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A new, official, tried and tested patch for Project Warlock is live today. It has that bit of a zombie quality where it’s been laying in the beta branch ground for some time now, with beta branch dwellers feeding on it and producing fertilizing feedback.
Having said that perhaps the cemetery + zombie metaphor works until you notice that it posits the players as festering maggots. Got to work on those the next time.
So now - the patch emerges from those hollow grounds to wreak havoc on the unsuspecting public that starts playing Project Warlock from today onwards.

There’s two ways we can go about communicating the changes:

- Add explanations to all the notes from the November 09th update, or
- Just paste them here all over again

Given the tried and tested “mix and match” approach we decided to do the combo. So – expand on the notes from November and paste them here all over again.

After both the player’s and QA teams’ feedback nearly all of the November’s improvements are now a part of the official patch for Project Warlock, with the sole exception of the New Game + mode. That one has to undergo some tweaks in the Warlock Code Dungeon and has been pushed to make sure we address issues that arose when testing.

Also – thanks to everyone who took their time, played the beta branch version of the game and provided their feedback. You can bask in the warm glow of the game that – shaped by none other than you – now reaches the hands of unexpecting players who do not appreciate venturing to the “branches” of the “beta”.

But… before we begin there’s this one little thing.

Weapon key binding. The long awaited, review lowering, often requested change is finally here. The issue was raised by players and it took some time to think over, test, implement and now surprise include in the patch. I realise that it’s been a long wait, but it’s finally done. Thanks for your patience!

And now for something completely expected:

Game Mode

- Endless Mode - which is an appropriately named Mode that has monsters that are Endless. Now with new map based on your suggestions

Quality of Life Improvements
- Run enabled as standard from the start – seems highly practical now that you think about it
- Player receiving damage feedback improvement –feedback is always appreciated
- Weapon key binding – you can bind those weapons now

Game Balance
- Adjusted game difficulty in E1M1 – rethinking the design choice to make the game’s first proper level one of the most difficult in the whole game
- Adjusted Sorcerer’s final form difficulty – Bulletspongecerer should be easier to kill now
- Adjusted game difficulty in Egypt Episode – you should now Die like an Egyptian more frequently
- Adjusted game difficulty in Industrial Episode – Mean Machines now that tiny bit more mean

Requested Features
- Option to disable minimap – ok so the way the story went was: No minimap at launch at all as intended by the developer. Then: requests put in to include minimap. Then - Minimap included – but only, intentionally rough. Then: requests put in to disable it. Now: back to square one! You can now choose to have no minimap – just as originally intended!
- Option to hold to sprint – choose if you want to press or hold
- Option to toggle weapon changing on empty ammo – click click click no boom

Bugs
- Too fast scroll wheel weapon changing bug – steadying the wheel a bit
- Minigun audio loop issue – audio files no longer pile on each other to offer the unintended (but
perhaps appropriate) "Minigun Cacophony from Hell"
- Hitboxes of decorations – more snuggly fitting hitboxes to avoid throwing the grenade that bounces from the empty space next to a chandelier and explodes in own face
- Self-inflicted Axe and Dagger damage – flagellant mode removed by unpopular demand

And now please return to the endless enjoyment of enemy extermination
Windows 64-bit Project Warlock Content Depot 893681
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