Post-beta update 0.1.2

We just issued a small update fixing some annoying bugs reported during beta (thanks everyone for the feedback).

- Fixed crash that would sometimes happen when deleting a path.
- Fixed crash when changing between some mods.
- Upside-down movie when exporting from replays.
- Resolutions with refresh rates below 59hz are now taken into consideration.

- Pressing any key skips the initial KHG logo.
- No longer waiting for a key press before going to the main menu.

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Door Kickers hits Beta!


Beta is here and with it the new face and soul of Door Kickers.

(update from the same place you purchased the game, some stores may update later than others. Or just use your steam key you got from us. Yes, we still get emails from people that didn’t know a steam key got lost in their spam filter, nothing to be ashamed of)


No fear, its still the same game, but – as promised - it’s got major improvements, over and under the hood. Starting with the new Menu makeup (inspired by the great work of Vadim Veedoff), going through the changed equipment unlocking and Squad Levelup, and getting to the improved tactical options in game, we feel its a much better experience.

-Yes, we did say Squad Levelup. Back when we first put the Doctrine Tree out we knew some things didn’t really click together, and your feedback confirmed we’re on the same page. The new system works as follows:

  • troopers start with innate, random ability values. In the future, more might be added.
  • they levelup based on XP and get a flat set of improvements with each rank. In the future, there will be some player control over trooper improvements.
  • the squad levels up via the sum of XP received by ALL troopers
  • Squad Levelup unlocks the trooper classes and gains you Doctrine Points to use in the Doctrine tree
  • the new mission challenges give extra XP
  • oh, yeah, the squad and troopers should all reset with the new version

-Speaking of your troopers, you can now quasi-customize them by replacing them with others from the available pool. In the future, you will also be able to completely edit the names and use your custom pictures! Going into the actual game, you might notice the troopers are much better at following the path and orders sequence and its much easier to predict now what you will see from each waypoint.

-You can also have waypoints that interact with objects from a distance, so if you want for example to have a trooper open the door from the side, that’s easy to plan in advance now.

-Also, a new and handy auto-go-code is available now, the wait for clear order. Troopers ordered to do so will stay in place until all hostiles have been pacified or left their field of view, and continue afterwards. Its a handy tool, but it will put a half a second delay in your advance, so use it where appropriate only.


Since the game plays a little different, we’re especially keen to hear your thoughts on the new build and features, so don’t forget to write!

What else is New and Important in the Beta version of Door Kickers:


- Challenges: in addition to the 3-star system, you can now complete challenges for each level. These do not count towards unlocking weapons but do gain your troopers XP.
- Plan saving: all paths up to the first “Play” command are saved and restored when restarting the map, also called the Daimaju feature (
- Unlockable items: items are now unlocked using the Stars currency.
- Unlockable classes: trooper classes (assaulter/breacher/etc.) are now unlocked by leveling up your squad.
- 8 new firearms.
- 3 new armor types.
- 8 new maps.
- Many improvements to enemy AI.
- Line of sight preview when drawing a path.
- Proper feedback indicators for enemies that are about to execute a hostage + added countdown timers for executioners.
- Feedback for the range of all sounds. Can be switched off in options.
- Added indicators for shield area of cover.
- Added enemy tooltips that show their equipment and intentions.
- When the line of fire is blocked by a friendly unit, a proper graphical indicator is rendered.
- The VIPs in “Protect the VIP” scenarios must be activated by proximity in order to be able to control them.
- Can customize the name/appearance of your troopers (wip, for now you can only loop through all the troopers in the database).
- Can now change resolution from the in-game video options.
- Support for more .wav formats. Previously an unknown format would crash the game.
- Added reverb sound effects (wip).
- Added new graphics/sounds effects (ejecting bullet shells, rain, fire etc.).
- Graphical updates to many maps, including the training ones.
- Improved overall graphics.
- Can now disable map zooming/panning from the options menu.
- Arrested enemies auto-move outside the line of fire between a swat and a fellow enemy.
- Selecting between paths that are over-imposed is now much easier.
- It is now possible to switch between pages in the Single Mission selection screen, via the small buttons on the bottom.


- Fixed the 50 mods limit downloaded from Steam.
- The “Export replay to movie” feature now works correctly on more (all?) hardware configurations (and faster).
- A crash that would sometimes happen after enabling/disabling mods and playing a game.
- Mods are no longer deleted after starting the game in offline mode.
- Deploy slots no longer look weird on very large screen resolutions.
- Flashbangs that could sometimes kill an enemy if they hit him.
- Too many trooper radio sounds in replays.
- A bug where shields would not stop bullets coming from grazing angles.
- Snipers can no longer target VIPs.
- A bug where modded weapons would show up more than one time in the equipment menu.

Modding / Structure changes:

- When updating a mod, the mod.xml “description” field is no longer updated on Steam Workshop.
- Can now use additional breaching charge types on a door.
- Maximum map size is no longer hardcoded at 4096×4096, though it’s still limited by the maximum texture size supported by the GPU. Recommended 8192×8192.
- Added more rendering layers (can now control which item renders on top of what item with more precision).
- All weapon mods that use bullet_trace.tga + bullet_trace_shotgun.tga should now use the .dds versions. Will remove the .tga ones in the next update.
- All weapon mods should update the firearms flare rendering layers to mimic the ones in the new equipment.xml version.
- All weapon mods should add bullet-shell-on-the-ground sounds like in equipment.xml. If your mod already added such sounds (e.g. SiC), make sure to take them out or add them using the new fields in equipment.xml.
- Graphics / Explosion sounds for flashbangs/breaching charges are now moddable. Mods that modify the flashbangs/breaching charges should modify them according to the new equipment.xml (added the explosion sounds and graphics).
- Crowbar/lock-picks added to the equipment items and can now be modded.

Have fun, wear your plates OR NOT ;) , and don’t forget to hit the feedback button :)

Your DevTeam @ KillHouse Games





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Press Coverage

Alpha 10:

Gamer’s Dissent Video Preview

Nerd³ The Alpha Detective Video Preview


Alpha 7/8:

Honest Game Reviews Q&A with us

PCGamesN: “Verdict: Buy”

Overlord Gaming reviews Alpha8

Not exactly a review, but pretty damn cool!



Gamer’s Dissent Video Preview


Alpha 2 and 3:

Total Biscuit, The Cynical Brit Video Preview 

Indie Statik: ”It’s probably the best man-shootery game I’ve played in years

PCGamer: ”If you’re a fan of the SWAT games, Rainbow Six, Frozen Synapse … then you’ve probably got Door Kickers pencilled in your diary, perhaps even accompanied by a couple of exclamation marks



Rock Paper Shotgun Preview


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Door Kickers Beta – Teaser Trailer

Well we sure hope that your body is ready…

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Update 0.0.103 (Steam only)

Update 0.0.103 (Steam only)

Hey there,

We’ve just issued an update that deals mostly with Steam Workshop issues, greatly improving the workflow and capability of mods.

Make sure to read the tutorial again.

We’ve also addressed a few minor other issues.

Here is the complete changelist:

0.0.103 (Steam only)

Modding / Structure changes:
- Can update mods on Steam Workshop
- Mods will try to auto-activate the first time they’re downloaded from Steam Workshop
- Mod file conflicts are shown in log.txt
- The individual sounds/entities/firearms/firearmattacktypes/abilities are now overwritten when found in another mod with the same name
- Mouse scroll for mods menu
- Game now reads mods from a local mods/ subfolder
- Fixed editor saving maps/thumbnails in the wrong folder
- Auto delete local mod when unsubscribed/deleted from Steam Workshop
- Steam Workshop loading is done on the loading screen so that you get some feedback

- Can no longer scroll farther than the map’s borders
- Added backwards compatibility versions for replays: replays still work for minor version changes

- Fixed missing windows/doors on some video cards (OpenGL issue)
- Fixed sometimes losing unused skill points when quitting the game
- Fixed a crash that would happen when a bullet would go through more than 4 window


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Update 0.0.102

Issued two updates today that mostly deal with Steam Workshop issues.
Make sure to read before adding any new mods to Steam Workshop.


0.0.102 (Steam only)
- Fixed not being able to activate more than 1 mod at a time
- Fixed mods sometimes getting uploaded with a wrong name
- Corrected a couple of typos in the skill tree

Modding / Structure changes:
- Game now reads mods from a local mods/ subfolder

- Fixed a crash related to mods
- Mods don’t automatically lose compatibility when changing game version. We now have a version compatibility list.
- Lowered OSX minimum requirements back to 10.5

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Steam Workshop Instructions







You can find a template mod in the game’s installation folder: path_to_game/mods/data_modtemplate
Read the file path_to_game/mods/data_modtemplate/filesystem_mount.xml for more information.


Create a new folder in that same location. Rename it to your liking (e.g. path_to_game/mods/myMod123)

The folder name should be similar to your mod’s name, so that it’s easily identifiable once downloaded (also it should be unique between the existing Workshop mods).


Delete everything inside it except mod.xml and filesystem_mount.xml. The folder must contain at least the mod.xml file to be a valid mod. You should only add what files you need in order to avoid conflicts with other mods.


Fill in the required info in path_to_game/mods/myMod123/mod.xml. Edit filesystem_mount.xml to add new levels/sounds/whatever.

The information in mod.xml will show up in Steam. Choose a short (and unique) name and don’t change it from the Steam Workshop interface, only update by modifying the mod.xml.


Start the game, the mod should now show up in the game’s Mods menu.


Very important! Make sure all paths inside your mod point to the data/ folder, and NOT myMod123/. The data/ path will be automatically replaced with yours.
This will change in the future.


Make sure it’s working as intended before uploading to Steam Workshop.

Check the log.txt file located in Documents/KillHouseGames/DoorKickers for any “Error” messages!




Create a shortcut to DoorKickers.exe.
Add this to the command line:    -publish “path_to_game/mods/myMod123

To add a command line from the Steam interface: right-click on the game, choose Properties, click on Set Launch Options and write the -publish folderpath command there. Make sure to take it out after publishing once!


There is no visual feedback at this moment with the uploading progress, but you should open the log.txt file and refresh it until you see that the upload has been successful.
The log.txt file is located in:

Win7/Vista: C:\Users\username\Documents\KillHouseGames\DoorKickers
WinXP: C:\Documents and Settings\username\My Documents\KillHouseGames\DoorKickers
Linux: /home/username/.local/cache/DoorKickers
MacOSX: /Users/username/Library/Application\ Support/DoorKickers


Go to and behold your mod! Beware that it can take a while until it shows up there, wait for 10 minutes or so before uploading again, otherwise the mod will show up multiple times in the Workshop.




Edit the mod.xml file and fill in the changeNotes field.


Using the same technique as when uploading, add this to the command line:

-update_published “path_to_game/mods/myMod123


Read the log.txt file for any errors/warnings.



You can either delete it from your Steam Workshop page (easier) or by using this command line:

-delete_published “modName

Take note that this time you’re using the mod’s name, and not the mod’s folder.

When the owner deletes his mod from Steam Workshop, it will also be deleted from every subscriber’s game.



Red Panda’s Workshop Publisher

Our awesome modder and contributor Red Panda has created a great tool to automatize all the above steps, check it out here:


Steam Workshop interface


You can edit everything about the mod except the name. The name in Steam Workshop must be identical to the one in mod.xml, otherwise you won’t be able to update the mod.


After subscribing to a mod, the next time you’ll start the game the mod will be downloaded and will show up in the in-game mods interface. Have patience, if the mod if large it can take a while…


Unsubscribing from a mod will automatically delete it from the game as well.


When the owner deletes his mod from Steam Workshop, it will also be deleted from every subscriber’s game.


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Door Kickers Alpha 10


Friends from distant lands…you have been called to answer the threat of the armored bad guy!

Your bullets will bounce. You will scramble at their bursts of automatic fire. You will use clever tactics or you will perish. You will … download Alpha 10 (via the download link you received during purchase, Steam or other stores – which could be late a couple of days).


10 is such a nice number, and counting a little over 1 year since we started releasing these builds, we thought its time to move to Beta?

What does that mean? Nothing to fear! ? Just that from now we’re focused on actually finishing features and giving a more complete level of polish to the game! You will see the overall quality ramp up, and also the remaining features being tackled. We still listen to feedback, we still add and change stuff!


To keep you occupied while we do this, we’ve added Steam Workshop support and an in-game Mod Management interface. This means that you get to see mods and custom maps shown in a centralized location, and its also easier to activate / deactivate mods without editing game files yourself. If you’re into modding or map building, head over to to read Pintea’s (work in progress) guide on modding.


The moment you start the game you will notice the new Squad Doctrine Tree. Every time a trooper gains a level, you get a Promotion Point. Used that point to give a permanent upgrade to your squad, and all troopers benefit from it. We’ve opted to have it work this way, as opposed to upgrades on the individual level, since our game is all about the team, and we hate micromanagement. But remember, we’re not done with the game yet :)

This also means that your squad is now back to level 1. They don’t know anything. They’ll shoot stuff, but its up to you to teach them advance stuff. Double Taps? Long Range shots? Sure. Headshots? Well, that’s not yet implemented :( Soon!

So get them up and running, and make sure to let us know what you think of the current doctrine tree, while we work on V2.

What else is New and Important in Alpha 10 of Door Kickers:
- Bigger maps (zoom/scroll enabled for all maps)
- New scenario type: Protect the VIP
- Three new enemy types (Operator Orville, Juggernaut Emil, Assassins)
- Three new maps
- Improved enemy/SWAT AI
- Export replays to video
- Modding support + in-game mods menu
- Steam Workshop support
- Can resume a game anytime during a replay
- Added enemy ghosts for last visible location

- Added maxFPS and vertical-sync in options.xml
- Improved FPS / loading time
- Game size reduced significantly (due to compressed textures)
- Can now hide the HUD while playing; not yet in replay mode
- Multiple graphics improvements
- rebalanced armor types
- rebalanced 9mm and .40 caliber vs .45 caliber pistols
- New sounds
- game now loads .dds files in addition to .tga and .png
- new door types added – elevator and bus doors

- Can no longer be heard through walls when picking locks
- Fixed a couple of replay-desync bugs
- Fixed some ambient sounds that were too loud
(plus bugs, crashes, etc)

Modding / Structure changes:
- changed location of single mission and RMG repositories
- the distance at which shots are heard is now specific to each weapon
- the noise distances for stealthily opening a door vs kicking it down are now configured separately.
Have fun, wear your plates, and don’t forget to hit the feedback button :)
Your DevTeam @ KillHouse Games







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