Voice Chat should be working well now. We made it proximity/spatial too for more immersion. Currently push-to-talk only, but we will implement the option to switch between constantly on and push-to-talk in coming updates.
We only have tested this through Steam between two people, so let us know how it works for you. The audio compressor used on the microphone input is a bit iffy still and loud noises will distort (albeit at a low volume due to compression). Bandwidth usage has been optimized quite a bit, but perhaps could still use some improvements :)
Merry Christmas~
Version 0.08 - Afterlife
Death is not the end, but you may wish it was when finding your body consumed and repurposed by the infection. Yet... Your consciousness remains. Try your best to influence the infection, either making it stronger or weakening it and perhaps even destroying it from the inside out. But this realm is governed by the infection itself and the struggle is far from easy...
n the Afterlife you will still have to fight the Infection, whilst avoiding the Seekers. Make your way over to key infected areas of the ship, such as Ship Systems, and undo the damage caused by the Infection. Find the red Lymph Nodes and destroy them to have another chance at killing the Infection. Beware that the Seekers may respond to you hurting their master.
You’re on a time limit however, so no time to relax! Find and destroy those Nodes and fix the ship, it’s the only way to escape time and the finality of death.
Bugfixes:
Fixed rare host game freezing bug on a specific RNG seed with a specific combination of level generator patterns,
Fixed rare host game crash bug on Large ship sizes, if one of the Ship Systems was assigned to the first room but didn’t get created due to a flaw in the rooms counter with specific RNG seeds during initial level generation,
Fixed random freeze/crash caused by the room counter to resetting properly when starting a new mission,
Fixed crash caused when dying of oxygen, whilst being hunted by the Hunter, whilst the infection is getting hurt by a weapon or Afterlife player,
Fixed Flamethrower not turning off when switching inventory whilst it is on,
Fixed player’s corpse moving whilst they are in Afterlife,
Fixed breathing noises still playing in Afterlife,
Fixed Afterlife players repairing a Ship System whilst simultaneously attacking a Lymph Node in that System,
Fixed Afterlife Seekers having a much longer chase distance for client players,
Polish:
Logging cleanup & better logging for level gen,
Reduced font size on Leaderboard so the full list is visible,
Leaderboard names and scores have different colors now,
Increased Leaderboard screen resolution so smaller text is more readable,
Increased font size on Store so the information message is more readable,
Added “experimental” to Voice Chat options menu, since there are still issues,
Updated ingame pause menu to include all the options of the main menu,
Added missing PDA and PDA stats controls in options menu,
Adjusted options menu size and re-arranged some things,
Added fan sounds to Airlock 4.
Afterlife improvements:
We plan to make more improvements to Afterlife as we work on Special Tasks & Special Missions, here's the first batch:
Ship Systems now change to red color when broken,
Ship Systems now change back to green color when repaired,
Added cyber hands to visually indicate player being able to attack a Lymph Node or repair a System,
Added attack and repair visual effects to player,
Added attack and repair sounds to player,
Improved the particle effect of the Lymph Nodes,
Afterlife Seekers now make creepy sounds,
Made the Afterlife blue wireframe thicker for improved visibility.
Store page update:
The Steam Store page was rather horribly outdated, so we spend some time polishing and changing things. We changed direction on some features of the game and we've made a lot of progress since the Store was last updated, so the new changes should reflect the current direction and version of the game much better!
Steam Winter Sale stream 2
Come join us and ask us anything whilst we play the game. We may have some people from the community pop in too :) We'll show off some of the new features, talk about the game and other things that will no doubt pop up during the stream.
The game's currently 45% off during Steam Winter Sale!
Steam Winter Sale stream
Come join us and ask us anything whilst we play the game. We may have some people from the community pop in too :) We'll show off some of the new features, talk about the game and other things that will no doubt pop up during the stream.
The Steam Winter Sale starts today too with a 45% discount on the game!
Major bugfixes for Patch 0.07e
Jeroen (Draggie) has been hard at work tackling some major bugs that have plagued the game for a while now. These bugs were extremely hard to find, since they only happened in very specific situations and with all the RNG in the game's systems it was hard to find out which. Yet they happened frequently enough to be of (major) annoyance.
However major progress has been made this week and the game should be a lot more stable now. Let us know if you encounter issues with starting missions though, as bug reports are invaluable in finding and fixing bugs. We are but two people after all :)
Suggestions and bug reports can be posted on the Steam Discussions or our Discord server (check links on store page).
Bugfixes:
Fixed rare host game freezing bug on a specific RNG seed with a specific combination of level generator patterns,
Fixed rare host game crash bug on Large ship sizes, if one of the Ship Systems was assigned to the first room but didn’t get created due to a flaw in the rooms counter with specific RNG seeds during initial level generation,
Fixed random freeze/crash caused by the room counter to resetting properly when starting a new mission,
Fixed and tweaked various small issues in the mission and level managers,
Fixed Flamethrower not turning off when switching inventory whilst it is on.
Polish:
Logging cleanup & better logging for level gen,
Patch 0.07e - Leaderboards
A lot of parts of the game have been given a good polishing, with some significant fixes and improvements to stability and gameplay. Some new things have been added too, so lets take a look.
Bugfixes:
Possible fix for Voice Chat which should improve audio quality for some players,
Fixed crash when a player dies of oxygen within the second before the Hunter kills them,
Small fixes for possible rare crash caused by the level generator,
Added and changed some of the debug logging for mission and level generator, to be able to fix things more easily,
Fixed the Repair Special Tasks only completing when the Computer Core is repaired,
Fixed the Reactor Core damage effect particles sometimes flying off into the rest of the ship,
Fixed large Reactor Core damage effect not being visible,
Fixed missing status screen on medium Reactor Core,
Fixed missing status screen on large Reactor Core,
Fixed Hunter death/despawn animation not showing clientside,
Fixed Source monster environment effect not showing,
Fixed red lights effect not showing on environment for host player,
Fixed missing ceiling collision in L-shaped staircases,
Fixed missing hiding spot in small Computer Core,
Fixed constant panting sound when interacting with an interface whilst out of stamina,
Polish:
Added support for ultrawide screen resolutions (2560x1080 and such),
Optimized RNG of level generator,
Optimized network usage of Tools & Weapons,
Small optimizations in the code of Tools & Weapons,
Chiller now takes longer to kill the Infection,
Flamethrower now takes slightly longer to kill the Infection,
EMP now takes twice as long to charge up,
Infection Source now has an darkness effect at its location during hunts, so it is easier to target it with Weapons,
Tweaked the Source monster darkness effect,
Tweaked attenuation and filtering of various sounds,
Optimized sound playback and CPU usage,
Some sounds are slightly randomized in pitch for better variety,
Adjusted light flicker proximity effect for both monsters,
Added the mission timer so players can see how long they took,
Added missing malfunction animations in medium and large Reactor Cores,
Added missing breaking animations in medium and large Reactor Cores,
Added stair and computer decorations to large Reactor Core,
Adjusted lighting in large Reactor Core,
Leaderboards:
The first three score types are now being tracked by Steam. These are public scores and should appear on your Steam profile. A mission timer and time info in the mission debriefing have been added for this purpose too.
The leaderboard screen in the Lobby has been updated and now shows the highest scores for:
Highest experience,
Most cleanups,
Shortest mission, this score only counts for successful missions.
Of course we're planning to add more scores to this, if you have suggestions let us know! :)
Patch 0.07d - Afterlife updates and new Features
We got a bigger update for you all this time, with loads of adjustments to the gameplay and a couple new features to spice things up as well as to lay the ground work for the next couple updates.
Bugfixes:
Fixed the Reactor Core still showing Geiger after having shut down,
Fixed some clients not ending the mission on mission end if the team died, caused by their game thinking not all players are in the lobby,
Fixed some clients in rare occasions not ending the mission if another client presses the “end mission” button, due to temporary desync or slow connection,
Fixed mission not ending when all players are in Afterlife but the Infection is also dead,
Fixed some pathfinding issues with certain level elements,
Fixed light clipping in T level section,
Fixed cleanups counting up with a random value,
Polish:
Decreased overall hunt lengths and limited hunt lengths to 1:30 to prevent excessive long hunts,
Removed ghostly figure from the Source monster,
Decreased Source monster kill radius to be more fair,
Lowered Source monster speed on Hard difficulty missions,
Afterlife players can no longer repair Systems or destroy Nodes if the time runs out,
Afterlife “scanning” effect is a little faster now, so it’s easier to see the environment,
Put a limit on the amount of Seekers that can spawn,
Greatly reduced Seeker chase distance to make things more fair,
Seekers are faster now,
Seekers will now be randomly selected to go to the location of where a Lymph Node got attacked, or where a Ship System got repaired,
Adjusted some of the monster sounds,
Updated some of the interior textures for the Lobby,
Updated some of the interior textures for the mission ships,
Some minor updates to the shaders, allowing for animated ‘blinkenlights' and allowing for emissive parts of the environment to go red when the power goes out,
Minor optimizations in the level generator,
Minor optimizations in the infection update code.
The Afterlife Tasks:
In the Afterlife you will still have to fight the Infection, whilst avoiding the Seekers. Make your way over to key infected areas of the ship, such as Ship Systems, and undo the damage caused by the Infection. Find the red Lymph Nodes and destroy them to have another chance at killing the Infection. Beware that the Seekers may respond to you hurting their master.
You’re on a time limit however, so no time to relax! Find and destroy those Nodes and fix the ship, it’s the only way to escape time and the finality of death.
Special Tasks:
The basic framework for Special Tasks is in place and the first category of Special Tasks is implemented:
- Repairing Ship Systems. This is done in the Afterlife currently, but Tools for repairing whilst still alive will become available once the Store becomes functional.
In future updates two more categories will be implemented:
Retrieve objects and bring them to the Lobby before the Infection gets to them,
Rescue crew members before they get infected and turned into monsters.
New Random Events:
Added pipe bursting event, with steam/smoke effects,
Added explosion and fire events/effects, Standing in fire will rapidly reduce your oxygen supply.
Voice Chat (experimental):
Added the first implementation of Voice Chat. It took a bit longer than expected due to networking issues, but these have been resolved and the voice chat implementation was rewritten from scratch. It now has a much, much lower impact on bandwidth and is now actually realtime making communication easier.
There are still some issues with it however, you may experience crackling or interrupted audio. We’re working on a fix for this, but this requires more testing and feedback.
Developers Beta Testing LIVE
We play the game, answer your questions and try to find those pesky bugs/test new features. There's some new features and things in Afterlife, some texture updates and the game engine has been updated to the latest stable version (Godot 4.2).
The two developers of the game will be playing, as well as some friends permitting timezones and schedules :)
See you in space~
Patch 0.07c
Bugfixes:
Fixed clients getting stuck on a black screen if the host leaves the session,
Fixed Seekers not chasing/attacking client-side player ghosts,
Fixed wall monster having a constant ghostly appearance, instead of fading into view sporadically,
Infection Eyeball now doesn’t trigger a second death if a player is already dying,
Polish:
Added mouse sensitivity to options menu,
Added mouse X and Y invert to options menu,
Added keyboard control settings to options menu,
Gave more space to the Team Stats, so long names fit,
Added player death counter to Stats,
Added player cleanups counter to Stats,
Player deaths and cleanups are now saved to file & cloud sync,
Adjusted Seeker sight distance,
Added Afterlife countdown timer,
Mission now ends when all players are dead and when the Afterlife counter has reached zero
Weakening the Infection now adds time,
Getting hurt by Seekers now decreases time,
Getting too close to the Infection Source now decreases time,
Infection Eyeball now doesn’t look around during cooldown.
Added Lymph Nodes to the Afterlife, these will be the Nodes players will have to destroy.
Patch 0.07b
The Source on the Hunt:
The ship itself deforms, grabs and bites at you as the first monster of Disinfection makes its return. The Infection Source itself may decide to try and make you a part of it once again, beware the claws, beware the gnashing teeth.
The Seekers:
In the Afterlife things are far from over. The Infection Source will send its mind-altering viruses after you. Keep evading them lest they weaken you until you won’t be able to fight at all. You may even turn into on of the Infection’s dreaded abominations…
The mission will now automatically end when all players are dead and when all players in Afterlife are dead too.
New Random Events:
Vaguely humanoid creatures may grow out of the ships interior, formed from the former crew of the ship. These creatures will attempt to grab hold of anyone who ventures too close, draining you of your energy.
Bugfixes:
Fixed dropping currently held item when leaving an interface,
Fixed decoration collision for straight hallway,
Fixed some inconsistencies in the AI code,
Fixed the Hunter spawning on & hunting players that are already hiding,
Fixed the Hunter multiplayer sync being done by both itself as the main Lobby sync, causing issues,
Fixed other players being able to access an interface whilst a player is already using it, causing said player to get stuck,
Fixed player getting stuck when reviving after having been killed whilst being crouched,
Fixed Nano Pattern Detector sometimes not scanning.
Polish:
Updated to new engine version, with slight performance and networking improvements,
Multiplayer sync configurations and code has been updated to make better use of the networking improvements and to reduce bandwidth usage,
Adjusted the check for all players present in Lobby when ending mission, so players can’t get stuck in the airlock doors,
Adjusted evidence increment vs. difficulty scaling to be a little better,
Made the ER Detector a little more sensitive,
Updated some textures in the ship decoration,
Added new ship decoration,
When not entering a Team name in the main menu the default “MyTeam” will be used,
Afterlife scanning effect will now increase in rate as your health gets lower.