We would like to share a video highlighting some of the work we did this month in preparation for Playtest #16, which will begin on October 7th at 12PM AEDT.
Starting October 7th:
Official dedicated servers will be live every night from 7pm-10pm local for NA, EU and OCE (Dedicated server local times can be viewed from within the main menu).
P2P is available all week long.
Dedicated server events, community discussions, polls and regional LFG channels can be found via the Community Discord.
Everyone is welcome to Request Access and participate in any or all playtests. Please also Wishlist the game if you enjoy it or want to keep up to date on its progress, as this helps us a lot.
Patch notes for this release: Return October 7th to view!
Playtest #15
Playtest #15 is now live! It's time to get kicking - Dedicated servers will run Fri/Sat/Sun 6pm-12am local for NA, EU, OCE and LATAM.
This playtest sees the introduction of the new 'Kick Ability' which can be added to your custom loadouts or tried out by using this months Experimental loadout - Handle.
Official dedicated servers will be live on Fri/Sat/Sun from 6pm-12am for NA, EU, OCE and LATAM (Dedicated server local times can be viewed from within the main menu).
P2P is available all week long.
Dedicated server events, community discussions, polls and regional LFG channels can be found via the Community Discord.
Everyone is welcome to Request Access and participate in any or all playtests. Please also Wishlist the game if you enjoy it or want to keep up to date on its progress, as this helps us a lot.
Update: Playtest #15 is alive and kicking! Dedicated servers will run Fri/Sat/Sun 6pm-12am local for NA, EU, OCE and LATAM.
We would like to share a video highlighting some of the work we did this month in preparation for Playtest #15, which will begin on September 2.
Starting September 2:
Official dedicated servers will be live on Fri/Sat/Sun from 6pm-12am for NA, EU, OCE and LATAM (Dedicated server local times can be viewed from within the main menu).
P2P is available all week long.
Dedicated server events, community discussions, polls and regional LFG channels can be found via the Community Discord.
Everyone is welcome to Request Access and participate in any or all playtests. Please also Wishlist the game if you enjoy it or want to keep up to date on its progress, as this helps us a lot.
Playtest #14 is now live! Welcome to our second week long playtest. Gadgets, gore, fixes and features are aplenty in this update, including those selected by the community polls we ran - 'On-screen Blood Effects' and 'Obscurity Taunt System'.
Official dedicated servers will be live on Fri/Sat/Sun from 6pm-12am for NA, EU, OCE and LATAM (Dedicated server local times can be viewed from within the main menu).
P2P is available all week long.
Dedicated server events, community discussions, polls and regional LFG channels can be found via the Community Discord.
Everyone is welcome to Request Access and participate in any or all playtests. Please also Wishlist the game if you enjoy it or want to keep up to date on its progress, as this helps us a lot.
- Added some tilt to swinging low mobility weapons around - Added headgear health - many can now be knocked off - Increased headgear protection and extended to neck - Changed colouring of prep wall, collapsing circle, extract flames, phone and stain - Increased grace period outside zone before damage is taken - Increased damage taken outside zone the longer you're outside - Extracted effect plays on excess bodies cleanup and when players die outside zone - Lowered weight cost of grenades and shuriken - Lowered price of shuriken - Lowered price of grappling hook shots - Lowered price of RG7 ammo - Lowered price of pistol ammo to allow more customisation - Created Intel Grenades - Created new head and torso gib meshes that look different every time - Created new neck cap mesh which procedurally caves in based on hit direction - Made decapitations paint blood around neck correctly - Fixed head and torso gib meshes not dissolving at end of life - Improved explosion hit detection around irregular objects (eg. containers) - Fixed issue with combat axe impale alignment - Made claymore laser beams way less visible - Added on-screen blood effects - Fixed armoury characters only being able to plant one mine - Unlocked challenges and equipment in playtest up to level 8 - Created Bandana, Baseball Caps and Elite Beret team variants - Created ShadowOps and Earmuff camo variants - Created Anarchy Headgear variants - Created War Mask variants - Created Hood variants - Created Operator Headgear backwards and team variants - Created Riot Helmet plus variant - Created Neck Armour plus variant - Created Armoured Helmet plus variants - Created Ninja Mask and Ninja Headgear plus variants - Created BB Mask plus variants - Created Motorcycle Helmets plus variants - Created new NVG model - Created ASG AR, ASG HBAR and ASG PARA guns - Created Light Stabproof Vest outfit - Increased ignition of fire explosions eg. initial molotov hit - Added Obscurity domination game mode - Awarded team score for player extraction in domination - Improved weapon sticking vs. irregular surfaces - Added arming time to rg7 projectiles (reduced damage up close) - Fixed destroy enemy explosives challenge not progressing - Added Obscurity taunts - Added Obscurity tracking system used by some taunts - Brightened bloodlust visual for better visibility - Fixed Tactical Bush not having a preview - Improved grapple hook rope appearance - Added Anchor Bolts gadget - Improved non-weapon gadget UI elements - Added Smoke Bomb gadget - Destroy a player's planted defenses when they leave server - Possessed humans now make Obscurity movement noises - Added playtest countdown timer - Fixed Obscurity spawning near humans in Elimination - Fixed sprint cancelling melee animations
Thanks Sam for your feedback!
Playtest #14
Playtest #14 is now live! Welcome to our second week long playtest. Gadgets, gore, fixes and features are aplenty in this update, including those selected by the community polls we ran - 'On-screen Blood Effects' and 'Obscurity Taunt System'.
Official dedicated servers will be live on Fri/Sat/Sun from 6pm-12am for NA, EU, OCE and LATAM (Dedicated server local times can be viewed from within the main menu).
P2P is available all week long.
Dedicated server events, community discussions, polls and regional LFG channels can be found via the Community Discord.
Everyone is welcome to Request Access and participate in any or all playtests. Please also Wishlist the game if you enjoy it or want to keep up to date on its progress, as this helps us a lot.
- Added some tilt to swinging low mobility weapons around - Added headgear health - many can now be knocked off - Increased headgear protection and extended to neck - Changed colouring of prep wall, collapsing circle, extract flames, phone and stain - Increased grace period outside zone before damage is taken - Increased damage taken outside zone the longer you're outside - Extracted effect plays on excess bodies cleanup and when players die outside zone - Lowered weight cost of grenades and shuriken - Lowered price of shuriken - Lowered price of grappling hook shots - Lowered price of RG7 ammo - Lowered price of pistol ammo to allow more customisation - Created Intel Grenades - Created new head and torso gib meshes that look different every time - Created new neck cap mesh which procedurally caves in based on hit direction - Made decapitations paint blood around neck correctly - Fixed head and torso gib meshes not dissolving at end of life - Improved explosion hit detection around irregular objects (eg. containers) - Fixed issue with combat axe impale alignment - Made claymore laser beams way less visible - Added on-screen blood effects - Fixed armoury characters only being able to plant one mine - Unlocked challenges and equipment in playtest up to level 8 - Created Bandana, Baseball Caps and Elite Beret team variants - Created ShadowOps and Earmuff camo variants - Created Anarchy Headgear variants - Created War Mask variants - Created Hood variants - Created Operator Headgear backwards and team variants - Created Riot Helmet plus variant - Created Neck Armour plus variant - Created Armoured Helmet plus variants - Created Ninja Mask and Ninja Headgear plus variants - Created BB Mask plus variants - Created Motorcycle Helmets plus variants - Created new NVG model - Created ASG AR, ASG HBAR and ASG PARA guns - Created Light Stabproof Vest outfit - Increased ignition of fire explosions eg. initial molotov hit - Added Obscurity domination game mode - Awarded team score for player extraction in domination - Improved weapon sticking vs. irregular surfaces - Added arming time to rg7 projectiles (reduced damage up close) - Fixed destroy enemy explosives challenge not progressing - Added Obscurity taunts - Added Obscurity tracking system used by some taunts - Brightened bloodlust visual for better visibility - Fixed Tactical Bush not having a preview - Improved grapple hook rope appearance - Added Anchor Bolts gadget - Improved non-weapon gadget UI elements - Added Smoke Bomb gadget - Destroy a player's planted defenses when they leave server - Possessed humans now make Obscurity movement noises - Added playtest countdown timer - Fixed Obscurity spawning near humans in Elimination - Fixed sprint cancelling melee animations
Thanks Sam for your feedback!
July Community Poll Results - HUD Blood and Taunts
This month was a big month. We ran two polls on the Community Discord to decide which two major features would be a focus. The winning selections were 'On-screen Blood Effects' and 'Obscurity Taunt System'. We can confirm that both of these made the update and we are pretty happy with the results.
Obscurity Taunts will be available to improve your chances of wiping out the enemy
Along with these additions, there are a heap of other content, features and fixes that we managed to implement over the month. Headgear that can be shot off, procedurally generated gibs and head gore caps, new gadgets and extraction effects etc.
Finally, official dedicated servers will be live on Fri/Sat/Sun from 6pm-12am local time for NA, EU, OCE and LATAM. (P2P is available throughout the whole 7 day period starting Friday 12pm AET and dedicated server status and local times can be viewed from within the main menu).
The patch notes will be provided tomorrow when Playtest #14 begins.
Playtest #13 - All Week Long
Playtest #13 is now live! This will be our first week long playtest. We plan to run these around the beginning of each month, with P2P available to all for the duration. Official dedicated servers will be live on (Fri/Sat/Sun) from 6pm-12am local time for NA, EU, OCE and LATAM. To make things easier, the local times for these servers can be viewed from within the main menu now.
Dedicated server events, community discussions, polls and regional LFG channels can be found via the Community Discord.
Everyone is welcome to Request Access and participate in any or all playtests. Please also Wishlist the game if you enjoy it or want to keep up to date on its progress, as this helps us a lot.
Patch notes for this release:
# v0.30
- Updated molotov label and physics when dropped - Greatly boosted the power of shotguns in basic damage system - Gave Vanguard stance a crosshair for targeting the firemodes from the hip when aiming any weapon - Tank stance's health now scales based on number of living human threats - Adjusted deafen values on frag type explosives - Fixed Obscurity glowing on spawn - Fixed Ghost stance not making sounds when airborne / landing - Fixed Obscurity being able to stick to each other in the air - Lowered Meatshield stance chunk health - Made Obscurity rifle melee from the hip instead of firing - Fixed bolt stunner doing full damage when thrown - Fixed censor blob on extraction - Added light to extract effect - Improved capture zone visuals - Improved Armoury game mode with no weapon expiration, one weapon per capture, visual weapon preview, updated scoring - Fixed weapon pickup duplication bug - Improved ghillie strand visuals - Fixed some reload sounds not scaling with volume changes - Fixed a bug with inability to heal bleeding - Added more zones and Terminals to Paintball map - Added countdown beep to more modes - Created Bandana headgear - Added pre-round phase for round based modes - Extended recon phase in Incursion Elimination to 30sec - Fixed waist-camera spectator bug - Fixed null winner crediting Maze - Fixed particle systems not showing on loadout preview - Added visual effect to pull firemode - Created Ghillie Suit full outfit with a weight of 5 - Improved Ghillie LODs for low graphics settings - Gave Sniper premade loadout the new Ghillie Suit - Made Traquiliser Pills more potent - Added texture to chest light - Reduced red laser cost to 50 - Added Scare (hallucination) firemode - Hid RG7 projectile when empty - Updated lasers and tripwires to only allow planting where valid
Thanks Sam and Alther for your feedback!
v 0.30
- Updated molotov label and physics when dropped - Greatly boosted the power of shotguns in basic damage system - Gave Vanguard stance a crosshair for targeting the firemodes from the hip when aiming any weapon - Tank stance's health now scales based on number of living human threats - Adjusted deafen values on frag type explosives - Fixed Obscurity glowing on spawn - Fixed Ghost stance not making sounds when airborne / landing - Fixed Obscurity being able to stick to each other in the air - Lowered Meatshield stance chunk health - Made Obscurity rifle melee from the hip instead of firing - Fixed bolt stunner doing full damage when thrown - Fixed censor blob on extraction - Added light to extract effect - Improved capture zone visuals - Improved Armoury game mode with no weapon expiration, one weapon per capture, visual weapon preview, updated scoring - Fixed weapon pickup duplication bug - Improved ghillie strand visuals - Fixed some reload sounds not scaling with volume changes - Fixed a bug with inability to heal bleeding - Added more zones and Terminals to Paintball map - Added countdown beep to more modes - Created Bandana headgear - Added pre-round phase for round based modes - Extended recon phase in Incursion Elimination to 30sec - Fixed waist-camera spectator bug - Fixed null winner crediting Maze - Fixed particle systems not showing on loadout preview - Added visual effect to pull firemode - Created Ghillie Suit full outfit with a weight of 5 - Improved Ghillie LODs for low graphics settings - Gave Sniper premade loadout the new Ghillie Suit - Made Traquiliser Pills more potent - Added texture to chest light - Reduced red laser cost to 50 - Added Scare (hallucination) firemode - Hid RG7 projectile when empty - Updated lasers and tripwires to only allow planting where valid
Thanks Sam and Alther for your feedback!
Monthly Playtest Cycle
We have decided to switch to a monthly playtest cycle.
Instead of launching an update & playtest every week, we will instead release one big update around the start of each month. Alongside the update, the game will be playable for an entire week. During each playtest week official dedicated servers will be live on (Fri/Sat/Sun) from 6pm-12am local time for NA, EU, OCE and LATAM. Players can also host their own P2P sessions at anytime during the playtest.
Dedicated server events, community discussions, polls and regional LFG channels can be found via the Community Discord.
Playtest #13 will begin on Monday July 4th through to Sunday July 10th (It usually begins around 12PM AEST).
We will provide patch notes once the playtest goes live and look forward to having some gaming sessions with as many of you as possible.
We're hoping that less frequent releases will allow us to work on more ambitious changes and give you more to look forward to on every test. Also, it will hopefully sync up more players to be on at the same time for better matches.
Everyone is welcome to Request Access to participate in any or all playtests. Please also Wishlist the game if you enjoy it or want to keep up to date on its progress, as this helps us a lot.