This time we have a slightly smaller update, which fixes some of the balancing issues in-game. A large portion of our community was telling us that the game is too difficult, which lead to frustration and many players dropping out after a few levels in the story campaign.
We have finally addressed these issues, and done important tweaks to the game difficulty. The different difficulty levels still add more monsters, and adjust the monster speeds, but now the basic enemies take far less damage. Looking at the stats on Steam, we observed that only 4.1% of players on Normal difficulty in single-player have been able to finish the game from start to finish. This would mean 41 people out of a thousand players. That number feels incredibly low, not to mention that the other playthrough achievements (co-op, Hardcore, Hell) have even lower completion rates.
Simply put, the new update means that the standard Mole Mutant enemies will go down with one pistol shot, and the Manglers and Thinkers will take 2-3 pistol shots to defeat. We observed many playthroughs made after the 1.0 release, and noticed that even the first Raven Rock level was too challenging for lots of players. The first Mangler monster players encountered would drive players down, forcing them to backtrack through the level.
Mangler's demonic shield was also updated to only activate once. The boss characters still have the old design, where the shield comes on after a cooldown time. We've also adjusted the "health" of the obstacles in game, such as tentacle blobs and Thinker nests, and balanced them to have similar strength to the enemies.
In addition to the changes above, monsters can also charge through the weaker environmental obstacles, like wooden fences and crates. This makes the game feel more dynamic and alive.
Enemy health reduced significantly.
Pistol firing speed made slightly faster.
Mangler shield only activates once, instead of looping.
Enemies can now charge through obstacles.
Fix for the enemy death sounds sometimes being non-audible.
Sound fixes for the obstacle debris.
Cutscene skipping fix.
Overall, we hope you enjoy these latest changes! Enjoy!
- Harri J.
Version 1.0 Released
Howdy!
We've been working on a bigger update for some time now. It's almost been a year since the game's launch, and we wanted to give players a more substantial update. This is also the version where we move out of Early Access.
There's lots of big and small quality of life improvements in this update, and we've been wanting to put these into the game for some time now. One highlight especially is the new Player update screen, where you can now check your level and the individual skill levels that you have. The update menu can now also be accessed via the in-game menu screen!
Fixed Survival mode player update bug.
Updated the visuals and added UI stats on the update screen.
When a player gets an update, their health is filled back to maximum.
Slight tweaks into enemy health points.
Slight tweaking of Player movement speeds.
Fixed Moo Fiend detonating on low health.
Fixed boss monsters to take flame damage as well.
Pistol made slightly more powerful.
Mangler character animation rig bug fixed.
Fixes for the performance with enemies.
You can now update the player even if you close the update menu before assigning skill points.
Added sounds for DevMode and Customization codes activated via the secret console.
Updated the main menu help screen.
Optimization fixes for the survival maps.
Fixes for the Research lab map.
Minor optimization fixes for the campaign maps.
Minor enemy navigation fixes.
Enjoy!
- Harri J.
Version 0.7.7 live!
Hello there!
We have released a new update for the game, fixing many sound mixing and small gameplay issues. This update also includes visual enhancements, like revamping the Forsaken Forest environment and Thinker nest model.
After this update we will also be moving away from the Early Access program. We have now been in this stage for almost nine months. We already feel like the game is close enough to what we envisioned it to be in the beginning of the project.
Enemy Remains was envisioned to be an intense mix between the topdown shooter and survival horror genre, with local "couch coop" gameplay. We wanted to feature both story-oriented campaign and an endless horde survival mode. And that's what is already in the game!
We might still release some new content, like maps or smaller features, as further updates or DLC. However, we do not have any roadmap for creating or releasing any new DLC currently.
New model and animations on the Thinker nest.
Updated environment visuals in Forsaken Forest.
New visuals on the spore traps.
Skipping in-game intro cinematics now possible.
Added player upgrades to Survival.
Mangler demons now take some amount of fire damage from flamethrower instead of none.
Curse staff also hurts through the demon shield.
Fixed HUD not disappearing in loading after Slaughterfarm.
Fixed barrels not being destroyed in Survival map.
Fixed barrels in Corruption Plant and Plant Underground maps.
Tentacles appearin In the Flesh map now have collisions.
Weapon sound effects remixed and enhanced.
Impact sound effects remixed.
Computer collisions in Research Lab fixed.
Sound reverb on the boss tesla weapons adjusted.
End boss reverb and sound mixing adjusted.
Enjoy!
- Harri J.
Version 0.7.6
Howdy!
This time we have a quicker update for you players! We noticed some issues with the gamepad controllers, so we've gone and fixed the input on those.
Also we've made some small map fixes.
<*> Fixed player 1 and co-op mode controller input bug.
<*> Sound and Music volume are saved right after you change them from the in-game menu, instead of during level transitions or Save game button.
<*> Collisions fixed in Cabin grounds map.
<*> Collisions fixed in Church road map.
PS: The awesome new cover art was made by Markus Komulainen! Go and check his art account on Instagram!
- Harri J.
Update 0.7.5
Hello!
It's been a while since our last game update, and during this time we have worked on some new stuff. We wanted to bring you a bigger update than the regular bug-fixing versions, so that has taken some extra time to create.
Enemy Remains is made by a core team of three people, so you can understand that these things don't always go as scheduled. In this update we're introducing two new maps, which are available in the higher difficulty modes, offering extra challenge and playtime.
These maps are still being worked on and updated, just like the previous campaign maps went through several iterations and updates. We're always trying to find new and better ways to balance the gameplay, and to realize our vision.
We've been happy to see new players being introduced to the game, and new reviews written. Keep 'em coming!
Added 'Church Road' map for the Hardcore difficulty.
Added 'Mansion Library' map for the Hell difficulty.