Hell is Others cover
Hell is Others screenshot
Genre: Shooter, Simulator, Indie

Hell is Others

CENTURY CITY TIMES: POCKET AND DURABILITY

Hello Citizens!

The last few weeks have been full of work for us, and news for you. Soon we will launch the Winter Helliday, with everything it entails: new furniture, enemies and devices. We're also working on the referral system, which will be available shortly. Now, however, we want to explain a little more thoroughly the operation of two new mechanics: the pocket and durability.

Pocket



Last week we told you about a safe slot system that favors players with a stealthy play style. Now we have some more news to share with you: the pocket is an additional inventory slot that the player has access to, and it is unlocked by default from the start of the game.

The items contained in the pocket are not lost when the player dies, and are not lootable by other players. Less feasting on the carcasses for you, vultures brave entrepreneurs!
To balance that, the items in the pocket cannot be equipped, so they do not appear in any selection wheel. When the player fast grabs an item from a container, usual inventory slots have priority for item placement, but if all inventory slots are full, fast grabbing an item puts it in the pocket.


Durability



In the previous devlog we also talked to you about durability: it is a mechanic that enables weapons to have a limited lifespan, that wears down on use, and that, only when consumed, makes the weapons unusable.

Weapons have a degradation system: the gun you are going to use will lose durability for every bullet you will shoot, based on the specific weapon damage multiplier. Of course, you can keep control of your favorite weapon with a percentage that mirrors the state of the gun. Clearly, when the percentage reaches 0%, it means the weapon is broken, and you can not use it anymore. Obviously, your love for Miss Rosebud will protect her from the weight of time: she can not decay.



While firearms have a degradation per shot, a melee weapon has a degradation per hit: it means that it decays only when hitting enemies, and so if you miss the melee attack, it will not lose durability.
When a melee attack hits one enemy, it receives one instance of degradation; a melee attack that hits two or more enemies receives two or more degradation instances, based on the number of enemies hit. Fists do not have durability and cannot break, thanks to your love for, well, yourself, is so great!

As for the weapon’s value, it decreases linearly based on its durability. A weapon's value is 100% when the durability is at maximum and goes down to x% of the original value when the weapon is broken. It is relevant to notice that broken weapons can still be delivered for quests or sold to the junk dealer!



Will you use your weapons to the last bit, or will you jealously keep them in your pockets? Let us know on Hell is Others's official discord here.

CENTURY CITY TIMES: Enemies

Greetings Citizens!

On CENTURY CITY TIMES #2, we spoke a little bit about the new enemies coming in the next update.

Here's a refresher:


A really big part of the update are the new enemies: Matteo has worked really hard on them, trying to create something that could help every single member of our hellish community to enjoy the game no matter the level they're at. And so we decided to create multiple versions of the Things we already have, to create more gameplay variety, give more loot and add some flexibility in the difficulty of a game according to the player level.

We tackled the problem creating 2 different enemy levels: the “Level 1” version of the Things are those already implemented in the game, with some balancing to their attributes (speed, health, damage, etc.) to make them just slightly easier and more approachable.

The “Level 2” enemies have mostly the same behavior as the easier ones, but have added mechanics that make them distinguishable and challenging (for example, the Level 2 sweeping thing does less damage when Hitting, but does inflict bleeding on the player). Level 2 enemies will have also their attributes balanced in a slightly different way, to make them more difficult. All level 2 enemies give more credit to the player when killed, and have a chance to drop more loot than level 1 Things. We'll explain their different abilities in-depth in the next few days!



To Create more gameplay variety as well as add flexibility in the difficulty settings of a game according to the player level, we decided to create multiple versions of the Bot we have implemented at the moment.

The “Lvl 1” version of the bots are those already implemented with some balancing to their attributes (ex., speed, health, damage, etc.) in general to make them just slightly easier and more easily approachable.

The “Lvl 2” bots have mostly the same behavior as the easier ones but have added mechanics that make them distinguishable and challenging (ex., the Lvl 2 sweeping thing does less damage when Hitting but does inflict bleeding on the player). Lvl 2 bots will have also their attributes balanced in a slightly different way to make them more difficult. All lvl 2 bots give more credit to the player when killed and have a chance to drop more loot than lvl 1 bots.



Haunting Thing



Lvl 1:
Like the one already implemented but with less health and a slightly lower chasing speed. (reducing the health from 400 to 320 enable the player with the standard gun and a standard projectile to kill the bot with 4 shots instead of 5, making it so that you can kill 2 bots without recharging the weapon

Lvl 2:
Has more health and deals more damage on contact.


(showing only monster head - not full body)



Unstable Thing



Lvl 1:
Same as the implemented one, with slightly less damage dealt by the explosion and a more forgiving curve of damage reduction based on the distance from the center of the explosion.

Lvl 2:
It has a little area around its body, and if the player walks by, the unstable thing will chase the player at a really fast speed. The player can escape this by leaping.


(showing only monster head - not full body)



Hiding Thing



Lvl 1:
Same as the already implemented one with some attributes balancing,

Lvl 2:
It deals more damage, and on-hit applies stun to the player, so it has to be reactive and jump away as soon as possible, so he is not bitten again.


(showing only monster head - not full body)



Vengeful Thing


Lvl 1:
Same as already implemented with minor attributes balancing

Lvl 2:
More Hp, faster, and a smaller turning radius so he can follow better the player and more contact damage.


(showing only monster head - not full body)



Paltry Thing



Lvl 1:
Same as already implemented with minor attributes balancing. It doesn’t inflict contact damage anymore.

Lvl 2:
More HP, no contact damage, and It now shoots projectiles that follow the target. No contact damage.


(showing only monster head - not full body)



Wedging Thing



Lvl 1:
Longer cooldown after an attack, making it easier to shoot his weak point and deal more damage on dash attacks but deals no contact damage.

Lvl 2:
It has less cooldown after an attack and a smaller turning radius. lower dash damage, but now the dash does inflict bleeding. No contact damage.


(showing only monster head - not full body)



BuzzinThing



Lvl 1:
Movement speed has been slightly reduced, and it now has a weak point. Does not deal contact damage anymore.

Lvl 2:
More hp, and fires bullets that inflict blindness on the player. No contact damage.


(showing only monster head - not full body)



Crawling Thing



Lvl 1:
Shorter, with way less hp and a smaller turning radius. It cannot be damaged by his own bite anymore.

Lvl 2:
Longer, more hp, more damage on contact a way smaller turning radius. It cannot be damaged by his own bite anymore.


(showing only monster head - not full body)



Sweeping Thing



Lvl 1:
Changed its attack pattern; it now shoots only 3 projectiles that are easier to avoid but with higher damage.

Lvl 2:
More health. The attack pattern remains the same, but the projectiles can bounce on surfaces.


(showing only monster head - not full body)




Come join us on Discord and let us know what you think of these new enemy changes!

https://store.steampowered.com/app/964440?utm_source=steam&utm_campaign=announcements&utm_medium=newenemies?dec22

CENTURY CITY TIMES: Devices

Greetings Citizens,

Today we are going to take a closer look at the new devices that will be coming to Century City soon. Some devices may be designed to slow down or damage enemies, while others may be used to distract or disorient them. You will need to think carefully about which traps to use in different situations and locations.

Molotov



This powerful incendiary device is perfect for taking out groups of enemies or creating distractions. It creates a flaming area on impact. If a player passes over the burning puddle, burn damage is inflicted and a burn status continues to do damage over time.



Smoke Grenade



Disorient and evade your enemies with our new smoke grenade! This versatile device creates a thick cloud of smoke that blocks player vision, providing cover for you to escape or launch surprise attacks.



Claymore



Defend your territory with the new claymore! This powerful explosive device is activated when enemies cross its laser, delivering a devastating blow. Keep your enemies at bay (or lead them into a deathly trap)!



Glue Grenade



This powerful weapon traps and slows your enemies, giving you the upper hand in combat or some extra time to run away from danger



Bear Trap



The Bear Trap is a clever and devastating tool for any survivor. Set it up in strategic locations to surprise and capture your enemies, or use it to protect your own territory. With its powerful jaws and sturdy construction, the Bear Trap is a reliable and fearsome ally in the fight for survival.






Traps are a double-edged sword, but if used correctly, they can give you a massive advantage over your enemies.

Come join us on Discord and let us know what you think of these new devices!

https://store.steampowered.com/app/964440?utm_source=steam&utm_campaign=announcements&utm_medium=newdevices?dec22

CENTURY CITY TIMES #2

Hello Citizens!

Here’s our weekly devlog update for our community, where we talk about our daily and weekly development challenges! This update will be a really big one, so give bloo...water to the plant, disconnect the phone and sit comfortably on the sofa: there will be a lot to discover!

Hallways, wallpapers and... gifts!



Even in Century City, holidays are an important event: if you think about it, it's the perfect moment to gather resources, accumulate capital and to find monsters stealing stuff from the shops...
To celebrate this lovely traditions of our citizens, we decided to create an in-game event dedicated to the winter holidays: we're working on new furniture, devices and wallpapers, and even a new hallway and new enemies! Now let's take a closer look at all this new content!

Of course, the new hallway must be the obvious first point of our weekly devlog: in this event, Christmas decorations are scattered around the building, and Alfred is a little more... cheerful than usual. I mean, what better holiday to remind us of creatures that creep between the cracks of our homes, to give us unsolicited stuff? And by the way, you'll also find gifts all around the City: there are some presents that spawn randomly in the houses. When you open them, you’ll find random devices (you'll learn about them in the next paragraph): of course, we're doing that to make you happy, but we also hope that these gifts will make it easier for novices to get acquainted with the new items!


Devices



Speaking of devices: we have a LOT of new stuff coming your way, but at the moment we're trying to focus on a smaller bunch of them. Fra, Valerio, Giuseppe, Michele and Nicolò, the "devices guys", are confident that we'll be able to deliver some really cool new stuff. We had a blast going through the game and throwing grenades and molotov cocktails at each other, and we made some cool gifs for you! We wondered about what kind of meta you guys are going to create with that stuff: it’s going to be the “Glue meta”, or the “Claymore” one? Meanwhile, here's a little sneak peek at some of those devices:


  • Molotov (creates a large area of flames on impact; if a player is hit by the impact, or passes through the flames, they suffer from burn damage, comparable to bleeding);


  • Flash Bang (makes the players in the range deaf and blind for a limited time);


New furniture



We talked about the hallway and the building, but we know that holidays are all about our individual gain! That's why we've added some new furniture for your Hub: there are some cool clocks and lamps coming your way, as well as some new complete sets!
Here's the list (and some artworks!) of some of those amazing additions (great work, Valerio and Francesca!):

  • Factory;


  • Hitech;


  • Maison Monique;


  • Eclectic;


  • Chalet;


New enemies



A really big part of the update are the new enemies: Matteo has worked really hard on them, trying to create something that could help every single member of our hellish community to enjoy the game no matter the level they're at. And so we decided to create multiple versions of the Things we already have, to create more gameplay variety, give more loot and add some flexibility in the difficulty of a game according to the player level.

We tackled the problem creating 2 different enemy levels: the “Level 1” version of the Things are those already implemented in the game, with some balancing to their attributes (speed, health, damage, etc.) to make them just slightly easier and more approachable.

The “Level 2” enemies have mostly the same behavior as the easier ones, but have added mechanics that make them distinguishable and challenging (for example, the Level 2 sweeping thing does less damage when Hitting, but does inflict bleeding on the player). Level 2 enemies will have also their attributes balanced in a slightly different way, to make them more difficult. All level 2 enemies give more credit to the player when killed, and have a chance to drop more loot than level 1 Things. We'll explain their different abilities in-depth in the next few days!

In short, the Winter Carnevale brings with it many cruel gifts, and we can’t wait to see you explode with joy while trying them! Maybe on the citizens of the City, because in the end holidays are all about sharing with others!

Pocket



In the last devlog, we told you about the integration of a safe slot system that can ease the grinding process for players that want to have a more stealthy and sneaky play style. Now we have some more news to share with you: we're introducing the pocket, an additional inventory slot that the player has access to, and it is unlocked by default from the start of the game! We’re gonna dive into this system in the next few days, so stay tuned!

Durability



In the previous devlog we also talked to you about durability, and as for the pouch we have some more news for you: it is a mechanic that enables weapons to have a limited lifespan, that wears down on use and that, only when consumed, makes the weapon unable to be used again. Again, we’re gonna tell you about degradation, differences between weapons and the value of broken weapons in the next few days!

Referral system and community events



Talking about sharing: we decided to use this space to talk also about a new feature that is soon coming to Hell is Others, which will allow the best entrepeneurs to be even more successful. We're really excited to announce the introduction of a referral system, and we’ll give you more news as soon as possible!

Before saying goodbye, we want to thank you a lot for the answers you gave us in the form, since those are helping us a lot in improving the game and understanding its problems. Some of the more in-depth answers you’ve given us are only possible if you have a passion for Hell is Others, and that makes us both proud and motivated for the future!

As a first response to some of your hints, we decided to launch some Discord's community events. Later this week we’ll let you know more about rules and procedures, but at the moment we can already tell you that there’s going to be an art contest, based on the holiday theme: you’ll just need to share your creations and ideas with us, and after a rigorous and incorruptible process (we love pizza, by the way) we’ll decide who’s the best artist in our community!

Then, we thought we wanted to test your filmmaking skills, designing a contest with two final prizes: one dedicated to the scariest clip of all, and another one for the most exciting revenge video!

In the future we’re planning new types of events: for example, we’re thinking about one where we give a prize to the player that opens the most gift in the City, or one where we give a reward to all active players, but just if the community reaches a specific number of those poor Things killed!

You can find our Discord here.

Again, thank you very much for your love and participation!

















Patch notes 1.2.35: Match reconnection is here!

Hello Citizens!

Here's a quick but really, really felt update from the development team!

We know that match reconnection was one of the most awaited features from the community, and, as we told you in our devlog, it was also one of our main focus during past and recent development.

That's why we are really happy to tell you that the match reconnection system is now live!

From now on, you'll be able to reconnect to matches after a disconnection!
Here's how it's gonna work:

  • If you disconnect from the match, you'll be able to rejoin;
  • If the match is over before you reconnect, it will count as a death;
  • You can choose not to reconnect, but you'll lose all stats and loot, just like like when you die in the game;


We're really looking forward to seeing this feature improve your matches!

If you want to help us further, here you can find a survey on your experience with Hell is Others that could help us a lot: https://forms.gle/PtpGh7UDmhaoDNm26

CENTURY CITY TIMES #1

Hello Citizens!

Here’s our weekly devlog’s update for our community, where we talk about our daily and weekly development challenges!

We noticed that not much about what we are working on gets through the usual updates so, to make our commitment to the game clearer and more evident, we decided to dedicate a specific space to communicate the most important moments of the development of Hell is Others, without having to wait for specific patches or dedicated events!

Not only that: we also want to share with you thoughts, hopes and ideas that we have about the game and its future. So here we are: welcome to Hell is Others’s devlog, we hope you’ll enjoy it <3



Before getting into the details, we just want to say that everything we share with you in this devlog is still under development, so we can’t give you exact dates or guarantee you that what you read here is exactly what you’ll be able to play. We just feel the need to share the steps we’re taking, to let you know the process that takes us from concept to the actual playable game features!

First, let’s rip the band-aid off: we know that the ability to reconnect to ongoing matches is an overly recurring theme in our updates, but it really is a difficult task to deal with and its implementation also requires us to collaborate with our server service provider.
It’s kinda funny to read back our November daily internal updates where Radghiv, our lead game developer, wrote for the first time: “reconnect issues almost solved, just need to test them one last time”. One eternity later here we are, patching and testing all the time, but we SHOULD have finally solved every problem (last famous words…)!



Talking about more cheerful things, we know that sometimes reading our updates could feel like reading an interior design magazine: “this new art deco furniture will give a new look to your homes!”.
We’re delivering on this tradition once again with this devlog: the new furniture (and wallpapers!) made by Francesca are coming to the City, and all of them have an… “eclectic” style, let’s say.

With great furniture comes great responsibility for Valerio, our art director, who is working to make all your homes more, well, animated! He’s also working on visual effects for the new devices: we’re looking forward to seeing how something like a Glue Trap could change your playstyle!

There are many more things that we want to share but, as we said before, sometimes we believe that something is done but then we realise we need more time. So, at the moment, we just want to let you know that we’re working on two almost certain next steps: weapon durability and a safe inventory slot. We hope to give you more details soon!

Last but not least, here’s a brief survey.
Please fill it out. It will take you a few minutes and will help us improve Hell is Others.
Have a nice week, Citizens!

👉 https://forms.gle/y7Y5FEKK4aDS8AhGA 👈

Patch notes 1.1.25

Hello Citizens!
Here’s all you need to know about our new update!

With this update we want to significantly improve your game experience, all while staying true to what Hell is Others is. Our focus for this update is a meta shift that allows new players to be more of a menace to more experienced players, ‘cause the concept at the core of Hell is Others is that... well, others can be our hell.

Combining your feedback with our view, we decided to promote a more skill-based experience, where stockpiling Enhancers and good bullets alone is not enough to win most of the battles that you face.

That’s why we tuned pills and fungi: the gap between new entries and veterans in the game was too big. Also, entering a match just to grind mushrooms to be competitive was not fun. Additionally, the old system allowed to improve all the Attributes without having to opt for specific builds, resulting in less interesting decisions to make and less variety in the encounters.

We came up with some solutions that we think you’ll appreciate:

  • first, all Attributes now reset once you go to bed;
  • secondly, satiety provided by pills and fungi means there’s a tighter limit to the stack-up of the enhancements: you have to choose a path, a build;

We also listened to your feedback about deodorants: you were right, their effect lasted too long. Now it only lasts for 60 seconds, so you will have to make strategic choices and choose if you want to use it in an offensive or a defensive way.

You can find the detailed patch note below!


  • Attributes now reset when going to sleep
  • Rebalanced Deodorant's duration from 300 seconds to 60 seconds
  • Rebalanced sight range from [-50%; +250%] to [-75%; +240%]
  • Rebalanced smell range from [-100%; +100%] to [-75%; +50%]

Rebalanced Pills:



  • Somarium

    • Vitality from +2.5% to +5%
    • Satiety from 0 to 75

  • Pnerium

    • Endurance from +2.5% to +5%
    • Satiety from 0 to 75

  • Oftarium

    • Sight from +15% to +24%
    • Satiety from 0 to 75

  • Rhinorium

    • Smell from +2.5% to +5%
    • Satiety from 0 to 75

  • Tachirium

    • Movement Speed from +2.5% to +5%
    • Satiety from 0 to 75


Rebalanced Fungi:



  • Pnetatus

    • Endurance from +5% to +7.5%
    • Movement Speed from +3% to +2%

  • Oftatus

    • Endurance from -2.5% to -5%
    • Sight from +75% to +60%
    • Smell from -5% to -2.5%

  • Pnerhinus

    • Vitality from -2.5% to +0%
    • Endurance from +7.5% to +5%
    • Movement Speed from -2% to -1%
    • Sight from +0% to -24%
    • Smell from +5% to +7.5%

  • Pnetus

    • Vitality from +0% to -2.5%
    • Sight from -15% to +0%
    • Smell from -2.5% to -5%

  • Somatus

    • Sight from -15% to -12%

  • Somoftus

    • Sight from +30% to +24%

  • Rhinotus

    • Sight from -15% to -12%

  • Tacoftus

    • Vitality from -2.5% to +0%
    • Endurance from -5% to -2.5%
    • Movement Speed from +3% to +2%
    • Sight from +45% to +36%
    • Smell from +0% to -12%



  • Bleeding now inflicts 2% of the player's max health every tick

We tackled the bleeding in the same direction: we want new players to be able to fight veterans and survivors of the city, and so the more Vitality you have, the more the bleeding will affect you.


  • Miss Rosebud now provides +5% movement speed when equipped

We also decided to give Miss Rosebud, Adam’s base gun, a movement speed bonus. We noticed that new players tend to run around with the base pistol a lot, so now, should they need to escape, it is easier for them not to fall prey to more experienced players with more Stamina or Movement Speed than them.


  • Reduced bullet damage cap from +25% to +20%

Rebalanced fertilisers:



  • Tooth

    • Damage from +5% to +4%
    • Range from -3% to -3.5%

  • Tooth Powder

    • Damage from +5% to +4%

  • Feather

    • Damage from -2.5% to -2%

  • Tentacle

    • Required Blood per Day from 50 to 60

  • Tentacle Oil

    • Required Blood per Day from 100 to 110

  • Fin

    • Recoil from +3% to +3.5%

  • Brain

    • Required Blood per Day from 10 to 20

  • Brain Oil

    • Required Blood per Day from 20 to 30

  • Bladder

    • Rebounds from +1 to +2
    • Muzzle Velocity from -2.5% to -6%
    • Required Blood per Day from 50 to 60

  • Bladder Oil

    • Rebounds from +1 to +2
    • Required Blood per Day from 100 to 120

  • Bone

    • Range from -4.5% to -4%
    • Required Blood per Day from 50 to 60

  • Bone Powder

    • Required Blood per Day from 100 to 120

  • Excrement

    • Recoil from +3.5% to +4%

  • Excrement Oil

    • Required Blood per Day from 100 to 110

  • Claw

    • Damage from -2.5% to -2%

  • Eye

    • Range from -3.5% to -4%
    • Required Blood per Day from 50 to 60

  • Eye Oil

    • Required Blood per Day from 100 to 120

We also adjusted fertilizers with the same skill-centric philosophy described before: the damage cap has been reduced, the Tooth and Tooth Powder are now less powerful and other fertilizers have undergone minor changes.


  • Rebalanced loot tables to account for all the item modifications


Rebalanced weapons:



  • Mr Chapman

    • Range from -20% to -40%

  • Mr Watts

    • Range from -30% to -50%

As for weapon balance, we noticed that after we tackled the “all AR” meta, shotguns have risen to become the dominant weapon in Century City, even in contexts where they shouldn’t be as viable (open spaces, long roads). That’s why we’ve slightly reduced range of the shotguns.


  • Reduced invincibility frames when dodging


Bug fixing

  • Fixed a bug that prevented players from unlocking the “Beloved” achievement.
  • Fixed mines render few frames after spawning them in certain situations.
  • Fixed a bug that caused the vitality bar and player name to be visible outside the field of view when the player takes bleeding damage.
  • Added candy to the loot.

Autumn Carnevale is over!

Citizens,

We’re working hard for the next couple of weeks to bring you a bigger update packed with gory goodies that we’re sure will blow you away! In order to be ready for release we will not be having our regular weekly balance/minor updates on Fridays. We’ll keep you updated on progress and as always, we welcome your feedback.

We hope that your games have been bloody bountiful for this Autumn Carnevale! All sales are now over. However, Twitch drops are still taking place until Friday Dec 2nd. Tune in and get your in-game items before it’s too late.


  • Recording Studio Wallpaper - 60 min
  • Rustic Chair - 120 min
  • Floor Lamp - 180 min
  • Rustic High Drawer - 240 min


Join our Discord for a list of our contest winners for Hunt the Devs and Best Funny Clips and to be kept up to date for any news and announcements. 20 of you were able to bring down through out our Carnevale event and will be awarded an in-game trophy!

Thank you to everyone who voted for Hell is Others to be the Best Game You Suck At! Winners will be announced on Jan 3rd, 2023. We’ll keep you posted.

Worst,
Alfred

Patch notes 1.1.20

Hello Citizens,
The new update is out!

The main change coming in this update is the rework of the mines.
We changed the appearance of the land mines and proximity mines to make them more distinguishable.
We also added the possibility of defusing the mines!


How to defuse the mines


You can approach the mine in both stances, stand and crouched. Press the main interaction button to defuse it. ("E" on Mouse&Keyboard).




The detailed patch notes are below!

- Fixed parties being blocked in "joining match" when joining a 2-players game.
- Fixed a bug that allowed the player to deposit the same amount of money multiple times.
- Changed the text of the reset profile feature.

Hell is Others is the best game you suck at!

We're probably not the best "Sit Back and Relax" game of the year, or the "Best VR Game" — even if some reviews say otherwise.

But Hell is Others is a legit contender for the "Best Game You Suck At" for sure.
Sooooooooo

WE ARE HERE ONCE AGAIN TO ASK FOR YOUR HELP AND TO VOTE FOR HELL IS OTHERS AS THE BEST GAME YOU SUCK AT!

We know other more famous indie game titles might have a bit more of an advantage. But who knows what the future holds?

Thank you for the nominations. Despite the category, we appreciate your efforts, time, and your support!

Have a good day, tomorrow.