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Genre: Fighting, Simulator, Hack and slash/Beat 'em up, Adventure, Indie, Arcade

Gang Beasts

Patch notes for the Gang Beasts 0.2.5b "unstable" alpha build

The 0.2.5b build released with this post is a bug fix patch for the recent 0.2.5 "unstable" alpha build, and the audio issue introduced in the 0.2.5a build.

The list of modifications and fixes made in this build is:

  • fixed an issue that made audio play +20db louder that maximum if volume was set to 100%
  • fixed stability issue when objects are spawned inside or collide with the support cables on the "elevator" stage (cables now snap instead of becoming erratic)
  • modified colliders on the handles of the elevator roof hatch to allow players to pass them (without stopping)
  • fixed audio samples on the "buoy", "elevators", "grind", "subway", "trucks", and "wheel" stage that could play when audio is muted
  • modified the doors of the "chute" stage to stop characters from passing through them

Information on switching to / from "stable" and 'unstable' branches



To download 'unstable' alpha build of Gang Beasts right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:' (to revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu).

For reference switching between 'unstable' and 'stable' branches of the game can force the selected build to download to the Steam client.

Gang Beasts is an Early Access game that is currently in uninterrupted development, the 0.1.x and 0.2.x builds have bugs, partially implemented gameplay content and mechanics (please see the Steam Early Access FAQ at http://store.steampowered.com/earlyaccessfaq for more information).

Patch notes for the Gang Beasts 0.2.5a "unstable" alpha build

The 0.2.5a build released with this post is a bug fix patch for the recent 0.2.5 "unstable" alpha build, the list of modifications and fixes made in this build is:
<*>fixed an issue that allowed characters and objects to fall through the front of the stage on the “break” game mode prototype
<*>fixed an issue that failed to modify the master, interface, vocal, physics, and ambiance volumes when set in the audio menu
<*>fixed an issue that made the “incinerator” stage not selectable from the “versus" menu
<*>fixed an issue with removing characters that fall from the elevators in the “elevators" stage (manifested as a terrifying partially formed aberration materialising in space (skinned meshes and body parts randomly twitching and stretching)
<*>fixed an issue with the extrude meat paster fails to despawn on the "chute" stage
<*>fixed issues with Kigurumi characters with non-standard head constructions fail to consistently trigger head-butts
<*>modified AI to update search references when not spawned on a navmesh (AI should be less erratic, and can move between navmeshes is specific contexts)
<*>modified navmesh for the "buoy” stage to support AI movement
<*>modified navmesh for the "chute” stage to support AI movement
<*>modified navmesh for the “gondola” stage to support AI movement
<*>modified navmesh for the “towers” to support AI movement
<*>modified navmesh for the “trucks” stage to support AI movement
<*>modified stage selection UI to immediately disable the random mode when selected (previous selection is restored)
<*>modified the gondola support axels on the “wheel” stage

Information on switching to / from 'stable' and 'unstable' branches



To download 'unstable' alpha build of Gang Beasts right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:' (to revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu).

For reference switching between 'unstable' and 'stable' branches of the game can force the selected build to download to the Steam client.

Gang Beasts is an Early Access game that is currently in uninterrupted development, the 0.1.x and 0.2.x builds have bugs, partially implemented gameplay content and mechanics (please see the Steam Early Access FAQ at http://store.steampowered.com/earlyaccessfaq for more information).

Patch notes for the Gang Beasts 0.2.5 "unstable" alpha build

The 0.2.5 build released with this post has working versions of the "buoy", "trucks", and "wheel" stages (three of the four stages that were omitted from past “unstable” builds due to significant issues relating to the stability of their custom physics parameters when ported to Unity 5 and PhysX 3.3 ) and the three prototype stages, "chutes", "elevators", and "towers" that were demonstrated at E3.

The 0.2.5 “unstable” build also has experimental implementations of two new character attack moves, head-butts and dropkicks, head butts are triggered by pressing the jump button immediately before holding the duck button, dropkicks are triggered by pressing the jump button immediately before holding the kick button (the specific forces and other parameters for the moves are currently provisional and granular modifications will need to made is subsequent builds).



The 0.2.5 build also has significantly modified music and sound content (implemented in a series of sessions with Adam “Doseone” Drucker and Robert "Dirty Bob" Larder in the week leading up to E3), the new audio with multiple new or revised music tracks for most stages, 4 additional character voice sets, and numerous additional contextual audio events (that trigger sound effects when specific situations occur).

The playable stages in the “unstable” build are still experimental but are now sufficiently performant for testing and for us to collate suggestions and feedback on gameplay and performance issues through the Early Access forums (there will be additional optimisations and modifications made in subsequent builds). To start the feedback process we plan to make a series of monitored forum posts (in the next few hours and over the coming weekend) with information on planned revisions, current issues, potential optimisations, and other identified modifications we expect to make to specific stages, game modes, and gameplay mechanics.

Specific Information re: head-butts and dropkicks will be posted as individual threads in the Early Access forums in the next few hours.



Information on the new "chutes", "elevators", and "towers" stages and the completed and planned work done on modifying (or remaking) the "buoy", "incinerator", "subway", "trucks", "vents", and "wheel" stages will be posted as a series of individual threads in the Early Access forums this weekend (and in the coming weeks).

List of additions, modifications, and fixes made in the 0.2.5 “unstable" build


<*> added basic AI behaviour to truck movement (preparation for more complex vehicle movement)
<*> added fade-to-black and fade-from-black transition sequences
<*> added modified version of the “buoy” stage
<*> added modified version of the “trucks” stage
<*> added modified version of the “wheel” stage
<*> added object collision sounds (floor boards, falling meat etc.)
<*> added new ambient tracks to numerous stages
<*> added new contextual voice over events and associated audio samples
<*> added new music tracks to multiple stages
<*> added prototype “chute" stage
<*> added prototype “elevators” stage
<*> added prototype “towers” stage
<*> fixed an issue that made end of game messaging show per round (on screen text does not erroneously name the last player in the stored player index as the game winner when a round is ended)
<*> fixed an issue that stopped the audible level of collision sounds (and other physical sound effects) from being set with volume adjustments
<*> fixed missing navmesh for “subway” stage
<*> fixed the Status Bar toggle functionality (setting the 'Status Bar’ to ‘off’ disables the in game status bars as expected)
<*> made forward dives trigger damage to other characters when colliding with head / face (head-butts)
<*> made reverse dives trigger damage to other characters when colliding with hips / legs (dropkicks)
<*> made targeting prioritise objects that can hurt the character when punching or grabbing (to increase the potential for countering dropkicks and head-butts)
<*> modified character eyes to slowly close as their health decreases
<*> modified colliders to not calculate at runtime (baked colliders) to optimise scene load times
<*> modified the character targeting system to ignore low targets
<*> modified the frequency of pseudorandom sound trigger events to be more frequent
<*> modified the level of different categories of audio to be more audible at distance (to make punch and other collision sounds more audible by default)
<*> modified the maximum volume for ambiance to a lower value
<*> modified the road friction to more closely approximate real vehicle and road physics (collisions with the road surface don’t automatically concuss characters)
<*> modified the size of the “buoy" to make it more dominant (preparation for potential seasonal non-ice “buoy” stage variant and experimental procedural ice fracture tests)
<*> modified truck physics to explicitly contact the road surface (preparation for experimenting with undulating road surfaces)
<*> modified “ring” stage (preparation for arena context and arena specific assets)
<*> removed constraints holding the trucks to the road surface
<*> removed lightmap from "subway” stage to temporarily improve aesthetics (until the stage modifications are finished)
<*> removed lightmap from “incinerator” stage to temporarily improve aesthetics

Information on switching to / from "stable" and "unstable" branches



To download 'unstable' alpha build of Gang Beasts right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:' (to revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu).

For reference switching between 'unstable' and 'stable' branches of the game can force the selected build to download to the Steam client.

Gang Beasts is an Early Access game that is currently in uninterrupted development, the 0.1.x and 0.2.x builds have bugs, partially implemented gameplay content and mechanics (please see the Steam Early Access FAQ at http://store.steampowered.com/earlyaccessfaq for more information).

Information about the next "unstable" alpha (build 0.2.5)

In the last month we have been working on porting the "buoy, "trucks", "vents", and "wheel" stages to Unity 5, we have also been working a number of new prototype stages and a number of significant modifications to the "buoy", "subway" and "incinerator" stages for the next "unstable" alpha build.

The work is close to finished and we plan to release the 0.2.5 "unstable" build with working versions of the "buoy", "containers", "gondolas", "grind", "incinerator", "ring", "subway", "trucks", "vents", and "wheel" stages and the new "chutes", "elevators", and "towers" stages next week (the new stages coming in the 0.2.5 "unstable" build are shown in the Gang Beasts E3 trailer and in the images with this post).







The 0.2.5 "unstable" build also has significantly updated audio content and experimental implementations of head-butts and dropkicks. The head-butt and dropkick moves have been added to avoid situations where head or feet collide with an enemy or object without taking sufficient damage (head-butts and dropkicks can concuss an enemy but landing them with enough force to be concussive is sufficiently difficult in normal gameplay to not happen frequently).

We plan to make a series of specific forum threads for the new stages, the head-butt and dropkick moves, and other content to collate and discuss feedback and give tutorial information when the build is released next week (a full list of the changes and additions made in the 0.2.5 "unstable" build included with the release post).

Patch notes for the Gang Beasts 0.2.4 'unstable' alpha build

We have made a number of significant modifications and fixes for the 0.2.4 build over the last three weeks, specifically fixing the joint instability (that made character, wire, and rope physics erratic or rigid, and stages built with configurable joints that break without the fixes to joint stability). There is still a small number of modifications that need to be made to the 'trucks', 'wheel', 'buoy', and 'vents' stages to make them playable but expect to restore some or all of the 0.1.5a stages omitted from the 0.1.5a build in the next 'unstable' build later this month (build 0.2.5).

The 0.2.4 build has a new 'random' mode, restores the 'endless' mode from previous builds, and a glut of new audio and music including new music for the 'ring', 'gondola', 'incinerator', and 'subway stages.

We are continuing to work on new stages and character costumes, we posted some tests on the Boneloaf and Gang Beasts Vine, Twitter, and YouTube accounts in the last hour (see Vine, Twitter, and YouTube).

List of additions, modifications, and fixes made in the 0.2.4 'unstable' build.






























Summary of pending modifications / fixes immediately planned for the next 'unstable' build (build 0.2.5)



General

geometry and pitch of grab targets (used to assist with climbing) need to be standardised
general UV and baking issues need to be fixed for multiple scenes

Ring

rope implementation needs modifying to remove / minimise breaks in rope surface

Gondola

gondola platforms need to be set to a position further from the building

Grind

railing geometry needs need modifing and made breakable
collider geometry for grind wheels need modifying

Incinerator

railing geometry need modifying and made breakable
conveyor implementation need modifying
glass panes need to be made breakable
colours need modifying (to approximate previous versions of the stage)
scene needs populating with shelving and small physics objects (as per previous versions of the stage)

Subway

elevators need to be made functional
escalator models need adding and configuring
widths of train tracks need to be narrowed (and sleeper geometry needs adding)

Trucks

stage needs adding to 'versus' mode
scene needs populating with stable versions of trucks

Wheel

stage needs adding to 'versus' mode

Buoy

stage needs adding to 'versus' mode
buoyancy needs making less erratic

Vents

stage needs adding to 'versus' mode
railing geometry needs modified

Race

modified course with scaled apparatus and modified weights needs adding
modified ropes implementation needs adding (to make ropes more supple)
'sound stage' scene and associated assets needs adding
ball pit needs adding
win scenario needs modifying to wait for all competitor to finish before ending
start positions need standardising

Break

joint implementation for car structure needs modifying (to make specific joints break when specific car body parts have sufficient levels of damage)
other breakable objects

'waves'

'billboard' model needs adding and configuring
system for movable gondola supports needs implementing

Information on switching to / from 'stable' and 'unstable' branches



To download 'unstable' alpha build of Gang Beasts right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:' (to revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu).

For reference switching between 'unstable' and 'stable' branches of the game can force the selected build to download to the Steam client.

Gang Beasts is an Early Access game that is currently in uninterrupted development, the 0.1.x and 0.2.x builds have bugs, partially implemented gameplay content and mechanics (please see the Steam Early Access FAQ at http://store.steampowered.com/earlyaccessfaq for more information).

Patch notes for the Gang Beasts 0.2.3 'unstable' alpha build

List of fixes / modifications in the 0.2.3 build



  • fixed camera smoothing issue when camera starts / stops tracking specific characters (or objects)
  • add Early Access / 'unstable' build warning and build number to game menu
  • modified sun direction to remove shadow acne on some levels
  • moved trains closer to platform to force train path to collide with players on or in proximity to train tracks
  • built navmeshes for 'containers', 'gondola', 'grind', 'incinerator', 'ring', and 'subway' stages
  • modified fourth wall in 'containers', 'gondola', 'grind', 'incinerator', 'ring', and 'subway' stages to ignore raycasts (to avoid conflicts with spawning objects / characters)
  • modified in-game UI to ignore raycasts (to avoid conflicts with spawning objects / characters)
  • moved the environment debug mode key from the ‘F12’ key to the 'backspace' key (to avoid conflicts with the Steam screenshot key)

We have also restored the mouse cursor debug spawning with 2 new objects and 2 spawnable forces:

  1. push volume
  2. pull volume
  3. small ball
  4. ball
  5. box
  6. dumpster
  7. boneloaf
  8. enemy AI
  9. large enemy AI

Information on switching to / from 'stable' and 'unstable' branches



To download 'unstable' alpha build of Gang Beasts right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:' (to revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu).

For reference switching between 'unstable' and 'stable' branches of the game can force the selected build to download to the Steam client.

Gang Beasts is an Early Access game that is currently in uninterrupted development, the 0.1.x and 0.2.x builds have bugs, partially implemented gameplay content and mechanics (please see the Steam Early Access FAQ at http://store.steampowered.com/earlyaccessfaq for more information).

Patch notes for the Gang Beasts 0.2.2 'unstable' alpha build

List of fixes / modifications in the 0.2.2 build



  • fixed a mouse input mapping issue*
  • added a transparent layer behind the custom input mapping modal window (to make it clear that the 'back' button is temporarily disabled during the current input mapping sequence)
  • lowered the kill volume in the ‘grind’ stage to make escaping less difficult
  • add height fog in 'grind’ stage
  • added grab targets to the side of the roof building and roof access structure in the ‘waves’ mode prototype (to support climbing on the structure and climbing back to the roof surface from a hanging posture)
  • renamed the label string for the game settings from ‘options’ to ‘settings’
  • modified the menu to return focus to the ’start’ menu item of the ‘prototype’ menu screen when exiting from the ‘prototype’ game mode
  • postponed smoothing function until after opening frame of stages passes (to track randomness of character spawning positions without irregular camera transitions)


* if mouse input mapping is still not possible after updating to the 0.2.2 build, please remove Gang Beasts from your Steam library and reinstall

Information on switching to / from 'stable' and 'unstable' branches



To download 'unstable' alpha build of Gang Beasts right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:' (to revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu).

For reference switching between 'unstable' and 'stable' branches of the game can force the selected build to download to the Steam client.

Gang Beasts is an Early Access game that is currently in uninterrupted development, the 0.1.x and 0.2.x builds have bugs, partially implemented gameplay content and mechanics (please see the Steam Early Access FAQ at http://store.steampowered.com/earlyaccessfaq for more information).

Patch notes for the Gang Beasts 0.2.1 'unstable' alpha build

List of fixes in the 0.2.1 build



  • fixed an input issue that stops custom input maps from loading in game stages
  • fixed an issue that reloads the menu when remapping the menu key
  • rebaked lightmaps for the ‘gondola’ stage
  • fixed an issue that could stop Player 1 from targeting AI enemies
  • fixed an issue that made enemy AI fight with other AI (to force them to exclusively target players)

List of modifications in the 0.2.1 build



  • testing a variation on the conveyor roller implementation in the ‘incinerator’ stage (restores hazard functionality but need to play test with slower rates of rotation)
  • modified starting camera positions to make camera movement less erratic when stages start
  • modified the AI enemies random punch function on the ‘waves’ mode (to make punches less frequent)
  • moved the day / night cycle demo mode key from the ‘O’ key to the F10 function key (to avoid conflicts with custom player inputs)
  • moved the player collider debug mode from the TAB key to the F11 function key (to avoid conflicts with custom player inputs)

Information on switching to / from 'stable' and 'unstable' branches



To download 'unstable' alpha build of Gang Beasts right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:' (to revert back to the last 'stable' branch select 'NONE- Opt out of all beta programs' from the same menu).

For reference switching between 'unstable' and 'stable' branches of the game can force the selected build to download to the Steam client.

Gang Beasts is an Early Access game that is currently in uninterrupted development, the 0.1.x and 0.2.x builds have bugs, partially implemented gameplay content and mechanics (please see the Steam Early Access FAQ at http://store.steampowered.com/earlyaccessfaq for more information).

Gang Beasts 0.2.0 Early Access Alpha Build Information

We are sorry for not meeting the 31st GMT (UTC+00:00) estimate for publishing the 0.2.0 build of Gang Beasts to Steam yesterday (there were a number of significant version control merging issues that forced us to have to repeat some of the work collating game scenes made in different branches of the project) but we have now published the first playable build of the Unity 5 version of Gang Beasts to Steam.

We also want to apologise to those expecting the 0.2.0 Unity 5 alpha build to be a feature complete updated version of the previous 0.1.5a Unity 4.x alpha build as the 0.2.0 build still has numerous issues that need a series of bug fixes, and gameplay modifications over the coming weeks before the Unity 5 build will pass the gameplay content and aesthetic of previous builds. This confusion is our mistake for not explicitly sharing information about the complexity of porting Gang Beasts to Unity 5 and the current development status of the game in recent months.

For reference the 0.2.0 Early Access alpha build is the first public version of the Unity 5 build of Gang Beasts, we have published the 0.2.0 build to Steam as an unstable opt-in 'Beta' for play testing and taking feedback (on the new character animation system and game mode prototypes). For the next 4-6 weeks the previous 0.1.5a alpha build will continue to be downloadable on Steam until Unity 5 builds have full parity (of content and features) with previous Unity 4.x builds.

How to download the 0.2.0 alpha build on Steam

To download the 0.2.0 alpha build right-click on the game name on the Steam library page and select 'Properties' from the dialogue window that opens, from this window select the 'BETAS' tab then select the 'unstable' option from the dropdown menu (the menu labelled 'Select the beta you would like to opt into:' (to revert back to the 'stable' 0.1.5a Unity 4.x build select 'stable' from the same menu).

For reference switching between 'unstable' and 'stable' branches of the game can force the selected build to download to the Steam client (the size of the 0.1.5a 'stable' alpha is approximately 100MB / 50MB compressed, the 0.2.0 'unstable' alpha build is 500MB / 260MB compressed).

Gang Beasts is an Early Access game that is currently in uninterrupted development, the 0.1.5a build and the 0.2.0 builds have bugs and partially implemented gameplay content and mechanics. (please see the Steam Early Access FAQ at http://store.steampowered.com/earlyaccessfaq for more information).

0.2.0 Issues

Porting the Gang Beasts character and rope physics to the Unity 5 implementation of PhysX 3.3 has triggered a number of open issues (information on currently identified issue in the 0.2.0 build is listed at the end of this post) that compromise specific categories of stage hazards, these issues are associated with the modified collision tolerances and higher level of exactness of PhysX 3.3 simulations. The immediately priority for development is to fix this list of current issues, the full list of issues (sorted by stage name is:

Game
no game launch sequence
fade to / from black transition sequence (for stage transitions) is missing
inputs mapped to SLUMP / CRAWL do not currently work for de-incrementing menu item selection
scene cameras script need modifying to adapt to aspect ratios
menu attract mode is missing
score UI scales incorrect on large resolution screens
endless playlist mod is currently disabled
random playlist mode is currently disabled

Ring
meshes need UVs modifying to remove light baking artefacts (for scene to be illuminated as expected)
ring out sound is missing

Grind
meshes need UVs modifying to remove light baking artefacts (for scene to be illuminated as expected)
configurable joints on railings need modifying to make breakable

Gondola
meshes need UVs modifying to remove light baking artefacts (for scene to be illuminated as expected)
current priority of rope targets is set too high
configurable joints on cables need modifying to make breakable

Trucks (excluded from 0.2.0 build)
meshes need UVs modifying to remove light baking artefacts (for scene to illuminate as expected)
truck model needs configurable joints and weights modifying to make stable

Incinerator
meshes need UVs modifying to remove light baking artefacts (for scene to illuminate as expected)
configurable joints on railings need modifying to make breakable
glass model need configuring to make breakable

Wheel (excluded from 0.2.0 build)
meshes need UVs modifying to remove light baking artefacts (for scene to illuminate as expected)
pier model needs configurable joints and weights modifying to make stable

Subway
meshes need UVs modifying to remove light baking artefacts (for scene to illuminate as expected)
elevators are disabled
escalators are missing from scene

Vents (excluded from 0.2.0 build)
meshes need UVs modifying to remove light baking artefacts (for scene to illuminate as expected)
circular gravity simulation is not current compatible with Unity 5 (simulation needs replacing or updating to work with Unity 5)

Containers
configurable joints on cables need modifying to make breakable

Race mode prototype
weights for apparatus need modifying to be heavier
session fails to end when competitor falls from apparatus
contextual win condition information not shown in text overlay

Waves mode prototype
stairs enclosure needs grab targets
stairs enclosure needs enemy spawn behaviour when players enter

Break mode prototype
win scenario not currently implemented
weights and configurable joints need modifying to make stable
contextual win condition information not shown in text overlay
car colliders need remaking to approximate car geometry

Race protype
meshes need UVs modifying to remove light baking artefacts (for the Incinerator scene to be illuminated as expected)
contextual win condition information not shown in text overlay
weights and configurable joints need modifying to make stable

Gang Beasts 0.2.0 Build Release Date Announcement



It has taken several months and a significant amount of work to finish porting Gang Beasts to Unity 5 with PhysX 3.3 but we are now in a position to announce 31st March as the release date for the public build of the Unity 5 version of Gang Beasts (for reference the build number will be 0.2.0).

The 0.2.0 build has fully rebuilt character animation (see 1,2,3 and 4 for some short video examples), game audio, and game management systems with a number of Unity 5 specific implementations including Global Illumination, Physically Based Shading, procedural Audio Mixing, multithreaded physics simulations, High Dynamic Range Skyboxes and Reflection Probes.

The 0.2.0 build also replaces the current game input framework with the Rewired framework (an advanced input system for Unity) with improved support for keyboard and game controllers (see the Supported Controller page for a platform specific list of currently supported controllers).

We will make additional posts with more specific information about the new game modes, stages, character moves, and other improvements coming in the 0.2.0 build before the March 31st release date.

The summary of key improvements coming in 0.2.0 build are:

  • a rebuilt character animation system (with significantly optimised performance and stability)
  • a new procedural game audio playback system (with 6 reworked music tracks from Doseone and Robert Larder)
  • a series of new voice and effect samples (for leg, thigh, hip, crotch, waist, stomach, chest, upper arm, forearm, fist, and head collisions)
  • a rebuit GUI (Graphical User Interface) using Unity\'s new UI system
  • numerous rebuilt stages (made from modular environment assets)
  • a waves mode with AI enemies (and an associated Rooftop stage)
  • improved enemy AI (AI characters can differentiate between enemies and non-enemies, AI enemies are less aggressive)
  • an exposed debbuging mode (for identifying issues with game environments, objects, and characters)
  • a prototype Day to Night cycle
  • a prototype single and co-op enemy waves game mode
  • a prototype competitive obstacle race stage
  • a prototype object destruction mode (with associated garage workshop stage)