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Genre: Racing, Role-playing (RPG), Simulator, Strategy, Adventure, Indie

EmergeNYC

EmergeNYC 2022 New Game Engine Update April 30th

https://youtu.be/f8-NxuHrwVo

EmergeNYC is back this weekend April 30th and on a new game engine! I’ve been hard at work behind the scenes updating EmergeNYC from Unity 2018 to Unity 2021. New with this update is major optimizations and performance improvements in Single Player and Multiplayer on all maps. In the video we do a multiplayer game with 8 people with 60+ FPS. This is not just on my PC, low-end laptops and graphics cards have also reported running the game at smooth and playable framerates, crashes while loading have also been resolved for the low-end range pc's and laptops. The fire hose mechanics have been completely redone and optimized. They look, feel and handle much more realistically and most of the issues with them are now obsolete. The UI has been completely redone to be more user friendly and intuitive.
Graphics and post-processing have been enhanced as well making the night lighting, fire and smoke look realistic and beautiful.
The critical issues in the current public release have been addressed. New bugs and glitches are to be expected after the game engine update and will be addressed in hotfixes and patches.

Upcoming April Update Announcement



Hello everyone! Just a development progress update for you all! If you have been following our discord (https://discord.gg/G59T4rMrcJ) you know a lot of things have been moving behind the scenes the last few months. I've taken the time to update the entire project to Unity 2021 which is the latest Unity engine. We have been running on Unity 2018 for most of the project. This task took me a few weeks to plow through all of the bugs and game breaking issues that arose because of the upgrade. While it was time consuming there are several benefits to the update.

1. Build times in the editor went from 6-8 hours to only 15-30 minutes meaning that we are able to patch issues and fix bugs much much faster and save a ton of time that we used to have to wait for Unity to build out the game.

2. With the new engine we have access to tons of new features, optimizations, assets, and a more much more efficient work flow.

3. The editor overall works much quicker meaning I can spend more time working and getting things done then waiting for things to load.

An update to all branches will be arriving within the next 2 weeks with all updates, fixes and changes including the Engine upgrade, sound improvements, optimizations and UI Redesign. The Personnel AI will NOT be included in this update as it is still heavily a work in progress. For previews view the linked youtube videos below

Below I am going to be posting all the small development progress updates that have been posted on discord since the last update here along with the dates they were posted in case you may have missed them. I avoid posting smaller dev updates on here to prevent crowding the big announcements. If you want to stay fully up to date with everything going on behind the scenes, be sure to join our discord and check the development progress channel.

You can also follow our trello which is updated with every task here: https://trello.com/b/WjeqOEsL/emergenyc-development-map

03/15

Hey @everyone , today I've got some gameplay clips to show you guys, specifically in regards to some changes to units and siren/horn sounds. First thing to mention is 234 has received a 2021 rig to match their real life counter part, of course the o
lder rigs are still available to use. Ladder 123 and 132 and Squad 252 have been updated to have chrome rims like their real life counter parts. On the sound side of things, With the doppler effect coming in this update, you can hear a difference in the sounds of the sirens and horns as the rig speeds up and hear how it echos and bounces off walls and streets. This is something that can be heard in real life, mostly from within the rig and is noticeable in game when in the orbit camera or interior views and responding at a fast speed. When outside of the rig though you will get the doppler effect we showed in the AI video in December. I've been working on ironing out issues and getting the game playable again within the updated engine. I spent some time today also trying to fix the editor infinite loading issue i've been having with no luck. I'm going to reach out to Unity about it and hopefully gain some insight on the cause. In the meantime I hope you guys enjoy the clips, they don't show much but I have to keep them short otherwise Discord won't let me upload it. Keep in mind these sound changes are toggleable settings incase you prefer the old style.


https://youtu.be/O7uhcx-4Bgw

https://youtu.be/kB5L57XvxDc

03/9

the UI redesign is almost complete, in the preview you can see the new health air and stamina bars as well as the inventory ui has been redone completely. The main menu also now has a fire station background inspired by the Into the Flames home screen. You can now see the quality setting changes in real time to see what your settings will look like in game. I had some major issues arise that broke a lot of mechanics after the initial UI changes and was able to fix them after many hours of figuring out the cause, trying to fix it, and figuring out a work around to get around the issue. Now that the game is presentable and playable again I can begin to show more gameplay with all of the new features and redesigns. The main issue I have is I am unable to test the game within the editor since the upgrade. The editor will infinitely load play mode when I go to test, as soon as I can resolve that I am able to really move quickly with things but its one of the last quirks I need to figure out before the Unity Engine upgrade is 100% completed. In the mean time I have been having to make a build every time I want to test anything even the simplest of fixes which is why it has taken me so long to do a lot of these tasks. However builds used to take 5-6 hours before the Unity update and now only take 30 minutes to an hour to build. However its a major speedbump in my work flow and I need to sort the issue before I can really proceed full sail with development in the new & Updated engine. I appreciate your patience through the process. While the upgrade has been easier than I thought it would be, it still has proven to be pretty time consuming and troublesome but were almost at the end of the tunnel and things are looking and working really well!

02/19

@everyone Some new UI Previews. I've resolved issue #2 in the last dev progress post, and am in the proccess of addressing issue #1. Since most of the UI has become broken or obsolete in the latest update to Unity, I've gone ahead and rebuilt it with the goals of making the interface sleeker, more minimalist, less cluttered, more organized, and user friendly. I added tool tips to most of the buttons to explain what each button does for new players and removed buttons from the screen that don't need to be there. Ill be showing the player UI next (tool equip keys, health bar, etc) next. I want the UI to be less intrusive and in the way and also simpler and easy to understand especially with the dozens of new AI commands that have been added. Any feedback and suggestions are welcome. I may make the mini map smaller and a circle shape but I want the box numbers and street names to still be legible by the players.

02/15

Good morning @everyone just an update where the upgrade to the latest Unity version is at. There are 3 major issues I have to fix before I can really show anything. 1) Most text is missing from the UI due to Unity using an updated version of Text Mesh Pro which isnt compatible with the new Unity 2) Many of the firefighter models are missing due to Unity having raised the limit to vertex count and causing a lot of the meshes we were using before the be obsolete and forcing me to manually export from the old project and reassign it in the new engine. 3) Me and LC tried testing Multiplayer in this version and there is an issue preventing clients from connecting that i’ve tracked down and need to fix. Once I fix these things last gamebreaking the engine upgrade will be complete for the most part and I can pick up where I left off in the Unity 2018 version. I appreciate everyone’s patience! once these issues are fixed and the game is presentable again I will make a dev update video showing some new gameplay and things i’ve been working


02/3

Just a progress report on the upgrade to Unity 2021, the hardest part is completed which is getting everything updated and fixing errors in outdated code, The game is up and running in Unity 2021. There are some major glitches that I need to fix with the UI and text but the core mechanics are intact with a few hiccups here and there. Compiling takes a fraction of the time it took before and builds now only take 1-2 hours instead of 5-6 hours. This is gonna really change the speed at which I can produce and deliver. The main issue I am having right now is the editor infinitely loops when I press play most of the time which I am in the process of tracking down. So far the improvement is very noticeable and worth the upgrade so far (In terms of editor speed and efficiency). I am still fixing the main gameplay issues and making a list of all the things that were broken in the upgrade to fix them and address them. As for the patch I mentioned last post, I may be able to squeeze this 2021 update into a patch instead of the upcoming patch being still based on the 2018 game engine. Ill keep you all posted with how things move along, so far what I thought would take weeks has only taken me a day or two thankfully. So we are ahead of my projected schedule

01/31

Hey @everyone hope everyone has had a great start to year so far! I know many of you have been frustrated with the lack of progress updates from me so I figured I'd go ahead and give you all an update of where I'm at with things. At the end of the year I decided one of my New Years Resolutions was to really make EmergeNYC reach its full potential and fix the major issues that have been holding the game back. I knew the first step needed to be essentially a rebuild of the project in the latest stable version of Unity (2021) which we are running a Unity version that is 4 years old at this point. A lot has been advanced with the game engine since then and in order to really be able to achieve the best performance, graphics, and most stable game as well as have a streamlined work ethic, upgrading to the latest Unity version is a massive undertaking that can't really be overlooked anymore. Before I decided to begin the process of updating the project which will probably be the most time consuming task I've had to do I spent some time dabbling in the latest version of Unity working on abstract ideas and experimenting with all of the new features and improvements to find out if updating EmergeNYC to Unity 2022 is something that is 1) possible, and 2) worth the amount of time and effort that its going to take to do it. I decided I'm going to take the time to Organize the project as well and remove all the clutter of unused files and assets which will make working on the project much faster which means getting updates out to you guys a lot faster. The main thing that holds me back from providing you guys with speedy updates and fixes is how slow Unity is running the project. Builds take 5 hours to make when they should take only 30 minutes to an hour max. So I've decided I'm going to be taking the time to upgrade the project, while also keeping an intact copy of the 2018 version of the project so I can patch some of the current game breaking issues and push the optimization fixes I've done since the last update. I'm planning on getting this bug/performance patch out to you guys sometime in the next 1-2 weeks. This patch will NOT include the new AI features since they're still really WIP but will include all the other things I've mentioned and shown to be in the upcoming patch. Hope this provides you guys with a better idea of the current progress. I'll continue to update you guys with my progress with the patch and the project upgrade.

First Look! 30 Minutes of Upcoming AI Update Gameplay

https://www.youtube.com/watch?v=JDD-jjc00f0

The upcoming AI update introduces true real time strategy gameplay to EmergeNYC. AI firefighters and paramedics can auto respond to calls on their own, follow commands, and assist you on the fireground. Firefighting is a team sport and up until now, the single player experience in EmergeNYC has consisted of trying to do everyone’s job alone. Now you can easily assign tasks to AI controlled companies and firefighters and complete all the objectives at a fire simultaneously.

Real Time Strategy



This update has taken all of my years of modding Emergency 4 and used those influences when creating the Real Time Strategy aspect of EmergeNYC. Since the beginning I’ve had the vision of blending the simulation genre with the Real Time Strategy genre and creating a strategy/simulation game where you can play as an incident commander with an overview of the scene, assigning commands to companies and members, while at any time being able to select any member or unit and control them directly. AI firefighters are capable of being assigned all of the same tasks that you have been able to do as a lone firefighter in the past.
No longer do firefighters need to spawn in individually and despawn when you change roles. All companies are staffed when spawned and you can seamlessly switch between roles and AI will take over that firefighter instead of it being deleted. AI is toggleable meaning you can easily enable or disable AI firefighters and continue to play the game as you have since the beginning if you prefer.

Auto Respond

Units will auto respond to emergencies based on if they are on the run ticket. For every call I placed individual parking positions for all of the on map units to respond to. Companies will read the ticket and determine if they should respond as well as determine how quickly and if they should gear up depending on if the call is for a reported fire, or if it is a more minor emergency. No more needing to drive each company one by one to the call or place all of the respond to positions individually. If you are playing as an individual in a company, the AI will not drive off until all members are on the truck. If you are playing as the chauffeur of the company, all of the members will gear up and board the truck and wait for you.

Improved AI Driving

Since AI will be driving most of the time in the new update, I improved the driving mechanics and now companies can arrive much faster to emergencies with less margin for errors like crashing into trees and buildings. AI will now only brake at intersections they are going to be turning at and not every individual intersection which greatly reduces response times. Engine companies can swing turns with minimal braking which can get your units on scene much quicker than before. Options for different response speeds & urgency have been added. The slower speed has a slower max speed and move at the speed of traffic and have minimal siren and horn usage, while the faster option moves much faster and responds much more urgently with a lot of siren and horn. The normal option is somewhere in between the two.

Optimizations and Bug Fixes



I spent a lot of time optimizing the current mechanics of the game including vehicle physics, hoses, fires, and getting rid of some of the more severe lag spikes. There are still more things I can do to profile and eliminate and reduce lag spikes, frame loss, and memory usage and I will continue to improve on that aspect. So far the performance improvement has been a success in this update and allowed me to be able to fit all these units with entire staffed companies without causing significant frame loss. The majority of major issues from the previous Rescue Update have been fixed and will be included in the AI Update when it releases. Many people may have concerns over performance, crashes, and bugs and I am aware of each of these issues and working diligently to address them, clean up and polish the project while continuing to progress the game forward in the direction of progress and fulfilling my original promises of features in the game which include the AI and eventually the PD Mechanics which are some of the final things that need to be completed before we move into the alpha and beta stages and eventually a full release. There will be no new units or features that don’t contribute to the core purpose of the game being added as focus is shifting into completing the features and mechanics that we promised you at the beginning of the project, cleaning it up to run as smoothly as possible, and making the game an enjoyable experience.

Recently assets that don’t belong in the game or are not properly licensed have been pointed out and acknowledged. Some GTA IV buildings that are in the game that were converted over from the EM4 Brooklyn mod back in the day and buildings with McDonald's logo, and citibank logo. A youtuber pointed out these issues recently so were going to address them and the assets and brandings will be removed from the game but will not impact any of the current gameplay. I want to make sure the project is heading in the right direction and avoid any shady business in the future.

Hotfix 0.9.3D is Live! Multiplayer issues fix & more

Hotfix 0.9.3D is live and addresses some bugs introduced in the last patch.

Change Log

Fixed an animation bug in Multiplayer where other players are running in place due to AI component I didnt disable
Fixed AI Rapid Deploy & Lay in not working
Fixed Hoses in Montgomery County not working in Multiplayer and spazzing out
Fixed an issue where lag may occur after dropping off a patient at the hospital in Multiplayer
Fixed Church gates closed with no lock

Update 0.9.3C is Live + Firefighter AI Update Previews

Gameplay Changes

Added ability to cut wooden debris with chainsaw
Added a delay when equipping K12 or Chainsaw to not allow you to holster or drop the tool until after starting the animation to prevent a bug causing multiplayer games to freeze up if someone does either before the animation is complete


Bug Fixes

Fixed Train Horns not working sometimes
Fixed an issue with the patient ragdoll bugging out when carrying him or dropping him
Fixed occasions where resolution would set too small on main menu, now always defaults to your monitor's resolution
Fixed dying at the bottom of the stairs in Brooklyn train station
Fixed patient floating when placed on stretcher
Fixed move to stretcher causing patient to stand on stretcher and wave sometimes
Fixed not being able to Lay In with the new AI Function in Manhattan or with Engine 222 or 32 Old
Fixed not being able to Lay In with the new AI Function with Engine 222 or 32 Old
Removed the padlock on church gates and gate is now always open
Fixed patient name not showing on new patient UI
Fixed Tiller back up cameras floating around cab
Fixed Tiller Ladder outriggers not working sometimes
Fixed Tower Ladder deck guns floating in place when controlling bucket from turntable
Fixed the vacant fire in Brooklyn that you could not enter
Fixed Ladder 120 Q Siren
Fixed Ladder 75 Airhorn

Firefighter AI Previews (WIP Not included in this update)

https://gyazo.com/abb95168bea0c43891dd11a771a5ff2f

Progress with AI is well underway, in this gif you can see the Engine Rapid Deploy using the AI. The officer goes straight to the nearest burning fire. The Chauffeur (Driver) grabs the supply line and attaches it to the nearest hydrant. The Control man grabs the hydrant tool from the compartment and turns on the hydrant then goes to the hose bed. The Driver then goes to the pump panel and waits. The nozzle man goes to the hose bed and grabs a length of hose and then calculates the nearest burning fire and gets into position and stops within a safe distance from the fire. The backup man follows the nozzle man the entire time to back him up. Once the nozzle man is in position, the control man disconnects the hose from the hose bed and attaches it to the truck. Then the driver turns on the pump. The nozzle man crouches and begins to spray the fire. All of this is done with the click of one button. My goal with the AI is to automate as much of the process as possible but still leave room for the player to assume any role they want to.

https://gyazo.com/21c7e2f24291f60e702ba28cceb99c14

In this gif, I demonstrate the AI following the officer as well as how easy it is to switch between the roles of a company and return them back to AI.

https://gyazo.com/800ff4f3df3a269b0fb043cf21220da9

In this gif, I demonstrate the lay in AI function which has the control man exit the rig, grab the relay line and hydrant tool, attach it to the nearest hydrant and charge the hydrant while the rig can position in front of the fire building if a hydrant is not in an optimal spot.

EmergeNYC Rescue Update 0.9.3 now Live on All Branches!

New Content:

New physics based collapse calls

https://youtu.be/KT-x_kNKyKY



New trench rescue calls

https://youtu.be/uckhBNJtMVc



New man under bus and train calls

https://youtu.be/dLmYjFMlMzs

New EMS UI and treatment system & ragdoll physics

New fire calls in Manhattan and Brooklyn



New Stillwater & Montgomery County Units: Rescue Engine Spare, Engine 33-2, Stillwater Tower Ladder



New & Improved Q Sirens, PA300 Sirens, Airhorn sounds and more!

https://youtu.be/u_JAp48gllg

New Rescue equipment and tools: Cribbing, Airbags, Bottle jack, Rope Rescues, Concrete drill, Torch

Added a lock camera option, by holding C it will freeze movement of the character camera which makes it easier to drag people out from under trains, busses, and collapses as well as positioning airbags and cribbing

https://youtu.be/wYiQwMMfOLU

Added a button AI option to Lay In (Only in Brooklyn right now). Deploys a relay line length, connects to the nearest hydrant, allowing you to stay in the rig, capture a hydrant, and drive away and let out lengths behind you. Once you hop out just disconnect it from the hose bed and connect to the pump for water supply. The hydrant will already be charged.

Added ability to pull hose lengths off the hose bed now by pulling the first one off and then pulling that hose with the mouse and it will pull out more lengths

Added an Old Q Siren on Engine 32 Old

Added an Old Q Siren to Ladder 176

Added notepad to new EMS UI which is updated with vitals and patient name etc.

Added UI to notify player to press H to bring up new EMS UI

Added 1990 Engine 222

Added 1990 Engine 32




Added 2021 Engine 310



Added MCPD Units to Fire Academy

The long awaited Rescue update is finally available for the public on all branches. We spent all of October working with our exclusive members and then opening up to the staging branch to track down the most problematic issues. While there are still quirks and things to be ironed out, I am confident that this update is ready for you guys to begin messing with and that it is more stable than the previous update.

What took so long?

Life changing things in my personal life arose in September and October which caused me to move back home and be with family as my future was uncertain. I was still working but the time I could put into the project was drastically reduced as I had other things that needed my focus. Now that those things have passed I have been able to get back to full time focus on the game.

Where do we go from here?

I will continue to work on bug fixes, stability improvements, and performance improvements. While LC will continue doing his thing introducing new and revamped units, sound and lighting improvements and he’s now learning level design as he plans to add a Stillwater map to the game at some point in the future.

I myself will be working on making sure that the EMS system functionality is fully completed and Firefighter AI is next up as my main priority now that I have the time and experience needed to fully accomplish that feature I previewed late last year. This will be something that really transforms the single player experience and if you haven’t seen the preview go check it out here:

https://youtu.be/khPw2eg66AE

Once that is completed I plan on focusing on the Police mechanics of the game as it is the last department needing to be completed. Along with that will be additional rescue calls like water rescues and more that ESU will be involved in. Of course there are a ton of other things we are excited to eventually add such as throwback units which some have already been included in this update, map expansions, new firehouses, and units. But right now I want to get these main things out of the way first so the game can make the leaps it needs to make towards an eventual beta stage with all of the promised features.

Thanks all of you for your continued patience. I hope you guys enjoy!

0.9.3 Change Log

New Content:

New physics based collapse calls

New trench rescue calls

New man under bus and train calls

New EMS UI and treatment system & ragdoll physics

New fire calls in Manhattan and Brooklyn

New Stillwater & Montgomery County Units: Rescue Engine Spare, Engine 33-2, Stillwater Tower Ladder

New & Improved Q Sirens, PA300 Sirens, Airhorn sounds and more!

New Rescue equipment and tools: Cribbing, Airbags, Bottlejack, Rope Rescues, Concrete drill, Torch

Added ability to pull hose lengths off the hose bed now by pulling the first one off and then pulling that hose with the mouse and it will pull out more lengths

Added a lock camera option, by holding C it will freeze movement of the character camera which makes it easier to drag people out from under trains, busses, and collapses as well as positioning airbags and cribbing

Added a button AI option to Lay In (Only in Brooklyn right now). Deploys a relay line length, connects to the nearest hydrant, allowing you to stay in the rig, capture a hydrant, and drive away and let out lengths behind you. Once you hop out just disconnect it from the hose bed and connect to the pump for water supply. The hydrant will already be charged.

Added an Old Q Siren on Engine 32 Old

Added an Old Q Siren to Ladder 176

Added notepad to new EMS UI which is updated with vitals and patient name etc.

Added UI to notify player to press H to bring up new EMS UI

Added 1990 Engine 222

Added 1990 Engine 32

Added 2021 Engine 310

Added MCPD Units to Fire Academy

Bug Fixes:

Fixed Rescue reverse speed bug

Fixed an issue entering L44 Bucket

Fixed Engine 227 AI

Fixed Rescue 9 AI

Fixed L44 License Plate attached to bucket

Significantly improved stability of bus and train physics (Busses and trains will only be unfrozen if an airbag is being inflated or deflated under it, a bottle jack is being used, and will freeze if a player runs into them in order to avoid wonky physics interactions

Fixed Stokes, Backboards, airbags, cribbing and more falling under ground when dropping or positioning them

Fixed patient teleporting back to the original position when placing on a blackboard

Fixed not having the option to drop off the patient

Fixed putting on an arm splint causing the patient to go flying

Fixed player running into a stokes or backboard patient being carried causing the patient to fly away

Fixed not being able to grab backboard and stokes after first use and other issues with tools and items not being useable via radial menu sometimes especially in MP

Fixed Ladder 176 Q Siren

Fixed Engine 78 New Q Siren and horn

Fixed AI Units which sirens would not work after returning home

Fixed L74 Old AI not working

Fixed Engine 31 Old

Added sheriff role to academy for MCPD Cars

Fixed Stillwater Tower Ladder max speed

Fixed Stillwater Tower Ladder turntable exit causing you to get in the back seat

Fixed Engine 222 and 32 Old deckguns

Fixed Engine 222 and 32 Old floating highrise packs

Fixed Engine 1 respawn lights not turning off

Fixed Collapse in Manhattan spawning a floating fire in the street

Made it so AI teleports to destination if they hit the border walls in Brooklyn

Added sound trigger to Brooklyn Train station to remove outdoor ambience

Fixed reversed Tower Ladder spray in Multiplayer (Needs testing)

Fixed highrise bulkhead door being too short for player to exit

Fixed MC Tower Ladder being massive sometimes

Fixed Squad 28 rear wheels sticking out too far

Fixed an invisible rollup door on the side of E33-1

Fixed not being able to spawn on the Stillwater Brush truck if another brush truck was spawned

Fixed anyone being able to control the train horns in Multiplayer

Synced Train horns

Fixed floating street sign on Monroe Ave in MC

Fixed Hazmat ticket with wrong address in Brooklyn

Added Tones to all new calls in Manhattan that didnt have them

Fixed wrong version when returning to main menu

Fixed 5th Battalion AI in Manhattan

Fixed Division 4 AI in Manhattan

Fixed Engine 78 New AI Lights not activating

Fixed Engine 32 Door texture not aligning

Fixed some lighting on Engine 1 in Montgomery County

Fixed Tower Ladder 57 New’s front right wheel being too far back

Fixed Engine 227 AI lights not activating

Fixed a floating fire on the roof of a setback in uptown manhattan

Siren & Horn Improvements:

New old school Q2b siren

Improved the classic grover horn on the Quint

Fixed Q2b B version 3

Improved Vcon Siren

Improved the 2014 seagrave horn (Engine 32, Ladder 175, Squad 1)

Quint: Fixed horn and improved auto siren

Rescue 1: New horn and new Q2b

Rescue Engine spare: fixed auto siren, gave it the classic grover horn, gave it the Old Q2b siren

Stillwater Ladder rear mount: Fixed Q2b, Improved airhorn

Ladder 111 Spare: Changed Airhorn and Q Siren

Ladder 68 spare: Fixed horn, New pa300

Ladder 66 Spare: New Horn and pa300

Ladder 174 spare: fixed horn

Engine 32: Fixed horn

Squad 1: Fixed horn

Ladder 175: Fixed horn and Q

Ladder 57 New: New Q Siren

Engine 1 MC light fix and new horn

New Mack Q siren



EmergeNYC Rescue Update First Look!

https://www.youtube.com/watch?v=AAc7mt-PGx0&lc=UgxBHaQmYkDuA7bbEqd4AaABAg

Credit to the developers of ACE3 for the inspiration and UI icons for the new EMS UI. It will be changed to be different before release.

Welcome to the first look at what i've been working on in the last month.

0:00 Man Under a Bus Rescue (Airbags, Cribbing, Bottlejack)

1:46 Car Accident changes

2:00 Roof Collapse with rescue

4:40 Construction Collapse

5:40 Major Building Collapse with Fire

6:15 Struts

6:25 Torch and Concrete Drill

7:00 Cribbing and Airbags Overview

7:55 Man Under the Train Demonstration

9:45 New Calls

10:40 New Montgomery County Trucks

The Mac Os version of EmergeNYC is now up to date with the latest build!

I spent the last 3 days working on getting the Mac OS version of Emerge up to date with all of the new features and content. I'm relieved to finally bring these updates over to the Mac side. I hope you mac users are able to enjoy it and keep in mind, Mac is not optimal for playing this game but with a strong enough build you can run it.

0.9.2D & E now live on All Branches! 50% off for Summer Sale!




A hotfix was published to fix some issues reported on the staging branch. Now all branches are on the latest build including the public default branch. The steam summer sale is now in full effect and EmergeNYC is the cheapest its ever been for 50% off! Only 13$! Now is the perfect chance for you or to tell your friends to get into early access! Our EmergeNYC Sirens and Horns app are also on Sale on the IOS Appstore and Google Playstore for Android! Go follow the new FlipSwitch Games tiktok if you have one! we will be posting funny and cool videos on their! https://vm.tiktok.com/ZMdPRKH45/

0.9.2E

Fixed game breaking issue not being able to drop hoses
Added traffic sliders to all maps and improved functionality of them
Fixed Ladder 111 Automatic Sirens being super quiet
Fixed Double calls in Manhattan
Fixed house roof through road in Montgomery County
Fixed a call that was on by default throwing errors in Manhattan
Fixed Engine 1 PA300 Manual Siren

0.9.2D

Fixed lag while using the Heavy Rescue
Fixed some buildings across from Rescue Engine station that had no collisions
Fixed floating MC Fire station props
Fixed not being able to extricate patient on Central Ave car wreck in MC
Fixed Ladder 33 ladder being controlled while near other vehicles
Fixed Engine 1 Manual Siren (Hold it down, it still might bug but it will fix itself)
Stretched Rescue Engine house to be able to fit Heavy Rescue and other units in it
Fixed missing MC Patients on calls
Updated home screen
Fixed Bucket Truck EMS call on Brooklyn having wrong map location
Fixed a side flasher on Engine 33
Fixed Squad 28 Spare sirens
Added Wail/Yelp to Manual transition on PA300 sirens
Fixed lights on MCPD Crown Victoria
Fixed Lights on MCPD Impala
Fixed an EMS Call in BK being a house fire
Replaced traffic option in BK with a slider to choose max vehicles amount (Will apply to other maps in next patch)
Fixed Unlimited Item drops when holstered
Added Gunshot wound capabilities to patient template

Update 0.9.2 Available on Staging Branch!

Hey everyone! One of our most highly anticipated updates is now live for you all to begin testing and reporting bugs on the unstable staging branch. This update is another major update for Montgomery County to bring a Mack Engine, 4 New Mutual Aid Units, MCPD units revamped, uniform customization new ems calls & More. A full change log can be found below. This month was very busy with some personal time off and working on my side project which is now released for IOS, PC and Mac and coming to android in the next few days: "EmergeNYC Sirens & Horns" which you can find lots more information and links to below at the bottom of the page. This was an important project to me which I felt like needed to be done for the many many people who want to use the game's sirens but cannot play the game for whatever reasons. Now that this side project is complete I am able to return all of my focus back to the core game and the issues that need to be fixed. I hope you guys enjoy these new units and calls and expect more new calls, Rescue Update mechanics, and gameplay and performance improvements to continue being added in the coming days, and weeks.








Uniform Customization & Mutual Aid Units preview: https://youtu.be/2SFYnyAl_Po

EmergeNYC Sirens & Horns: https://youtu.be/QecMUiMSjcU

0.9.2

New Old School Mack Engine 102 from Stillwater in Montgomery County
New Mutual Aid Engine 33-1 from Stillwater in Montgomery County
New Mutual Aid Ladder 33 from Stillwater in Montgomery County
New Mutual Aid Heavy Rescue from Stillwater in Montgomery County
All Montgomery County Sherriff's vehicles have new revamped lighting and lightbars and sounds.
New EMS Calls in Montgomery County
New EMS Calls in Brooklyn
Added uniform and helmet color customization in Montgomery County via Radial Menu
Resized many textures to reduce memory usage
Turned up SCBA time
Fixed victims hanging or falling through floors

0.9.2C

Fixed an issue being able to enter and exit the Mutual Aid Ladder from the turntable
Fixed Heavy Rescue being very slow
Fixed Helmet while wearing mask customization color not working
Fixed Ladder 176 spawn in Brooklyn spawning Quint instead of Ladder 176
Fixed Mack Pump panel being inside model
Fixed wrong EMS Call location in MC (Shooting at laundromat)
Fixed missing models and details on Heavy Rescue
Tweaked volume of Mack sirens
Fixed floating chairs in MC Firehouse
Fixed Mack first person view and steering wheel

0.9.2B

Fixed Heavy Rescue Spawn point
Fixed Heavy Rescue Fire extinguisher not being able to be picked up
Fixed nozzle on Mutual Aid Ladder
Removed pump options on heavy rescue and mutual aid ladder
Turned up speed of Rescue
Fix Missing EMS bag icon on Rescue
Fixed Customization on MCPD units
Fixed Mack Wheels being oval
Fixed Mack Wheel alignment
Fixed Pink shaders on ESU truck
Added driver role to Tanker
Fixed size of Mack Engine
Added 4 new units to the fire academy
Fixed 222 spawning wrong unit
Fixed Fire Ambulance spawning wrong unit
Fixed Ladder outriggers
Added rear compartments to Ladder
Fixed Q Siren Brake of Heavy Rescue and Mutual Aid Ladder
Fixed Orbit camera issue on Brooklyn
Fixed 10-45s falling through floors in some buildings

EmergeNYC Sirens & Horns brings the unmistakable sounds of Emergency Vehicles to your fingertips. Ever wanted to wind up the mechanical siren or hold down the air horns on a firetruck? These same sounds are used in our realistic firefighting simulator on PC “EmergeNYC” on Steam Early Access. EmergeNYC Sirens gives you that ability with real to life sounds that are so accurate you can’t differentiate from the real thing. Our standalone PC EmergeNYC Sirens App is able to run in the background of other tasks and you can assign hotkeys for you to use these hyper-realistic sounds while playing other games such as

Firefighting Sim
Emergency 4
Roblox
GTA
Farming Simulator
Notruf 112
Beam NG
Police Simulator
Flashing Lights
Into the flames

You name it.

Me and LC are super excited to announce that our EmergeNYC Sirens & Horns Pro app is now live for IOS/PC & Mac and awaiting approval for publishing on the Google Play Store. This is my first mobile project so it has been a learning process but I am really happy to see that it has taken off before the release was even announced. Thanks to some overnight Viral Tiktoks about the app we have already reached #1 paid entertainment and #9 of ALL top paid apps on the app store.

The app has all of the sirens and horns from our successful early access emergency services simulator.
This includes our famous wind up Q Sirens and Electronic Sirens and over 30 different high quality looping Air horns

Some notes

A 3$ Basic and watered down version of the app will go live soon
The app will receive frequent updates on all platforms with fixes, improvements and additional sounds.
The google play store is still reviewing the app and we don't know how long that will take.

PC/Mac - https://www.emergenyc.net/product-page/emergenyc-sirens-pro-pc-1

IPhone Apple Store - https://apps.apple.com/us/app/emergenyc-sirens-horns-pro/id1570996001#?platform=ipad

Google Playstore for Android - Coming Soon! (Awaiting review)