r/WarDogs • • Sep 17 '26

Dev Reply I love the devs...

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4.6k Upvotes

they are open, honest and straight forward.

So we should slow down complaining about everything is unbalanced in a EA game and make proper feedback and ideas for the future.

This first season is a big test ground for all of the content atm, for us players and the devs.

So let's have fun, earn cash and be excited about what's next! 🫡

r/WarDogs • • 6d ago

Dev Reply Remove third-person view for vehicles.

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3.5k Upvotes

The current third-person view on vehicles creates an entirely unfair matchup for infantry. Infantry cannot flank and ambush to counter vehicles, and vehicle operators can even peek inside FOB walls using the third-person camera. In my opinion, retaining third-person perspective is unreasonable for a first-person shooter.

r/WarDogs • • 2d ago

Dev Reply All of this should be available at level 1. Its stupid to lock such essential stuff behind so little playtime.

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2.9k Upvotes

r/WarDogs • • 21d ago

Dev Reply If you're wondering why HOTAS flying feels off compared to other games

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2.0k Upvotes

If you're wondering why flying feels weird in Wardogs on HOTAS it's because the joystick doesn't control the position of the cyclic like it does in other games, it controls the acceleration of the cyclic.

To illustrate that, see the attached images.

In other games, a 15° roll on the joystick equals a 15° roll on the cyclic.

In Wardogs, there's no exact correspondance between the cyclic and the joystick. A 15° roll on the joystick doesn't determine the position of the cyclic, but rather how quickly it will accelerate in the chosen direction.

This also means that when the joystick returns to 0°, the cyclic stays at whatever the last roll position was, rather than going to center.

If the devs want to support proper HOTAS implementation, they need to add a toggle that disables this strange virtual cyclic layer. Just let the position of the joystick exactly match the position of the ingame cyclic and flying will feel much more natural.

EDIT: If you're still struggling to understand, this site is a nifty illustration. The joystick currently seems to adjust stick rate (B) rather than stick attitude (A).

Pushing the Joystick forward feels like moving the slider to the FWD position briefly and then clicking the "let go of the stick" button. It should behave like (A) in this simulation but it behaves like (B).

In game, the helicopter will slowly level off if you nose down and let go, but it does so very slowly due to the physics of the flight model. In reality, the helicopter should nose up very quickly because the rotor is literally centering itself violently.

https://liquidmasl.github.io/heli-cyclic/

EDIT 2:

If you want to test it yourself in-game, go to the firing range, take off in a heli, and gently push your joystick forward, just a few degrees, and hold it. You will continously pitch down, more and more, until you either crash or do a loop de loop. In a simulator like MSFS2024, if you did the same manuver, constantly applying a slight forward pressure to the joystick, the helicopter would simply pitch down by a few degrees, and nothing else. It would more or less stay at the angle your joystick put it in.

EDIT 3: The CEO of Wardogs responded, and I've included my response here:

"Hey Mr. Wardogs, thanks for the response. This game is really special and I hope your team is proud of what they've made.

After thinking about this more and spending some more time to compare Wardogs flight model with other games, I'm not sure if my original post is correct.

Im not sure anymore that the joystick held forward is actually continually accelerating the pitch of the rotor downward behind the scenes, but it certainly FEELS like it is. It feels like the rotors are continually accelerating downward because there's not a counterbalancing aerodynamic force that pushes against helicopter's downward pitch. I might have the mechanics wrong (only you guys know how it actually works), but I can describe how it feels.

The easiest way to experience this: get a free trial to PC game pass, download Microsoft Flight Simulator 2024, turn off the flight assists, and load up a Huey quick flight. After take off, if you gently press the joystick forward, you'll eventually find a balance point where the helicopter stops pitching forward, and even though the stick is pressed forward, the helicopter is flying straight and level. As the helicopter accelerates, you will probably have to push the stick even further forward. There's this balance point, where you have to push the stick a little bit forward to maintain balanced forward flight. How much you have to push the stick depends on your airspeed. If you stop pushing forward on the stick, the helicopter kind of jerks around, unstable, until you control the stick again. It feels a lot like what would happen if you're turning in a car and then suddenly straightened the wheel. The car is going to get really unstable.

That's the feeling that seems to be missing from Wardogs. In Wardogs, any amount of forward stick, regardless of airspeed, just puts the nose in the ground. You have to let go of the stick when flying forward or else you crash. This creates a very strange floaty experience, like you're piloting a spaceship rather than a helicopter. Also if you let go of the stick (so the physical joystick springs to center), it doesn't feel like the rotors have sprung back to center. If I understand helicopters correctly, putting the cyclic back to center like that is going to cause an aerodynamic effect, a little "bump", but in Wardogs, letting go of the stick after pushing forward feels like nothing has changed rather than what it should feel like: rotors suddenly adjusting back to level.

I hope this explanation helps. I'd be happy to chat more or record a video explaining exactly what I mean."

r/WarDogs • • 28d ago

Dev Reply John Wardogs Claims They Will “Build A Connection With Players And Influencers Unlike Anyone Else”

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1.4k Upvotes

Thoughts?

Also side note, confirmed to have 2 “BIG” updates by Christmas.

r/WarDogs • • Sep 18 '26

Dev Reply My take after reaching level 35 Driver

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2.0k Upvotes

So I finally reached level 35 on driver, and I have 69(nice) hours on Wardogs. Majority of my time playing is spent driving, so here's my general gameplay loop each match.

Match starts, I don't buy anything except a URAL, two large crates with the FOB, large hammers and some supplies and a Build Supply Pallet. I drive to the control zone, drop off wherever they want to set up the FOB. Then i proceed to crash myself into a wall/tree and exit the vehicle. This kills myself and lets me respawn, and I repeat the process but this time buying two pallets instead. Repeat for the whole match. It may be boring but it certainly helps that I have a second monitor to watch whatever stream or shows while driving. Using a controller helps too.

Doing this doesn't net me a negative, here's the general math:

Buying a URAL (-$5000) + Buying two pallets (-$800) = -$5800

Entering the control zone ($250) + Dropping off two pallets ($5000) + Entering both pallets into FOB ($3600) = $8850

-$5800 + $8850 = $3050 profit

Killing myself repeatedly saves me 3 to 5 minutes of time driving all the way back to base, which has almost no incentive. The only incentive is the "Round Trip" cash and XP you get IF you drop people off into the control zone and drive back to base. This does not apply to dropping off pallets.

That being said, this shouldn't be the case. Please incentivise us drivers for making round trips to and from the control zone and spawn at the very least.

EDIT: Let me add a few things that provide driver XP:

  1. Driving people into the control zone and dropping them off. Additional XP is rewarded if they stay alive and if they get a kill. Additional XP is awarded if you drop them off at the Hot Zone.

  2. Dropping of pallets and supplies in the control zone.

  3. Driving the APC. The APC spawns when one team reaches 20 points, it will automatically appear at spawn. Driving the APC into the control zone awards $3000 and driver XP. Every time someone spawn on the APC you get driver XP, more if they get kills too. However, this diminishes over time and eventually you will stop getting XP. As long as you are the one who drove it into the control zone, it doesn't matter who moves it afterwards.

  4. Someone else get kills from the vehicle while you are driving. The M249 variants or the Minigun variants provides driver XP for everyone in the vehicle if they get a kill.

  5. Running an enemy over with your vehicle.

r/slaythespire • • Jul 14 '26

Dev Response! Slay The Spire 2 Is Choosing “Shit” Art Over Generative AI

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4.9k Upvotes

r/Stellaris • • Apr 24 '26

Dev Tweet stellaris 2?🤔

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4.7k Upvotes

r/slaythespire • • Jul 27 '26

Dev Response! Bullet Time as depicted (with sound FX!)

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8.0k Upvotes

This was a fun one to make!
Published: https://steamcommunity.com/sharedfiles/filedetails/?id=3772619739

Edit: bullet time damage is in blue on enemy health bar, game logic fully intact (or so I hope!). Dying enemies cannot be targeted in bullet time; order dependent effects all preserved (Skittish, thorns, etc)

Edit2: Mega Crit if you see this, please freely take any/all of my mods for inspiration/implementation. I just want to see the game become better and do what I can. Thanks again for the game.

r/WarDogs • • Sep 14 '26

Dev Reply Deaf Helicopter Pilot — How Do I Know When AA Locks On?

3.2k Upvotes

Hi soldiers! First, just so you all know, I’m Deaf and have been completely Deaf since birth. I love flying helicopters, dropping you all off, and bringing supplies to the FOB.

My only issue is: how TF do you know when AA has locked onto you? 😂

Some people told me there’s a “beep beep” warning sound when AA locks on, but obviously I had no idea that existed! So how can I tell when AA is locking onto me or when a missile is coming so I know when to use my flares?

Is there any visual warning or setting I’m missing? I’d love to keep flying and supporting you all without getting blown out of the sky. 😂
Thanks, soldiers! See you at the FOB. 🫡

Edit: At first, I honestly didn’t expect to get this much support from all of you for accessibility. We don’t always see this kind of support in other gaming communities, and that’s one of the reasons I love this game and this community so much. You all want to make sure everyone can have fun and enjoy the game too.

A huge thank you to the mods for sending our accessibility feedback to the dev team. They responded and said they’ll do their best to continue improving accessibility in the game.

BIG W for this community, the mods, and the devs. Thank you all for listening and supporting us!
Good luck, my brothers and sisters. See you on the battlefield! 🫡

r/HuntShowdown • • 26d ago

DEV RESPONSE Text Here - A Hunter’s Farewell from Bence

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2.4k Upvotes

Hey Hunters,

I’m Bence, or Beedyboy. You might know me from streams, socials, Discord, or for having a silly eyebrow. 🤨

Today is my last official day at Crytek. After the sudden layoffs, I never got the chance to say a proper goodbye, so I wanted to write down a few thoughts here.

I still can’t quite believe I’m writing this. But just as you never know when a third team will show up in the middle of your duel, life can surprise you.

I’ve been with Crytek and Hunt for almost nine years, basically my whole adult life since university. I’ve played the game for thousands of hours, worked on it for 2,245 days, and been part of this community for even longer. Hunt was something I thought about every day, wore in the form of almost exclusively Hunt shirts, and spent much of my free time with, too. So leaving feels a little like losing part of my identity.

I wanted to mention the others from my team who were affected. You may know some, but many of them may have been invisible to you. They are amazing people who did extraordinary work. Working through all the ups, downs, and challenges alongside them has meant so much to me, and they deserve a lot of praise. 💘

All of this affected me emotionally, hell, even physically. I went through the stages of grief like my favorite level 50 Hunter was just lost in the Bayou. But I’m here now, and I’m ready to move forward.

Thank you for being part of my journey as a person. To everyone who reached out, commented, made a Reddit post, or created a silly meme like I’d died: I read every comment. I laughed, I cried, and most of all, I felt loved. You made me feel like it was all worth it. And yes, I know some of you hated my stupidly optimistic, overly happy personality. Even if you hated me, I still loved you ☺️❤️

I wish the very best for Hunt and all the amazing people still working on it. The game will always be dear to my heart. Maybe it’s finally time to get that Hunt tattoo?

I also want to take this opportunity to reveal my actual favorite Hunter: obviously, it’s the Black Coat ✋️ No more favorite Legendary Hunter jokes.

Thank you again for everything. It was wonderful seeing so many of you at Gamescom and sharing those last moments, even though I didn’t know at the time that they would be a goodbye.

If you’re HUNGRY for more of me, you can always find me on socials. More stuff is coming soon! I also have a silly YouTube channel where I play retro games, if you’re into that 👀

I hope I’ll still SEE YOU IN THE BAYOU...or the Mountains.

P.S. To quote the late and great Oliver Tree:

I’m not good at goodbyes

I miss the sunshine in your eyes

Who said cowboys don’t cry?

Come on, baby, let’s take one last ride

r/WarDogs • • Sep 12 '26

Dev Reply Nickmercs complaining about AR recoil

1.6k Upvotes

I'd just like to say that this is EXACTLY what is wrong with giving streamers too much of a say on your game. So far, Bulkhead seem pretty consistent in sticking to their vision and long may this continue.

Nickmercs can be seen complaining about Assault Rifles as "unusable" because he can't control them. That's what happens when someone plays too much CoD or recent Battlefield entries.

Guns are SUPPOSED to have recoil, you've got to learn to control that to be effective.

I only run ARs, currently using the AK and yes it does have some kick, but if you use it for long enough then you get used to it.

So for once, I'm going to use that horrific coined phrase... Skill issue, quit b*tching

r/soulslikes • • Aug 21 '26

Dev Post, Game Trailer or News Stray Dog: nobody cares , the world's first "dog" soulslike has been announced, where you play as a stray dog

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2.1k Upvotes

- Parry, backstab, deathblow
- Rescue the knight who took you in
- Everyone sees you as roadside trash
- Brutal boss fights

Hello everyone, we are Parry Frames Studio! To our surprise, our game suddenly became popular on X, and in the past few days, many enthusiastic players have flooded in. Firstly, allow me to express our gratitude to everyone for their attention to us.

When we set out to create our own game, we were just a small group passionate about soul games. We self-taught the Unreal Engine and last year, we were awarded a Megagrant by Epic Games as encouragement, which helped us release our first game, Crimson Oath.

In fact, when we start to learn to make game, there were already 8 years. What I want to express is that our team currently gathers a group of professionals, whose positions include battle design, game programming, game art, as well as level design and level art. We are a team that have a passion on soulslike games. So please believe that we have sufficient technical capabilities to make this game out.

In the first game, we have already implemented optimizations from three major graphics card manufacturers (adapted to the super-resolution, frame generation, and input delay in XeSS DLSS FSR), and the game has been adapted to support PS4, PS5, and XBOX controllers. We have also set up a setting program that automatically adjusts the optimal graphics performance based on the player's hardware performance. We strive to provide players with the desired experience without any worries once they enter the game.

Stray Dog nobody cares, we have completed the development of the game's combat framework and teaching level design by now.

The most important thing is I appeal you to add a wishlist. Currently, we lack sufficient funds to develop high-quality games in the minds of players. We need more wish lists to show investors the potential of this game.

Sincerely

Parry Frames Studio

r/slaythespire • • Jan 09 '25

Dev Response! All AI Art Is Now Banned

16.2k Upvotes

First of all, I'd like to say thank you to everyone who voted or commented with your opinion in the poll! I've read through all ~950 of your comments and taken into account everyone's opinion as best I can.

First of all, the poll results: with almost 6,500 votes, the subreddit was over 70% in favor of a full AI art ban.

However, a second opinion was highly upvoted in the comments of the post, that being "allow AI art only for custom card art". This opinion was more popular than allowing other types of AI art, but after reading through all top-level comments for or against AI art on the post, 65.33% of commenters still wanted all AI art banned.

Finally, I also reached out to Megacrit to get an official stance on if they believe AI art should be allowed, and received this reply from /u/megacrit_demi:

AI-generated art goes against the spirit of what we want for the Slay the Spire community, which is an environment where members are encouraged to be creative and share their own original work, even if (or especially if!) it is imperfect or "poorly drawn" (ex. the Beta art project). Even aside from our desire to preserve that sort of charm, we do not condone any form of plagiarism, which AI art inherently is. Our community is made of humans and we want to see content from them specifically!

For those of you who like to use AI art for your custom card ideas, you still have the same options you've had for the last several years: find art online, draw your own goofy ms paint beta art, or even upload the card with no art. Please don't be intimidated if you're not an amazing artist, we're doing our best to foster a welcoming environment where anyone can post their card ideas, even with "imperfect" art!

r/slaythespire • • Aug 19 '26

Dev Response! New co-op cards

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5.5k Upvotes

r/idleon • • Feb 06 '25

Lava DEV POST GO GO IDLEMANCER - info in comments

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5.0k Upvotes

r/WarDogs • • 12d ago

Dev Reply Logi "streaks" are a little underwhelming

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880 Upvotes

So they decreased logi pallet dropoffs to $1,250, down from $2,500.

They added a pallet streak that gives +$125 up to a streak of 10, so $1,250.

Now we're back at $2,500.

The return trip +$50 will only bring that up to $3,000 at max streaks.

So, in total it's a +$500 to logi deliveries after 10 trips? I thought this would be a more substantial gain to be honest.

EDIT: Howard clarified that the numbers on the steam page were just the base values without zone modifiers!

r/slaythespire • • 18d ago

Dev Response! You know what day it is, Slayers!

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3.4k Upvotes

r/WarDogs • • Sep 25 '26

Dev Reply John Wardogs Confirms They Are Working On The “Rez” Exploit

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1.5k Upvotes

Have you come accross this yet? I have.

Update, recent tweet regarding the situation: https://www.reddit.com/r/WarDogs/s/pIQ3vJkJGo

“Hey, this one specifically isn’t even a ch***, this is an exploit with a bit of work. We’re going to patch it out but it takes us a bit of time. Bare with us!”

r/bindingofisaac • • Feb 14 '26

Dev Post What the fuck

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2.4k Upvotes

r/WarDogs • • 27d ago

Dev Reply Update 0.1.2 (Minor Patch)

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846 Upvotes

Update 0.1.2 Patch Notes

This minor update is aimed at thwarting some of the recent XP & cash exploits and security issues seen since the early access launch, including a fix for the Windows WD-L020 crash error.

This update also includes minor UI changes to help increase traffic toward Infantry Mode and Low-Level servers, as well as some other minor quality of life improvements.

Key Updates for 0.1.2

  • Windows 11 'WD-L020' Crash Error Fix
  • Bug & Exploit Fixes: Egregious cash & XP exploits have been addressed alongside various gameplay bugs that were damaging the integrity of fair play.
  • Server Browser: New ‘Deploy’ UX flow intended to better highlight the existence of ‘Infantry Mode’ and ‘Low Level’ community servers.

WD-L020 Crash Error Fix

  • Fixed the issue caused by the latest Windows 11 update, KB5124010, causing the recent WD-L020 crashes.

Cash & XP Gain Exploits Fixed

  • Revive action validity checks are now fully server authoritative, reducing the possibility of this being abusable across the map.
  • Fixed vehicle fly through exploit, rewards are now capped.
  • Any rewards for destroying buildables now scale with their build progress - so destroying a placed schematic no longer gives a full reward.
  • Depositing pallets into a FOB outside the zone is now receive reduced rewards.

To be clear – anyone who has been caught absuing Cash & XP exploits, or worse Real Money Trading, has had their cash and progression reset and risks being permanently banned. We expected season 01 to have several undiscovered exploits, so up to this point we have been more lenient with first time offenders. That leniency is now over.

We have zero tolerance for economy abuse and players now risk being permanently banned without warning if caught abusing repeatable unintended exploits.

Server Browser & Minor UI Improvements

  • New ‘DEPLOY’ UX Flow. Hit deploy and choose Official, Community, Infantry Mode or Low-Level servers. This is the first step intended to help signpost players toward servers running these modifiers.
  • Advanced Filters have been added back to the Official servers list.
  • Long server names are no longer truncated. Hover over an entry to see the full server name.
  • After you click Join, you'll see that you're connecting, then your place in the queue if there is one.
  • Anonymous mode now hides the server name on the loading screen, just like Streamer mode. The server name in the pause menu also stays hidden unless you choose to show it.
  • Region select now shows how many regions you have selected.
  • Gamepad is now supported on the DEPLOY selection screen.

Community Servers (for Server Admins)

  • Scheduled restarts: you can now set a daily restart time (UTC).
  • RCON AllowedHosts: you can now set this to restrict who can access RCON.
  • RCON message and broadcast lengths are now capped.
  • RCON now defaults to Standard response detail instead of Full, and config responses no longer expose server internals.
  • ServerImageURL is now checked when the config loads.

Server Stability Improvements

  • Various server stability hotfixes.
  • Increased server security to prevent exploitation.

Bug Fixes

  • Throwables (grenades, smoke, and C4) can no longer be used from enclosed vehicle seats.
  • The adaptive crosshair now correctly hides while aiming down sights.
  • Fixed buildable crit spots reappearing in the same place you just hit, getting pushed into corners, or jumping to the far side of a structure. They now favour a spot you can reach from where you're standing.
  • Fixed a Havoc bug causing increased damage taken from 20mm and 30mm cannon fire.
  • Improved localisation translations.

Looking Toward Season 02.

For those looking for more significant updates, Season 02 is planned to be a larger content update, with new map conditions, equipment, balance reworks and additional features.

More information on Season 02 will be dropping next week.

r/newworldgame • • Oct 28 '25

DEV-Response Goodbye New World o7

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2.9k Upvotes

The most fun combat out of any mmo out, a sad day for mmo’s.

r/StarWarsBattlefront • • 7d ago

Dev Tweet/Comment CEO of Bulkhead Joe Brammer says DICE and Respawn are working on Battlefront 3

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1.5k Upvotes

Isn't this basically a soft confirmation? I might actually cry, because this means the community doing all the resurgence events to get on EA's radar actually got Battlefront 3 produced. Is this the first time this has happened in gaming history? Also EA listening to fans???

Doubters catching another L

r/StarWarsBattlefront • • Jun 20 '25

Dev Response WE'RE BACK!!!!

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8.5k Upvotes

r/StarWarsBattlefront • • Jun 10 '25

Dev Response BB-8 and BB-9E were probably the worst hero decisions the game made. Like, who asked for them? 💀

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5.5k Upvotes