This update was pushed earlier in the week, but I wanted to hold off on this announcement until the game was on sale. So just be aware, you may have already seen these changes in game!
Update changes:
All new hit effects
All of the old bullet hit debris effects have been replaced with much higher quality versions. The way they spawn in has been reworked so that now many more instances of them can be called at once. This will result in much more debris flying around when firing at zombies and missing them. It's especially noticeable with automatic weapons.
Axe bug fixes
The axe got a major rework for this update. There were instances in the past where it would not activate at certain points. It used to require big long swings from the player to ensure a hit. It now feels much more refined and is much easier to use. If you have any additional feedback regarding it, please feel free to shoot me a message on the forums.
Happy Holidays!
As another year winds down, I want to again thank the community for their support and interest in the game over the past year. I would also like to wish everyone a safe and happy holiday, full of great food and great (VR) games! Don't forget, the best way to play Containment Initiative is with friends and family over the break!
Containment Initiative 1.3 is Live!
Features
Online Co-op Beta(VR to VR)
Instead of only being able to play co-op locally, the VR player can now player with other VR players online! This feature currently includes two maps: City(Day), and Bridge. You can select the Online Lobby button in the main menu to host or join another players game. This feature will be built out to include more maps over the coming months. If you have feedback, please stop by the forums to leave it.
(Just for additional clarification, this is only for VR players to play online together. VR/PC online support will be coming at some point.)
Weapon Skins
Now that you can play online with other VR players, you need a way to show off all the money you've earned in the game. In the main menu, you'll find a new section that includes these skins that you can purchase with all the money you've earned shooting zombies. Right now, there are multiple variations of camouflage, as well as a gold skin that costs a bit more than everything else, so your friends can be jealous of how much money you've earned in game. The intent is to provide players with a sense of pride and accomplishment for unlocking different skins.
(As a side note on the weapon skins, if you have any requests for skins you would like to see in the game, please feel free to leave a message on the forums.)
Shooting Improvements/Visual Improvements
All weapons now have some additional visual feedback when firing that should make it easier to aim them, as well as provide a much better feel when gunning down zombies. You also may start to notice some updated textures throughout the game. With the help of community member, cmaldonado7, I've been able to give the game some minor face lifts here and there. This will be expanded upon during the next few updates.
More zombie variation
You may catch a new zombie shambling around in the game now. He's a bit overweight, and therefore takes some extra firepower to put him down. Soon, you can expect more special infected to start appearing in the game as well.
Community Assistance
I want to extend a sincere thank you to the following community members: cmaldonado7, Dal1dal, and Callsignsaru, for their assistance in testing the nightly builds of the new online co-op feature. Testing networking capability is monotonous and extremely slow going, so I'm sure after this month of work that's gone into the feature, they are more than sick of me. Please be sure to thank them if you see them posting in the forums, as this feature literally would not have been completed without their help.
Online Co-op Beta Testing Begins Soon
I'm happy to announce that Containment Initiative will soon be getting Online Co-op support. Before this happens, there is still quite a bit of development and testing that will need to occur. That's why I'm announcing that in the next couple of weeks, the Beta branch of Containment Initiative will receive this update so users can get in and start testing it!
https://youtu.be/cgVyr8TGH6Y
As you can see from the video, the basics have been implemented, but there is still quite a ways to go before it's ready for everyone.
With that being said, if you would like to start testing before the beta test begins(it's available right now actually) you can. Go over to the forums and post in the sign up thread and I will get in touch with you to give you access so you can start playing online right away. The functionality is extremely limited, but the basics of two people hopping in to the City level to shoot zombies is functional. There are still plenty of bugs to be ironed out before beta testing starts, so I'm always appreciative of any help you may want to contribute.
I'll be looking forward to playing with you all online soon.
Containment Initiative 1.2 Arrives
New Feature: Ground Support Co-op Mode
No longer is the PC player stuck in a single position providing sniper support from above. Now they can join you on the ground as you both explore the level, collect crates, and kill zombies together. This new mode features a few new unlockable items that are exclusive to it. The new mode is available on four different maps.
New Map: Scavenge - Factory
Explore the inside of an abandoned Factory in this new scavenge map. If you've made it to the Bunker and faced off against the mutants underground then you will be happy to know that they have been spilling out into this new factory area. Take full advantage of the new Ground Support mode as the PC player and explore the map along with the VR player.
New VR & PC Weapon: .40 Caliber Pistol
Combining the strength of the .45 pistol and the ammo capacity of the 9mm pistol, this will give you the best of both worlds. Both players have access to this new weapon.
New Streamlined Reload System(Optional; Disabled by default)
In this update I'm introducing the option to enable a streamlined reload system. This is perfect for introducing someone to the game or for their first time in VR. Once you eject your magazine with the touchpad, you simply need to touch the weapon to an area near your chest to reload the weapon completely.
Announcing New Ground Support Co-op Mode!
Ground Support Mode
Soon the PC player will be able to join you on foot in the fight against the undead.
The video below shows off some of the new gameplay on the Bunker map.
https://youtu.be/ZCPcsLreCUo
This new mode will be part of the larger 1.1 update for Containment Initiative. The PC player will now have full control to move around the level with the VR player. This mode will feature a few different weapon unlock options along with attachments. This mode is currently available on the following maps: Bunker, Scavenge: City, and Defense: Bridge. (More maps will support the feature in the full update.)
Tonight you can subscribe to the beta branch to test this new update. Having so much freedom as the support player on PC brings a new dimension of fun and excitement to Containment Initiative.
As always if you have any feedback regarding the beta of this new feature, feel free to drop by the forums and leave a post.
As a forewarning, this feature is still very early and plenty of bugs are likely to show up. Also, if trying the beta, your save will be upgraded and won't be compatible with an older version of Containment Initiative.
Containment Initiative 1.06 is Live(Slow Motion Kills and Exploding Heads!)
CI 1.06 Features:
-Headshots will now cause heads to explode in a shower of blood
-If you land a headshot while they are close enough you may trigger a slow motion kill(This can be turned off in the options)
-Ambient noise can be heard in all maps when the music is turned off
-Small Room Mode: This gives players that do not meet room scale requirements the ability to move around a small area even on the fixed position maps. This way they can reach all necessary items required to play
Preview of Slow Motion Headshots:
https://youtu.be/EJI4KPh9Unw
Containment Initiative has Launched
Containment Initiative has Launched
It's taken about seven months to get to this point, but I'm happy to announce that Containment Initiative has officially launched.
I want to extend a sincere thank you to all of the Early Access players. While developing the game has been a blast, the highlight has been interacting with the community. The game is without a doubt, much better than it would have been without that valuable feedback.
Community Involvement Going Forward
Just because the game has left Early Access doesn't mean I've stopped taking suggestions and improvements going forward. While I won't be changing the core gameplay, I'm still depending on the community for any feedback in regards to what you would like to see added to the game in the future.
Currently, I plan on releasing a few after-launch content updates focused on new maps and new weapons. If you have any ideas or comments, please feel free to drop by the forums.
Happy Hunting!
P.S. Make sure if you see abnormalmonk on the forums to give him a huge thanks for volunteering his time to create the awesome launch trailer.
Melee Combat Update and Launch Details
Melee Combat
The next update for Containment Initiative is live. This update is the first one to include a weapon that allows you to perform melee attacks, the axe! If you find yourself in a tight spot and can't reload quick enough, now all you need to do is reach down on your hip and grab the axe and swing away.
The axe is particularly valuable on the Scavenge maps due to the fact that it allows you to kill infected without making noise that could attract more of them. The mechanics are very new to the game so if you have any feedback regarding them, please don't hesitate to stop by the forums.
A few quick clips of the axe in action:
https://youtu.be/ggKYLztBMo0
New Zombies
Also included in this update are two new zombies and one zombie model that has been updated.
Launch Details
Containment Initiative originally released onto Early Access in September 2016. It had 4 maps, only the Survival and Defense modes and 4 weapons when it launched. I estimated that it would take approximately 3-6 months to finish, the latter of which puts us squarely in late March.
During Early Access, the game has had 3 additional maps added, a new mode with locomotion(Scavenge), two new weapons, more than double the number of infected types, an attachment system, objectives, and the ability to play local co-op on the same PC.
At this point I feel comfortable releasing the game in the next couple of weeks. I just want to officially give a heads up that the price will increase when the game launches. If you have any questions regarding release of any feedback regarding the game or this update, feel free to drop by the Steam forums.
As a further note, the game will receive post-launch updates in the form of new maps and potentially new weapons.
Happy Hunting!
Containment Initiative 0.96 Early Access Update is Live!
-New Map: Bunker
-Title Sequence added
-Continuing replacement of some lower quality props
The new map can only be played once players have completed at least 8 objectives. The new map also features a slightly different version of co-op. The PC player only has access to the security cameras in the area in this map. They also have an objective indicator that shows a numeric output and will help them guide the VR player through the map.
https://www.youtube.com/watch?v=rRKFTd-whok
This will be the last map added before the game fully releases(soon). Most of the work left to do involves polishing things up as much as possible and adding a few community requests here and there.
Please stop by the forums and share your opinion on the level and the game!
Containment Initiative Final Map Incoming
The final map to be released before the game leaves Early Access will be available within the next week. This map will require the player to have completed most objectives and will be fairly difficult, so you will definitely need most of the upgrades unlocked! Preview below: