Disinfection cover
Disinfection screenshot
Genre: Simulator, Indie

Disinfection

Patch 0.2.4 - Voice Chat!

After rigorous testing of the voice chat implementation in Keep It Running: Together I've now ported it over to Disinfection!
This means proper proximity voice chat that works even on higher-ping connections and with multiple people.

I've also changed the right-side panel of the main menu to include info on the current version i.e. what changed and anything of special note.

This patch also includes some very minor bugfixes here and there.

Keep It Running: Together is currently in Closed Beta. Let me know if you're a content creator and want a key.
Wishlist the game here: https://store.steampowered.com/app/3448380/Keep_It_Running_Together/

Patch 0.2.2 - New Godot version and some polishings

Hey everyone,

Updates are a bit slow as I'm currently trying to make the June deadline for Keep It Running: Together. Getting sick and then going on holiday messed up my schedules quite a bit.
No worries, updates will pick up for Disinfection again after that :)

Wishlist Keep It Running: Together here: https://store.steampowered.com/app/3448380/Keep_It_Running_Together/

I'm experimenting with the new physics engine in the new version of Godot, but this will be on the beta testing branch first as it may change and break certain things. If it improves things (and it looks like it will) I'll definitely include it.

Bugfixes:

  • New Godot version means that shader compile lag is now a thing of the past, the game now initially uses default shaders until custom ones are finished compiling.

Polishes:

  • Made the button trigger of doors much bigger, so you no longer have to precisely aim at the button.
  • The button trigger no longer messes with dragging doors, making it a lot easier to do so.
  • Tweaked the door dragging strength.
  • Light improvements to shadows and lighting.
  • Further difficulty tweaks.

Patch 0.2.1 - Tutorialized Tool Signal Tasks and some small things

Added new Special Tasks:


Find a strong signal for the ER, Geiger, AIR or Temperature Tools. Grants 15 points/funds when completed but has no penalty if not. These new Tasks should help to get players started with the Tools.

Bugfixes:



  • Fix in staircase lighting.

Polishes:



  • Oxygen alert now sounds at < 25% instead of < 10%,
  • Integrity alert now sounds at < 25% instead of < 10%,
  • Slightly increased oxygen and integrity alert rate,

Beta Patch 0.2 - Achievements and Many Gameplay Improvements

Big update today: we've been very busy improving the overall gameplay experience, whilst adding some new content and polishing features.

We're going to focus a bit on addressing the elephant in the room: the learning curve and lack of rewards that new(er) players experience.
Though we've added a bunch of tutorial-esque things to the game (the tutorial, the PDA info, the info screen in the airlock) these do not fix the core issue the game has at the moment:
The game is too punishing at first, whilst not really rewarding players, which makes it hard to get into the game. We noticed it takes most players at least 3 missions to decently get to grips with the Infection identification and surviving the monsters it throws at them, all whilst dying quite a lot. Of course the game does need some challenge, but it's too much all at once without any reward.

So a lot has been tweaked for the Amateur and Easy missions, giving players more secondary tasks to do and more rewards for doing these tasks, whilst also tweaking the Infection parameters more to ease players into things.
However we also realized the tasks is where the game needs a big upgrade: it needs tasks that also teach the mechanics of the game, whilst giving rewards that allow players to build up some funds to buy more Tools and Weapons to tackle the harder missions and tasks once they feel more confident.
Currently there's only the Computer Core, Special Item and Crew Rescue tasks which do not really teach much about the game.

In coming updates we're going to add a bunch of extra secondary tasks to missions that should help players get to grips with the game more naturally, with a more rewarding feel.
More on this soon!

For now here's what has already been done:

Bugfixes:



  • Fixed door button interfering with dragging doors,
  • Fixed lighting on doors,
  • Fixed Hunter monster neck stretching out strangely during some animations,
  • Fixed bug in infection start location not starting out fully infected on Amateur and Easy missions,
  • Fixed bug in infection shaders that made infected environments pure black making it very hard to see anything,
  • Fixed missing navigation in “roundabout” area,
  • Fixed issue with navigation in large Cryo room,
  • Fixed issue with navigation in medium Reactor Core room,
  • Fixed possible issue with navigation in medium Life Support room,
  • Fixed possible issue with navigation in medium Computer Core room,
  • Possible fix for getting stuck when revived at the end of the mission after having been killed whilst hiding,
  • Fixed Reprogrammer instantly killing the Infection when hacking the third node. Now it will take a few seconds before the Infection dies,
  • Shop interface is now only accessible outside of missions to prevent issues,
  • Fixed some bugs in syncing the Infection visuals in Afterlife,
  • Fixed light flickers causing broken lights to get unbroken and lit again,
  • Fixed entire ship getting infected when the Infection dies,

Polishes:



  • Amateur missions have more secondary tasks so new players have more ways to make money early on. This will be further expanded upon with tasks that help teach the game’s mechanics along with more rewards to get going,
  • Repair Tasks will no longer show up for Amateur and Easy missions to make things more fair for newer players and to add more progression to the gameplay,
  • Increased Special item reward to 50,
  • Lowered Crew penalty to 10,
  • Door button trigger is larger so players no longer have to aim at the button itself,
  • Added audio alerts for low oxygen and low integrity,
  • Updated collision on several environment assets,
  • Updated collision in the Lobby,
  • Updated some models in the Lobby,
  • Infection spread rate is more balanced for harder missions,
  • Source monster now shows up properly in Afterlife,
  • Infection death now includes a visual effect which pulses throughout the ship,
  • Adjustments to volumetric lighting to improve visuals and atmosphere,
  • Performance adjustments for main menu background scene,
  • General visual improvements and performance improvements,
  • Adjustments to materials to improve reflections and visual quality,
  • When power is lost lights now turn off instead of turning red,
  • Infection growths now only show up on fully infected areas,
  • Infection growths will now vanish when the Infection is destroyed,
  • Changed how the Infection spreads which diversifies the spread behavior between Infection types,
  • Slightly lowered overall Infection rate to make things more balanced,
  • Adjustments in ambient ship sounds,
  • Ambient ship sounds now fade out when the Reactor Core breaks,
  • Hunter footstep sound are now audible over a larger distance,
  • Hunter footstep sounds are now randomized for better realism,
  • Hunter breathing now becomes muffled the farther away it is,
  • Made player flashlight a little brighter,
  • Updated Tutorial to include the new Infection shaders,
  • Direct Connect menu option will no longer show if Steam is running/is online to prevent confusion. At a later point we will switch to an invite-code system instead of the Lobby list that we have now.

Achievements:


The first achievements have been added to the game. More will be implemented in the coming updates.

Environments:


The environments have been given some improvements to improve visuals.
We also updated a lot of the missing assets for the ship environments.

Patch 0.1.6 - Lighting Improvements and Fixes

Getting this version out early because of a lighting issue in Infected areas which made it impossible to see for a lot of players.

Here's all the things done in this version, in preparation for 0.2:

Bugfixes:



  • Fixed Hunter monster neck stretching out strangely during some animations,
  • Fixed lighting on doors,
  • Fixed bug in infection shaders that made infected environments pure black making it very hard to see anything,

Polishes:



  • Infection spread rate is more balanced for harder missions,
  • Source monster now shows up properly in Afterlife,
  • Adjustments to volumetric lighting to improve visuals and atmosphere,
  • Performance adjustments for main menu background scene,
  • General visual improvements and performance improvements,
  • Adjustments to materials to improve reflections and visual quality,
  • When power is lost lights now turn off instead of turning red,
  • Infection growths now only show up on fully infected areas,
  • Infection growths will now vanish when the Infection is destroyed,
  • Changed how the Infection spreads which diversifies the spread behavior between Infection types,
  • Adjustments in ambient ship sounds,
  • Ambient ship sounds now fade out when the Reactor Core breaks,
  • Hunter footstep sound are now audible over a larger distance,
  • Hunter breathing now becomes muffled the farther away it is,
  • Made player flashlight a little brighter,

Working on Steam Achievements.

A little heads-up: Achievements will go live fully in patch 0.2, though they will be in the Testing Beta prior to that patch release.

However since we need to add the Achievements themselves to Steam to be able to test them they will already appear on the Community Tab and profiles, despite not being unlockable yet on the main branch.

We got quite the varied list of Achievements already, expect quite a few to be added to the game.
Best to hold off on going on an Achievement hunt after the game has been updated to 0.2 though :)

Patch 0.1.4 - Many Fixes and Many Polishings

Loads of things have been fixed and updated in this version, especially concerning the monsters and infection. We got quite a few more smaller things and some big things that we want to fix or update so expect more patches like this in the near future.

Bugfixes:



  • Fixed a bug in the Source monster which causes it to constantly loop in losing line-of-sight of its target and then re-targeting the same target,
  • Fixed Hunter breathing sounds not playing,
  • Fixed Hunter footstep sounds not playing,
  • Fixed Hunter banging on door sounds sometimes not playing,
  • Fix for some evidences (Geiger especially) not being obvious at all for some infection types, range-based Tools have been tweaked to be more intuitive which pickup up evidence sources,
  • Fixed temperature evidence being too high for some infection types causing the Temperature Gun to overflow and display a very cold value,
  • Fixed Mission Control saying the Infection was destroyed even though it isn’t on Amateur missions,
  • Fixed clamped vertical mouse movement which for example caused having to move the mouse back the same distance to be able to look down again,

Polishes:



  • General code and asset optimization and cleanup,
  • Made the infection effect transition to black smooth instead of instant,
  • Adjusted light flickers to be more unsettling,
  • Changed the visuals for the Source monster,
  • Updated the hunting sounds for the Source monster,
  • The Source monster now has different sounds for chasing and roaming,
  • Updated the hunting sounds for the Hunter,
  • The Hunter will now turn its head to stare at whomever it is chasing,
  • Hard missions will now be available for ranks 10 and up, instead of 30 and up, to make the game less grind-y,
  • Hard missions have an higher chance of spawning 2-3 Crew or Items instead of 1,
  • Harder missions have an higher chance of having the Rescue and Recover objectives,
  • Slightly raised evidence strength increase for harder missions,
  • Infection start location is now more infected on easier missions,
  • Areas infected by the Infection Source now show half the temperature evidence than the Source itself, to make it easier/less confusing to locate the Source using the Temperature Gun,
  • Infected areas are slightly less dark now to improve visibility,

Beta release version 0.1

The last big feature has been fully implemented and with that... we are now in Beta version 0.1!
Now we can really focus on improving everything that's currently in the game and add the missing bits and bobs.

Let's take a look at this update.

The Shop:


The infections have gained in power, but so can you. Use the funds you gathered from your many missions and invest in new suits, tools and weapons or upgrade your current ones. The new shop in your spaceship will provide you with all your needs.

The Store is now fully functional, you can buy all the base items now and we will start adding a bunch of extra items and upgrades in future updates. The interface has been updated from the previous version to make it more intuitive. It also has had some bugfixes. Weapon prices have been lowered to make the game less grind-y. More advanced future items, tools and weapons will be more expensive however as those are meant to aid higher ranking players when harder missions are available to them.
Your Store inventory is saved along with the rest of your stats and synced with Steam Cloud.


Bugfixes:



  • The Infection hurt sounds no longer cut each other off,
  • Fixed navigation in Airlock type 4, Crew should no longer get stuck on the corner there,
  • Fixed missing infection textures on some of the stair assets,

Polishes:



  • The Hunter screams now get muffled in low-oxygen environments,
  • The Infection effect is now much stronger on heavily infected areas to create a more tense atmosphere,
  • Missions have a much lower chance to have the repair Secondary Objective if the player/team rank is low to make things much more fair for newer players. This is also to give a feel of progression as more Objectives become available as players go up in rank,
  • Amateur missions are more common for new/low rank players,
  • Amateur missions no longer have the requirement of having to destroy the infection to prevent penalizing new players that cannot afford Weapons just yet,
  • Mission info and Mission debriefing menus have been updated according to the new Amateur mission requirements,
  • Updated Mission Control voice lines to better reflect Mission success and failure on different difficulties and (un)completed objectives,
  • The difficulty of Missions has been further adjusted depending on Team rank, to give a greater sense of progression as higher difficulty tiers unlock as players rank up,
  • Added more spawn points for Special Items,
  • Added a new style of infected area effect to make the infected areas feel more alien and creepy.


Now that we've had a look at the present, let's take a look at...

The Future:


There's a couple of important things we need to tackle:

  • Missing assets: some of the level assets are still unfinished and there's still a few (functional) rooms we want to add such as a cockpit and an oxygen farm.
  • Finish the Infection's monsters: most of them are already in the game but require a bit more polishing and gameplay depth, the Item monsters especially are still rather bare-bones.
  • Polishing of existing features: everything is in the game and functional but some things still require further work to be at the level we want them to be.
  • Fixing bugs: is something we have been doing along the way, but now we don't need to implement major new features anymore we can focus much better on fixing bugs without introducing new ones right after.
  • Proximity voice chat, properly: we've had an implementation of voice chat before in the game, but it didn't work as well as we'd hoped. We're going to try a new approach using Steam Voice which should work a lot better, but will require some time and experimentation to get right.
  • Localization: we want to translate the game into multiple languages, though this will take some doing and assistance as there's quite a bit of text in the game and we do not currently have a translator in our midst. If you're willing to help us out with for example (SImplified) Chinese, Russian or Polish let us know!

Patch 0.09c

Some essential fixes, changes and additions to Items, monsters and the Store.

Keep in mind that the Store changes mean you will have to buy your Weapons and extra Tools now, they no longer spawn by default.
This also means the Secondary Objectives are now much more important for teams that do not have the budget yet for buying (all the) Weapons.

Bugfixes:



  • fixed host player getting a fade-out effect when a client player is killed by the Hunter for the first time,
  • fixed the Source hunting monster sometimes hunting indefinitely,
  • fixed that in some sessions the Hunter would never spawn, instead the Source monster would spawn every time,
  • fixed issue in the Camera Item monster which could cause a crash or script execution failure if it finishes attacking a player,
  • fixed issue in the Black Box Item model that would still be visible even after it had changed into a monster,

Polishes:



  • Added gas explosion sound to Black Box monster,
  • Added idle sounds to the Item monsters,
  • Player store inventory is now saved locally and is now Steam Cloud synced,
  • Weapons can now be bought from the Store,
  • Weapons and extra Tools now do not spawn by default, players will have to buy them first,
  • Added a new mission failed voice line to make it more clear players get penalized for not destroying the infection.

Hotfix 1 for Version 0.09

Bugfixes:

  • Fixed an issue with the host player getting the fade-out death effect when a nearby client player is killed by the Hunter for the first time,


Currently working on implementing the remaining features for the Store, expect several updates for this on the Testing Beta (you can freely opt into this via Steam) the coming weeks.
We're also starting work on the new items, the first one available in the Store will be the Fire Extinguisher since that one is already in the game. More items to deal with the Infection and Suit upgrades are coming.