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Hurtworld Update #136


Hi All,

I spent most of this week working on server stability and some urgent community maintenance. A few bad eggs were attacking our servers via a vulnerability in the Linux implementation of sockets that allowed relatively weak DDOS attacks to bring down our servers along with other attacks against players.

Over the last few months we’ve been trying to avoid dealing with these issues in the hope that the people would get bored and realize there is no chance we will negotiate with malicious people trying to influence our decision with toxicity. It reached the tipping point where we needed to rid the community of them for good.

Our servers (both V2 and V1) should be rock solid again be able to sustain the most common DDOS attacks. We will continue to monitor the situation to ensure our servers remain stable. I am happy we now have this out of the way in the lead up to the V2 launch so we can hit the ground running once our playercount ramps back up.

We will be much harsher on bans from this point on. Anyone caught cheating, deliberately using exploits to their advantage, attempting to bring down servers or setting it community servers that circumvent our protection mechanisms will be permanently banned without warning.

Negativity aside, I would like to thank the majority of the community that helped solve these issues with the many emails of intel and player reports. Its been good to reconnect with the community over the last week. I will be making an effort to be somewhat more involved with discussions that don’t involve excessive toxicity. If you guys would like to keep an open dialog with us, keep it civil. We’re still human, we do this every day aren’t going to constantly sift through abuse. We don’t always have all the answers, we’re still committed to making Hurtworld as kickass as possible and would rather have you guys on our side.

Think V1 is better than V2, Tell us WHY!
I constantly get hurled basic broken sentences like “no v2, fix v1” which is understandable given most of our playerbase is from non English speaking countries. However this doesn’t help us much.

V2 is here to stay, at its core its very similar to V1 with technology upgrades in our equipment and loot systems and a ton of bug and security fixes.

Along the way we’ve explored new game mechanics to try to push the survival genre forward. With some epic failures or boring gameplay or incomplete mechanics to some stuff that we think adds interesting new layers to the game.

We are now in the consolidation phase of reigning back in our experiments, try to integrate the things that worked while rolling the things that didn’t work back to match V1.

I understand not everyone can express exactly what they think should change and most can only come up with “it doesn’t feel right”. These comments don’t make for much of a meaningful discussion so lets keep this thread to thoughtful posts only.

I would like to open a more in depth discussion about what you like about V1 that V2 doesn’t have, and what you like about V2.

If you haven’t played V2 in a while, things change very quickly, so your input probably isn’t very useful. I suggest you jump in on Thursday for the new wipe which contains a my new favorite weapon and 2 new town events. If you are from a country that currently has a low population in HW, I suggest you play on one of the populated EU V2 servers, I have removed the ping restriction on them and you will find our netcode hides high latency better than most games (if not in a vehicle). We play there on 300+ ping from Australia most wipes without issue.

In the interest of keeping this thread on topic, I will be removing posts that don’t contribute to the conversation, are off topic or contain abuse. Try to keep your posts to the point.

Please take into account your bias when thinking about differences that you have 1000+ hours in a game that hasn’t changed much, any change is going to be hard to accept. Some things take adjustment. Try to think as a new player entering the game.

Have you say here:
Steam Discussion


Afternoon, so the town event I’ve been working on is finally finished and ready to be added to the map. We had a pretty decent test play of it and it definitely flows the way I wanted it too. This one is gonna take a bit of learning to get used to, I would suggest learning all the secret little pathways and peaking spots while there’s no event running on the town. This event was made with the new loot frenzy event in mind hence the size and mount of stuff going on, I felt like each position that a loot box spawns in should have a decent amount of strategy available to you even if you’re out of position. It will definitely feel over whelming when you first run around it but if you split it up into section you will see that it’s not as random and messy as it may appear. Keeping loot frenzy in mind I made sure there were enough risk/reward escape routes for solo players. We also tested out the new FR18 and it was fun as hell, it will definitely be my weapon of choice from now on. As I mentioned last week the different paths leading to the capture point in this town play to different weapons strengths and I definitely think the FR18 has it’s strong points in this town. I’m also working on a second town event that was meant to be ready by now but due to limited time stopping me from screwing around with our assets and some technical limitations with low terrain resolution it hasn’t come as far as I was aiming for. Not to mention just some backwards design that I got caught up in but luckily Spencer has a good eye for shooter level design and set me straight.




Good Morning ya’ll. I’ve been adding the Camo skin back onto the rest of the other weapons. Tasty 🙂


This is a more laborious task than it may seem. Because the guns are mechanical models and the way that I personally like to do the UV maps on them creates a lot of UV islands all over the texture map. This is great for baking normal maps, as all the surfaces that need to look flat and have nice hard edges do so without any issues. This makes it harder to add patterns that continuously map over the object. There are two ways of mapping these patterns to the object. The first is to use a cube map method, which has glaring issues as soon as you try to preview it on the object. This causes fades of the pattern around cylindrical or spherical objects. The other method is UV, which is fine but does cut the pattern up and cause a messy effect. I choose to go with the uv method and just do some manual cleanup. The result looks much cleaner and nicer on the eye.

The UV vs Cube Mapping example below:



Hey Hurtworldians,

This last week I’ve been working on testing the first of Splatt’s new town events with the FR18, Tuning and rebalancing some gun handling stuff to get ready for the fragment changes and pushing out server hotfixes with Spencer’s DDoS patch.

I set up Splatt’s town event he was showing last week in a small GameModeWorldEventDeathmatch map that cycles between running control and loot frenzy events. This town event is working well and feels really different to the others being indoors and closer quarters.
This was also a great opportunity to test out the FR18 which is now fully implemented and just undergoing tweaking. Whilst there weren’t a heap of opportunities to try out the scope in this map (Splatt’s other new town event should be much better for this) but when setup using its iron sights it’s feeling nice, snappy and fast compared to the AWM.

Next up I jumped into our gun handling simulation to make sure I properly understood the systems so I could overhaul the fragments effectively.
I found that accuracy wasn’t working quite how I had expected, most guns were ignoring the hipfire accuracy stat and those that were taking it into account were using the stat in a strange way.
I decided to consolidate the accuracy simulation implementing both hipfire and running accuracy stats for all guns as well as removing the general accuracy stat.
This was removed as the stat was too hard to balance, either it felt like you needed it to shoot straight or you felt like it didn’t do anything if you already could shoot straight. Guns still have different accuracies as defined in their CrosshairProfile but this removes accuracy as a stat on gear.
I also made some changes to the bolt action simulation, fixing the bug where it will continually try to chamber the next bullet with the bolt when trying to sprint only to have it be cancelled by the sprint. I also added a new feature to bolt actions where the next bullet will not be chambered until the primary fire button is released, this allows you to watch the full bullet drop to help you line your shots up over long distances.
With this out of the way I’ve started overhauling fragments and will have this finished soon, here’s what you’ve got to look forward to:

Removal of fragment tiers
Now every fragment can drop in the world and there will only be one fragment case purchasable with dust.

Increase in average fragment power
Way too many fragments felt too weak and like they were only good for dusting so you could roll them into something else. Now all the weak fragments have either been bumped up or removed so it should never feel like a bad move to use a fragment.

Far less available upgrade points per item
Currently we have way too many upgrade points on every item making maxing out a gearset outside the reach of most players (especially if trying to stick to strong T2 or T3 fragments).
This also meant that the gap between full fragments and no fragments could be quite large and it was also opening up some pretty crazy possibilities like stacking move speed every where even if this wasn’t really practical to farm.
With less points per item we can make each fragment more powerful and make each fragment feel like more of a decision because reaching the upgrade limit is no longer far off into the future.

Unique upgrades
Some fragments will only be able to be applied once per item. This allows us to create more powerful fragments ensuring that they have enough stats on them to have a noticeable effect without having to be worried about a player having a few of that fragment in their weapon making it completely OP.

Hope to see you on the 30th!

Hurtworld Update #135


Hi Hurtworldian fam!

We’ve been a bit slack lately on the old postey postey, rest assured we have not forgotten about you and are cooking up some awesome stuff as we inch closer to the ItemV2 release to our core branch. A couple of us took a quick vacation to brush off the cobwebs before our concerted efforts to push V2 into mainstream life and we are now refreshed and ready to mingle once again.

I’ve been working on progression design and how the FR18 will fit into the game with Tom, as well as a bunch of bussinessy stuff that we will be announcing in the coming months.

Next Patch
The next V2 update will be rolling out on Thursday the 30th, which will contain the new FR18 rifle, a refactor of fragments and 2 new town events integrated into the map.


Scope this out. 😉 I got the ‘Locus’ Scope finished this week and it’s looking rather nice. This is a more simplified style scope to match with the oldschool feel of the FR18. It’s a simple tube style with all metal parts that these older weapons generally had. The offset mounting also gives this a unique silhouette once this is implemented it should be a lot of fun to use. It should be slightly better than the bow in terms of progression. This will be more of a scrapper rifle that you can get into medium range fights with. Can’t wait to try it out.


Below are the 4 skins for the main body of the rifle. The top is the new ‘Camo’ then ‘Section8’ below that the ‘Veil’ and then lastly ‘Goreng’ because it reminds me of Mee Goreng noodles.  These are looking cool.



Afternoon, this week I’ve been designing two new town events. When we originally decided to implement the town events we didn’t know if they were going to work as well as they do so the designs for them weren’t overly ambitious but the current town event I’m working on has a pretty decent amount of effort put into it. The other two town events that are currently in game have capture points sitting up high with minimal cover so it’s easy to get shot down by a long range weapon, these latest two town events however, require you to get indoors and hold the point with a more up close and personal style. I wanted the entry points of these town events to be based a little more on play style, for example if you feel that you are a shotgun god then you will take the path to the capture point that’s much more enclosed and maze like with a ton of close quarter areas, where as if you feel you’re better at a mid range run and gun style with the AR then you’ll take a path that suits that more. The current town event I’m working on is 3 story high and has a decent amount of decision making in terms of where you enter from and how you exit the event. Another focus with these new town events is making them a bit better for the Loot Frenzy event because the first two events were made with the capture point mode in mind. Here’s some pictures of the town event I’m currently working on.


I also felt like I was wasting a ton of time trying to make occlusion out of the assets we had as they weren’t really made for the work flow I’m using. So I made some different sized crates to fix that problem and I can already see how much faster putting these events together is going to be.



Hey Hurtworldians,

Bit of a short one from me this week as I’ve been taking a short break to recharge and refresh myself. Since being back I’ve been working on implementing the new FR18 rifle Mils has been working on which is looking real nice.
We’re setting up the FR18 to be a mid to long range gun that will be available in the iron tier of equipment. We’re going to set it up with 30 pvp damage which will put it just outside of 1 headshot kills, we made this decision to allow bows to remain dominant in short to mid range encounters before the bows slow projectile speed becomes too much of a disadvantage at greater distances.
We decided on placing the FR18 in the iron tier with a significant iron and leather cost to try and open up more options in the progression, now you might not want to push into the Titranium biomes ASAP and instead set yourself up near an iron hotspot to farm up the FR18 first.
I’ve also been improving our scope implementation changing it so the zoom amount stat is now directly related to the zoom level (eg. zoom amount 2 = 2x zoom) whereas before the zoom level was reevaluated in a custom function to ensure a diminishing return on zoom amount (so each point in zoom stat is worth less as you have more of them).
These zoom levels will then be setup on the scope attachments and we’ll be removing the zoom amount fragments as well so the zoom level will be controlled 100% by what sight attachment the gun is running.


Speaking of fragments, I’ll be doing another balance pass through these after finishing implementation of the FR18. Right now there are way too many of these that feel weak and there are also way too many available upgrade points on items, we want to try rebalancing these so each fragment has a perceivable impact and feels worth using within the right context.
We’ve got a few ideas about how we can achieve this, more on this next week!

Hurtworld Update #134


Hey Hurtworldians,

Last week I finished implementing the weather system and delivering the experimental update.
The new weather events play a bunch of client side effects as well as affecting temperature inside their range. This allows players some new options like being able to poke into the next biome earlier by using a weather system that reduces the environmental pressure, be careful though as others may have this same idea. Vise versa a weather system that increases the environmental pressure can serve as a nice safe zone if you have enough protection to survive it.
I’ve seen several players questioning why we chose to display the weather systems on the minimap and much of the reason was to allow players to spot those opportunities so they can plan and make decisions on how to best utilize the systems. The other major reason is that we didn’t want to spawn a weather system on top of a player when it could kill them without 1. Some kind of a warning and 2. An indication of where the weather systems end so the player can find their way out without guessing.


I also did a small rebalancing pass over the gear progression trying to simplify it a bit by removing a few pieces and combining some others. I also changed the Titranium Workbenches cost to have a much larger titranium ore cost, this was done to give more reason to live in the Titranium biome for longer. Previously as soon as you had stabilized in the Titranium biome you didn’t really have a reason to be there any more and should be thinking about poking into the end biomes.
I think whilst the workbench cost change does give a reason to stick around and establish yourself more in a zone it does so in a way that makes it a requirement rather than a choice which isn’t ideal (although a choice is harder to balance to make sure all options are viable).
Ideally unlocking this ‘gate’ would also open up new opportunities rather than just more of the same stuff but with bigger numbers, for instance I think this might be an interesting point to first introduce dynamite and using it to farm specific resources.
The progression balance still isn’t locked down so it’s likely we’ll be making more tweaks here soon.

I’ve also been working on a small bugfix patch I hope to be able to push out to you guys extremely soon to fix some map issues (like the spawn point on ‘death rock’ and the shrunken town event indicators) as well as fix a nasty bug where vehicle inventories could cause items to disappear sometimes when auto-moving or splitting items.


Hey ya’ll. I got the suppressor named ‘ Jacket’ for the FR18 95%of the way finished this week. It’s looking sexy, really enjoyed working with fabric on this one. Was a challenge to get the fabrics looking right. There’s still a couple more minor passes for this one but it’s very close.


I also got the first mag called ‘Rack’ done as well. This was pretty easy as it’s very similar to the basic mag for the AWM. Got this done nice and quick. I should be onto the scope for the FR18 next week, which is going to look quite cool and old school. Probably minimal plastic parts and that old school scope styling.



Spencer & Splatt

We have been on holidays for the last week, and are back in the office at full strength today. More from us next week.

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