effort is all that remains to integrate the Survive game mode once again—and as with all the old systems coming back online in the new Apex, it's going to be a bit different than you remember. Perhaps you'd like a sneak peak at the incoming changelog to whet your appetite? Here there be spoilers! Consider yourself warned, in case you want…
- State of the Apex - September 17th, 2019 - 17 September 2019
As much as we hate to say it, multiplayer simply isn't going to be ready by the specified release window. Don't worry, it's still at the top of the to-do list. It's just going to require more time in the oven before it's baked through and ready for you to dig in. Part of the reason for the additional delay is that we're evaluating additional matchmaking options. As it stands on the main branch, and as we plan to implement again, matchmaking will be peer-to-peer, with the host's session serving as a listen server for the other clients. This is perfectly functional, but most modern multiplayer games use scalable cloud infrastructure to spin up dedicated servers as needed. This, of course, adds an extra layer of complexity. Not to mention cost. It's quite likely we will continue to implement multiplayer as peer-to-peer, but we are actively investigating other options in order to ensure we…
- State of the Apex - August 17th, 2019 - 17 August 2019
Is it really that time again Hello again Field Agents! First, let's talk about today's patch. When this post goes live, there will be a piping hot patch live on the Public Test Branch. The changelog is a little thin, as the focus has been on foundational work for rebooting multiplayer and adding throwable items, but there's a few goodies for you to check out: Apex Hunters Beta Branch (v0.5c-test): Reverted Cascade detail splatmap to previous version Reenabled weapon spread (with improvements) Reenabled player death and respawn Tweaks to NPC entity tracking Small tweak to NPC sound event handling You can opt in to the Public Test Branch via the Betas tab, found by right-clicking Apex Hunters in your Steam Library and selecting Properties. Simply click the dropdown under the Betas tab and choose "earliestaccess - Public test branch." You can return to the current main build via the same d…
- Update for Public Test Branch - v0.5b - 7 August 2019
Field Agents, A fresh patch is live on the Public Test Branch. Details below: Apex Hunters Beta Branch (v0.5b-test): Fixed endless thunder SFX for Midday Fixed missing materials for environment props and effects Fixed color and transparency of weapon smoke effect Fixed a situation where NPCs would become stuck while attempting to flee Fixed animations for health and ammo boxes Improvements to player slope handling Re-enabled HurtVolumes (environmental hazard damage) Re-enabled falling damage Fixed damage indicator You can opt in to the Public Test Branch via the Betas tab, found by right-clicking Apex Hunters in your Steam Library and selecting Properties. Simply click the dropdown under the Betas tab and choose "earliestaccess - Public test branch." You can return to the current main build via the same dropdown by choosing "NONE - Opt out of all beta programs" instead. Going from one t…
- Apex Hunters Public Test Branch is now live with v0.5! - 1 August 2019
Field Agents, The Public Test Branch is now live. We call it "earliest access." Like the dinosaurs roaming Cascade, Apex Hunters is still alive and kicking, with more to come very soon. You can opt in to the Public Test Branch via the Betas tab, found by right-clicking Apex Hunters in your Steam Library and selecting Properties. Simply click the dropdown under the Betas tab and choose "earliestaccess - Public test branch." You can return to the current main build via the same dropdown by choosing "NONE - Opt out of all beta programs" instead. Going from one to the other will trigger an update as Steam fetches you the desired branch. As mentioned in previous State of the Apex posts, the Public Test Branch of v0.5 will initially have Multiplayer disabled, among other features. The process of rebuilding Apex Hunters from the ground up means that certain features still need more time to bak…
- State of the Apex - July 17th, 2019 - 17 July 2019
It’s been months since the last State of the Apex post Greetings, Apex Hunters community! Let’s talk about the upcoming beta branch of Apex Hunters. As was mentioned in June’s State of the Apex, our release window for the branch is July 17th—August 17th. That hasn’t changed. Before you get too excited, it isn’t coming out today. But what fun is a release window? “We want a release date,” I hear you cry. “And we want better graphics.” The Apex Hunters Beta Branch (v0.5.0.0) will be released July 31st—August 1st. Sorry, we couldn’t help ourselves. Leaves some wiggle room for time zones, or major last minute issues… take your pick. As for the graphics, our hope is to make a game so fun that you don’t really notice the graphics, except when they return to haunt your nightmares. That’s where we’re committing our resources, anyway. Progress has been steady. You can follow the tip of the icebe…
- State of the Apex - June 17th, 2019 - 18 June 2019
Hello again, Field Agents. It’s been a while. No doubt the first question is “Where have you been?” Let’s roll the clock back to August 2018 and catch up. On August 2nd of 2018, Unity announced that they would be depreciating UNet, their proprietary networking package: Evolving multiplayer games beyond UNet Much of the NPC and Player code for Apex Hunters was tightly coupled with UNet, which meant that the multiplayer aspect of Apex Hunters would only last as long as the UNet matchmaking service and relays continued to function. Shortly after this discovery was made, the programmer responsible was sacked. While the plan was always to migrate to other networking solutions, this expedited things. We want to build a game that people can enjoy for years to come—or at least until a new Windows edition renders it unplayable. Naturally we would have to consider other options. We then rehired t…
- We're in the business of keeping promises - 13 June 2019
It's been a while, but the wait is almost over. Keep an eye out on June 17th for a full status report on where we've been and what we've been doing, along with a date in the not-too-distant future you can try the latest and greatest for yourself. The Summer of Apex Hunters is nigh, Agents. Your patience will be rewarded.
- State of the Apex - August 17th, 2018 - 17 August 2018
To the Apex Hunters, The 17th of each month shall henceforth be known as State of the Apex day. Except in situations where the 17th is inconvenient, or perhaps when the date lands on state/federal holidays, or the post is simply forgotten... But today we remember, and look to the future. The first month was filled with much scrambling, refactoring of code, and marveling that certain features and mechanics worked at all. Yes, it's true what they say: "No code withstands the first public scrutiny." Despite the very real struggle, we pushed live such features as Locational Damage for those ever-so-satisfying headshots, the Lobby Browser to help bring players together, and an Always Run toggle which was suggested by some early Field Agents who moonlight as MMORPG aficionados. (Thanks to Dorkasauras @ twitch.tv/dorkasauras and his crew for the feedback and support!) So what do the upcoming w…
- Hotfix v0.3.3.2 - 17 August 2018
Field Agents, It's been a hot week for hotfixes. Bullet points below: New - Steam Cloud: Enabled Steam Cloud synchronization for player configuration data Bugfix: New mission details now consistently update for clients Bugfix: Fixed a situation where it was possible to join a lobby without the matchmaker initialized Bugfix: Fixed improper animation reset for Tranquilizer Rifle Improvements to how save data is handled and item interactions Good hunting, TeamCPRC
- Hotfix v0.3.3.1 - 16 August 2018
Field Agents, A fresh hotfix is live: Bugfix: Fixed a situation where dinosaurs would spawn immediately in solo Survive and would not move Bugfix: Fixed a situation where leaving one solo match and starting another would cause a "campfire scene" as it tried to host via matchmaking Good hunting, TeamCPRC
- Update V0.3.3.0 - The Lobby Browser Update - 13 August 2018
Now you can online with friends... or your enemies. No, that doesn't mean that there's friendly fire (yet), but it does mean that the Lobby Browser's here! Create public lobbies and search for others to form Field Teams with just about anybody. The hunting party doesn't have to disband when friends head offline; take up arms with strangers and continue your merry campaign of dino conquest. In the wise words of my old gaffer: "Online interactions are at the player's discretion, and Team CPRC is not responsible for the content or outcome of such interactions." Patch notes: New - Lobby Browser: Create and join public lobbies Bugfix: In Survive, after dinos lose their target they will move toward the rally point again Bugfix: Fixed one major vector for a "gameMode LobbyData Key is invalid" bug on creating or joining a lobby Change: Lobbies can now be set public (default is friends only) Cha…
- Update v0.3.2.0 - 29 July 2018
Field Agents, Apex Hunters v0.3.2.0 is now live. Check out the changes below: New - Locational Damage: Headshots do more damage and have a unique effect, limb shots do less damage, leg shots slow more Bugfix: Pressing ESC with the in-game Options menu open will return the menu to the Master state Bugfix: Fixed Spawner code which could have rendered valid Spawners inactive in some situations Bugfix: Added timeout to client-side screen shake effect to prevent eternal shaking Bugfix: Shotgun now has 5 shells instead of 4 after respawning Bugfix: Weapons now properly reset after returning to menu and starting a new game Bugfix: Blood sprays are no longer offset from their origin Change: Adjusted all weapon damage values lower to rebalance for Locational Damage Change: Increased range of Fists: From 3 units to 4 units Change: Increased volume of effects and global ambient sounds Various mino…
- Update v0.3.1.0 - 21 July 2018
Field Agents, Apex Hunters v0.3.1.0 is now live. Here's what's different: New - Always Run toggle: Choose between Walk and Run for default movement New - Difficulty levels: Easy (Easier missions in Hunt - throttled back waves in Survive), Standard, and Undaunted (Harder missions - intensified waves) Bugfix: All dinosaurs now react to being hit with a tranq dart Bugfix: Sleeping dinosaurs can now be killed Bugfix: Fixed bug that substituted the end-of-wave "# remaining" message with the first wave message in Survive Bugfix: Pack dinos in Survive will no longer become stuck trying to verify their target with other pack members Change: Players now have three (3) seconds of invulnerability after respawning Change: Large and X-Large dino slow on damage values have been buffed: Large now slows to 70% down from 75%, X-Large 80% down from 90% Change: In-game menu now exits to the main menu inst…
- State of the Apex - July 17th, 2018 - 17 July 2018
Greetings, Apex Hunters community! Welcome to the first State of the Apex post, an open forum for us to provide you with status reports on development, discuss priorities and upcoming content, and gather your feedback on the state of things. Being an Early Access title, while Apex Hunters is playable as is, we strive for constant improvement. We already have our eyes set on the next update (no release dates though, allow us to explain...) and future updates to come. Upcoming bug fixes and quality-of-life improvements you can expect with the very next update: Tranquilized dinosaurs can now receive damage and be killed. No more getting stuck in Survive mode because of a sleeping dino. All dinosaurs will now react to being hit with a tranquilizer dart, instead of shrugging it off and ignoring you. Missions will scale to the number of players in-game. No more Spinosaurus missions when you'r…