Over the past few days I re-wrote the entire collision system from scratch. Eat it, Unity.
This really was quite a huge undertaking, but we should now have much more stable player movement. In testing so far it appears to have resolved every stuck case that was reported to us through the forums and our Discord.
We worked really hard on this one. Enjoy!
-Completely over-hauled the game's collision testing with new intersection and de-penetration functions, resolving all stuck cases (or at least it seems so far!) -Fixed a problem with loading saves from before patch 0.2.15 into a corrupted state. -Fixed music starting in the middle during certain transitions. -Added missing music during the chase sequence at the end of the level.
Tiny patch (v0.2.16)
The following issues have been resolved as of 0.2.16:
Dying during the stealth tutorial no longer soft-locks the player 🤦♀️
Music now plays properly after certain bugged cutscenes. This caused missing combat music in the first part of the game.
Terminal text no longer goes off-screen after inputting an empty command several times, preventing the user from seeing what they typed.
Disabled PDA access in terminal view. Now you have to exit the terminal to open your PDA. This may prevent issues with typing into the terminal view.
Fixed MissilePool not saving correct length, causing a failure while loading certain saves. If you loaded a save and ended up in a corrupted state, you should now be able to load it correctly on this version.
Johnny Za no longer returns from the dead in order to ask the player if they want to play some ball.
Moved "Press F9" death message so that it displays correctly on lower resolutions.
Extended ladder's collision box to actually match the model in clubvheni_a start elevator, rendering it actually useable.
The Ballin' Update
Hello and welcome to the demo update! Wow! It's been so long!
Here is a summary of the biggest changes we made. There are also thousands of bug fixes and other small changes (there have been 460+ builds since the demo!) but I won't bore you with the details.
A few minor changes have been made to the level progression, including the removal of the famous Elevator Of Death which so many players complained about. Platforming has been minimized in this new version and explicit tutorial prompts appear when the player needs to do something at the start.
The enemy AI has been re-worked entirely. The detection mechanics have been overhauled and enemies now position themselves based on the predicted attack route the player is taking. They are now able to use cover dynamically, with animations, including physics objects such as crates. This creates a completely new feel to the game. It also looks like a bit like a western, which is fun!
Certain weapons can now be dual wielded, giving them access to a new moveset. Two-handed weapons are discarded after the magazines are empty since you can't reload while holding both; this behaves like a power-up with a set number of charges. More dual weapon movesets will be added in the future!
There is now a Keycard Tracker gadget which can scan locked doors and points towards the location of the corresponding key. We added this as a response to players getting lost. It will also allow us to be more mischievous with key placement in the future, since testers will have no excuse >: )
There is now a new phone call system which the player can access using the PDA. This allows the player to get additional instructions when they are stuck. It also gave us an excuse to write some new witty dialogue. ; )
The basketball court at the start of the demo now has an opponent. I won't spoil it, just play it already!
The difficulty settings have been re-balanced and a "Game Speed" slider has been added. Easiest difficulties are now slowed down by 10% overall, including physics and player animations. This should make the game more playable for novice players.
Controller support has been greatly improved but is still a work in progress. Some UI elements do not display correctly when the controller is enabled. You can find the setting under INPUT in the escape menu. If you are an avid controller player, please let us know how you feel about it!
Players can now leave multiplayer messages for others to read in their own game. This system is analogous to the Dark Souls messaging system. Find the crayons! Leave funny messages!
Many updates and changes to the physics including more polish on the Ez Jump (tm) feature.
There are probably bugs. We will be live patching the demo for the upcoming week, and then we'll announce more plans. The Linux build will be coming either later today or tomorrow.
Enjoy! Try to beat Johnny Za! Leave us some feedback on the forums! Come hang in discord!
Better luck next time, -Team Fortune
Fortune's Run at PCGS 2023!
Hi! Long time no see!
Fortune's Run will be present at PC Gaming Show 2023, 1:00 PM PDT, June 11th, an event organized by PC Gamer.
We will be making not one, but two big announcements, one of which will be available to you immediately as the show airs.
We will also be airing a cinematic trailer which should tickle the fancy of science-fiction fans. Don't miss it!
With love, -Team Fortune
Patch "More Than 2 But Less Than 4" Notes
Resetting input binds now removes hotkeys from items if there is a conflict.
GrabPunch now correctly deals KO damage, meaning actors no longer count towards casualties when dispatched in a grab.
Infinite cigarette smoking bug resolved by ensuring the last weapon weapon for switchback cannot be a temporary item.
Talking to Doorva before being told to give up your weapon no longer softlocks the player.
Stimpack description more clearly describes that it recovers health and does not treat injuries.
KatanaDash/SuperPunch on ladders no longer allows the player to float away from the ladder
Added option in GAME menu to let the fire button select items.
Added !video console command to force a resolution without checking if it is valid. This may enable ultra-wide resolutions to work. Use at your own risk, if you set an invalid resolution the game might break permanently.
Linux Native Build
We have released the Linux binaries for the demo. Sadly, it appears to not work at all on AMD video cards/Steamdeck.
We are working with one of our users to diagnose the problem but there has been very little real progress done so far. I'm not sure the issue is resolvable yet. In the interim, if you are on Linux and have an AMD card, please right-click the demo in your library and go to the compatibility tab and enable Proton.
If you have problems getting it to work under Proton or other misc. technical difficulties feel free to comment in this thread!
Demo Patch 2: The Revengening
It's looking like we're nearly done with patching the demo and an update will be coming soon when we finalize our plans for the next development milestone. Thanks to everyone for reporting bugs and giving feedback! Your time is appreciated.
Difficulty sliders no longer print minimum value when loading the game with a fresh config file.
Added check to prevents objects going too far from the origin. This caused general shenanigans such as objects phasing through one another.
Fixed player able to move during the prologue start cutscene
Fixed counters being reset on map load leading to item finds not contributing to total score at the end of the level. Thought you had S rank? Hah! Think again! The score maximum was merely bugged into a lower value!
Split DRUG and MEDICAL items into two counter categories to make the drugs used % make more sense (now only Cigarettes and Stimpacks are considered drugs)
Fixed weapon hotkeys accidentally stacking with other binds and other weird behaviour. Weapons hotkeys are now determined by the binds bind_weapon2/3/4 and the slot that they're in. You will have to rebind your weapons after launching. Sorry!
Closed vent which could see outside the level mesh in the entrance/exit corridors
Made the surfaces near Doorva also pass on the Talk prompt to make it easier to hand in your weapons.
Added validation for resolutions so that users dont accidentally set their screen size to something crazy like 0x0.
The resolution menu has been changed to a traditional drop down affair in order to reduce potential user mishaps.
Fixed NoStealthKill flag not working, making the end boss killable very easily with a single headshot.
What's happening with the demo!
Hey!
First of all, thanks for playing, we appreciate it, happy to see people happy about the game : )
This is a quick outline of what we're going to be doing for right now.
Today will be the last unstable patch release for the demo. In a day or two we're going to post a stable build and then create a beta branch called "nightly" where additional patches will be posted to mature before transferring to the stable main branch. We're still doing bug fixes but I feel like the demo is in a good place right now, I'm going to be rushing to fix whatever else we didn't catch today and then after that we're just going to trickle in bug fixes into the nightly branch as they get reported.
In about a month we're going to stop doing fixes/content updates on the demo and continue creating content for the main game. We're going to be making new content available as it's created to the patrons intermittently and when we reach a point where there's enough additional game to warrant it, we're going to go into early access release on Steam. The schedule for this hasn't been drafted yet but you'll see a post in Steam news once it is. I can't tell you exactly when we intend to release the full game. That will be decided as we continue moving forward and get better data on how long the content takes.
Thank you so much for showing up, talking to us, supporting us and spreading the love! Stay posted, there is much more to come!
If you want help with strats, want to report bugs, want to tell us how cool we are or how much you hate the game, pop on over to the Steam community forum or join the Discord. I do a pass on the forums once a day and someone's always available via Discord.