Door Kickers is out!

Door Kickers’ journey is now complete!


It’s been one year since we’ve entered Early Access on Steam, one and a half since we began crowdfunding. One and a half years of constant updates, great feedback from the players and two-way communication with you guys.


And we’ve taken the process to completion – Door Kickers moves on from Early Access.


For those that actually play each version, what’s new? The Campaign is IN. You have 3 campaigns now, with more to come! We’ve also changed the way Single Missions count now – troopers deaths are no longer saved in those. Think of Single Missions as your proving ground, where you try to beat your own performance, and campaigns as your real job – do the objectives and keep the troopers alive. Can you handle that? Maybe also in Iron Man Mode?


Another new and long in-coming feature are multi-layer maps. You can go up and down, exploring some new and old locations in a new way.


There’s also a new scenario type – Dope Raid – which tasks you not only with securing the suspects, but also capturing evidence before it gets trashed. And it will get trashed, unless you move swift and to the point.
And no, you cannot shoot everyone.


One last thing… this vesion will reset all your stats and mission completion. So why are you still reading this, get back to 3-staring everything!

What else is New or Changed since last version of Door Kickers:
New Features:
- Random killhouse generator + over 90 new random house layouts.
- Over 50 new maps (in campaign, single and random combined).
- New door types: grating doors / padlocked doors.
- New item: Bolt Cutter. Useful for cutting down padlocks.
- New item: Breaching Kit
- Silenced handguns. You asked for them, you got them.
- Can copy/paste/default equipment for each class.
- Improved loading time.
- Enemies start with their weapons lowered, until alerted.
- New music.
- Loading screens with tips&tricks. Can be disabled in options menu.
- Improved path-editing when multiple paths are over-imposed: press SHIFT for locking on a single path.
- Added stretch-to-fit video option (for monitors that are not 16:9).
- Separate volume option for for ambient sounds.
- Improved weapon/trooper stats to better account for their performances.
- Added “reset progress” option.
- Countless other small changes, tweaks and overall improvements.

- Fixed items showing up randomly on random maps. Really.
- Fixed uppercase letters not working on OSX.
- Fixed wall shadows showing up in editor.
- Global statistics are no longer incremented when watching replays.
- Fixed stars not adding after finishing new maps.
- A bug where troopers could go through doors without opening them.
- Right-click menus outside of screen bounds.
- Tazer sometimes not shooting.
- Sniper now kills all enemy types with one shot.
- Sometimes exporting replays to video without sound.
- Ambient sounds playing at full volume no matter of you location in the map.
- Troopers stuck with playing the “use hidden camera” animation all the time.
- Grenade trajectory looking OK but grenade hitting wall.
- Sounds sometimes getting cut while in a very busy scene.
- Removed single plan / single trooper challenges from maps where it couldn’t be done.
- Breaching/opening doors when behind walls.

Modding / Structure changes:
- FOV can be modified per weapon/item.
- Challenges are now configurable for each map.
- Can publish new maps to Steam Workshop directly from the editor.
- Equipment.xml is now split into 4 different xmls (items, pistols, rifles, shotguns).
- Can now update mods if you have more than 50 published mods (special dedication to RedPanda for giving us extra work to do).
- Can now modify/add new portraits (data/config/user_list.xml can be modified/added to by using filesystem_mount.xml).
Your DevTeam @ KillHouse Games

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Door Kickers full release: coming October 20, 2014


Door Kickers, the innovative SWAT command game that makes you feel smarter when drawing assault plans and getting your troopers killed, now heads out of Early Access.


After 1.5 years of crowdfunding, 1 year of steam early access, 13 released builds, 236 published mods, thousands of feedback emails from customers and an overwhelmingly positive public reaction, the game has matured from technological, gameplay and visual points of view.


Door Kickers comes with over 80 single missions, 5 trooper classes, 45+ pieces of gear and weaponry as well as a campaign mode, random mission generator and integrated mission editor.


Look out for the release, later this month, on October 20!


Journalists and youtubers / streamers looking to get an advance copy of Door Kickers for review purposes please contact us!





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Door Kickers Final Beta and the road forward

Bad guys throw grenades and the power to draw walls is yours, with the improved Mission Editor.

(Download from the same place you purchased the game 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)




This is the final beta we have planned before the Final, or Gold Release of Door Kickers.

We will now take some time to work on the remaining big features and polish the game some more, with the release coming no later than November 2014. As we are 100% dedicated to quality and our players, Door Kickers won’t be truly done until “it’s done”; expect progress to be made clear as time moves forward.

More details in this blog post:


Now, back to the actual Beta you’re downloading: The Editor takes a big step towards allowing full level creation without the need for any external tools. For now you are able to create, move, rotate and resize walls, effectively shaping the tactical playground. Once walls are in place you can put windows over them, and doors and objects are added just as before.

For reference you can check the new “Home on the Hill” level by opening it up in editor, to see how the wall entities actually work in practice. The other official levels do NOT have editable walls, and writing walls directly into the map Alpha Channel is still possible.

There’s a map making contest on the way soon, so practice placing those walls…


Going into actual gameplay, we’ve made some fine or gross tunings to the game, progressing towards a more final version of control. Clicking on a trooper no longer deletes his path, but orders him to hold until further notice. See the orange hand that appears? Thats the Hold Icon. Clicking on the trooper again allows him to continue.  The hold order should make on the fly trooper coordination easier, but if you’re one of those Go Code fanatics you’ll be happy to find out you can now use GoCodes multiple times on the same path, without losing them at the first issue.


Other important changes are the ability of your troopers to throw grenades around corners and the way your troopers turn automatically to engage known bad guy positions – the red shadows that stay in place after a lost contact.


And speaking of the bad guys, they now take longer to get back in the fight after being tazed or flashbanged. They need to get their hands on the weapons first, after all.

BTW, some of them now throw grenades, just saying …


What else is New and Important in Beta 2 of Door Kickers:

- Troopers can throw grenades around corners and obstacles
- New item: dynamic hammer.
- New item: lockpick machine.
- New enemy: Grenadier Glen (does exactly what the name says).
- 4 new maps. More backgrounds hidden in the version, for those who know where to look.
- Controls change: single-clicking on a SWAT toggles a wait/resume waypoint.
- GoCode chaining: GoCodes of the same type are no longer activated all at once, therefore you can use the same GoCode multiple times along a path.
- Can now edit the names of your troopers.
- Added official/downloaded/editor filters to the single missions menu.
- Can now create entire maps from inside the editor (adding walls, editing parameters). Painting backgrounds is not yet available though.
- Decreased loading time.
- Improved SWAT AI.

- No longer auto-opening doors after lockpicking.
- Activating door waypoints ahead of time.
- No-pause challenge not working as intended.
- Fixed unable to pre-plan more than 4 flashbangs, where the trooper would only throw the first two.
- A bug with the saved plan diverging from the initial one.
- Crash when changing waypoint from flashbang to secondary weapon.
- Persistent orientation (strafe) waypoints being invalidated when activating a gocode.
- Bug where you could drag the path through walls in some situations.
- In some hardware configurations the game would not start on Linux even though the minimum requirements were met.
- Trooper getting blocked when changing weapons very close to a door.
- Trooper incorrectly waiting on a trooper that was in turn waiting on a door.
- Tazed/stunned enemies now recover with their weapon lowered.
- Can now shoot tazer over tazed enemies.
- Input issue on Linux where mouse commands would get lost.
- Enemies no longer block hidden-camera input when very they are underneath it.
- VIPs can no longer arrest suspects or disarm bombs.
- Changing from spycamera to flashbang no longer disables the waypoint.
- A rare replay desynchronization bug.

Modding / Structure changes:
- Warning: If your mod overwrites menus.xml or customization.xml, make sure to update it, since it may no longer work!
- Added smoke effect to grenades, therefore mods overwriting equipment.xml should update it, though everything will still work OK without it.
- Can now upload mods larger than 100 MB to Steam Workshop.
- Added door break sound for dynamic hammer. If your mod implements locked doors, you should update it.
- When uploading/updating a mod on Steam Workshop, the log will be displayed on screen.


Your DevTeam @ KillHouse Games

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Next update & final stretch

It’s summer time here, so we’ve all enjoyed some vacation time after releasing the Beta version. But we’ve been back in full swing and ready to finish the game by the end of 2014!


We plan to release one more update before the final game, to tie up some loose ends. Expect it next week!
It will improve existing features, add some new ones and also improve moddability and random maps, to keep you busy while we work on finishing the game.
By the way, we’re holding back some features for the final game, so that the Early Access users will still find the game “fresh” once it comes out.


One of the loose ends we left in the previous update was the inability to throw flashbangs from behind cover. In the new update this is simply done by positioning the target over the wall and the game will automatically detect the required trajectory to throw the grenade from behind cover.













You’ll also get two new tools to play with, we won’t spoil the surprise though :)
In this time we’ve also been working on a map generator that creates completely random killhouses, as opposed to using existing map layouts. It’s in an incipient stage at the moment, where we’re testing things out, so it may not make it into the next update.
If we do it right, it will add a whole other level of replayability to the game.


Regarding modding and maps, we’ll improve the editor and fix the current inability to upload mods that are larger than 100MB.
You’ll be able to create maps from scratch from inside the editor, without editing any .xml files anymore.
These additions, together with the 40+ new maps that we’re working on for the final game, will be sure to keep you busy for some time :)


Note: since older replays won’t be compatible with the new version, we suggest you make a backup of the current game version if you want to look back on your older action.


So keep your eyes out for the next update and, as usual, don’t hesitate to feedback us!



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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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