Ghostship Aftermath - A new breed of survival horror - its no FPS!
I would like to remind everyone that Ghostship aftermath is not an FPS, it has some FPS elements but it is a survival horror game with some rogue-like elements.
CDF Ghostship (The Prequel) is an FPS! Watch out for halloween!
We will be changing the description slightly to emphasise the fact that is not an FPS and not to expect Ghostship Aftermath to be your typical run and gun game.
As on wiki-pedia, Survival Horror is a very different style and type of game :
"Survival horror is a subgenre of video games inspired by horror fiction that focuses on survival of the character and trying to scare the player(s). Although combat can be a part of the gameplay, the player is made to feel less powerful than in typical action games, because of limited ammunition, health, speed, or other limitations. The player is also challenged to find items that unlock the path to new areas, and solve puzzles at certain locations. Games make use of strong horror themes, and the player is often challenged to navigate dark maze-like environments, and react to unexpected attacks from enemies."
Thanks to one of the community for pointing this out.
Live stream of Update 1.2 now on twitch with the Dev
Hi everyone, if you are around over the next hour or 2 of this announcement, pop on to the Spazz the Assie gamers live stream on twitch where I am giving some exclusive dev tips for playing the game and surviving :)
The VR version is now inlcuded, for this who you with VR be sure to check it out! this game was made for VR!
For the NoneVR version I have updated V1.1 to Version 1.2
In general this huge update has more and quicker random starts, much better AI and less swarms. AI in general is less frequent and much easier. The Menu has had an overhaul, I hope you all like it! There are also a number of fixes and improvements. here is the change Log for 1.2 (from 1.1)
Ghostship Aftermath v1.2
Change log from for version 1.1
VR Version Released
Front end/menu overhaul
Options now includes sound options
Added more shields, weapons, ammo and medikits
Changed start of game so you won’t get attacked if you don’t have a weapon.
Added 5 more random starts
Changed the random starts to generally start much quicker
Deck 6, Ops – Hole in ceiling repaired
Deck 6 – Raised interrogation room 2
Added 2 new crew members
Removed collision from most of the dead bodies in Main access corridor
Removed some bodies
Engineering deck 1 – Fixed broken light & Fixed incorrect door lighting
Engineering deck 5 – Changed Elevator control pad to red (not working)
Engineering deck 4 – Changed Elevator control pad to red (not working)
Engineering deck 3 – Changed Elevator control pad to red (not working)
Fixed numerous incorrect lighting on door in engineering, cargo hold and operations.
Made NoneVR zero g bit start very rare
Changed some lighting on Deck 3, engineering
Reduced swarms and made alien/infected attacks more random and less frequent throughout
Fixed various blood glitches on deck 4, Ops
Changed door pad to red for cold Storage
Cargo hold lightning errors fixed
Cargo hold doors now clear (no getting stuck)
Improved the damage of the Laser Pistol
Improved firing rate of laser rifle
Plasma pistol does more damage and has a quicker fire rate
Fixed keybinding for one of riggs storyline endings.
Fixed sound overlap on one of the game starts
Made supply room – Ops, deck 4 taller, so no need to crouch through door
Added new sounds and voice acting
Added conformation to starting a new game
Added collision to Goliath entry door so player cant go wandering around in space and die.
***Please Note******
The VR version is compatible with Oculus rift DK1, we will be adding full DK2 support when we have the means to do so.
Pre-order keys now available for VR Beta!
The VR beta is ready! Are you!
We only have a number of limited keys available, first come first served!
VR Beta (DK1) for Pre-orders & Supporters this Weekend!
Did you Pre-order Ghostship Aftermath? Got Your DK1 handy! then read on!
The Ghostship Aftermath VR Beta (DK1) will be available for exclusive access before launch next week. This is the full VR version, but at this moment in time can only be confirmed to be DK1 compatible and HD compatible.
If you pre-ordered Ghostship aftermath then please e-mail - info@magstudios.co.uk with "Its Time" in the subject line (be sure to use same e-mail as pre-order)
We have a handful of Press keys available, first come first served! E-mail Press@magstudios.co.uk
for Pre-orders & Supporters this Weekend!
Version 1.1 Update
Version 1.1 is now available; please make sure you restart your steam app to download the new and improved update. (confirm Version1.1 in top left of loading splash screen)
Change Log V1.1
Change Log From Version 1.02
*Repaired deck 6 Personnel start bug
*Fixed cargo Hold Access
*Moved Pistol (Choice) at start so its easier to find and pickup
*Removed live Eggs from cargo Hold
*Introduced new loadings screen (This currently is the default loading screen, I will be working on getting the menu etc load screens to revert to the old one.
*Escape now works in sub access corridor and simulators
*Revised deck 3, ops store room b VA
*Improved AI and tweaked slower creatures so they get stuck very rarely, if at *all.
*New controls - In game - Menu/Extras/Controls
*Made more doors easier to access without crouching/nudging
*More random spawns and enemies
*Added a few more surprise pickups
*Remapped keys (can be viewed in controls)
Sprint is now left shift
Oxygen level is now Q
Map is now LeftControl
Helmet Light is now F
Instant weapon switching, number keys (Not num-pad)
There are some other small changes and improvements. For the next update in around 2 weeks i will be looking at getting the weapon clipping sorted and a more functional and versatile options screen. Gameplay should have no more issues, if you find a bug please report it in the Bug Report.
Thanks, and enjoy
Latest Update (Yesterday) DK1 Compatible!
Just so all you OR DK1 can have a sneek peak at the full game in VR, The update yesterday is also DK1 compatible. Its plug and play, so just plug your rift in and dont foget to set it as extended, not duplicated. It has a few things which will be different in the VR release, but its something to have some fun over the next few weeks.
This is not the VR version, This version will give DK1 guys something to chew on, so expect the full VR release in a few weeks to be much better. We can not confirm at this time weather the VR version release in a few weeks will be backward compatible with DK1. I will keep you informed.
Hey Everybody! It's Edge Again, Informing you of the changes that happened today with the latest patch. Due to technical issues and the ability to not be able to test things until now, we found that a few small bugs had also been released with the recent patch, Change log is below. Custom Key binding is still in works eventually.
----Change Log----
* Front Door Properly Opens
* ESC Button Works (DO NOT CLICK ESC MULTIPLE TIMES!! IT IS NOT BUGGED BUT IT IS FLASH SO IT CAN BE BUGGED BY USER INPUT)
* Keys Removed that where for testing purposes on earlier occassions
* Lighting Rebuilt on a Few Decks
* Pause game is now pause on Keyboard
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Bugs To Be Fixed
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*Oxygen Resupply unit is rather hard to get due to player model pathing
(will be fixed sunday update)
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If there is any bugs we are unaware of please Inform us immediately so we can resolve them in the next upcoming patch, I cannot release details at this time about it but lets just say it will be great! Thanks everybody for the continued support and love. We hope to see you on the Ghost Ship
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Make sure to use the manual so you can understand the game basics before playing!!!
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Pause game is a feature we are trying, if you experience any bugs or technical issues please report them, its still in a testing phase so use it to your own caution.
Patch Released | Bug Report | Change Log Below!!
Ok Guys, First big patch was just released. Shaun didn't have much time to get the beta build already to be tested, so any bugs you can report would be great! For now ESC will warn you of the exiting and what will happen is the player model is still moveable during this so it is a big of a hassle..that will be fixed aswell it was a big patch so alot of the primary issues could be solved and they all will be solved, most have been solved some new things emerge, Shawn had worked on this for the last 4 days with around 8 hours total of sleep.
but it will be fixed in the next small update releasing. Read Below for More Information @ Bottom Of Log. Also the front door can be a pain to get in, use C or walk towards the opening till Zero G's pulls you a bit upwards to get into the Door, Currently i have a few small things but anything you notice or see please Inform me or shaun Immediately so we can get it sorted out. The keys are also being changed in the next small update it was just primary to get all this big stuff released first. Any issues or questions you may ask me, but do not ask about a change-log because i can not honestly answer all of that until Shaun lets me know what all was changed, you will notice that the player model is different all the no-clipping has been changed, you will also notice now that your gun will go into things.. this isn't a big deal but will be focused on eventually in a future Update, Thank you all for supporting us and please continue to leave feedback and concerns, don't forget to post all your latest bugs here or add me and tell me directly, whatever you prefer. Thanks!
--------Change Log--------
* Deck 2, Operations - Simulator 3 sign - now correct
* Enemy Physics Redone (Does not Twist/Deform Anymore)
* Player Clipping Fixed
* More Random Starts/Quick Start
* Zero-G Energy Start is Rarer With a Bonus
* More Chance of Starting with a Pistol
* Opened Fusion Reactor 2 On Engineering
* Repaired Stairs Door on Lone Start
* Graphical/Tick Optimizations
* 50 FPS Cap Removed/ New Cap is 120 FPS
* Corrected wrong sign in deck 6 - Briefing room sign replaced
* Tweaked AI, made them more aggressive, slower Infected Enemies, should not get stuck on walls as much (AI Work is still Progress)
* Repaired Floor on Deck 2, Operations Firing Range
* More Pickups, Weapons, Shields and Ammo - To Give better chance
* Improved Helmet View & Combat
* Disabled Low Quality and High Quality in Options Menu
* Added more Random Enemies & Events
* RVD Map & RVD Objectives screen enlarged and made them clearer
* Added new sounds for Riggs
* Disabled Zero-G Jump on Ramp Crossing & Start of Game
* Brian is now a little faster and has Riggs voice acting when encountering brian on a Riggs Storyline
* new sound effects
* Redid lighting on the Alexis (Start) and on the ramp crossing
* Changed Escape - immediate exit - To Confirmation Screen (3 Sec Delay)
* Removed Strange body shadows on deck 3 Engineering
* New Suprises
------------------------End Log------------------------------------------------
Ok Guys! That is it for the changelog.. Stay tune for the next update (should be coming soon today/tommarow)
-----Current Issues being addresses (to my knowledge) in next update-----
Esc Key (Should be Fixed by the week-end)
* Re-mapping Keys (Custom Binds will take time)
* Weapon Clipping
* AI - Ongoing
* Start Door Issue (small update will fix this)
*Deck 6 Brig/Security Lightning Needs Rebuilt (No Biggie, next small update will fix this)
*Some walking issues on larger black/yellow sections on the floor
*When going to new area if you don't aim gun or run walk-speed is effected
*Running out of Memory Error (I got a 3 GB Card and it randomly exited me)
-------ALSO GUYS, DON'T FORGET! ABOUT THE MANUAL!!! Simply Click when you are attempting to launch the game at the right hand-side you will see a link to the manual!!! Happy Hunting, Becareful and kick some alien butt!!---------- Report all Issues here with the game!! ongoing fixs are being done