Compound cover
Compound screenshot
Genre: Shooter, Indie

Compound

MAJOR BOSS UPDATE (V0.5.0)



It's finally here! Battle the C.E.O. in his helicopter on the roof of The Compound!

You can now play the game from start to finish, though proper 'endings' will come in a future update. There is still much more content to come! This update took much longer than expected as I had to make huge changes internally but now it's done updates should start coming a lot faster.

Some more screenshots:



New/Changed:

  • - Boss battle! Fight the C.E.O. in his helicopter on the roof of The Compound! (new boss enemy with multiple attack patterns, new hand crafted map, new music)
  • - Official Valve Index support! (Please remember to reset your options if you change hardware)
  • - New element to wrist HUD: Stored weapon is displayed
  • - New element to wrist HUD: Larger, clearer text indicating if you have been spotted or not
  • - Completely revamped skybox for all maps (clouds, moon, stars visible)
  • - Slight buff to max shotgun ammo
  • - Lobby 2 size reduced slightly


Fixed:

  • - Fixed drone type enemy's occasional 'bouncy' movement
  • - Fixed a bug where you could make your hand temporarily disappear
  • - Fixed an issue where drones could phase through walls if the game was left on pause for too long
  • - Stopped signs spawning inside cover objects on sewer levels
  • - Drones should no longer get stuck outside of the map


Also many more misc. fixes and adjustments. This update took much longer than intended but now it's out, updates should come much faster. P.S. please report any issues to the forums. You can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties.

Thank you for playing COMPOUND!

WMR Support, 3 New Enemy Types (V0.2.4)



I've finally added official WMR support, plus 3 new enemy types!



New/Changed:

  • Windows Mixed Reality support!
  • 3 new elite solider types! (Faster run speeds, reaction times, and bullet speeds. Reinforced body armor)
  • Totally rearranged which enemies spawn on which maps for more coherent difficulty ramp and gameplay variety
  • Much more destroy-ability on lobby levels
  • Rocket Launcher slightly nerfed (slightly smaller blast radius, slightly slower rockets, slightly longer reload time)
  • The same weapon will never spawn twice in a row
  • New signs and posters around some maps
  • Much better map transitions (fade in / out)
  • Hamburgers more likely to spawn on hard mode
  • Longer item despawn times
  • New indicator on MapMan to make it clearer if an enemy is aware of you or not


Fixed:

  • Red arrow on map no longer sometimes skewed
  • Ammo can no longer be smuggled from the tutorial room
  • Signs no longer spawn inside other props in sewer levels
  • Enemy bullets no longer disappear when traveling very long distances on easy
  • Fixed issue where a hamburger could disappear even though you are holding it
  • Dead purple drone no longer missing machine guns


The next update will most likely be a small cleanup, issue fix, and quality of life update. After that (if no issues arise) I can look into making the boss battle!

As always, if you have any issues please report them to the forums. You can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties.

Soldier Overhaul Part 1 (V0.2.3)



All soldier types received a full overhaul!



Click here for a higher resolution image.

This is just the first half of an overhaul which updates the 3D models, textures, animations, and rag-doll physics of the 3 soldier types. The 3 soldiers will be further split into two enemy types each: 'lesser' and 'elite' versions. Tougher elite versions with better A.I. and abilities will be coming soon in the next update!

Apologies for how long this update took; I had a whole host of problems including my computer dying! Luckily everything was backed up properly and once I was able to put together a new computer everything was back on track.

New / Changed:

  • 3 new completely overhauled soldier enemies!
  • New second lobby level
  • New music for lobby type levels (Thanks to SPEEDBLACK)
  • Far more natural rag-doll physics
  • Lobby signs can now be knocked down


Fixed:

  • Fixed a issue for Vive wand were players couldn't walk backwards while holding ammo or misc. items
  • Fixed a bizarre (but funny) issue where grabbing an arm or a leg of a soldier / stalker while it is still alive and killing it caused it to dance around the level like it was on strings
  • Fixed wall collision geo overlapping emergency pistol containers in lobby levels
  • Fixed an issue where magazines from some weapons would disappear
  • Fixed an exploit that could let you copy and sneak weapons out of the tutorial area


As always, if you have any issues please report them to the forums. You can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties.

Reception & Sales Map Update V0.2.2



New "Reception & Sales" Map



New second map; above the underground sewers and below the vaccine warehouse. The luxurious reception and sales area is the public face of the corporation.

New / Changed:

  • New "Reception & Sales" Map
  • MSAA settings added to menu
  • Text rendering overhauled to improve CPU performance
  • City overhauled to improve CPU performance
  • Office has slightly improved CPU performance
  • Larger spawn room for office maps
  • Executive map title text changed


Fixed:

  • Fixed a bug that stopped items from disappearing on medium and hard difficulties
  • Removed unused actions from input binder

0.2.1 PERFORMANCE UPDATE



This update addresses issues some users were having with poor performance.



I discovered that on some systems SteamVR's 'Motion Smoothing' may affect performance so please try turning that off if issues continue. Also, please make sure COMPOUND is running as the 'top' application on your desktop as CPU performance will take a hit if it loses focus. (i.e. another program running on top of COMPOUND on the desktop)

You might also want to try turning off the adaptive renderer and instead turning up the resolution settings for COMPOUND to above 100% in the SteamVR options.

New / Changed:

  • Updated rendering algorithm for faster map rendering
  • New performance options in the menu. Please take a look!
  • Stalker type enemies now drop two items


Fixed:

  • Fixed Movement speed bug when movement smoothing was enabled in the menu

MASSIVE OVERHAUL New Year's Update 0.2.0

Happy New Year! Massive improvements, changes, and additions across the board with this update so your feedback is vital. Please let me know what you like, don't like, suggestions, etc. on the forums. Thank you!



First of all, I've added two new enemy types. I've also incorporated the changes from the dual weilding test build with a whole bunch of tweaks and changes.

Railgun Stalker



This Stalker is equipped with a heavy duty railgun. If you see a targeting laser on you, or hear the distinctive charging beeps, get out of the line of sight A.S.A.P. On easy and medium mode, you'll be able to avoid being hit if you dodge the moment before the railgun fires. On hard mode, you'll need to break line of sight to avoid taking damage. Luckily, the railgun takes a few seconds to charge, giving you enough time to get out of the way unless you are caught off guard.

Rapid Fire Attack Drone



These are attack drones upgraded with rapid fire machine guns. Similar to their weaker blue cousins, they are fast and hard to hit, but are also incredibly fragile. Best taken out quickly.

I have ported COMPOUND to the new SteamVR 2.0 API. This it to make COMPOUND even more configurable than it already was, and to add support for upcoming hardware such as Valve's Knuckles and more. Controls can now be configured with the SteamVR Input Binder. (right click SteamVR -> Devices -> controller Input Binding). I have added default bindings as well as a few alternative bindings for Vive, Oculus, and Knuckles users, however; I currently do not own any WMR hardware and so please browse the configurations kindly uploaded by the WMR test users, or configure your own (see below for details).

New:

  • New Railgun Stalker Enemy
  • New Rapid Fire Attack Drone Enemy
  • Dual wielding!
  • Support for ambidextrous controls
  • New teleport mechanic: you can now teleport to any room you have visited before (provided no enemies are currently looking for you)
  • Knuckles and SteamVR Input Binding support
  • New music for executive level
  • Info board in HQ with version number and news on latest update to COMPOUND


Changed:

  • Clunky "sprinting" mechanic removed, walk speed increased (you can now teleport to other parts of the map)
  • Main menu now a button located on MapMan
  • Assault Rifle magazine size buffed
  • Plasma pistols uses your internal power source. This means that using two pistols at once drains the power twice as fast.
  • Re-wrote tutorial to reflect many changes in game mechanics
  • Added much needed door sounds to Executive level
  • New config file format now saved with different file name so older versions are no longer broken
  • Stalker enemies now back up if they are too close to player



Fixed:

  • Can no longer re-load empty grenade casings
  • Fixed weapons in shooting range occasionally freezing
  • Long standing occasional bug where hands are detached from controllers finally fixed!
  • Throw distance no longer effected by inconsistent framerate
  • Added missing physics collision geo near doorframe with plants on executive level
  • Teleport and spawn locations made more accurate
  • Mapman and inventory properly reset when returning to HQ
  • Fixed infinite charge pistols on first boot
  • Fixed enemy gunshot sounds occasionally being distorted
  • Removed z-fighting on gun hooks in shooting range
  • Fixed issue where player could not pick up hamurgers when no ammo for current weapon in inventory


Control Configuration (Input Binding) Guide



The following is an example WMR config.



Bindable actions:

  • 'Locomotion' - Bind this to a thumb stick or touch pad for artificial locomotion
  • 'Teleport' - Press to show your teleport destination. Release to teleport
  • 'Enable Locomotion' - If this button is bound, locomotion will only be active when this button is pressed. Only really useful for Vive users who want to press the touch pad to enable locomotion
  • 'Enable Locomotion on Empty Hand' - Same as 'Enable Locomotion', but only applies if the hand is not holding a weapon. Again, this is Vive specific
  • 'Turn Right/Left' - Rotate left or right (for front facing users)
  • 'Turn' - Depreciated and not currently enabled for the test build. Please see 'Turn Right/Left' as d-pad clicks (West and East).
  • 'Move forward/back/left/right' - These are not currently enabled. Coming very soon for users who want a button to move instead of a thumbstick, etc.
  • 'Fire' - Fire your weapon. Also used to 'click' on buttons with an empty hand
  • 'Grab' - Grab an object or weapon
  • 'Store and Retrieve Weapon' - Put the currently held weapon in your inventory, or retrieve a currently stored weapon to your hand.
  • 'Release Weapon' - If this button is bound, weapon grabbing becomes a toggle effect. Press this button to release the weapon.


Note that if you bind multiple actions to one button, make sure the thresholds are the same to ensure correct behavior. i.e. grab and release can be bound to the same button.

Sorry this update took so long: I ended up having to re-write much of the code base. The upside is that I upgraded many internal systems, which means it will be much easier to add new features further down the road (especially weapons). As always, if you have any issues or suggestions, please report them to the Steam Forums.

Thank you for reading this far! Have a great 2019!

Public Beta Test Build For Upcoming Update



STOP! INSTALL AT YOUR OWN RISK! Due to what I think is a bug in SteamVR, you cannot revert back to the old version one you have tried this version out. I just sent an email to Valve asking for help. Hopefull we I / they can sort this out ASAP. My apologies to anyone negatively effected by this. Again, I am doing everything in my power to get this resolved ASAP



Fixed!

Please see here for details.

IMPORTANT, PLEASE READ (especially WMR users): There is now an opt-in test build for the new update (right click COMPOUND -> Properties -> Betas -> beta_test_build). I have ported COMPOUND to the new SteamVR 2.0 API. This it to make COMPOUND even more configurable than it already was, and to add support for upcoming hardware such as Valve's Knuckles and more. Controls can now be configured with the SteamVR Input Binder. (right click SteamVR -> Devices -> controller Input Binding). I have added default bindings as well as a few alternative bindings for Vive, Oculus, and Knuckles users, however; I currently do not own any WMR hardware and so some kind WMR user(s) will need to create and upload their binding to the cloud before I can release this update officially. WMR users, please scroll down to see my suggestion on how to configure the inputs. Thank you so much!



New:

  • Dual weilding!
  • Support for ambidextous controls
  • New teleport mechanic: you can now teleport to any room you have visited before (provided no enemies are currently looking for you)
  • Knuckles and SteamVR Input Binding support
  • New music for executive level
  • Info board in HQ with version number and news on latest update to COMPOUND


Changed:

  • Clunky "sprinting" mechanic removed, walk speed increased (you can now teleport to other parts of the map)
  • Main menu now a button located on MapMan
  • Assault Rifle magazine size buffed
  • Re-wrote tutorial to reflect many changes in game mechanics


Fixed:

  • Long standing occasional bug where hands are detached from controllers finally fixed!
  • Throw distance no longer effected by inconsistent framerate
  • Added missing physics collision geo near doorframe with plants on executive level


Known issues for this test build:

  • Dual pistols OP
  • Player given option to choose left or right handedness on first boot but default controls are now (for most controllers) ambidextrous so it is no longer needed
  • (Rare) tutorial occasionally guns stop being grabbable. How to replicate this bug? If you find out, please let me know.
  • Z-fighting on gun hooks in tutorial area


Control Configuration (Input Binding) Guide



The following is an example WMR config. If this seems too complicated for you, that's OK - just wait a little while! When someone uploads a config to the cloud, it will be available for everyone to download.


Bindable actions:

  • 'Locomotion' - Bind this to a thumb stick or touch pad for artificial locomotion
  • 'Teleport' - Press to show your teleport destination. Release to teleport
  • 'Enable Locomotion' - If this button is bound, locomotion will only be active when this button is pressed. Only really useful for Vive users who want to press the touch pad to enable locmotion
  • 'Enable Locomotion on Empty Hand' - Same as 'Enable Locomotion', but only applies if the hand is not holding a weapon. Again, this is Vive specific
  • 'Turn Right/Left' - Rotate left or right (for front facing users)
  • 'Turn' - Depreciated and not currently enabled for the test build. Please see 'Turn Right/Left' as d-pad clicks (West and East).
  • 'Move forward/back/left/right' - These are not currently enabled for the test build. Coming very soon for users who want a button to move instead of a thumbstick, etc.
  • 'Fire' - Fire your weapon. Also used to 'click' on buttons with an empty hand
  • 'Grab' - Grab an object or weapon
  • 'Store and Retrieve Weapon' - Put the currently held weapon in your inventory, or retrieve a currently stored weapon to your hand.
  • 'Release Weapon' - If this button is bound, weapon grabbing becomes a toggle effect. Press this button to release the weapon.


Note that if you bind multiple actions to one button, make sure the thresholds are the same to ensure correct behavior. i.e. grab and release can be bound to the same button.

Sorry this update took so long: I ended up having to re-write much of the code base. The upside is that I upgraded many internal systems, which means it will be much easier to add new features further down the road (especially weapons). As always, if you have any issues or suggestions, please report them to the Steam Forums.

Thank you for reading this far! Have a great new year!

Whoa! "Excellence in Indie Development" award from Road to VR!



Merry Christmas and Happy New Year!



I'm very proud to announce that Road To VR awarded COMPOUND "Excellence in Indie Development" in their 2018 Game of the Year Awards!!! Thank you to Road to VR and of course to everyone who plays COMPOUND!!

Please click here to check it out

Sorry for the radio silence recently; big update coming very soon!

NEW Executive Map Theme and Revamped City V0.1.14



I've created a new executive map theme. I'm personally very proud of this one


I also totally re-created the outside city area - now when you look out the window it really feels like your are in a part of a much larger world as the city is quite large. Sneaky players might find a way to glitch out of the HQ level and explore. :D

New

  • 2 new executive level floors with the new theme!
  • Brand new outside city for all maps


Changed

  • Slightly buffed max shotgun shells


Fixed

  • Fixed a reload bug/exploit that could happen when switching away from the rocket launcher mid reload
  • Fixed the buggy right shell indicator on the tutorial shotgun
  • Fixed a small hole in the collision geometry of the doors in Chemical Processing that could let you clip your head outside of the map


New enemies will be added soon! I also need to do work on some internal maintenance stuff which isn't very exciting but nessecary to keep the internal nuts and bolts working properly.

As always, if you have any new issues please report them. You can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties.

Thank you!

NEW Rocket Launcher Update V0.1.13



Every FPS needs a rocket launcher!



As you can probably guess, the rocket launcher fires an explosive projectile that travels in a straight line and explodes on impact. Splash damage can be used to great effect. Also, the railgun got a new sight!

New:

  • New rocket launcher!
  • A new holographic sight for the railgun


Changed:

  • Laser rifle battery capacity reduced
  • Explosion blast radius and damage slightly reduced
  • Adjusted MapMan9009 location to reduce clipping and interfering with reloading
  • Explosion force on player physics object reduced


Fixed:

  • Grenades no longer explode on dead bodies
  • Shotgun and SMG guards no longer play buggy crouch animation
  • Soldier much less likely to get stuck in the floor on Profit Management after dying from an explosion


As always, if you have any new issues please report them. You can always roll back to an older version in the BETAS tab under right-clicking COMPOUND and selecting Properties.

Now that the weapons are finally out of the way I will get back to work on enemies and maps for a while.