From Fear will release on Steam the 16th of September, 2022!
With special attention to player feedback, From Fear has changed and evolved since the demo was released. Here are some of the features and improvements that early access has in store:
A second, larger map: The Hotel.
A bus where you can drop off your resources.
An Omnitool with various modules to aid against the monster.
An in-game store where you can unlock new map and modules.
Completely reworked monster, which no longer pose a constant threat.
April has been a busy month where I focused on making the in-game store functional. Here you will be able to spend the resources you collect while exploring the various maps.
Unlocking Major new features in the game will be available through unlocking. These could be quite expensive, but you're allowed to deposit resources over time.
Voting With the addition of multiple maps, comes the need for a map selection. Now, you and your friends, will be able to vote for the next map in the Lobby.
In the From Fear demo you were presented with a single map. A small derelict house in the forest, but you wanted more. You wanted bigger!
And so I'm really excited to present:
The Hotel With a size 2-3 times greater than the first map, this destination is a must for all scavengers! It's filled to the brim with resources (and secrets), but thread lightely as your fear still lurks in the shadows.
Key features:
Huge courtyard
Wide, airy corridors
Private suites
Messy dormitory
The Hotel will be released with early access later this year.
A New Resource While exploring The Hotel you will eventually come across a completely new resource: Copper! Use it to upgrade your Omnitool and unlock new levels.
Randomized Loot For early access, closed cardboard boxes (in the first map) and suitcases (in The Hotel) will have a chance to contain one, or more, randomized resources. For you as a scavenger, this means more upgrade materials, but be prepared to adapt as your pockets fill up quickly.
The monster's behavior and third fear have been the primary focus of January. Some work still remains, but core features have been implemented and is ready for early access! I would like to use this occasion to also announce that the game's release date have been narrowed down to Q3, with a more detailed date coming soon.
Monster Phases The monster in the demo posed a constant threat, which left little room to actually search for more loot. This will change quite drastically for early access. The monster will now turn invisible from time to time. While the monster is invisible you can safely explore (although you'll still hear footprints and the monster will track noises). Just be careful when the monster suddenly materializes. There will also be a rare phase where the monster is much more aggressive and no player is safe!
Third Fear The much anticipated Fear of Spiders/Insects is now almost complete. This includes the monster, which will be the most complex one to date! While I would love to show it off, I'm afraid you'll have to wait a few months for the official trailer! Unique decoration, loot and a new spectator have also been added. Prepare for creepy crawlies and slithery worms.
Check out the game's Trello to follow updates more closely.
Join our Discord Community to stay updated and vote in the next poll.
Cheers,
Tom
December Progress - Early Access
Hope you're all staying safe and had a great holiday season!
December have been an eventful month with huge changes and progress made to the game. While the demo will no longer get more updates, rest assured that we're getting closer to the release of early access every day, with a release date coming later this year.
Big features and changes made during December:
Crouching With the ability to crouch, you can better hide from the monster. Use the newly added half-walls and stacks of loot to observe the monster without being spotted.
Transition from Car to Bus After a poll held on the game's Discord, players choose to replace the car with a bus. You will now be able to enter and leave anytime during the game, but so can the monster...
Two monitors inside the bus (front and back) will display requirements to finish the level. These will be, in order:
Collect the fuel.
Gather alive players in the bus.
Close all doors.
Be careful: The game cannot end while the monster is inside.
The Omnitool The Omnitool is a scavenger’s best friend. You will start off with a very weak version of this tool, handed to you by the merchants once you've faced your fears. This tool will have plenty of upgrades to invest in, with new modules to unlock which will give it completely new functionalities.
The Inspector Module will provide you with more information regarding what you're looking at, such as the exact number of resources found on an item or which key is needed to open a locked door.
The Noise Module places a noisy hologram at the target location, which can be used to lure the monster away from the player. Later upgrades will produce more noise and allow for placement further away.
Transition from Money to Resources Scavenging will now earn you resources instead of money! First level will provide you with wood, iron, fabric, paper, clay, and a rare fear material. Later levels will unlock even more resource types.
Store You will be able to visit the store from the main menu. The mysterious merchant here can provide you access to new levels and upgrades for your omnitool if you can provide the required resources.
Check out the game's Trello to follow updates more closely.
Join our Discord Community to stay updated and vote in the next poll.
Halloween is over, but a couple of major features still found their way into the demo.
Drop Loot Player can now drop their loot using the X key. You need to have at least one item in your inventory before you can drop it. All items are bundled together in a chest. If there is a key item in your inventory, the box shows as red. A chest is also spawned for dead or disconnected players.
Fuel System Revamp Now that fuel cannot disappear from the level anymore (through dead or disconnected players), the amounts have been changed. Single player now needs 3 fuel tanks, 5 for two players, 7 for three players and 9 for four players.
Spectator Mode Instead of going for a classic spectator mode, where you can check out what other players are seeing, I opted to go for something a little more interactive! Shortly after bleeding out, a "Fear Spectator" will be spawned above your head. The dead player will be given control over this spectator, which can fly around the map and still help out teammates by searching for fuel/medkits. Once proximity chat have been implemented, spectators will be able to communicate with alive players at reduced rates (Less range, lower volume). Oh, and they also come in random color variations!
More Settings
Brightness
Contrast
Minor Changes
Transitioned to Unity's new input system
Increased minimum heartbeat distance from 5 to 7 meters.
Increased random fuel locations from 8 to 20 - Some better hidden than others