Hard-Life Development Update: A Closed-Beta Early 6 Month Update, New Features & What's Ahead!π (Patreon)
Content
Happy Halloween, everyone! ππ»
First and foremost, I want to thank everyone who has continued supporting Hard-Life, especially our Patreon supporters who have helped keep this project moving forward.
Your patience, feedback, and enthusiasm mean a great deal to me. Hard-Life has come a long way, and there's still plenty more to come!
Today, I wanted to share an important announcement regarding our upcoming closed-beta release, some of the improvements we've been working on, and what we're hoping to accomplish in 2027.
π Our Next Six-Month Update Is Arriving Early!
As many of you know, Hard-Life generally follows a six-month development and release cycle for our closed-beta builds.
However, we're doing things a little differently this time.
Our next full six-month update will be released in November 2026, one month ahead of schedule!
The reason is fairly simple: I'll be out of town for the month of December.
Rather than releasing a major update right before leaving and potentially leaving everyone without immediate support, I've decided to move the release forward.
This gives us an opportunity to get the update into your hands earlier while also allowing time to address any unexpected issues.
If something goes wrong, a feature doesn't behave as expected, or a new bug appears, I want to make sure there's enough time to investigate and potentially provide a hotfix before December.
The last thing I want is to release a major update and leave everyone stranded with problems that could have been addressed beforehand.
Your experience matters, and I want to make sure our supporters can enjoy the latest improvements without unnecessary frustration.
π οΈ New Features, Improvements & Changes
This upcoming release represents another six months of development, experimentation, testing, and improvements.
We've been working on several areas of Hard-Life, including:
Cooperative gameplay improvements: Continued work on making the multiplayer and cooperative experience more enjoyable, with improvements designed around playing together.
New and updated menus: Interface improvements and additional functionality to make navigating and interacting with the game easier.
Gameplay enhancements: Various changes to existing systems, mechanics, and overall gameplay.
New features and functionality: Additional systems and improvements developed throughout the past six months.
Bug fixes and stability improvements: Continued efforts to address known issues and improve the overall experience.
Cooperative gameplay remains one of our biggest priorities.
One of the things I enjoy most about Hard-Life is the ability to experience the game with other people. Whether you're exploring, fighting your way through encounters, or simply seeing what happens when multiple players tackle the same situation, there's something special about sharing those experiences.
So invite a friend!
Get someone involved, explore together, and experience what Hard-Life has to offer.
The more people playing and testing together, the more opportunities we have to discover things that might otherwise go unnoticed.
π A Reminder About Closed Beta
While we've spent considerable time testing these changes, I also want to set realistic expectations.
Hard-Life is still a work in progress.
We do our best to ensure that new features are functional, existing systems remain stable, and the overall experience is enjoyable before releasing an update.
However, no amount of internal testing can guarantee that every possible issue has been discovered.
New features sometimes introduce unexpected bugs, particularly when they're interacting with older systems or multiplayer functionality.
We're a small independent development project, not a AAA studio with hundreds of developers and dedicated quality-assurance teams.
That doesn't mean we're willing to compromise on quality. Quite the opposite.
It means we have to be thoughtful about what we release, how we test it, and how we support it afterward.
If you encounter something unexpected, please report it through our community channels.
Your feedback helps us identify problems, improve existing features, and make each release better than the last.
π Looking Ahead: Could 2027 Be the Year?
I also want to talk briefly about the future of Hard-Life.
We've been working toward something much bigger than our regular closed-beta updates.
My hope is that 2027 could potentially be the year we introduce Hard-Life to a wider audience through a public Early Access release.
However, I want to be extremely clear about something:
This is a goal, not a promised release date.
I'm not going to announce a specific date or commit to a release window that we might not be able to meet.
If Hard-Life isn't ready, we'll continue working on it.
If certain features need more development, they'll get more development.
If something doesn't meet the level of quality I'm aiming for, I'd rather delay the release than put something out simply because we previously mentioned a date.
I've always believed that Hard-Life should be released when it feels ready, not because we're racing against a calendar.
There's still work to be done, but I'm optimistic about where the project is heading.
Hopefully, next year will bring us closer to sharing Hard-Life with an even larger community.
π¬ Join Our Discord & Bring a Friend!
As development continues, I encourage everyone to stay involved with the community.
Our Discord is a great place to discuss the game, share feedback, report bugs, and connect with other players.
And remember, Hard-Life is even better when you're experiencing it with friends.
Invite someone to join you during the next closed-beta release!
Whether you're a longtime supporter or someone who's recently discovered the project, we're happy to have you along for the journey.
β€οΈ Thank You for Supporting Hard-Life
I want to close by expressing my appreciation to everyone who has supported this project.
To our Patreon supporters, thank you for continuing to believe in what we're building.
To our testers, thank you for spending your time exploring new features, discovering bugs, and helping us improve the experience.
And to everyone following development, sharing the project, or simply waiting patiently for the next release, thank you.
Hard-Life is a passion project, and while development can sometimes be challenging, seeing people enjoy what we've created makes the effort worthwhile.
Our next full closed-beta update is coming in November 2026, and I'm looking forward to hearing what everyone thinks!
Until then, stay safe, enjoy Halloween, and keep an eye out for more information.
Happy Halloween! π
Thank you for your continued support, and I'll see you in Hard-Life!
Jonny
Hard-Life Development
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As for the changelog...
For our patrons, Those should be shared with you
π΅ Menus, Music & Interface Improvements
New FMOD Media Player: Import music folders, build a persistent music library, and control playback directly through the game.
Music-Reactive Models: Optional BPM-adjustable bouncing effects for weapons, items, and viewmodels. Disabled by default.
Expanded Twitch Integration: Additional Twitch functionality and temporary chaos-effect controls. (Beta)
Improved Scoreboard: Player selection, muting, Steam-profile access, and higher-resolution player avatars.
Weapon Camera Options: New settings to hide the HUD and crosshair.
Interface Fixes: Improved menu positioning on 4:3 displays and corrected unwanted Tab navigation in the scoreboard.
π€ Cooperative Multiplayer & Map Transitions
Cooperative gameplay continues to be one of our biggest priorities, and this update brings
several important improvements to how players progress through the game together.
Improved Level Transitions: Reworked map-transition handling to reduce problems when players move between levels.
Exit Waiting System: Players can now wait for teammates before transitioning to the next map.
Global Exit Countdown: Forward transitions use a 20-second countdown, while backward transitions use 40 seconds.
Player Participation Requirements: Additional checks help coordinate multiplayer map transitions.
Return to Gameplay: Players waiting at an exit can press E to return.
Improved Exit Reliability: Safeguards address disappearing exit triggers following player deaths or save-station reloads.
Map Transition Fixes: Addressed situations where map-change commands unexpectedly returned hosts to the main menu.
Multiplayer Flashlight Improvements: Improved flashlight consistency between players.
These changes are intended to make cooperative sessions more reliable and enjoyable, particularly when playing through the campaign with friends.
π₯ Cameras & NPC Improvements
Improved Third-Person Camera: Smoother camera offsets and corrected crosshair alignment.
Observer Camera Adjustments: Refined chase-camera distances and spectator positioning.
Exit Camera Improvements: Updated camera behavior while waiting for teammates during map transitions.
Improved Barney Combat Animations: Better torso aiming when engaging enemies.
Robot Animation Fixes: Corrected animation behavior when robots move outside the player's view.
Monster Lighting Controls: New map-configurable minimum lighting settings for monsters.
π« Weapons, Combat & Visual Effects
Egon Improvements: Refined weapon-mode switching and viewmodel bodygroup handling.
Weapon Viewmodel Fixes: Corrected mismatches between weapons and their displayed models.
Aurora Muzzle Flashes: Added and refined muzzle-flash effects for player weapons and armed NPCs.
MP5 Visual Improvements: Increased muzzle-flash size for a more noticeable firing effect.
Inventory & Pickup Fixes: Addressed issues involving grenades, glowsticks, weapons, and medkits.
Audio & Sprite Corrections: Fixed missing sound and sprite references.
Gibbing Adjustments: Increased the explicit bullet-damage threshold for forced gibbing from over 16 to over 250, without changing weapon damage.
π Physics, Ragdolls & Corpse Improvements
Improved Ragdoll Reactions: Better impact direction when bodies are struck by gunfire or explosions.
Corpse Collision Synchronization: Improved synchronization between physics corpses and their damage boxes.
Map Transition Improvements: Addressed corpse synchronization during level changes and death-pose transitions.
Zombie Revival Fixes: Corrected interactions between zombie revival and physics corpses.
GSPhysics Enhancements: Added gib-submodel support to the physics system and its editing tools.
Experimental Wound Effects: Introduced experimental blood and wound decals for dead scientists.
π€ Bots, Audio & Sound Improvements
Bot Integration: Added bot functionality and additional testing commands.
FMOD Spatial Gunshots: Introduced spatial gunshot audio for improved environmental sound positioning.
Environmental Audio Occlusion: Added configurable BSP-based sound occlusion and muffling.
Moving Sound Sources: Continued investigating and improving sound-source tracking for moving ambient audio.
Speech Tool Improvements: Improved packaging and distribution of native speech tools.
πΊοΈ Mapping Tools & Content Creation
We've continued improving the tools used to create and modify Hard-Life content.
Updated FGD Definitions: Expanded entity descriptions, flags, and keyvalues.
Additional Entity Support: Added missing definitions for weapons, monsters, vehicles, proximity cameras, FMOD entities, and the new boss.
New Mapping Parameters: Added IfSkill and noroam fields.
J.A.C.K. Lighting Preview: Developed a viewport lighting-preview plugin with configurable baking settings. (included in Hard-Life/hardlife/tools)
Improved Light Compilation: Compile Lights now automatically incorporates current unsaved map changes.
Plugin Distribution: Packaged the lighting plugin with installation instructions, source code, and build tools.
βοΈ Stability, Performance & General Fixes
Investigated memory exhaustion during map transitions.
Improved handling of resource precaching and repeated resource loading.
Added safeguards for late-created and disappearing changelevel triggers.
Addressed multiplayer map-change reliability.
Moved routine diagnostic messages behind developer 1 to reduce unnecessary console clutter.
Continued general bug fixing and compatibility improvements across existing systems.
πͺ New Human Grunt Models & Animations
A special thanks to fury_161 for creating new and improved character models for Hard-Life!
Updated Human Grunt Models: New models featuring more proportionally accurate shoulders and improved character anatomy.
New Human Grunt Animations: Updated animations that improve the overall appearance and movement of the Human Grunts.
Updated Holographic Training Model: These model and animation improvements have also been applied to the holographic instructor (Holo) found in the training room.
These additions help modernize the appearance of familiar Half-Life characters while preserving their original style and identity.