Prepare for the ultimate stealth run, as we introduce the new X-ray glasses and a mystic coffee bean. This is the first example of our upcoming powerups that will tweak the power balance between you and your enemies. Let us know what kinds of powerups this inspires you to invent, and how they would look and fit into the game world!
We've implemented a basic system for switching and tuning your movement options, and turning sensitivity. First up is the "Decoupled Walking" which lets you look around while moving in a steady direction (aimed by your left hand). The second option is smooth turning which also has a sensitivity slider you can adjust.
Other changes for this update:
Major: - Matches can now be lit on burning items (like candles and other lit matches). Use this new knowledge and find the candlelit bunkers in the unpainted cities. Matches only do a lot of damage when you've set them on fire first, but we will continue to tune them and their other uses with the next patch. Use unlit ones as practice bolts, on traps and bugs.
- The loot system has been revamped to give you a more interesting variety of items in the first 5 levels. Most of them are available in gold boxes (which require enemy turnkeys), but the nailgun and coffe beans appear in the regular presents as well.
- Each weapon has been given a unique damage value, which will be detailed in the STEAM GUIDES section of the Community Central. Feel free to write your own guides with tips on how to manage your ammo, sharing good map seeds, or detailing potential pacifist runs!
- We improved how the Axe Trap works, so you can permanently break the trip wire string by shooting it with projectiles. In the next update we will patch its kill box so you can hit enemies with its swing more consistently.
- Grabbable items will now have increased pickup priority when you aim your hand towards multiple interactable objects. This should help pick up matches and turn keys when they are laying near traps or match boxes.
- We added a "out of bounds" warning that fades the screen to black when your headset is too far away from your play area center. You will also notice if you are off center when using the smooth rotation option, which we will try improve upon in the next patch. Try to stay centered!
- The difficulty board in the checkpoint room should now display correct stats for your current difficulty, like wins and deaths, with progress LED lights.
Minor fixes: - The golden needle now has a clear glittering projectile trace. You can now shoot enemies through walls with the X-ray glasses if you are skilled enough.
- The bazooka is now less overpowered on level 5, 10 and 15. On these levels you will benefit from using the Fun Snap bombs along with fiery matches.
- Loading screens should now look better, thanks to Unreal Engine 4.17.
- The first 5 maps are smaller in size since you only have 1 cog and 1-3 enemies to deal with.
And as promised, here is a small compilation of fun moments you have uploaded to the STEAM COMMUNITY Video tab. You can find the original videos there if you want to say hi to the creators, thank you for playing JadeKVR, Zitronenarzt, Paradise Decay, PhilanthroPwn and Artjom! https://youtu.be/P9C-gvAokzU
Sneak peek of the next patch!
Welcome back to our first patch preview, which will go live on Steam next week! We have been paying close attention to your suggestions and gameplay, and hope you've had an exciting Halloween so far.
Take a look at our 2 new gadgets and prepare for some extra lethal stealth action! More fixes are in the works, and we will cover them in greater detail when we post the full patch notes.
We plan to update the game every two weeks, to ensure that each update feels big enough to return to. Just remember that it takes some time for Viveport and Oculus store to approve new patches, and keep sharing your suggestions with us :)
Sneak peek video: https://youtu.be/junIXVMaEqQ
/SVRVIVE Studios team
News update and spooky Halloween plans!
Greetings svrvivors, and welcome to the first week of Kartong´s launch! We have been blown away by your positive feedback so far, and are already at work with our next update <3
The original Halloween content will be live until November 6th, so make sure to play Kartong before that and record those spooky video clips while you still can! After Nov 6th our dear Mr. Chuckles will put his pumpkin helmet to rest (somewhere in the city) and return to his grumpy teddy roots for a while.
HIGHLIGHT CONTEST Until that date we will look for your cool clips, screenshots, fan art and guides submitted to Kartong´s Steam Community Central. For our next week's news update we will highlight our favorite posts and give you an additional update on the progress of our next patch! :)
We saw amazing ideas in your reviews and forum posts, so here´s what we'll try to fix first:
Major: - Allow the walk mode direction to match your controller direction, instead of the camera's.
- Improve matches, so they can be lit by touching candles and other clearly burning items.
- Prevent various exploits and level skipping tricks, and polish warnings for out of bounds.
- Improve interaction with traps, especially Trip Wire Axes, and keys dropping below traps.
Minor: - Fix the white drawn decals to be less messy, especially to clear up the tutorial readability.
- Add menu options such as returning to specific difficulty levels, or toggle shadows on/off.
- Tuning the inventory readability and watch display to correctly display the ammo amount.
Reasons why we want to prioritize this: As you may have guessed, Kartong is a game about escaping as fast as possible, and killing as many enemies as you can along the way. We want to prepare the base game for competitions quickly, so we can tune the movement and teleport speeds along with our new power-ups.
We have a Discord too, if you have any questions that are not crucial to post on the forum! You can join for a quick chat with us by using the invite link: https://discord.gg/hus6PuM
Streams and collaborations are greatly appreciated <3