- Patch 0.6.0 & A quick update - 8 June 2026
Hey guys, just a quick update for now! Our game server hosting provider shut down so we've done a small update to move these over to our new provider. The following regions are now supported: eu-central-1 eu-west-1 us-east-1 us-east-2 us-west-1 us-west-2 ap-southeast-1 ap-southeast-2 ap-northeast-1 sa-east-1 Changes: New animations have been added for the knife, these are similar to the ones that we'll be using on the Rogue class when it's ready for testing! Class color support for UI elements Footstep attenuation increased slightly Improved performance on some visual effects Minor bug fixes with main menu UI and ammo regeneration Fixed a bug where if finding a server failed you'd be stuck with an infinite connecting to match modal Improved how fast you get into a dedicated server from custom lobbies And a quick update on the company, I've posted this in the discord: We've transitioned…
- Mage Class, 2 New Maps & More - 21 October 2025
Hey guys! Sorry it's taken a while to get this one out. This patch introduces the first class addition to the game. I've been wanting to do this since forever and it's finally here! Please bear in mind this is just the first iteration, there will still be many changes going forward. I've now got the systems in place to make new classes, weapons and abilities, so you can expect more classes coming out soon. Expect classes such as Warrior, Rogue & Priest first! Important note on matchmaking: Starting off the patch with a bit of bad news. Our third party matchmaking provider is no longer running. This means matchmaking has and will remain unusable until we re-do how it all works. This will take a while but will come back again soon. Sorry for the inconvenience in the meantime. Custom games, training range and the tutorial all work as normal. If you're looking for people to play with, every…
- Patch Notes 0.3.2 - 28 June 2025
- Bots can now shoot players (let me know if you find them too difficult or hard to play against and I can adjust how hard they are. I'll be bringing bot difficulties for you to chose before the match starts in a future update) - Bots now react to sounds from you landing, or using any of the following; movement abilities, utility abilities, grapple - Added new SFX when picking up the buff in the middle of the map - Added new skyboxes on Kings Rest, Sanctum and Flagstone - Updated Sanctum loading screen image to reflect the new changes - Flagstone lighting changes and slight map changes to allow more sunlight in darker places - Reduced knockback stun check radius height to stop being stunned into floors/stairs - Reduced game file size slightly - Fixed a bug where you could see arrows on your camera when being shot in the head by another player - Fixed a bug where bots wouldn't get knocke…
- Patch Notes: 0.3.0 - 25 June 2025
Art:New concept art has been made, you'll be seeing this around our socials! Gameplay:Fixed void rift exit effect sometimes appearing in the wrong place + clean upVoid rift trail removed when the portal spawnsIncreased Shadowform cooldown from 60 > 80sThrowing knife can now be held and released rather than just thrown straight awayAdded magical and physical stat typesPowershot is now a magical and physical ability, it now does 100 magical damage and a 100 physical damage. So for example, if you were magic immune you would only take the physical damageNew Utility Ability - Cloak of Shadows:Become immune to physical and magical effects for 3 seconds. This includes stuns from lighting arrow & kicks. Cloak has the longest cooldown out of all utility options at 25 seconds. Animations:All first person animations have been replacedNew kick animation added for third personKeybinds:New inspect k…
- Patch Notes: 0.2.0 - 18 April 2025
Gameplay: Increased initial slide impulse from 200 > 220 Reduced braking deceleration when sliding from 140 > 120 Increased void rift horizontal portal exit impulse from 1000 to 1250 Air control increased after using a wallbounce increased from 150ms > 300ms Increased wallbounce hitbox from 45 > 50 units Void rift no longer cancels bow draw on exit Reduced base arrow count from 12 > 6 Reduced arrow recharge time from 3.25s to 5s When hitting a headshot you gain a 5 second buff that increases the draw time of your next shot by 30% Added more player starts in all spawns to accommodate more players Throwing knife can no longer headshot Reduced parry daze time from 2.5s > 2s Moved shoulder hitboxes down slightly to stop blocking shots that should be headshots Character collision with other players is now disabled whilst on moving platforms Movement has seen more refinement, the most notable…
- LIVE: Project Sparrow x Saved.gg - Post clips, get paid! - 13 April 2025
Hey everyone! We’re partnering up with Saved.gg to give you the chance to create content about Project Sparrow—and get paid for it! Here's how it works: Post as much content as you like about Project Sparrow—clips, edits, memes, tutorials! And for every 1,000 views your content gets, you’ll earn $1. There’s a $1,000 pool that will be going live on the dates below. When live the funds will be ready to be claimed—first come, first served. Start date and time: Start time: April 18th, 2025 @ 6PM BST End Time: May 18th, 2025 @ 6PM BST OR Until the fund has been depleted For more information about Saved.gg and the event you can check out their site here: Saved.gg Please reach out if you have any questions through discord! SIGN UP HERE! We have other exciting events happening soon, so be sure to keep an eye out! Cheers, - Dids
- Custom games! New map, leaderboards & more! - 10 March 2025
Custom Games: Custom games are finally available again, sorry this one took so long to get into the new version! We have added the functionality to do the following: Create a new custom lobby with a invite code Choose the map Choose the game mode Choose the region Enable or disable bots Arena mode supports 1v1 - 6v6 We've also greatly improved the spectator features over the previous version, the same for our spectating in-game. It should feel super smooth when spectating other players. For custom game spectators we have spectator controls as a UI that you can open by pressing N. You can also cycle between all players in the game using the F1-F6 keys. Along with having a free roam camera you can use as well. Please let me know what other changes you'd like to see with customs! Leaderboards & Ranked: Leaderboards are now available to view on our website here leaderboard. We are currently…
- Patch Notes: 0.1.1 - 16 February 2025
- Fixed decals showing on characters - Updated UI for round ending kill, killcam and spectating other players - Fixed a bug with bots targeting players when out of sight, they will now return to pathing correctly - Fixed a bug where you could get stuck in crouch after being kick stunned - Added 1 star rating to Powershot - Fixed being able to Powershot whilst dazed - Added loading screen tips - Fixed localization languages not showing in the settings menu
- Patch Notes: 0.1.0 - 15 February 2025
New mechanic Parry: Using parry will activate a 500ms window where if you receive melee/kick damage you will knockback the player, deal 40 damage and daze them for 2.5s Parry has a 6 second cooldown Successfully parrying a player will reset your parry cooldown Parry is indicated by a blue effect on the player with a shield effect Shares the same key as interact New status effect Dazed: Unable to use certain abilities Unable to slide or bhop Movement speed slowed by 75% Unable to draw bow Movement: Fix knockback not working on self when using explosive arrow in arena Increase bhop grace period from 67 > 100ms - Fixed loading screen text being wrong - Added animations for some UI elements - Changed outline colour on bots to orange instead of red - Changed deathmatch buff respawn timer from 15 > 30 seconds - Reduced pocket dust blind effect from 3.5s > 3.0s - Fixed a bug with FOV change un…
- Patch Notes: 0.0.9 - 6 February 2025
- Explosive arrow self damage now set at 5 - Explosive arrow damage now set to 20 - Explosive arrow knockback direction fixed - Explosive arrow fire pool tick damage is 3 (self damage total will be 8 unless you use it at the right distance to avoid fire pool tick) - Fixed multiple server errors for explosive arrow - Bots will no longer show as disconnected players on the scoreboard - Actually fixed the deathcam issue spiralling out of control! - Fixed collision on Sanctum allowing arrows to go through the floor in mid - Reduced arena round timer from 90 > 60 seconds - Fixed spawns in Deathmatch - Fixed names in killfeed not always being enemy coloured in Deathmatch - Improved game thread performance by 1ms - Changed character appearances slightly - Added slight fov interpolation increase when sliding - Improved kick reliability - Added ultimate orb and buffs to training range
- Patch Notes: 0.0.8 - 3 February 2025
- performance improvements - Added loading screens for Flagstone and Sanctum maps - Reduced poison slow movement speed from 30% to 20% - Reduced poison arrow hitbox from 20 > 16 - Fixed spirit bombs only knocking back one player even if multiple were within range - New Arrow Type, Explosive Arrow. Knocks back players and spawns a small & short pool of fire - Increased zipline exit velocity look up check from 20 > 30 (Don't have to look up as high to get max velocity when jumping off a zipline) - Increased zipline jump exit velocity from 650 > 700 I'm aware of some settings AA/Motion blur not saving correctly again from a recent update. I'll put a fix out asap for this!
- Patch 0.0.7 - 2 February 2025
- Performance improvements - Fixed ultimate ability being put on cooldown every round - Fixed a bug where you couldn't open the loadout whilst spectating - Fixed player stats being reset between each round in Arena - Changed elimination text to lower case to match rest of the UI + made it localized - Added missing gate on flagstone left side spawn - Fix death camera going absolutely wild - Fixed deathmatch allowing more than 6 players into the game causing you not to spawn in
- Patch Notes: 0.0.6 - 31 January 2025
I've done some movement changes in this patch to improve the smoothness/feeling & response. Bhops should now feel very consistent and you shouldn't get 'deadhops' any more. With this changes I've altered some other movement aspects to keep everything in line. Let me know what you guys think! Personally I think this is the best it's been :D - Scoreboard text capitalization changed from all uppercase to default to match the rest of the UI - Fix camera going to 0,0,0 on respawn - Fix spectating different player on respawn - Loadout is now shown by default on first round of the match - Fixed bhop consistency - Reduced wallbounce active timer (delay till you can redraw bow after wallbouncing) from 300ms > 250ms - Increased Loadout phase banner message lifetime from 3s to 5s - Fixed water effect not showing in Sanctum - Fixed some bad climbing collision on Flagstone - Changed a piece of stair…
- Patch Notes: 0.0.5 - 30 January 2025
- Increase bhop forgiveness period from 50 > 200 (let me know if it feels more consistent) - Added versioning support so we can update over live servers and remove people from queues and let players know to update - Added 500ms cooldown to ziplines to prevent spamming - Exiting a zipline now has 2 outcomes: Jumping out of a zipline impulse depends on your looking direction. Looking up higher as you jump off will launch you higher. Crouching is a set impulse value and won't launch you upwards. - Improved animation performance resulting in 2-3ms gain - Improved collision performance resulting in .2ms gain - Increase air control after a wallbounce - fixed being unable to skip killcam in deathmatch - Increased roll impulse whilst grounded modifier from 0.45 to .60 - Increased roll impulse whilst falling from 0.167 > 0.20 - Increased impulse for failing roll timing from 300 > 400 - Fixed bot…
- Patch Notes: 0.0.4 - 26 January 2025
- Reduced poison sfx volume - Increased teleport exit sfx volume - Fixed a bug where there the Match Found modal would stay on the screen when receiving a Connection Failed error - Renamed teleport/blink to Void Rift - Added slight dim on the video settings background - Fixed animation bug when drawing bow whilst using Void Rift - Fixed backfill not working correctly in Deathmatch - Fixed match result screen showing over the round ending kill - Poison no longer uses a damage curve based on draw time, it's flat base damage of 30 no matter the bow draw time - Fixed a bug where the tutorial input action for Grapple was using Utility - Fixed lighting in the tutorial level - Changed Dash level in the tutorial to Void Rift level instead - Fixed water post process screen effect not working in Tutorial level - Fixed some bad climbing collision on flagstone - Adjusted Flagstone lighting - Added…
- Patch Notes: 0.0.3 - 25 January 2025
DEATHMATCH GAMEMODE Added a new Deathmatch mode, first to 20 kills, lasts 10 minutes before swapping to a random map Deathmatch, Training Range and Tutorial modes are available to play whilst searching for a match. You'll see a new set of buttons above the find match area Bots are enabled in deathmatch and will be replaced by players as they join POISON ARROW New poison arrow type. 12s cooldown. This is more of a skill shot arrow type which applies a poison effect when hit on a player which lasts for 4.5s, applying a poison tick every 1.5s. If you have a poison effect on you, your movement speed is reduced by 30% and take 12 damage each tick New poison visual effect on the player when poisoned + status naming New slow effect to movement added, this is applied when poisoned. Dash, wallbounce and roll are all affected by your base move speed, so having 30% reduction on move speed will aff…
- Patch Notes: 0.0.2 - 17 December 2024
- changed the game mode to arena 2v2! - fixed training range not respawning bots or players
- Patch Notes: 0.0.1 - 17 December 2024
- added ok button on opened steam overlay - Fixed crash reporter not reporting crashes - Fixed a bug that would cause match found to stay on the screen when a matchmaking error occurred - Fix crosshair options not saving between games - Fixed round ending replay being repeated/not playing if a player leaves during it - fix scoreboard not working in the training range - added skybox to flagstone - fix sanctum skybox - Increase fail time from 150 > 200 - Roll doesn't give velocity increase after 1000, changed to 800
- Rework Now Live! 25% Off Sale! - 16 December 2024
The rework is now live, update your game to get the latest update. I want to thank everyone who has supported so far on this Early Access journey, I hope you can see how much this game means to me and all of you. We will continue to update the game with frequent updates as we progress, now we have got past this major hurdle in development. I've made an update video you can check out here if you're interested in the most recent changes! DEVELOPER UPDATE HIGHLIGHT VIDEO NEW MAP: FLAGSTONE Flagstone is a new map we've added to the game, bringing out total for the update to 3! Let me know which map you prefer the most out of the 3! IN-GAME CURRENCY & SUPPORTER PACK We have credited everyone who has played before the rework update with 2000 currency to spend in the store. We currently just have a supporter pack available if you want to help us out with development costs and support future de…
- Rework Playtest 5 - 4 December 2024
As we progress closer to releasing the rework, we want to open a short test to make sure we have everything working as intended! We'd love for you to come and help us test this Saturday December 7th 7:00PM - 8:00PM GMT. HOW TO ACCESS Right click Project Sparrow in your steam library > go to properties > betas > then in the 'Beta Participation' dropdown, select 'rework - rework'. Note: If you want to swap between playing the live version of the game and the rework, you'll have to come back here and change from 'rework - rework' to 'none'. PATCH NOTES: GAMEPLAY Added new ability: Pocket Dust - Throw a cloud of dust in front of you, blinding any player it hits for 3.5 seconds. Cooldown: 8 seconds Reduced cooldown on fire and smoke arrows from 18 seconds to 16 seconds Reduced blink strength but increased active time (similar distance still) Kick now has two variants: Strong (cooldown: 8 sec…