GTTOD: Get to the Orange Door cover
GTTOD: Get to the Orange Door screenshot
Genre: Shooter, Adventure, Indie, Arcade

GTTOD: Get to the Orange Door

GTTOD's 1.0 Update Is Going To Be ABSOLUTELY MASSIVE


So here's what 6 months of silence will get you lmao



First off-

YO WHAT'S UP



Long time no talk, yada yada. I figured I should warn you, this one is gonna be a VERY heavy-on-the-info content update because a LOT has changed in the process of evolving GTTOD into something we can be proud of releasing into 1.0 - and not just a little proud, but REALLY proud. I feel like I have something very unique and special here, and I hope you see that too.

THAT BEING SAID...

Here's what you can expect from this post:



  1. Pictures of A R T and things
  2. GIFs of gameplay and animations
  3. LOTS of info about mechanical and directional changes
  4. LOTS of info about new content and mechanics
  5. Some info about cut mechanics (unless everyone gets mad in which case you know I'll cave in and reimplement it)
  6. Casual vulgarity because it makes me seem more human and less like the completely emotionless robot I really am IRL guys I swear this isn't a joke it's a plea for help (it's a joke)
  7. Links to our Discord and other media that is getting ramped up now that we're getting closer to launch
  8. My thoughts on how things are going
  9. Discussion about how you guys are doing / feeling


BUT FIRST



- CLICK HERE TO JOIN THE DISCORD -



NEARLY EVERYTHING you see here has been taken from the public Discord server. We are in there every day sharing new footage and content, discussing changes, and talking with the community to turn GTTOD into the best game it can possibly be for as many people as possible. You can be a part of that, so feel free to join us! We would love to have you.









Alright anyway let's get into it.







I love how I'm doing this at the very end rather than the beginning of Early Access lmao


We have all made a very dedicated effort to organize and prioritize tasks for this final update and launch into 1.0. We want to make sure we can deliver the craziest launch possible within our means. To that end, I wanted to give you a look at not only what we've been up to, but also when and how you're gonna be able to experience it and play it for yourselves, whether you've backed the game in Early Access or not (more on this in a future post).

SO, We'll be updating and adding and adjusting this roadmap as we progress, and since we're gonna be increasing communication from here on out leading up to 1.0's launch, you can just use this as a quick glance-at-it-and-see-where-we're-at-tool if you're interested.

NOW, into the meaty new stuff.




YEAH



Remember that whole concept thing from last time? Boom, better than I could have hoped. This thing REALLY turned out great, and now HOLD YOUR HORSES I know some of you might be getting real suspicious about this thinking "I don't wanna spend 10 minutes managing an inventory in a fast paced FPS game" and DON'T YOU WORRY BRO I got you covered check this shit out:



AUTO EQUIPS / AUTO FAVORITES



When you pick up new items, depending on the item type, it'll either be auto-equipped to your current equipped item slots, OR it'll be auto-favorited. Favorited items can be ANYTHING, btw, so if you want to carry multiple apparel items and switch to them on the fly without ever touching your inventory, you can. You want 20 guns? You want 40 guns? Fuck it, take 40 pistols and Favorite all of them and never reload ever again. THIS is why I needed to remake the inventory / item system - builds are now UNLEASHED by their previous restrictions and you can now go WILD with how much you want to interact with and how much you want to engage with.

Just wanna move fast and shoot guys? Use the Grab-A-Gun and other in-level loot items to just...do that, and skill your way to the end. But if you're wanting to engage, well the platform is there for you to have a very enriching exploration and build crafting rogue-like experience - and all of that is possible because we have a ROCK SOLID foundation for loot and item management.

Either way, at the end of the day, we now have the bones and structure of a REAL, true rogue like parkour FPS looter shooter. It's all here.

Mmmmmmmmmmmmmoving on






MELEE AS A MAIN MECHANIC AND A MORE FOCUSED VISION FOR COMBAT



A long time ago, I made it so that when you beat a mf, they would go FLYING back and hit a wall and explode. Since that day, I've never been the same - and I wish OH GOD I wish I would have delved deeper into that side of GTTOD sooner because the results have been INSANE. Melee now has a dedicated mouse button by default, that being Right Mouse Button (think Left 4 Dead, another Horde Shooter). Tapping the melee button will perform a light attack using just your fists. These are fast and deal plenty of "Structure Damage" (will talk about this in a second) to give you some space to breathe, but aren't meant to be your main damage dealing melee weapons. That comes from your HEAVY weapons, like the Longswords, Axes, Hammers, Maces, Katanas, Spears, you name it.




To go along with these changes, there has been a full overhaul to how damage is dealt in GTTOD. Not only do you have damage TYPES, like Slashing, Piercing, Blunt, Explosive, etc - but also effects, stack chances, and stack amounts for things like Fire, Static, "Brittle", and "Harvest" as our four main elemental effects. This makes every weapon, item, or any source of damage have a LOAD of different ways to impact and damage / heal targets differently. This allows the new methods of playstyles, AND also new reactions to effects and damage sources from AI. For instance, sure, maybe an enemy with a shield won't be impacted by slashing damage attacks, but a stabbing / piercing attack could slip through the gaps of his armor, making it more effective. THAT is the logic behind this new system. An example, as mentioned earlier, is "Structure Damage". Attacks that deal "Blunt" damage types impact a target's "Structure", and when a structure bar is filled on their health, they have any range of reactions. THE most common reaction? Enemies will stagger, dropping loads of ammo out of their pockets and potentially sliding backwards and taking bonus damage against a wall or other hard surface.




These new systems also come with some major increases and overhaul in animation quality.

Just thought I'd mention that.









look ladies and gentlemen it's A R T



GTTOD's art style has gotten a real kick in the nuts so to speak I have no shame you will not shame me I will not be shamed. Not only has there been a full lighting and detail overhaul as you saw in the previous post, BUT now we even have a dynamically shifting weather system mixed into the new dynamic day night system - each with different environmental sounds and effects.



These different times of days and weather patterns blend seamlessly as you load between levels, so no more sudden HITCHES in color and atmosphere anymore.



Keeping in line with atmosphere, I've gone through the entire game and added a cinematic "twist" to it. The teleporter isn't just a white flash anymore, you don't just appear on glowing spots around the map. Everything has an extra layer of polish and drama, and I can't wait for you to experience and feel these things in action.




THE FUTURE OF GTTOD'S MODDING SCENE



Yeah downloading music and weapons is cool and all, but we have only just barely begun to scratch the surface of what is now possible with GTTOD's new Boot Menu. This menu, on a PER-SAVE BASIS, allows you to enable and disable mods that are each organized into lists by category. Not only that, you can also set what TYPE of mod load you are attempting, meaning you could have one save that is 100% vanilla and you're just chilling with the base game, another save that is mixed-mods so you have more levels, enemies, music, UI / HUDs, guns, melee weapons, tactical equipment, lethal equipment, etc built into the game itself - and I'm bolding this next part to emphasize how crazy this is - and then you could have a third or fourth save or whatever that is literally a 1:1 remake of [FIRST PERSON GAME FROM YOUR CHILDHOOD HERE] but in GTTOD's engine, cutscenes, UI, enemies, weapons, music and all.

Yes, that would be possible on this system with the mod tools I have implemented.

The modding scene for GTTOD has not even started if you ask me. We've kinda poked at mods thus far, but the REAL modding scene is going to start post 1.0. That's when I have time to finish up and release all the crazy stuff for the psycho modders out there to take and turn into something far far far far better than I could ever come up with.

Crazy people, the lot of them. If you're a GTTOD modder and you're reading this I want you to know I sleep with one eye open at night knowing that you're out there, and that the work I'm putting into the Mod Tools V2 is a peace offering.





EXPLORATION THAT'S ACTUALLY FUN AND REWARDING



One thing I think we got wrong in the past is exploration. We leaned AWAY from a "problem" but really what we did was stiffle an aspect of GTTOD's gameplay that I find really really important. Just...you know...exploring around. People say "Oh I wanna go fast and move around", but what they don't understand is that when you're shooting a dude, you're SLOWING DOWN. But when you're exploring? Mach 10, all barriers off. You need that aspect in the game to balance out all the crazy combat - BUT what was the problem in the past? I mean what the Hell are you exploring for? A bunker that's not hidden, it's just right there in the middle of the level? You go in it and it's mostly stuff you can't afford, and barely any of it at that?




NAH, not anymore



With the new changes in loot distribution and level exploration, you are not only GREATLY rewarded for exploring, you're also given unique and very very important early game routes to give you a leg up on the game's difficulty (half priced fully upgraded weapons anyone?). With these changes, I also decided to go even HARDER in on some other aspects of the game that have been able to benefit from the now more stable and well defined structure.





CRAFTING, AS AN OPTIONAL MEANS TO SUBVERT RNG



I decided that with this final iteration of crafting, I would be developing it as a deliberate tool for player to use to fight against the RNG in the game. As you can see, there's more loot opportunities available in each Bunker, Bunkers are rarer and more hidden off the sides of levels or in tough-to-reach areas, and lastly, nearly all lootable crates and chests can drop ANY type of item, not just pre-defined types. SO, what you end up with is a really diverse loot economy, and if you throw in a simple crafting recipe system, you have yourself away to transform random items you find in the world into items you WANT or can at least SELL to buy BETTER items.



More than that, you can also easily and quickly modify individual items now rather than sitting through a cutscene 30 times that just makes you dizzy. It's literally just Hold E, Tap E, Press Tab BOOM there you go, you have a weapon that is 50% better just like that.



PHEW

Okay, so I skipped over so much you have no idea. I didn't talk about item shops, the HUB rework, generated levels, new art changes, new weapon modes and functionality, enemy behavior, performance optimizations, The Summit, Boss Fights, ANY of that stuff.

What I'm saying is that we have a lot to talk about, and I'll be reaching back out to you all soon.

In the meantime, how are all of you feeling about progress thus far? I'd love to hear what you have to think in the comments. Please feel free to ask any and all questions.

AND AGAIN:



- CLICK HERE TO JOIN THE DISCORD -







Thanks everyone, and I'll see you all again soon! I gotta start posting more often haha

- Andrew, GTTOD Dev Addict

GTTOD's final update is progressing better than I could have ever hoped




WELCOME BACK


First off, that title is NOT inaccurate at all. I'm not gonna go on about it for long since I figured most people just wanna wait for it to come out, and that's valid - but I do want to say I'm really really happy with how things are progressing and the direction things are going in. I mean check this out:



A lot of the criticism I've gotten on GTTOD has been about its level design. While at first I didn't quite see what the problem was, but now that I've kinda gone down into the nitty gritty of what makes a level fun to explore and progress through, I realize what people were saying. It's not that the levels are designed POORLY from a gameplay perspective, they're just BORING. Where's the excitement? Where's the moments where you turn a corner and find something new? I feel like that was lost in GTTOD's previous versions, and with this final update, I'm wanting to try and make exploring The Shatter more rewarding and interesting - and NOT just through Bunkers.



I'm not just limiting items to bunkers anymore. Now, hidden around the levels will be various secret areas that contain MORE than just power ups - but ANYTHING. In fact, I have even been wanting to shroud these secret areas in darkness during the night, and THUS:



Flashlight button! Nothing huge, just something to make navigating at night time a bit easier.





Next up, a big complaint and area of confusion I often see is the differences between items, weapons, melee weapons, apparel, inventory items, etc. There's a LOT of different areas for different things...for literally zero reason at all. SO, I have a plan to fix that by making EVERYTHING under one system and one UI screen. Items are items. You click them to use them. You can hotkey by hovering over them and hitting 1234whatever. It's based on the Diablo 2 / Resident Evil inventory system, so it's something people are familiar with. I think this is going to clean up GTTOD's general loot loop a TON.



Levels are now also FULLY GENERATED, with each segment having WAY more variety than even an entire level would have in the past. Part of this change also means I have way more budget for performance, since the way that levels generate is easier to render. As a result, GTTOD's first levels have become FAR more overgrown.



And LASTLY, but likely most importantly - GTTOD is currently undergoing the final "code reconstruction" I'll ever do. Managers are being merged and removed, scripts are being simplified and cut, and systems are all becoming just a little more homogeneous. By the time I'm done, I hope to have some of that kinda janky, shaky feeling cleared up that currently exists in GTTOD.

ADDRESSING THE COMMUNITY



SO, I normally try not to do this, since I know most folks are only here for the game and they just want it to be good. That's super valid, and to those people, I hope I make you proud with 1.0. BUT, recently there's been some kinda...weird things going on, and I just wanted to address it. First off, the reviews have been really crazy negative, and often times are targeting me as an individual and pairing it with some out-of-context screenshots. Steam has actually removed a few of them off of their reviews for harassment, and even more of them have had their links removed (though I don't know the exact reason why, I think it's kinda obvious). I have seen some edits to reviews saying that the dev is the one doing it, but actually I literally cannot do that at all. That is all Steam determining that the reviews and screenshots are breaking their rules and not actually centered around the game at all.

BUT, still. I think this all started when I publicly responded to someone named Juggernaut in an ADMITTEDLY dumb way. Now, the context is that this person had posted DOZENS of posts in the Steam discussions daily for weeks, and the more they posted, the more they insulted me as a person individually in them. They were literally calling me every name in the book for WEEKS before I responded, telling them that they need an exorcism. Here, I've only ever blocked ONE account on Steam, so this is him:



The truth is that I was honestly kidding, and I did NOT think it would blow up like it has. Hindsight is 20/20. But he responded, and he kept responding...and he did not stop responding until I believe Steam banned his account for harassment.

WARNING: SCREENSHOTS OF AN INSANE CRASHOUT:


Thankfully, while they don't have a problem with harassing someone for weeks, they DO have a problem with swearing, so they have poorly censored themselves.



These screenshots are how the person responded to me apologizing. I have a few other screenshots that are actually worse, but I'll stop here. This ended up kinda sparking a movement in the current community, who seems to think I just randomly started insulting some innocent customer out of nowhere, but no I was literally responding to harassment.

People then started taking screenshots out of context. For instance, one I was talking about my experience with OCD, and how I have learned to not obsess over my reviews. As a result, I get called ignorant and accused of ignoring my customers - which is VERY FAR FROM THE TRUTH. Even one that currently is up I believe takes a screenshot of me asking for ACCURATE reviews, and then the reviewer instead says I'm begging for positive reviews.



Unfortunately it seems the link was either removed by Steam for violating their policy, or by the reviewer, who may have realized they can't spin a lie when the truth is in the screenshot they themselves posted, SO here's the unedited screenshot:



I literally did not ask for positive reviews. I addressed an issue of miscommunication and misinformation, and provided the literal only solution...accurate reviews. I do not understand why anyone would think asking for accurate reviews is a bad thing.

SIGH

There's far far more, by the way. You can find some of them still undeleted by Steam. Part of me wonders if this is Juggernaut making an account, getting 30 minutes in game, and then writing a review. Some of the reviews that have been removed had the exact same manner of speech, which includes calling me ignorant and censoring their swear words with numbers and exclamation points. That doesn't matter, however, because all of these reviews have one thing in common: TONS of rewards. It seems there's a really crazy growing sentiment out there that I'm a bad person, that GTTOD is a boomer shooter (and a terrible one at that), and a few other misconceptions that are leading to some REALLY dark places...not just for the game, not just for the community, but also for some of us more personally.

So, what do we do now?



Well, it's simple. Clearly there has been some HUGE misunderstandings lately, and so I only ask that everyone gives me a second chance to prove that I'm not ignoring you, I'm not hating on you, I want to make you all happy, and that I'm honestly trying my very very best. I don't really wanna dwell on the community being kinda confused as to my character and what the game is, and I'd really just rather make a good game and get us to 1.0 making as many people as happy as I can. If you go back through my previous posts, I believe that speaks more for me and my character than what the negative reviews are saying about me, from people who do not know me.

That is all! Thanks everyone, and I will be back soon with more dev updates.

BEHIND THE SCENES - Enemy and Level Design Adjustments


This is unrelated, I just figured you'd like it plus it makes for a great thumbnail.

HEY THERE!



So, I wanted to update you guys on some plans and progress for Wrath Of The World - mainly showcasing some of the things that I personally think need some SERIOUS work, and kinda giving you my ideas on how I can fix them. OBVIOUSLY we talked about this guy:



-and my plans for enemies, but to give you a better look behind the scenes, I just wanna share directly with you what my documents say needs done.



Harsh, I know, believe me - but true. There's plenty of angles to address this from, and I'm trying to hit them all. Enemies are these omnipotent and endlessly driven forces of NATURE, when really they need to be more...stupid, like the rest of us. Stupid with a personality, rather. So the plans for fixing enemies up and boosting our combat beyond where it currently lies is as follows:

  • Reduce how many enemies the player is fighting to around a dozen or so instead of fucking 1000000
  • Give enemies unique goals, interactions, and abilities
  • Further separate enemies with better sound design and effects
  • Give enemies detection radius, chase behaviors, and other more sandbox-y systems
  • Make enemies telegraph their attacks more with better sound and visual cues




The Drudge, for example, now throws grenades and telegraphs it with unique audio and visual cues. The Drake now gathers troops with unique animations, creating a squad of lower rank enemies that will follow them as they wander the map. Other enemies stick to guarding zones, like their Beacons or other points of interest like Bunkers. Speaking of...



Yeah, again, harsh - but it HAS to be. I have to see this final update with as much truth as possible. It's clear I've demonstrated I can make cool things, I just need to focus in on the proper direction and craft things in ways that benefit THIS game, not based on what games I'm inspired by. GTTOD has become far too complex to be able to rely on such cheap solutions now. From here on out, GTTOD's problems have got to be solved with some legitimate out of the box thinking. Nothing can be taken at face value, and there's no other place in GTTOD that exemplifies this more than in its current level design.

Want an example?





This GIF. I have remade this GIF in every single version of GTTOD, and it's because I believe it captures something really cool about GTTOD's gameplay. It's nothing insane or anything like that, but when I see the most recent iteration of this gameplay sequence, I'm always like "Yeah okay that's GTTOD - cool guns, fast movement, lots of enemies" and I'm MOSTLY right in that regard. However, what this GIF DOESN'T show you is this:



It doesn't show you what has accidentally become a HUGE part of the game that SHOULDN'T have been as big as it is. Bunkers.

Bunkers are great, don't get me wrong. It feels good to get keys around the map or from cars or from crafting, it feels good to use keys to open bunkers, it feels good to get new Curses and Blessings and Guns and Equipment or Melee or WHATEVER. All of that is GOOD, it is great, and very little needs to change with it...it's just too much and too little at the same time, and that is FRUSTRATING.

What does that mean? You are cracking open like fuckin' FOUR or FIVE bunkers a level and sometimes STILL not getting what you want. You're walking into bunkers expecting to get something and everything is TOO expensive. And in order to OPEN all these bunkers, you're scouring this EMPTY ass level looking for DICK ASS keys and fighting enemies that can spawn in every 5 picoseconds, gather up with their 30 other compadres, and perfectly track you through 3000 square feet of rock and metal. Make it make sense.

No, that first GIF. That's GTTOD. That's what needs to be more present.

So, here's what's gonna happen:

  • HUGE reduction in Bunker count per level, going from 4-6 to 1-3 MAX, and really mostly just 1
  • HUGE reduction in cars in the level, some being replaced with ruined variations.
  • HUGE increase in the amount of loot in each bunker
  • A tiered bunker spawning system so that bunkers spawn closer to the END of the level than the start
  • Bunker types you encounter along the run shift and adjust, prioritizing weapons and equipment over curses and blessings early in a run, but curses and blessings over guns and equipment later in the run


AND THAT'S JUST BUNKERS


I haven't even discussed what's going on with the levels:

  • More movement mechanics like Monkey Bars, balance poles, and other interesting things are getting added to levels
  • Entire segments of levels are going to be switched out at random to keep things fresh and interesting
  • WAY more objectives are being added to levels, including things that reward the player with guaranteed Jade Vines for better progression




So yeah, things are changing, and all of these changes are being driven by the community on the Discord. It really does feel like this final update is just me going "Okay, here's something that could use some work; what are our options" and then voting on it in the Discord. I really really do think that if you're passionate about this game and are wanting this final update to be what you want it to be, then...

IT'S NOW OR NEVER FELLAS JOIN THE DISCORD



Once again, thank you for your patience, and I'll be back soon to inform you of changes to progression, side objectives, story, and most interestingly of all - Beacons. I know that's a weird one to pull out of the pile, but trust me, you'll like what I've got cooking.

Toodles! Really do join that Discord server though, I mean it.

Progress on GTTOD's FINAL UPDATE - GTTOD: WRATH OF THE WORLD

FIRST THING'S FIRST


Hello everyone, how's it goin'?

So, we are now two months out from the Past And Present Update. If you were following along, you know it was a kind of oddly received update. New players seem to like it, old players (from like 2020-ish through to bout 2022-ish) seem to not. There's some super valid criticism of the game, directionally. There's also a lot of confusion due to lack of tutorialization and proper explanations for mechanics. There's also more things than that, too, that led to the Past and Present Update - but one way or another, the NEXT update is going to be the last.

That means I have to address all of that...in one update....and it's going really really great thus far.

If you want to see the general direction that the community and I have decided to go in with this final update, you can see the bones of that plan being discussed and created live on this live stream from a few days ago.


LINK TO LIVE STREAM RECORDING



I had this live stream, took a few more days to really sit there and consider the magnitude of the situation, and then I got to work.

The first place I started? With this little guy right here:



If you are familiar with the game, you'll immediately notice a few things different about this. I bet a lot of you have never even seen what a Drudge's back looks like, and that's because enemies, the second they spawn in, know exactly where you are and charge straight for you. Instead, I'm writing a new AI that populates the level, has goals, preferences, and different sets of behaviors and abilities. Beacons are becoming side objectives for more Shards and ammo, Bunkers are becoming less common, more filled with goodies, and moved towards the END of the level (in most cases) so that the actual majority of the level can focus on moving fast and kicking ass.

Speaking of moving fast...



I, low_hanging_nuts, hereby declare that I am done rewriting my movement code over and over again. It's not gonna get much better than this right here. Two nights ago, froth foaming out of my mouth until 2AM, I rewrote GTTOD's movement code from scratch. This is what I ended up with. It is clean, it is smooth, it works every single time, it feels good, it is consistent, it's everything it needs to be. It is a GREAT foundation to rework some of GTTOD's base philosophy around, and I hope that this is the start of a final update for GTTOD that makes everyone happy.

I'll be doing more of these little posts here and there to keep everyone on Steam up to date on what's going on. In the meantime, I'll see you around! You can always find me talking in my:

DISCORD SERVER



See ya later!

GTTOD - THE PAST AND PRESENT UPDATE




WELCOME BACK EVERYONE


This is definitely one of the updates of all time.

No but actually this update slaps so hard lmao I'm so happy with how this one turned out, it's by FAR my favorite of the...12 major updates GTTOD has had...ever. That's a bit embarrassing. I wish I was like The Forest Devs who pump and dump an update out on Steam every other month or so, BUT ALAS, you're stuck with me. At least I'm not Yandev.

ANYWAY, this update brings a lot of improvements to the core loop of GTTOD without really changing anything drastically. It also adds a LOT of new content to the game, and brings back TONS of old content as well. Namely, QUICK PLAY. I have revived the original mode that GTTOD released with (with a few updates, of course) this time around, and it is REALLY fun. Over the coming days and weeks I'll be updating it and adding more to it to expand it into what I had originally envisioned for the FIRST version of Quick Play back in 2019. The whole point of Quick Play was and has always been to just give the player a nice vertical slice of what it feels like to play GTTOD. I feel like I've kinda nailed it this time around. Hop on in and give it a whirl!

As far as other changes are concerned, all the curses and blessings got a nice comfy rework and now can STACK up to three times, gaining new attributes and stats as you increase their rank. Aspects got a once-over, and a new Aspect tree called "Purity" was added to the end. This increases the amount of Jade Vines it costs to upgrade, HOWEVER this has been mitigated by a few really important changes to how the game is balanced; specifically with difficulty levels, new Attunements, and The Fool. Jade Vines in your Leyline Offerings can be manipulated by a lot of things, so if you want to scale FAST, you can actually get it to where each Leyline grants you like 120 Jade Vines every single time. It's nuts.

There have also been some pretty major expansions to GTTOD's extraction mechanics. Now, you can hold like 36 items in your Stash, including use items, keys, weapons, equipment, melee weapons, apparel, and other random bits and bobs. Speaking of, GTTOD now has an ACTUAL INVENTORY SYSTEM with LOADS OF ITEMS. You'll see them in chests around The Shatter. These items each have unique affects on the player and gameplay and can really up the ante for your run. Everything has a description and details on how to use them and what they do, so just keep your eyes peeled for some good items. Apparel also exists now and can be found inside new interactable chests. These items all have specific effects on how the player can interact with the world and their Curses, Blessings, Weapons, and other gear. These go into making your builds even more powerful (except for one of them, which is kinda in there as a meme).

Dead Man's Depot is now a centerpiece in your runs, too. There, you'll be getting randomized starting gear - no longer spawning in with a pistol in Harbor Deep. You'll love what I have in there for you; trust me.

God, there's so much more. You're just gonna have to dive in and find out, I'm tired of typing haha



GTTOD - THE PAST AND PRESENT UPDATE PATCH NOTES:


-Full weapon, player, and enemy rebalace
-New main menu loading system / menu scene system
-New weapons, equipment, and melee
-The Reflection / Igloo rework
-BABE Trial rework
-Item implementation
-Melee implementation
-Apparel implementation
-Curses / Blessings system rework
-New Curses / Blessings
-New element: Frost
-New Attunements
-New Aspect tree: "Purity"
-Ultimate abilities implemented
-Quick Play REBORN
-New Sandbox Mode
-WIP Shop System
-Bunkers rework
-New bunkers
-Ludeo Beta implementation (will talk more about this in a separate Steam announcement)

THANKS FOR STICKING WITH ME EVERYONE!!! I hope you enjoy this newest update to GTTOD.

PATREON



DISCORD



REDDIT



TWITTER (I refuse to call it "X")

One Hour Of Unedited Gameplay



AY



I figured a really good way to show the improvements made in GTTOD would be to show a full hour of unedited footage. This was recorded JUST after my last little bout of fever-induced wallrun / movement polish and things were feeling GOOD. Quality wise, this next update is really turning out to be something special.

Take a peek and lemme know what'cha think unless it's gonna be some antagonistic comment about how I'm the worst or something. Maybe keep that one to your friends and family, I'm fragile.

I don't know how to end Steam posts.

(JOIN THE DISCORD)

6 More Months of GTTOD Development Progress



Aaaaaaaaaaand welcome back



This one won't be NEARLY as bad as the last one since I spent about 4 of these months as dead as Doorguy in the thumbnail, which was pretty cool if you're into being dead. For those of you not in-the-know (which I assume if anyone is reading this, is most of you), I try and do big sweeping "progress updates" where I cover all the important development progress that happened over the last 6 months. A lot of it you guys may already know about considering a bunch of it is already in game, BUUUUT for those who are just kinda casually following along and for some reason like seeing me explain everything...well...

This one's for you.

ANYHOO


Let's get started with HONESTLY a pretty big one.


(But real fast, don't forget to join the)

DISCORD SERVER





Just like a real video game, GTTOD now works off of a save system. You can have multiple save files, delete them, and soon you MAY be able to edit them with Aldin's save editor which I need to talk to Aldin about because otherwise this sentence is pointless and I'm still writing the sentence so I should probably stop. This save system was a pain in the ass to implement since I had to pretty much rewrite all the old save code back into it and then add the functionality of continuing where you left off. This pretty much brought me to redoing the menu altogether as well, so that happened here too, if you were wondering.



I continued working on The Summit, getting some nice wind and snow effects going to sell the atmosphere.



I added a ragdoll death to replace the death cutscene if you're not grounded.



FINALLY readded the stats screen back to the Gear Shop




Gave Doorguy a neckbeard nest in Harbor Deep where he can store all his goodies



Added a stash system so you can save gear between runs



Added a "Teller" system for the same reason as the stash except for M O N E Y




Created a new level called "Cinder City" which became my favorite level in the entire game.



I figured out that the Rune of the Lost Path on Enraged is fucking IMPOSSIBLE and I challenge each and every one of you to go for it.



Revived the MGL from older versions of the game with a fresh coat of paint



I extended the prologue into "The Shatter" which is something I plan on doing more with in the future.



I'm pretty sure that's a Summit Shrine but I just wanted to show this screenshot because it shows the two sides of the development cycle on GTTOD lol





I added a really hacked together crafting system which basically consisted of different equipment items being able to be "combined" in order to make new, cooler equipment items. For instance, a flare and a grenade made a Thermite Grenade.

BOY I SURE DO HOPE NOTHING HAS HAPPENED TO THAT SYSTEM IN THE MEANTIME


WOULD BE TERRIBLE IF THAT GOT SCRAPPED AND COMPLETELY REWORKED SINCE THEN


CONSIDERING IT WAS LITERALLY ONLY IN ONE SINGLE UPDATE


HA HA



Glenn created the model for a fodder enemy that will be used in the final boss battle. I still haven't created the enemy. Sorry Glenn.



This is a comparison to the size of Amber Vale (the first Stage 1 level) and The Summit. The blue circles represent the three zones in Amber Vale.

Summit Big.



I implemented a "Frost" debuff which prevents the player from healing if they stay out in the elements for too long. They can reduce or remove this debuff by getting caught on fire or taking shelter.



I started testing out the difficulty on The Summit using a half-completed arena that ended up getting a pretty massive rework later on.



We celebrated GTTOD's 8th birthday with a funny little dev montage of some core moments (all found in the History Channel in the Discord server).





I reworked the first arena on The Summit to actually be good, and then finished up the second in the same vein as the first.



I finally revealed the Prowler, the main mechanical switch-up you'll be interacting with on The Summit!



Added controller support (finally).




Held an at-length discussion about my thoughts on the current game and where I would like to take it / improve upon it (pretty much everything here is getting done).



Began adding map mod support to the V2 mod tools which will be released on the final Early Access update date.





Made it so the menu tracks what level you're on in your save file and displays it as the background (this came packaged with a lot of other changes including a "Continue" and "New Run" buttons as well as faster mod and level loading.



The Auto Pistol got a remodel



I made a tier list of what I think the best and worst levels are, and with that information...







Began working on a new Act 1 Stage 1 level. I want to add a few more levels to the game before launch to really amp up the replay value, and I want to make sure they're the best levels they can possibly be taking the previous levels' strengths and weaknesses into account.



I readded Monkey Bars, Dash Points, and Balance Poles specifically for use on The Summit. I want The Summit to really mix up how you move and traverse the environment, and I want it to feel much more like a giant GTTOD-themed playground where you can explore and just go wild in.



I created a level called "Dead Man's Depot" which will be a safe starting level you enter after you go through the teleporter in Harbor Deep. It will be where you acquire your starting equipment, which will be randomized out of a few options. This, I hope, will keep the game fresh and interesting in repeated new runs - introducing a bit of RNG right off the bat rather than being a too stagnant.



I animated and readded the Sniper Rifle due to the people breaking down my door and forcing me to do it.






I remade every single icon in the game, it was terrible nbd



I remade the HUD and began working on some new changes to the weapon wheel and inventory systems



We baked this cat into a catsserole



I animated a new SMG, the KMG - a "Kinetic" SMG that currently just shreds shields with its alternative fire mode and desperately needs finished with some extra attention.



Sam doing God's work on the Weapon page of the wiki, which not only displays weapons and their models / icons, but also all their stats with each version / rank of weapon (including BABEs and BABE+)




I began implementing what will probably be the BIGGEST change in the final update, which is replacing the little random icons on the bottom of the weapon wheel with an actual honest to God inventory system. This system will be fast, easy, and simple - only two buttons. The whole idea is to use this system to clean up and manage other weaker areas of GTTOD, such as crafting / equipment combining. With this, there will now be resources you can gather in the levels to use as crafting materials that WON'T take up inventory slots. Furthermore, it allows me to add use items like medpacks and other buffs that can increase your firepower and combat efficiency. Overall, this system is meant to add an extra layer to exploring and looting worlds that isn't half baked and rushed into an update.

Teehee anyway



This one consists of like 36 or so videos, so I'm not turning those into GIFs. If you wanna see the craziest few days of GTTOD dev in like...the last year or so, go check out THE BIG REBALANCE in the Discord server. Basically, this last week and a half has been ALL about taking a peek into GTTOD's mechanics and content and making sure it is running at PEAK efficiency in fun-factor. Can a weapon be adjusted to sound better, hit harder, feel cooler to use? Do it. Can an enemy alter their patterns and attacks to be more unique and feel a bit different to other enemies? Sure. Do it. Do equipment need reworked to better engage in how players want to play? Do it. This gave birth to some COOL fucking things, two of which:




The first being the Shock Rail, a replacement for the Galva Vat that doesn't suck, and then...




The Valari is a GREAT new equipment. This equipment will lock onto nearby enemies and wack'em, then it will bounce to other nearby enemies before returning to your hand. It's EXTREMELY satisfying.

AND THAT'S IT



A bit of a smaller update this time around due to the four months I was dead. It's all good, though; my family owns a Lazarus pit. A little Batman reference for you there now that the Suicide Squad has him on my mind day in and day out. God damn it, Rocksteady, what the hell happened to you?

(A RANT ABOUT TERRIBLE WRITING HAS BEEN REMOVED FROM THIS SECTION)



Anyway, thanks for reading! I hope seeing the progress from the last few months was interesting and informative or something idfk how to end these goodbye.

DISCORD SERVER


Join it. Please.

Sure, I'll be cheesy. Why not? Not like you can stop me.


Just like Scrooge, I feel thankful exactly one time every year. I begrudgingly pump exactly one, single, solitary "Mm, thanks" out, and then I hibernate for 365 days in bitter resentment, dreading the next one. You better enjoy this brief respite from my normal cold indignation while it lasts, because there ain't nothin' left to look forward to afterwards, folks.

Nah, I'm just kidding. I do actually wanna say a few words while I've snagged your attention from all the other pretty ladies here on Steam. I don't usually do this sort of thing since I prefer to kinda just skulk in my corner and cast occasional GIFs out into the ether in the vain hope that someone watches it, but there is something I've neglected to say for a while that I feel as though I can word in a very mature and sophisticated manner. Here goes:

THANK FUCK THIS COMMUNITY DOESN'T SUCK LMAO




Hooooooly moly. Dude, you know how much of a bullet I dodged? Like for God's sake I could have been hitched with the most annoying community on Earth, and instead I'm blessed with you guys; people who make me feel welcome and at home. I'm not just saying this either, like I'm dead serious. It's the perfect balance. I don't feel like the center of attention, and I don't feel irrelevant. I feel like I'm right there in the trenches with you guys, just a part of the community - a community that never ceases to impress me, and ALWAYS leave me wanting to do more for it. I find myself surrounded on all sides by some of the most talented and wonderful humans I've never had the pleasure of meeting. That's something I could not have ever dreamed of one day experiencing, and yet I live in and around it every day all the same.

Genuinely, actually, thank you.



I don't say it enough; I am not only proud that I get to make games for you, but I'm thrilled to. I cannot wait to keep going. Thank you for letting me, supporting me, and lifting me up higher than I could have ever lifted myself. I hope that one day I can make you as proud as you have all made me.

Uhhh, that's it, I think. That's all I got.

See ya LMAO goodbye I suck at ending cheesy messages, so here's the first picture I ever uploaded to Steam. It's not loading in my images folder, so even I don't know what it is. Even as I'm writing this it hasn't loaded, so I hope it's nothing bad:



Oh actually that's not bad, that's kinda cool. Anyway, see ya.

-Andrew, Dev Dude

Join me in H-E-Double-Hockey-Sticks (Discord)


NEW GTTOD: Get To The Orange Door UPDATE - LIVE NOW!


Attention all gamers and fans of fast-paced, first-person shooters! We have an exciting announcement to make. GTTOD: Get To The Orange Door is nearing completion, which means that the early access phase is coming to an end. The last update is now LIVE, with essentially double the content from the previous GTTOD update.

For those who haven't yet heard of Get to the Orange Door (GTTOD) is an action-packed, parkour first-person shooter rogue-like game set in a shattered and chaotic dimension. In GTTOD, the player takes on the role of a powerful hero who uses Godlike powers and abilities to battle their way out of The Shatter, a twisted dimension.


GTTOD is an intense and unforgettable gaming experience. And now, as the game nears completion, this is your LAST CHANCE to grab it at a discounted price before its full release,
Get ready to dive into the world of GTTOD and get to the orange door!

Join the Community here:
Keep up with GTTOD on Social media! https://linktr.ee/gttod
Join our Discord! https://discord.gg/xe2wartp

Look at my car. Right now.



Car.