Another Bad Day in the Future cover
Another Bad Day in the Future screenshot
Genre: Indie

Another Bad Day in the Future

July 15 Update

Hi,

I've made it so that completing and failing missions alters faction voting control. Now your majority party will gain votes when you complete missions and lose votes when you fail, and this effects all players in your game instance if you are in one. I also made a number of bugfixes to the legal system, mostly around persistence. So your faction votes persist between play sessions and you don't lose your progress.

Alex

July 14 Update

Hi,

So, i've spent the last few months trying to strong arm the steam matchmaking and server system into doing the multiplayer i want, to no effect. I'm currently looking at different multiplayer hosting options and will let you know what happens there.

During that time I've changed the back end for the missions system, you no longer get random missions nor will you get missions that you have cleared before. So that's neat.

Knockout has been removed! Which makes the game infinitely less annoying to play. Also in the quality of life front, I've changed how the oculus menu selections works so that its not so annoying.

I've changed how the legal system works. So instead of having to constantly vote on laws, you can set what party you want to have majority control. All of the legal parameters are determined by the party control. It's not set by the majority party but instead an average of all the parties policies based on their percent control. I'm still fixing how mission completion affects voting percentage but should have that working soon.

Sorry for the lack of patches recently, I was distracted with trying to get the multiplayer working correctly. I'll be focusing on expanding the single player content and mission variety in the short term.

Alex.

May 8 Ruins Update

Hi,

So i added ruins of buildings to the surface. I've added a mission to search those ruins. There is a new enemy that defends said ruin mission area. I've also improved the surface monster behavior. Now their vision is much worse, but they can hear and run to the location of your gun shots. This enables to you lure the new enemy away from the ruins or draw distant monsters right too you. So hiding and avoiding the monsters is a viable strategy on the surface, but take care of the shinsuckers as they can sense all around around them. I've also made it so mission objects can be stored in your inventory in your sidearm slots.

April 29 Race Update

Hi,

So I added a race mini game. You run/climb between checkpoints as fast as possible. You do not need to reach the checkpoints in a particular order, so you can find your own routes. I also added more wires between buildings to enable more route options. There were a number of small bug fixes as well.

April 23 Jungle update

Hi,

I've increased the number of buildings in the game pretty substantially, as well as added wires connecting the buildings together. This enables you to climb directly from any location to any other location in the city. I did some lighting changes which increased the view distance, and added some neat light beams. I made some quality of life improvements to the menus as well as accelerated the shopping UI. Additionally, when you spawn there is a menu where you can purchase gear packs. I also tweaked the inventory offsets for the guns as well as the inventory collision.

April 13 Infestation update

Hi,
So i added an infestation mission to the game. Pretty straight forward, a location gets infested with a new flying enemy that spits hate and tries to nibble on your squishier bits while you try to kill them. There were also some changes to the lighting which decreased the fog and upped the draw distance. The Scanner dodge is now 30 sec long, with a slight increase to the dodge wall spawn rate. There were also a number of small bug fixes and quality of life improvement unsurprisingly.

April 5 Update

Hi,
So there is a new location in the game, Jones Storage. It's under white fences and is easy to glider to. Also its a corporate location so you'll get hacking missions there. I've made a few more mission narratives, and did some bug fixing related to missions and mission audio. Causing security alerts will increase the number of security bots that are sent after you. Additionally, the security bots can open doors now, so you can't hide inside.

March 30 Update

Hi,
So this patch is mostly quality of life improvements, chiefly access loss has changed. So now, when you dive for access, you have access to that location for 10 minutes, and missions gives you access for 20 minutes. This enables missions to autocomplete without you being locked into a location. Additionally, i added a single player button to the tutorial menu so that its easier to launch a single player game other than just via the main menu. There were a number of bug fixes but that's par for the course. Also the scanner dodge mini-game is now shorter but the walls spawn more frequently.

March 26 Update

Hi,
So I added another mini-game for diving doors called scanner dodge. You need to dodge big rectangles or be detected by the security system. You have a 50% chance of getting this or the dive maze. There were also a number of bug fixes because i'm endlessly squishing bugs. So you now need to ninja about your play space more often because it's another bad day in the future.

March 24 Update

Hi,
So i added another server dive mini-game. You divert streams of balls toward targets within a time limit. I added some missions that involve this. Also did some fixes for the grab indicator.