Containment Initiative 0.901 is now live. Major changes listed below:
-Maps now have multiple objectives that when completed will give the player a reward
-Co-op has been added to all maps
-New Map Selection panel
-New UI in mission
Check the forums for the full patch notes.
Depending on the map type, the objectives will be different. Examples include killing a certain number of infected, surviving for a certain amount of time, or finishing a mission using only a pistol.
Once the final map is added before the game leaves Early Access, the map will be locked behind completing a certain number of these objectives.
Looking forward to launch
Going forward, I will be focusing on improving the new player experience, and improving the overall feel of the UI and trying to do some work in the graphics department to give the game a more polished feel. The last update will feature a new map with full locomotion. This map will be much more difficult compared anything else currently in the game and will require players to have most upgrades and weapons unlocked to have a chance at completing it and beating the game.
After launch, I plan on providing some updates including new maps and possibly new weapons. These won't be put out at the pace the Early Access updates have been released at, but you can still expect some after-launch content.
Containment Initiative Local Asymmetric Co-op is Live!
Today, we are happy to announce the inclusion of local co-op into Containment Initiative.
https://www.youtube.com/watch?v=-2y8S4W32lI
If you've gotten sick of being alone and always having to watch your back, you can now have a friend help you using the mouse and keyboard from the PC. The second player will play the role of support sniper and will have a fixed sniping position on the maps that it is currently implemented on.
Most importantly, the feature is live on the Scavenge: City map which means you can have someone cover you as you collect crates and attempt to call for pickup to escape!
Co-op is currently implemented on a total of 4 maps with more planned in future updates.
VR Player's view:
PC Player's view:
Containment Initiative 0.8 Locomotion Update is Now Live!
This is our biggest update yet. There are tons of new systems, features and upgrades that we are excited for you to try out. Details below
https://www.youtube.com/watch?v=ithMcF5gxvg&t=19s
New Mode/Map - Scavenge: City (Locomotion Enabled)
This represents a huge shift for a game that started out as a stand in place wave shooter. Now players will have the opportunity to explore a city map and collect various types of supply crates in an effort to upgrade gear, earn money, and upgrade their health.
Red Weapons Crates: Collecting these will allow you to unlock weapon attachments and the new night vision goggles.
Blue Medical Crates:These will allow you to upgrade your total health.
Yellow Crates: These are worth $75 a piece, so you can still earn cash to purchase weapons while in this mode.
This new mode is the first to feature difficulty scaling that is governed by the amount of noise you make. At first, the level will be fairly slow and you will have lots of opportunity to gather crates quickly. Once you start shooting however, more and more infected will swarm the area. This system is caliber based, so the bigger the weapon, the more attention it will draw.
New Player Upgrades and Attachments
Suppressor - If you are looking to prevent unwanted attention and keep infected numbers low while you search for crates, then this attachment will be your best bet. This will reduce weapon noise by a factor of 3x. It does reduce damage by approximately 20 percent however. Currently, the benefits of this attachment are only realized on the Scavenge: City map, but this will change soon once the new sound based difficulty scaling is implemented in the other maps.
Night Vision Goggles - Players have always had to choose between being able to see in the dark with the flashlight attachment or having better accuracy by using the laser attachment. Now for the price of 20 weapons crates, you can equip night-vision goggles that will allow you to see much better in low light conditions. The big benefit is that now you use the night-vision goggles to see in the dark and you can also equip the laser attachment as well.
HP Upgrades - The player's default health has always been 100HP. Now by collecting the blue medical crates, you can permanently increase your health up to 120HP. 1 medical crate can be traded for a 1HP increase.
New Menus
Some of the menu's in the helicopter have started to get a re-design. Now much simpler and cleaner looking, this is the start of the new system and it will be expanded in the future.
Containment Initiative 0.6 Released
Hi everyone,
Today I've got another content update that I'm releasing for Containment Initiative. The main feature of 0.6 is a new map, Bridge: Defense. This map will place you high up on top of a bridge and will have you defending a downed helicopter until help can arrive.
This update also includes some new animations. The infected will now stumble back whenever you shoot them. This makes the game slightly easier now that you are able to stun them momentarily and it makes shooting them much more satisfying.
I have also included a new headshot effect that includes some chunks of flesh as well as some blood spurts that will continue momentarily after you shoot them. This should give the player a better indication when they land a headshot.
New headshot effect and hit animations in action: https://www.youtube.com/watch?v=IQsLd6gMv3g&feature=youtu.be
The final feature in this update are some graphical enhancements. All maps now have a bloom effect that gives the lights within the level a nice glow. There are now sun rays that will cast in the daytime level as well.
Sunrays and Bloom:
To cap it off, we have a new trailer created by our Community Manager, abnormalmonk that shows off more of the content and improvements the game has had added since the Early Access launch:
https://www.youtube.com/watch?v=Fuv1o448gaE&t=1s
Full Update Notes:
-New map Defense: Bridge
-All new zombie animations(Zombies now react when shot)
-New particle system for headshots(pieces of flesh and arterial spurts upon landing headshots)
-Added Bloom effect to all maps for better looking light effects
-Added Sun rays where appropriate
-Flashlight now casts shadows
-Changes to the sniper rifle scope to make it easier to use
-Sniper rifle now has a second held position on the front grip
Containment Initiative 0.5 Released!
Containment Initiative 0.5 Released!
To celebrate one month since release, I'm releasing version the next major update for Containment Initiative.
The feature changes and additions compared to the last major update are the following:
-Six new zombie types
-More varied animations and models for all infected
-All pistols now have a slide release on them that allows you to chamber a round instead of manually cocking the pistol(which you can still do if you prefer)
-Pistol slides will now lock back appropriately when they are out of ammo
-Further improvements to the controls and weapon handling
-Improvements to certain textures
-New spawning system that gradually increases the difficulty as time goes on
-Higher Difficulty ceiling as time passes
-Replaced all low resolution buttons with higher quality models
-Extraction animations: Now players will have a visual indicator when they are about to exit the level
Screenshots of new zombies:
For more detail on what has been added in each incremental patch since the 0.4 release, check the games' Steam forum.
Going forward, my focus will be solely on new maps and implementing the new scavenge mode that will be added to the game before release.
As always, if you have any feedback or encounter any bugs, please stop by the forums and let me know.
Thanks
Early Access 0.4 Update is Live!
So the game has officially been out for a week now and to celebrate, I've got a few new toys for you to try this weekend.
New Weapon: 5.56mm Assault Rifle
This is geared towards the end game with a price of $2200. It's very powerful and has a faster firing rate than the 7.62mm Assault Rifle.
New Attachment: Laser Sight
This will be available on all weapons except the Supressed Sniper Rifle(currently, this may change). While this attachment does make aiming much easier, your weapon will only support one attachment. So you have to choose between the laser sight or the flashlight.
My current plan is to get a small update out over the weekend that includes a new zombie type. Keep a look out!
Have fun with the new toys and stop by the forum and let me know what you think!
Check out a short clip of the new stuff here: https://www.youtube.com/watch?v=VrWh1Aupde8
Early Access 0.4 Update Coming Soon(New Toys!)
It's almost been a week since release, so I thought I would show you a few screenshots of what will be coming to Containment Initiative shortly(Most likely this Friday or Saturday assuming all beta testing goes smoothly).
New Gun(5.56mm Assault Rifle)
This will be the first weapon I've added to Containment Initiative. It outputs similar damage to the 7.62mm Assault Rifle but has a faster firing rate and a slightly smaller spread. As of right now, this will be the most expensive gun. This is geared towards end game players with lots of money.
New Attachment: Laser Sight
I've also been implementing the first new attachment this week as well. It will fit all weapons except the Suppressed Sniper Rifle(Subject to change based on feedback).
Also included in this build are some improvements to weapon handling which should make everything a bit easier to operate. You will also be able to take any weapon into the tutorial to play around with it as well.
Coming Next
After this update, I will continue to add zombie types and will also be replacing some of the zombie models that I don't feel are currently up to par. Now that players will have a more powerful weapon and attachment, I will be focusing on scaling difficulty appropriately and will start to look into creating new maps.
As always, if you have any thoughts or feedback regarding the game or this update, please drop me a line on the Steam forums. Also, if you are interested in beta testing this build, please request access through the forums as well.
New Zombie in Today's Update 0.37
Today, I've added the first new zombie into the game, putting us at a grand total of 5 different infected types at just past 48 hours after the Early Access launch.
He is slower than the rest of the infected, but he will try to latch onto the player and does a bit more damage the the others. As always, after he makes an appearance in your game for the first time, hop over to the forums if you have any feedback on whether or not you like how he is implemented and if any changes need to be made.
I expect to have at least one more new infected added into the game shortly. Keep an eye out!
Hit Effects Update 0.369 EA is Now Live!
Now everything you shoot will produce some sort of hit effect based on what type of material it is. This should provide some additional feedback when shooting and should assist in correcting your aim. I plan on tweaking this as time goes on, so feel free to hop on the Steam forums and let me know if you like them and if any changes need to be made.
Check it out here: https://youtu.be/i_oc9NDduVc
Changes:
-Implemented hit effects on all appropriate objects
-Deleted an object in the Cityblock Night level that could potentially cause issues with enemy spawns
Additional infected types will be my next priority. Hoping to have something ready within the next week or so. Keep an eye out!
Containment Initiative Early Access Version 1.0
Hello! I would like to welcome everyone to the game and take the time to outline where my intentions for Early Access are, as well as ensure that you go through the proper channels for communication.
This is where the game stands currently:
-4 Unlockable Weapons
-4 Infected types
-2 Different Modes of play (Survival and Defense)
-4 Maps (One is a day/night variation with different difficulty/infected)
Plans for the game in the weeks following Early Access release
More Infected types are my type priority currently. After implementing a few more of them, I want to continue to add more weapons and a full attachment system(think lasers, scopes, etc.). Additional levels are also going to be a big priority. So far there is only one defense level, so I want to expand the game mode a bit and get an additional level added shortly after release.
After these essentials have been added, I will continue to explore ways of expanding the gameplay. I will be looking at an additional game mode in which I would like to include a form of locomotion.
Community Input
This is where I need the community's help. I would like to urge all players to go over to the game's Steam forums to get the most up to date info and leave any feedback. Even though I have my plans, the whole point of releasing in early access is to solicit your feedback and opinions of the game and what direction it needs to go in before releasing in full.
I will be keeping a watch on the forums to address any issues. If my beta testers are any indication, any time you find an issue or a bug, if you let me know about it, there is a good chance I can implement a fix quickly.
I will also be running a beta branch of the game soon that I will use to push any large new updates that could affect stability. I would also like to ask for volunteers to test any new features in the branch before pushing it out to everyone. I will put any information about the beta updates in the games' Steam forums.
In closing, I would like to thank you for checking out Containment Initiative, and I look forward to hearing from you on the forums.