There is now a New Game Plus option available after completing the game. If you have a save slot with a completed game you will need to play the final scene again to activate the new mode. To start a game in New Game Plus you need to press continue on a completed game's save slot. When selecting New Game Plus all skills, skill points, purchased perks, needs, wants, scrap and crafting materials carry over. You’re going to need all those skills too because enemies in New Game Plus are twice as deadly. Although your skills carry over you will still need to rescue the appropriate survivor to continue adding points to that survivor’s skill tree. I also fixed a few things and added achievements for beating the game in New Game Plus and for beating the game with Permadeath on. Have fun!
Version 1.1 - A few changes and fixes
V.1.1
CHANGE: Tentacle attack damage from District 1 enemies has been reduced.
CHANGE: Fire damage has been reduced.
CHANGE: I’ve added several new tips to the loading screen.
CHANGE: Clarified several skill descriptions.
FIX: Fixed a rare crash caused by entering a basement.
FIX: The Grenade Trial mission now accurately states you need five kills instead of four.
FIX: Possible fix for the rare instance that a betraying enemy becomes unresponsive.
FIX: Fixed some typos.
Beast Agenda 2030 Version 1.0 is Live!
Version 1.0 After two years in development Beast Agenda 2030 has reached version 1.0! Thank you so much for your support. There are quite a few changes including a complete campaign, new missions, new survivor conversations, new skills to unlock and much more. Check out the patch notes below!
NEW: The story mode is complete and playable from beginning to end.
NEW: You can now complete the game in Free Play mode.
NEW: There are now “Trial” missions on the mission board. These are missions you can complete only once and are designed to show you the basics on using some of your gadgets and hacking abilities.
NEW: Winston’s “General Skills” section of the skill book now has opportunities to increase health and battery capacity.
NEW: Survivors you’ve rescued will now have small conversations with you occasionally in Free Play and Story mode.
NEW: I’ve added some new variations to the procedural generation in District 1.
NEW: 14 new achievements. (These were added unannounced a few weeks ago)
NEW: I’ve added explanations for the various modes in the mode selection screen.
NEW: The save slot, mode and if permadeath is on or not in the selected save slot are now displayed on the main menu.
NEW: There is now a note from Winston on the mission board to explain how the repeatable missions work.
NEW: There are some new loading screen tips.
CHANGE: I’ve added continuity to investigations you run into while in the city. Now when you run into an investigation the npc and/or Arnis will remember, even if you don’t complete it on that run. So, as an example, if you run into the guy that needs a med kit he won’t act like you’ve never met him before.
CHANGE: Missions from the mission board that require you to go to a district you haven’t unlocked are now grayed out and titled “Unavailable”.
CHANGE: The Hack3000 now displays “LOW BATTERY” when you don’t have enough battery to perform a hacking ability instead of only displaying “BATTERY EMPTY” when the battery is empty.
CHANGE: Morale now affects the cost of Douglas’ and Lester’s orders up to half price off.
CHANGE: You can no longer boost when various ui elements are open.
CHANGE: I’ve added a chance for loose loot to spawn in various places it previously didn’t spawn.
CHANGE: The Stun Prod now has twice the range.
CHANGE: There’s now a fade-in transition when entering the sewer.
CHANGE: Enemy mines are now yellow to differentiate them from player mines.
CHANGE: You can now close the mission board with the escape key.
CHANGE: When presented with orders for the survivors in the sewer base there is now a “No Thanks” option.
CHANGE: The cat in District 3 now only spawns after rescuing the dog to avoid confusion.
CHANGE: Oil slicks caused by knifing a car before hacking it disappear much faster now.
CHANGE: Various minor changes to graphical assets and effects throughout the game.
CHANGE: Sound effects added to certain actions that were lacking them.
CHANGE: There’s now a close button on the mission report.
FIX: The brain hacking ability now drains battery as it should have.
FIX: Prices in Val’s shop are now properly affected by moral.
FIX: Enemies no longer occasionally disappear when being hit by destroyed cars.
FIX: There was a small chance for the wrong signs to spawn on certain buildings. This has been fixed.
FIX: In the main story mission requiring you to find the CyberWake building the building’s sign has been changed from CyberWave its proper name CyberWake.
FIX: I removed a giant arrow from the map screen pointing to a specific npc for testing purposes I had forgotten to remove.
FIX: Permadeath is now automatically switched to off when you delete a save file to avoid accidentally starting a save file with it on.
{*]FIX: When leaving a basement in District 3 the music will not switch to District 2 music anymore.
FIX: Fixed a graphics issue caused when you die with the map open.
FIX: In the “MacMan” arcade game you now turn red to indicate you ran into one of the enemies instead of just when hit by their bullets.
FIX: In the “Bomber” arcade game enemies that have been bombed no longer hurt you when flying away.
FIX: Fixed an issue that would cause the mission board to be drawn on the tv when opening the tv after the mission board.
FIX: The NPCs in the sewer base now animate occasionally instead of continuously.
FIX: Reading a note and then continuing to loot a suitcase no longer causes you to use equipped items.
Beast Agenda 2030 is leaving early access November 26th!
Beast Agenda 2030 is leaving early access November 26th with a huge update! New missions, a completed story, new dialogues with survivors, tons of fixes and changes and so much more! Thank you to everyone who has supported the game through early access! See you at the end of the month!
Planned Version 1.0 Release Date
I just wanted to leave a small update on the state of the game. The current plan is to leave early access at the end of November on the 28th. My original goal was to have the game done within one year of entering early access, so this would be sooner than I expected to be done. I'm currently working on the final parts of the story including the final missions. I have a long list of other additions and changes I hope to also finish by then. If I'm unable to complete and test the release version of the game by this date I will be pushing it back and I will announce any new dates here. Also be sure and check out the new trailer on the store page if you haven't seen it. Thank you for your continued support!
Beta 1.2.0 New Crafting System and More!
Beta 1.2.0 I’ve wanted to add a crafting system from the very beginning of development and I’ve now completed it. It will change the way you play, but won’t get in the way. In fact the new crafting system will give you more control over how you play. Before you would have to completely rely on luck to find the gadget you needed unless you planned ahead and had the scrap to buy what you wanted from Val. Now you will be consistently looting (there are also new plants you can find around parks) crafting materials and be able to simply and quickly craft the item you need for the circumstance you find yourself in. I think this really supports the “Do it your way” spirit of the game more than relying on luck. At this point I’ve decided to graduate the game to beta status. Thank you for your continued support! Patch notes below!
NEW: New crafting system. The crafting system can be activated by opening your backpack and pressing the “CRAFT” button. Press the “EQUIP” button to return to your normal backpack interface.
NEW: New loot to find in the form of crafting materials.
NEW: You can now sometimes find plants in parks that will supply you with an “Herb” crafting resource.
NEW: Lester Muggs has a new skill line that increases the amount of crafting materials you can hold.
NEW: Val will now tell you about crafting at some point.
NEW: Added a help entry on the mission computer about crafting.
CHANGE: The Scrambler gadget is now useful. They now seek out nearby enemies in range and electrocute them instead of waiting to be touched.
CHANGE: Gadgets are slightly less common when looting to encourage crafting and make them more exciting to find.
CHANGE: The world is now dimmed slightly when your bag is open.
CHANGE: When picking up a bottle of the ground you now receive a “+1 Bottle” message.
CHANGE: Winston now tells you about your battery usage after hacking the first car in the tutorial.
CHANGE: Several small changes to the early tutorial.
CHANGE: Added a small bar indicating when you are holding the use key when picking up mines, trip mines and the teleport pad.
FIX: The Boost Kill skill no longer triggers when you are not boosting.
FIX: Noise and spotted levels return to zero when enemies are electrocuted if you aren’t noticed by any others.
FIX: Red backpacks now drop rare loot less often. I had them set up to drop rare loot much more often for testing purposes and forgot to set them back to normal.
FIX: Fixed an issue causing you to pick up mines, time bombs, trip mines and the teleport pad if you were holding down the use key when touching them.
Alpha 1.1.0 Small Quality of Life Update
Alpha 1.1.0 This is a small quality of life patch. I know I just released a huge patch on Monday, but I wanted to get these improvements in as soon as possible. I’ve gone through and tried to fix all the areas of the game where it is possible to accidentally use items sometimes. If I missed a spot please let me know. I’ve also added a help menu to Winston’s computer with some info about how some aspects of the game work. Lastly I’ve spent some time polishing up Val's shop. Thanks for your continued support! Patch notes below!
NEW: There is now a help section on the map screen computer. There are 17 entries explaining some aspects of gameplay.
CHANGE: When hovering over the buy button on an item you can afford in Val’s shop you can see how many of the item you have and how many you can hold.
CHANGE: UFO attacks now create explosions. This will allow you to use them to cause fires and blow stuff up a lot easier than before.
FIX: When buying items in Val’s shop you can no longer click the buy button when you are at the max for that item.
FIX: Perks in Val’s shop no longer say full. They now list the price as they should.
FIX: Fixed an issue causing you to use equipped items when clicking through dialogue sometimes.
FIX: Fixed an issue causing you to use equipped items when using computers.
FIX: Fixed an issue causing you to use equipped items when looting bags after looking at an item of lore.
FIX: Fixed an issue causing you to use equipped items when trying to skip Val’s text when opening the store.
FIX: The newer lore items “Winston’s Notes” now only spawn one at a time in a bag.
Alpha 1.0.0 The Corporate District is Live!
Alpha 1.0.0 District 3 is now open! A huge amount of work has gone into the third procedurally generated district. New enemies, new missions, Tons of new assets and a new dynamic music theme. I will now be working on rounding out content (missions, gadgets, loot, interactions, etc.) and polishing things up while also working on the final set of story missions leading to the end of the game. I haven’t decided for sure whether to release the final missions while in early access or to wait to release them at version 1.0 (our full release). Also the price of the game will be increasing from 12.99 usd to 14.99 usd very soon. Anyway, patch notes below!
NEW: Third procedurally generated district is live. District 3 – the Corporate District.
NEW: Tons of new art assets for new buildings, interiors, enemies, props and more.
NEW: New dynamic music theme for District 3.
NEW: 5 new enemy types.
NEW: New set of missions introducing you to District 3.
NEW: New investigation activities to run into in District 3.
NEW: You can get a pet for your sewer base if you can find it in District 3 and lead it back to the sewer safely.
NEW: Vending machines can be found around town now. You can hack these from a decent distance to draw enemies to them or to get bottles.
NEW: A couple more news reports have been added to the TV in between missions.
CHANGE: You can no longer enter the sewer base when there are alerted enemies nearby.
CHANGE: The Fishmen from District 2 now release poison when near you (better put more points in poison resist!).
CHANGE: There are elite versions of the Fishmen in District 2 that lunge at you when you are close and they’re alerted. The elite versions have red eyes.
CHANGE: Updated the interface on the turret computer.
CHANGE: Grapple darts are now automatically unattached from UFOs when you get too far away from them or you are above them on the map.
CHANGE: A few of the “District 1 only” repeatable missions are now District 1 and 3.
CHANGE: There can only be one ATM per map now.
CHANGE: “Scan Mode” is now listed as “Zoom In” in the controls menu.
CHANGE: Back doors at the top of the map that lead to nowhere now appear as boarded up doors.
CHANGE: Arnis now makes a remark when trying to use a Medbot or Chargebot when they are on cooldown.
FIX: Briefcases were supposed to be rare. They will be spawning less now.
FIX: You can no longer pick up a bottle off the ground if you’re at max bottles in your inventory.
Alpha 0.2.3 New Lore, Build Your Sub, Fixes and Changes
Alpha 0.2.3 You can now build your Submarine to 600 after completing a special mission for Winston. I’ve also added a bunch of new lore in the form of ‘Winston’s Notes’ which you will find when out looting. I’ve changed the way found lore is saved which in turn has reset the lore system. All this means is that lore you already found will show up again. District 3 is still coming along. I still need to finish the music and first set of missions before releasing it, but almost all the assets are done. My plan is to release District 3 with a handful of missions and then begin work on the final set of missions. Thanks for your support! Patch notes below!
NEW: 11 new lore texts (“Winston’s Notes”) can be found while looting. The new lore totals 1240 words and covers the events from 2023 to 2029 from Winston’s perspective.
NEW: New mission to progress submarine construction beyond 400. If you have your Submarine at 400(you can check under “escape progress” on the mission computer) you can now get a mission from Winston to get the next missing part as long as you have progressed in the story beyond the antibiotics mission.
NEW: New option in the game section of the option menu to turn on mission icons. This will add markers above NPCs in the sewer base when they have something new to say or a mission for you. This is turned off by default.
CHANGE: The mission to get the first submarine part for Winston now shows up in the mission computer while active and will be replaced by accepting a different mission. Before, after Winston told you he needed the part it was just a side thing to do whenever you wanted. Now it’s an official mission.
CHANGE: In both Story and Free Play mode Winston will now call you over when he needs a special submarine part to continue his progress.
CHANGE: Updated Free Play Winston’s dialogue to give you a little direction. It’s better than nothing, but I strongly recommended you play the story mode through to where Val teaches you to use the grapple before you play Free Play Mode.
CHANGE: Lore is now saved after reading it even if you die. Before you would have to get back to the sewer base for the game to remember which lore pieces you’ve discovered.
CHANGE: Lore has been reset. This means that lore you already found will need to be found again before it’s saved as found.
CHANGE: Lore is now saved after dying in permadeath mode so you won’t have to keep finding the same lore pieces over and over.
FIX: Drop attacks and teleport attacks are now working on the Fishman enemy in District 2.
FIX: There were issues with saves not being deleted or wrong saves being deleted when playing on different save slots in permadeath mode that have been fixed.
FIX: Arnis’ arm is no longer visible while teleporting and having the dart gun or prod equipped.
FIX: Fixed a rare crash caused by looting some briefcases.
FIX: Fixed a rare crash caused by the District 2 level generator.
FIX: Fixed possible issue with being able to have two specific quests active at once.
FIX: Fixed crash caused by attempting to open the computer screen while the game is loading.
FIX: Fixed a depth issue with the walk way near the water in the Harbor District. Enemy blood, the teleport pad, etc. will no longer disappear below it.