
Obsidian Conflict
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Steam version Closed BetaJun 30, 2023 - Community AnnouncementsThe road was really rocky, and it seemed it wouldn't ever arrive, but we have finally in our hands a version stable enough, for the closed beta to begin. {STEAM_CLAN_IMAGE}/4458739/82ab7d7bac5b4e178e5739f1b9ab8ea5e9bf91dd.png {STEAM_CLAN_IMAGE}/4458739/2bd15c927da2fc3938e5666f5e8c7dbd60903125.png New HMG1 model / Driveable Zuk van In the case someone missed our previous article, here’s a recap on what are the goals of the closed beta: Expose any exploits or critical bugs that were overlooked during the internal testing, and fix them Restore the community-driven infrastructure of servers, public bug reporting, our official map database, and more. Generate updated wiki, tutorial & guide information for modders and server operators for the new version. Provide us with a larger pool of players to draw input from, as we work on the balance and polish of our content, leading up to the public release {STEAM_CLAN_IMAGE}/4458739/e3df11446c5c8227ff40f94156a72cf01af2433c.png {STEAM_CLAN_IMAGE}/4458739/cf83437b1ad2ca8ed30dbc1c94469ab59bd11b37.png Diving / Improved Points Transfer feature While we are beginning to select the first candidates from a closed pool, there are three tester roles, which can be applied to by the public freely: Server Admins: With a focus towards current OC 1.35 server admins, we want anyone interested to host, on having access into the new Steam version, so they can start preparing their servers and at the same time, give us feedback about potential issues and improvements needed Translators: While OC always had a Japanese translation, we would like to expand the number of languages offered, especially now that we are on Steam. Users who are already present in our community, and that have already translated for other mods, will be favoured. Due to the sheer number of strings, it is recommended to work with another or as a team, per each language. For a list of current languages and who are working on them, please check our Trello Community Modders: With a great interest towards mappers, we want any “battle-hardened” modder to participate in, so they can tell us how they are finding the new version. Those familiar with creating stuff for the mod, will be favoured, as they might know what to do, to adapt old community maps for the Steam version if they want to. And if they can lend us a hand by writing / updating the Wiki and guides, even better! We don’t have a fixed range of dates of how long should last the beta, and when the preparatives for the release should begin. Hopefully, we will not face many issues during it, so on the worst case scenario, it doesn’t take us longer than half a year to actually begin the final countdown towards the release. {STEAM_CLAN_IMAGE}/4458739/1e02d5a3d525d68cf80680de93d10de980da916f.jpg {STEAM_CLAN_IMAGE}/4458739/f576ec5249a969184f36fc6b3bb30807a5002d5c.png Umizuri / Stitches 02 Unfortunately, not everything is good news: Early this year, we had to say goodbye to KittopiaCreator, as he retired from S...Update: Preparation for the closed beta - Part 4 and finalMay 25, 2023 - Community AnnouncementsAdded Remastered Umizuri. Only original gameplay is present, but new elements will be added eventually New Defender model and gibs. Temporal design for now Support for invites and joining friends to Discord and Steam rich presence -oc_disable_addon launch parameter. Pass as argument folders, workshop or all, to disable local addons, workshop ones, or both -oc_disable_mounts launch parameter, which disables mounts ( and for the moment, addons as well ) ConVar oc_mapcycle_empty_mode to change the default behavior for ConVar mp_mapcycle_empty_timeout_seconds from always restarting after the timeout, to only do so after at least one player joined once and then left oc_mp_inventory, in order to enable or disable the inventory feature viewmodel_fov_override, in order to allow players using the viewmodel FoV they want, over any values weapon scripts might have. Also available in the Mod Options ViewModelFOV keyvalue for Weapon Scripts, allowing to define an specific FoV value for a viewmodel Optimized Antlion Worker and gibs, vastly reducing the lag on death Default Mount support for Entropy: Zero Fixed EMP weapon beams going to world origin or the last hacked target NPC Controller energy head ball getting stuck on the NPC Weapons dropped by NPCs, giving more ammo in a clip than they should Crash during map change / reload with the playermodel selector open Crash when using ConCommand hunter_shoot_flechette in dedicated server console prop_dynamic_create and prop_physics_create causing a crash if called at the dedicated server side Lump files not working on changelevel Mouse cursor from escaping outside the game screen during gameplay Workshop collections are properly handled on servers now Workshop addons not being properly loaded after download Infinite loop in Workshop download logic Defender NPC having AI schedule errors if there was a Scanner also present Grapple weapon idle anim blocking at times other animations of the weapon Snow materials having missing parameters, like specular masks or footstep sounds ep1_c17_05: Several entities being carried through the changelevel, causing overlaps and visual issues Being able to transfer points to a player in another team SetSpeed input from func_conveyor not working HL:S RPG viewmodel having a wrong attachment position for the laser pointer Modified Tweaked chat font and position to improve readability Updated weapon sounds for the Alyxgun ( player ), Annabelle ( player ), G11 K2, G36C, HMG1, MP5k, OICW, SMG9, SPAS-12 and UZI Mossman uses a different HL2 sheet name now, to avoid being overridden when mounting EP1/EP2, and using the HL2 bodygroup Points transfer window uses now a list of players Inventory feature disabled by default now, see oc_mp_inventory for more info fov_desired can be up to 120 now viewmodel_fov can be from 1 to 179 now viewmodel_fov is now saved on player settings Score HUD element can be hidden by on death, stripping the suit, or in a viewcontrol Lives HUD element will be hidden wh...State of the Mod UpdateOct 19, 2022 - Community AnnouncementsIt’s hard to believe that a whole year has already passed since our last update. Time sure flies, doesn’t it? So we thought that since our last article celebrated our 15th anniversary, how about we do the same for our 16th… but late! Now, to address that age-old question, “is the mod still in development?” Yes! (albeit at a slower rate than we would prefer), work remains very much underway on the mod. With all the usual “real life” interruptions (sickness, studies, jobs, economic issues, or a literal ongoing war) continuing to plague the team, progress has suffered. Ranging from not quite getting as much work done as before, to flat out unavailability, either of which will slow development for a small team like ours. That said, the team members that can still manage to dedicate at least some of their free time to working on OC will continue to do so. We also feel it’s necessary to apologize for the radio silence outside our Discord server, where we tend to be much more active. While we know that it’s important to keep our community up to date with media updates and the like, with development time at such a premium (as mentioned above), we felt the time required to put out regular updates was better spent getting work done on the mod itself. This is a somewhat lame excuse for how quiet we’ve been, and we probably could have managed at least some small updates here and there, though, it does tend to be difficult to show off code work/fixes in a visually exciting way for the layman. We had hoped that this article would be the announcement of the start of the closed beta phase, but time got away from us yet again, and it’s looking like we will be waiting just a little bit longer for that news update to drop. With all that out of the way, how about we move on to the fun part? Development: {STEAM_CLAN_IMAGE}/4458739/f228ebf253c91b1ec4a943816dcc4dd9dc8879a2.png {STEAM_CLAN_IMAGE}/4458739/ad90767a959e70adc8039c5781a89cce97d5419d.png {STEAM_CLAN_IMAGE}/4458739/1150714d116a53d765877837fdda0d719333e45f.png {STEAM_CLAN_IMAGE}/4458739/1f6493a0395d6f9504b07b9b8103f063b0299cd6.png Umizuri ( Early Work In Progress ) / Broken Escape 01a Mapping progress on "Umizuri" and "Broken Escape": Umizuri is getting a major visual overhaul, and we are toying with the idea of adding new gameplay features as well. The core gameplay will be retained, but the new ideas are still up for debate and a work in progress. Broken Escape had a remake being worked on for the expected previous public mod release, but in the decade since, a full new version was created. Broken Escape, part one was split into three maps due to reaching several engine limits. Currently, about 2/3 of it is completed, with an art pass being prepared. The second part of the campaign will arrive in a post-release update, to be announced later. Other maps and assets: Closer to the beta, our previously completed mapadds and maps will be checked again from the ground up in order to guarantee a minimum of quality f...15 years of Obsidian ConflictJul 24, 2021 - Community Announcements{STEAM_CLAN_IMAGE}/4458739/88b0df042b7dac174e3b1a9f09536e602a97621e.png On this day, fifteen years ago, the first version of Obsidian Conflict was released to the public. It all began when the original founders Skidz and Hyperjag3 wanted to create a co-op mode for Missing Information, which quickly turned into its own project, Obsidian Conflict. Since then, several versions ensued, each one fixing previous bugs and creating new features. People came and went, the engine got game-breaking updates and new challenges were faced, but the spirit of playing together with your friends remained constant. In case you are interested about the mod’s origins, you can read the original article written for the 7th anniversary here. {STEAM_CLAN_IMAGE}/4458739/d662826d2fcd9df3ed53ed8b30ca14348091aeae.jpg Freezing Point, 2006 {STEAM_CLAN_IMAGE}/4458739/a7cb85dcbc92e1034ac9564b861faa2a2b1b9f6a.jpg Deadland, 2006 While development has been quite bumpy in recent years (including a development pause between 2015 and 2017), we keep working hard for our fans and in our compromise to finish what our founders intended: releasing on Steam. Development remains slow as our team keeps being tied up with real life events, but even with such reduced speed, progress is being made. So far, testing on Steam has drastically improved the ability to test, and finishing the new content mounting system is the last bottleneck that impedes us before we can begin with the closed beta. We are still confident that we can get started with it this year, and if everything goes well, maybe even release, but time will tell. {STEAM_CLAN_IMAGE}/4458739/7a32e1e38e02710c96bc088db1672a2cfd115cc9.png Stitches 2, 2021 {STEAM_CLAN_IMAGE}/4458739/89f5818009591d79906555909537b0173b5cfb65.png Diving, 2021 As a closure, we are still accepting new team members. We are also seeking to expand our moderator team in preparation for the closed beta and the release. Of course, contributors are also welcomed as well if you prefer to help out without being anchored to the mod for extended periods of time. If you are interested, please apply using our new application form.2020 winter updateDec 26, 2020 - Community AnnouncementsSo, 2020. There’s not much that needs to be said about how this year turned out and why. It is very jarring in comparison with our last article done at the beginning of February, where we were optimistic. In case you haven’t seen it on our Discord server, we must give you bad news: Obsidian Conflict has been delayed to an unknown date in 2021. We know that we promised the closed beta to start by the end of this year and then release the mod after, but a multitude of events have occurred to the team in real life due to or during the pandemic, going as bad as even losing jobs and having mental breakdowns, and as such, the work on the mod has been inevitably affected. However, while the working speed has been slowed down to a crawl, development is still ongoing. Let’s go then for a small recap of what happened this year since the last article, shall we? {STEAM_CLAN_IMAGE}/4458739/b9b5abaa2ec43fc63390dfcd4116865d4d7fc2c6.jpg Metrocops can use shotguns now, AR2 and grenades {STEAM_CLAN_IMAGE}/4458739/8c71a90e7601695c3bb7b340a69c3e90cdc3c8b7.jpg Improved Ichthyosaur model Half-Life: Resized Maps Known previously as Half-Life: Source Unified, this collaboration between the Half-Life: Co-op and Obsidian Conflict teams eventually saw the light in July. From the initial tram ride to the final choice, the whole game has been reworked and improved into a seamless, map-bug free experience. Here are the links for Gmod, HL:S and the main project page. Obsidian Conflict will ship with these, and as seen in current internal testing, it’s a pleasure playing them in co-op, unlike the original HL:S maps (in which the main issue was the size of the maps, as they are so small that by the time a player finished loading one, the server had already switched to the next). The mapadds for the vanilla HL:S maps will remain in the mod for legacy support anyway, just in case. {STEAM_CLAN_IMAGE}/4458739/d9a15fed3c07ba3da587e0ae303a57e31dc55650.jpg Hazard Course {STEAM_CLAN_IMAGE}/4458739/8c848320fbdc3a2732e83c58a73e69917df8df43.jpg Surface Tension Further fixes and improvements While we worked on the HLRM project, the rest of the mod received some love too: code bugs were squashed, maps were updated and improved, weapons are being rebalanced, models and textures getting an art pass... We don’t want to show all the work done yet, but we can unveil some nice details, like the sniper rifle now using a 5-shot energy cell, as a way to set it apart from the 357 or the Crossbow. An improved UI and fleshed out HUD details, fixed graphical issues when playing HL2: Lost Coast with multiple players (like broken occluders or wrong lighting settings on models that only have been possible to fix via Lump editing) as well as SLAMs/Tripmines not exploding if the surface they were attached to broke apart. {STEAM_CLAN_IMAGE}/4458739/b11016641277c356ff60367c58d14fafe4fe12f5.jpg 5-Shot Sniper Rifle (OSR) {STEAM_CLAN_IMAGE}/4458739/f20987addd9108b44461459517317a36a28ddf53.png UI changes {STEAM_CLA...New Decade, New ArticleMar 28, 2020 - Community AnnouncementsAfter the summer media update, we kept working on the internals of the mod and at this point, almost all the big bugs like game crashes are gone. With the only remaining bugs being some smaller ones, we are once again able to focus on improvements and new features. For those who haven't seen the news on our Discord back in the day, we began beta testing on Steam directly in late October 2019. This is a small but important step for us, as we have finally surpassed all the progress we did since back in 2013. This event is another milestone of our work and further proof we are drawing close to the release. You might remember that in our last media update, we announced the collaboration between Obsidian Conflict and Half-Life: Co-op. It's time to reveal some of the fruits from it: {STEAM_CLAN_IMAGE}/4458739/e1a678a81d68581cfcb18d55142ceb1c12d932d1.png Originally made by Mr. Lazy for Half-Life: Co-op, the maps are undergoing extensive overhaul by our teams, notably solving some long-standing HL:S and HL1 problems, restoring the original GoldSrc lighting, optimizing the maps, porting and fixing the correct textures and much more, with the planned addition of the PS2 map improvements. Thanks to Slartibarty's compile tools, there are several new VRAD options that allow us to produce results closer to their original appearance in the GoldSrc engine, such as issues with Software rendering overbright lighting. Right now, adapting the PS2 Half-Life maps is planned, but not in progress. The PS2 maps provide a few improvements, such as improved brushwork or using models instead of BSP. Those specific improvements may come post release for the time being, while we finish other more pressing tasks. These enhanced maps, together with their VMFs and the special lights.rad files will be released once completed and made available both for Half-Life: Co-op, Obsidian Conflict and Half-Life: Source itself. {STEAM_CLAN_IMAGE}/4458739/617dad58e0da3cd2eb9f01add6613b354a0127b1.png {STEAM_CLAN_IMAGE}/4458739/b4c247f2685ddfe5523b831132716eaade2398b4.png {STEAM_CLAN_IMAGE}/4458739/cc0b486dc1b2f4e46e3f8421f2329a2a0af89d86.png {STEAM_CLAN_IMAGE}/4458739/af27526619726f063ad731916b18f223d3e25300.png {STEAM_CLAN_IMAGE}/4458739/7e6ba86bf933db43ee171549ba6f77a23f766b40.png {STEAM_CLAN_IMAGE}/4458739/1a51a54fd5ea5980153829003174e2f370b76cc0.png For those curious about how different the maps are in comparison to the Half-Life and vanilla HL:S maps, we have created an album comparing them. As our current efforts are focused on polishing the code and on the HL:S maps, we are looking for mappers to aid us in updating and improving our remaining official maps that still require improvement. To help us coordinate work on pending tasks we've made a Trello board available. Now people who want to help us can easily pick, request and check tasks that best suit their skill set. As they say - divide and conquer! And before you ask - you don't have to jump through the hoops of joining the team to...Obsidian Conflict Fall 2018 media updateOct 27, 2018 - Community AnnouncementsKept you waiting, huh? It has been five months since we announced our comeback, and the response was impressive: not only have the people continued to remember us, but also flocked en masse to our Discord and Steam group to thank us for our efforts. Even PC Gamer has dedicated some words to us. That was incredible!! So you are probably thinking “Ok, what has been going on after all these months?”: To start with, we got a new team member, Troop as our animator. He did the animations of the new Sniper Rifle and the Ion cannon, and reanimated the OICW. But he went further than that, as he also made a whole new model for the Alyxgun, as well as some light fixes for other viewmodels. News of our resurrection reached the ears of an ex team member, who has since then rejoined us: KittopiaCreator. He’s responsible for programming the Ion cannon as well as assisting us on internal fixups and improvements. He’s also an expert with particles, as one can appreciate them on the Ion cannon. https://obsidianconflict.net/ocscreenshots/fall18media/oc_seamus.jpg https://obsidianconflict.net/ocscreenshots/fall18media/oc_starlight.jpg Then came the contributions from the community. From mere fixes on certain models, to new textures, to even fixing and remastering maps! All of them have been greatly appreciated as it helped us to focus on other tasks. We can never be too thankful of your contributions. Here comes some examples of such dedication: https://obsidianconflict.net/ocscreenshots/fall18media/oc_zelda.jpg Zelda, remastered by Spartykins https://obsidianconflict.net/ocscreenshots/fall18media/oc_courier.jpg Courier, remastered by AsG_Alligator https://obsidianconflict.net/ocscreenshots/fall18media/oc_harvest.jpg Harvest, fixed by Sherlock During this time we have re-established contact with other mod teams in order to strengthen our capacity of solving problems with Source, which among other things it lead to solve some long time bugs of Source SDK Base 2013, like the playermodels and NPCs no longer being able to blink, or even the dreaded playermodel twitch and invisible bug that plagues all Source multiplayer mods and games on pre-L4D branches. https://obsidianconflict.net/ocscreenshots/fall18media/oc_stroopers.jpg As if all of the above weren’t enough, almost a month ago, it came to our knowledge that some legendary GoldSrc modders like Besli, RavenGT or Ambient.Impact were still active, so we contacted them in order to know their opinions as former members of H.I.T. about our old accord of using their content for our mod. Not only were they honoring our prior agreement, but also to our surprise, they gave us a pack with HD models that have originally been done for HL1 - some of which were either a rare sight on the Internet or outright unseen by the common user! We have ported and adapted them for our HL:S campaign and they have certainly helped to raise the quality, while not looking out of place by maintaining visual themes. https://obsidianconflict.net/o...Unofficial mountfixJul 13, 2015 - Community AnnouncementsHello everyone, we’d just like to inform you that our community member jfm created an automatic mountfix installer, big thanks to him! Please note that it is not created by the OC team and we do not take responsibility for any damage it might do to your system. It comes in 2 versions, one with a full OC installer included and one with just the mountfix. Please make sure .NET Framework 4.5 is installed and you're running at least Windows Vista, XP is not supported. Downloads: Full installer exe | Moddb mirror Mountfix only | Moddb mirror Zipped versions, for those that want them: Full client zipped (requires running mountfix manually) Full server zipped (requires running mountfix manually) So how does it work and what does it do? Before installing, make sure you have SDK Base 2007 and all the games you want to mount installed and fully working in Steam. Now, you either just run the full installer, which will execute the mountfix.exe once it’s done installing OC, or place the mountfix. exe in your existing Steamapps/Sourcemods/Obsidian folder, run it, either type "client" or "server" and hit enter. The server part installs and configures a basic server config setup for first time server admins and requires a login. The login is required for SteamCMD and is NEVER stored. For more information and credits, check this Readme. Please note that the mountfix can take a long time to complete and it may seem like nothing is happening at all. Don’t close the window, this is normal! The window will close once it’s done. What the mountfix does is it first scans for your installed games, extracts the content from their depositories and then creates symlinks in your steamapps\common\Source SDK Base 2007 folder. This process is very hard disk-heavy and thus can take a long time to complete. This also doubles the disk space taken for each installed, mountable game since the files now exist twice; once in the normal Steam depositories and once as unpacked files which OC can read. We are still working on a proper hotfix, but until then, this is a good stop-gap measure if you or your friends want to get into some OC action right now.Unofficial mountfixJul 13, 2015 - Community AnnouncementsHello everyone, we’d just like to inform you that our community member jfm created an automatic mountfix installer, big thanks to him! Please note that it is not created by the OC team and we do not take responsibility for any damage it might do to your system. It comes in 2 versions, one with a full OC installer included and one with just the mountfix. Please make sure .NET Framework 4.5 is installed and you're running at least Windows Vista, XP is not supported. Downloads: Full installer exe | Moddb mirror Mountfix only | Moddb mirror Zipped versions, for those that want them: Full client zipped (requires running mountfix manually) Full server zipped (requires running mountfix manually) So how does it work and what does it do? Before installing, make sure you have SDK Base 2007 and all the games you want to mount installed and fully working in Steam. Now, you either just run the full installer, which will execute the mountfix.exe once it’s done installing OC, or place the mountfix. exe in your existing Steamapps/Sourcemods/Obsidian folder, run it, either type "client" or "server" and hit enter. The server part installs and configures a basic server config setup for first time server admins and requires a login. The login is required for SteamCMD and is NEVER stored. For more information and credits, check this Readme. Please note that the mountfix can take a long time to complete and it may seem like nothing is happening at all. Don’t close the window, this is normal! The window will close once it’s done. What the mountfix does is it first scans for your installed games, extracts the content from their depositories and then creates symlinks in your steamapps\common\Source SDK Base 2007 folder. This process is very hard disk-heavy and thus can take a long time to complete. This also doubles the disk space taken for each installed, mountable game since the files now exist twice; once in the normal Steam depositories and once as unpacked files which OC can read. We are still working on a proper hotfix, but until then, this is a good stop-gap measure if you or your friends want to get into some OC action right now.Happy new year!Dec 31, 2014 - Community AnnouncementsWe wish everyone a happy new year and hope you had great holidays! This was initially meant to be a Christmas post, but Christmas preparations and celebrations kept me a bit busy, so please excuse the slight delay. :) We've got good news for you! We would like to welcome KittopiaCreator aboard the OC team, where he will be assisting us in programming! In addition, we have an additional member whom we will be announcing soon, so stay tuned. So things are definitely looking better as we can actually make some progress now. Sadly that's all we can tell you right now. We're still in the process of porting OC over to the 2013 SDK, so there's nothing really "new" until that's done. See you in 2015!Happy new year!Dec 31, 2014 - Community AnnouncementsWe wish everyone a happy new year and hope you had great holidays! This was initially meant to be a Christmas post, but Christmas preparations and celebrations kept me a bit busy, so please excuse the slight delay. :) We've got good news for you! We would like to welcome KittopiaCreator aboard the OC team, where he will be assisting us in programming! In addition, we have an additional member whom we will be announcing soon, so stay tuned. So things are definitely looking better as we can actually make some progress now. Sadly that's all we can tell you right now. We're still in the process of porting OC over to the 2013 SDK, so there's nothing really "new" until that's done. See you in 2015!Breaking the silenceOct 7, 2014 - Community AnnouncementsSurprise! We still exist! We have a hotfix in the works to address some of the problems that have been plaguing OC the last few months, it will fix the now-broken mounting system and improve stability of both the client and server. Because this hotfix requires new binaries for both the server and client, you can expect a few new features too. Everyone who donated after the 1.35 release will finally get their donor access as well. Sadly we can't give you an ETA just yet due to slow progress, our biggest problem is the lack of coders actively working on the code. Some are too busy with their job or education while others simply don't feel like working on the code or haven't been in contact with the team for months. That's why we're actively looking for new coders to ensure OC has a future, so if you: Are proficient with C++, git and Source (Beneficial, but is not mandatory) have experience with graphics and shaders (especially with regard to Source) Are able to communicate with the team (not just language barriers, etc. but also whether you can work with team members without attitudes and all getting in the way) Have enough time to work on a project like this (of course real life still takes priority, but you should at least be able to work on the mod somewhat regularly) ... Then post an application on the forums , send it via Email ([email protected]) or message one of our team members directly! Of course we are always looking for other positions like mapping and modeling too, so don't be shy! A big "Thank you!" to everyone who hasn't given up on us yet and sorry for not getting back to you sooner. We're going to post news more often from now on, even if it's just a small update to keep you in the loop.Breaking the silenceOct 7, 2014 - Community AnnouncementsSurprise! We still exist! We have a hotfix in the works to address some of the problems that have been plaguing OC the last few months, it will fix the now-broken mounting system and improve stability of both the client and server. Because this hotfix requires new binaries for both the server and client, you can expect a few new features too. Everyone who donated after the 1.35 release will finally get their donor access as well. Sadly we can't give you an ETA just yet due to slow progress, our biggest problem is the lack of coders actively working on the code. Some are too busy with their job or education while others simply don't feel like working on the code or haven't been in contact with the team for months. That's why we're actively looking for new coders to ensure OC has a future, so if you: Are proficient with C++, git and Source (Beneficial, but is not mandatory) have experience with graphics and shaders (especially with regard to Source) Are able to communicate with the team (not just language barriers, etc. but also whether you can work with team members without attitudes and all getting in the way) Have enough time to work on a project like this (of course real life still takes priority, but you should at least be able to work on the mod somewhat regularly) ... Then post an application on the forums , send it via Email ([email protected]) or message one of our team members directly! Of course we are always looking for other positions like mapping and modeling too, so don't be shy! A big "Thank you!" to everyone who hasn't given up on us yet and sorry for not getting back to you sooner. We're going to post news more often from now on, even if it's just a small update to keep you in the loop.
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