Eav 18.6, Chapter V is here with all it's horrors! Traverse the BAR Corp's central processing facility as you fight for your survival. Navigate conveyors and storage depots while facing off against some of Om6n's toughest demons. This chapter will surely test your skills Mortal... good luck! Below are a few screenshots from the Chapter V.
Desert Eagle, a new handgun has arrived...again. The Deagle was in earlier versions of Om6n from when the game first released onto Steam's Early Access. It was removed for the time being, but has finally made it's glorious return. By far it is the strongest handgun in the game so far - put it to good use Mortal. A new ammo type has been added to account for its reintroduction, .50 AE. There is no akimbo option for it for now, this will be added in the future with Eav 18.7.
Possession, a feature that was slated for 18.6's release but has been put on an indefinite hold for now. This mechanic would have added a seventh resource to manage on your adventure through Om6n. I felt between health, armour, stamina, ammo, thirst, and hunger - this simply would have made the game even more challenging for newcomers. Thirst and hunger were implemented as a means to keep the player engaged with exploring the environment instead of a classic timer system. Possession might be implemented in a later update and works as such; various demon types would roll a percentage chance on each hit on the player to infect them with demonic possession. Overtime, if the player had reached a certain threshold (70% or above) of possession, they would slowly lose health until it was remedied. Some remedy items would have been holy crosses, bibles, and other similar holy items to aid the player. If the player had reached 100% possession, its game over as you would have been consumed and became one with the demons. I'd appreciate any opinions on this mechanic to get a good idea if it is something players would like to see implemented - or not.
Chapter V is definitely a smaller chapter then some of the previous ones, but does introduce larger open areas for the player to fight in. Hope you Mortals enjoy it as I did developing it! Keep an eye out for Chapter VI in the coming weeks - as it is the finale chapter to Act I. Your skills will be tested with a tense boss fight, but no worries... you'll have some new weapons at your disposal Mortal.
Patch 18.5.1
Eav 18.5.1, is a small patch, containing some important fixes and additions. Aside from the lighting changes, much of the fixes post 18.5 have been finished and work on Chapter V has already begun. Now, lets dive into the patch notes Mortal..
Chapter II+III Lighting Rework, both chapters have received huge lighting reworks and I've also changed out all existing light fixtures for newer, more consistent ones. You'll definitely notice the difference post patch, before some rooms/halls were either lit too bright or were too dark. Now most areas are evenly lit, with very little light bleed into adjacent rooms. Areas that were meant to be dark, will still remain darkened. Pictured below are some of the new lighting fixtures and a few screenshots from the chapters.
Shotgun Piercing, is here Mortal... Tear through hordes even quicker now with shotguns firing multiple projectiles. Currently the spread is very minimal, so point blank shots can kill upwards of four enemies at a time. (Depending on stats per chapter) In the future, a 'more realistic' spread of the pellets will be applied along with a complete physics overhaul of the shooting. For now, line up your shots and watch them fall like dominos! This applies to all single shotguns and akimbo*
Demon Spawn Tweaks, have been made throughout all chapters. Certain trigger events were a little too harsh and have been toned down just a tiny bit. Suicide souls have been removed from chapter I to ease demon types onto the player through the levels.
A short, simple patch for those surviving the horrors that await... Be sure to checkout the changelogs in our discussions if you'd like to see all changes made during the update. Chapter V will arrive fairly soon, so prepare Mortal, for you will have a great challenge ahead of you but for now... good luck out there!
18.5 is Live!
Eav 18.5, this update had many delays but I'm proud to finally release it to you Mortals. Behold Chapter IV, a massive chapter full of demons, loot, and horror. I don't want to spoil too much of it so below are some screenshots from the level, just be ready for a fight!
Minigun, a new big gun has arrived and is ready to shred. The minigun is a very strong, high rate of fire weapon that will eat through your 7.62 like no other. Put it to work Mortal. Do beware, it requires a charge time of 3 seconds before firing though, so be careful!
Exit Prompts, checkpoints/manual saves have been asked about since EA launch and though it is more common of traditional shooters, its something I'm still undecided on currently in development. Om6n will retain it's rogue-lite system until further acts are completed and difficulties can be tested. Chapters that have been previously unlocked will still be unlocked in the select screen but at the cost of a unarmed start. To help those having trouble finding chapter exits, I've added 'EXIT' prompts over all chapter exits last update but refined it more in 18.5.
Stalkers, a dangerous variant of the Imps. These demons stalk the shadows and can only be seen when attacking or dying. Keep your ears open or you may find yourself hosing the room down...
Casing Ejects, bullet casings will now eject from all gun types that make sense, as well as akimbos along with their respective sound effect. A little update to the guns feeling and charm though the spin on the case may not be so realistic but cool.
Respawn, a feature that was in an earlier eav but was removed due to bugs. Since now has been fixed and reimplemented, pressing the 'F1' key will now trigger a 30 second timer to reset you to the chapter's spawn point. Doing so though locks your player movement since it is to only really be used when stuck or glitched.
Achievements, no new ones were added with this update, I may do a tiny patch in the coming days to include stalker kills. Achievements are still a work in progress and some still are experiencing problems. If any bugs you wish to report, please do so in our bugs discussions sub forum. If you are experiencing any issues updating to the latest eav, please try verifying your game files to be sure they are most up to date.
This concludes 18.5's update and I do apologize for the extreme delay. Do stay in the loop for the horrors that await in chapter V, then prep thy self for the act boss in VI! Until then, good luck Mortal...
March Progression
Hello Mortals, development time for Eav 18.5 has been a bit longer than I initially projected. I was aiming for a February deadline, but with the sheer scale of new mechanics and size of the new chapter I've postponed 18.5's update till some time early-mid April of this year.
Included in the next update will be the addition of Chapter IV, QoL fixes, new weapons, a new demon archetype, and much, much more! Until then, good luck Mortal.
18.5 Ongoing Developments
EAV 18.5, We're all ready one month into 2021, where has the time gone Mortals? Development has been silently chugging through the month of January and should be ready by mid-February. (18.5) This update will include many new QoL improvements to gameplay/UI and will add another chapter to the ever increasing horror... Below is a snap of Chapter IV, an higher tech end of the subterranean facility you've been exploring. I do plan on including outdoor environments, disturbed visions, and more to add to the level variety. Note it is still a WIP & subject to change before release*
18.4 is Live!
EAV 18.4, is by far probably my largest update since launch, I really hope you Mortals enjoy as we cheer in the new year. Judging from the time taken to plan, create, and rigorously play test chapter III, we are looking at anywhere from 15-20 month's until full release. This is a estimated time frame, as anything can occur between now and then to post pone launch!
Chapter III, did you think chapter II was too easy? Take a journey into the depths mortal.. Chapter III has now been added after exiting chapter II. This is by far my largest and most ambitious chapter yet, utilizing many new mechanics added into Om6n. Good Luck!
Akimbo, put all those extra guns to use! You may now akimbo pretty much all weapon types as ridiculous as it may be. (akimbo m1 garand, akimbo rpg, etc..) I want Om6n to be fun and not so grounded in realistic gun play, just open a room up and blast a horde of monsters. When using akimbo you may not ADS but do gain double the ammo capacity and slightly faster fire rate with semi-autos. Only equip able when you have two or more of the same gun type, they do NOT carry over when chapter exiting unless equipped so unload your ammo! Multiples of gun types do NOT carry over between chapters either. this is by design and not an error.
Weapon Unloading, the ability to unload weapons may not seem like a big addition but can be life saving in the long run. Pressing 'U' will unload all current bullets in the magazine and add it back to your inventory.
Access Areas, new clearance areas chock full of loot & demons. These areas may be of significance in progressing a chapter so be sure to keep an eye out. Pretty much self explanatory, access cards of specific clearance colors must be in your inventory to access these areas. The doors may either be fully colored or striped with their access requirement color.
Interactable Consoles/Computers, this has been a staple feature of horror games I've admired and felt like I could make at home in Om6n. Some doors may be pass coded with a console or computer requiring input from the user to open. These panels may only be accessed when in-menu, preferably your journal (where most codes will be found but not all!), but not limited to.
Grenades/Explosives, finally have been added after some time of talk about them a while back. As of right now you currently only have access to F1's but the loot table will expand to include all the throwables pictured below. Boomer + Explosive Expert skills have been activated now and increase explosive damages respectively. There also will be grenade/missile launchers as well... don't you worry. Works just like weapons, click to equip, may also be equipped via the toolbelt. High damage...be careful..
Tomes, a new mechanic that I've always thought about implementing but just never had the time to. Now its here - enchant yourself with all kinds of effects with these single cast tomes. Currently there are three base tomes with more to come; Healing, Swift, Beserk.
AI Aggression, AI behavior that was missing. Now when shot, demons will aggressively hunt towards the player rather than walking into that garbage bin. Ranged AI now register obstacle obstructions before firing.
Hit Scanners, I'm sorry to do this to you Mortals... but.. happy new years.. Deadly hit scanners have been introduced to Om6n, if you played any shooter - you know.
Achievements+Performance, saw big changes as well. Achievements had all kinds of problems in 18.3, I'm glad to say majority of them have been fixed. Progress should track even when force shutting down or alt f4'ing out. Performance saw huge improvements after reworks to lighting, enemies, and player behaviors. There are still some rare stutter occurrences on first playthroughs but once most of the data is cached, frames seem to achieve well above 100+ on multiple systems I have tested. (i5-8gb ram, gtx 970 & i7-16gb ram, gtx 1060). I've yet to benchmark lower end hardware so it is hard for me to gauge the low performances, I'll try my best though - even for you Mortals on the potato ends.
Changelogs, a few weeks ago I had added another sub forum here on Steam for all changes made to current builds. If you are curious to what all the small fixes are post patch/update, you may always check here for a complete collection: https://steamcommunity.com/app/681000/discussions/4/
Quite a lot has been achieved this year's last quarter, but even more will be reached in 2021. The demons are hungry Mortal, and somebody is going to need to feed them some lead.
Thank you so much to everyone that has experienced the Om6ns this year, stay tuned as so much more is yet come. Well this concludes my 18.4 update, hope everyone had a good year, and as always, good luck out there!
Patch 18.3.2
EAV 18.3.2, is live now! Come this patch are new sweeping performance changes, many QoL improvements, easier achievement tracking, and much more. Here are the changes in this patch:
New Stats Menu, though it only tracks achievement progress at the moment, I can expand this system to track almost anything and everything the player does. In the future, I plan to expand it to include more basic ones such as PAR times, items looted, weapon accuracy, etc. If you have suggestions on some specific statistics you Mortals would like to have, let me know in our discussions.
Melee Animation Variation, I've added extra animations to all current and new melee weapons this patch. I want melee to feel good but not overdone since it is a last resort kind of option. More will always be added and I'll try my best to make sure they all feel unique/satisfying to each their own.
Weapon Sounds + Pickups, have been tweaked a little since 18.3.1. Some have sharper, more punchy sounds while others have been given a little reverb for the closer corridors. A few of the weapon pickups in chapter II were bugged and now have been fixed.
New Weapons, have been introduced, some in the form of secrets, and some returning such as the Kukri. Have fun tracking these tools of the trade down!
Demon AIs, have also been changed a little mainly regarding demons. Some have had increases to movement speed while others range/damage values. A few of them felt a little too weak once the player had started leveling, this should correct this. Keep in mind the farther you go demons will level up per chapter, gaining small increments to health, speed, and damage.
Skill Menu Fix, now highlighting skills and closing your skill menu will correctly reset the instance. No more having to highlight that one skill to see others..
Performance, is always a thing I'm striving to maintain for everybody. You should notice significantly less losses in frames during intense encounters, specially during quests. This will definitely be a strong focus since later chapter maps will become much more larger.
Chapter III concepts are still being worked up at the moment I shall have something to show for soon Mortal, until then - good luck out there!
Patch 18.3.1
EAV 18.3.1, is live now.. or is it? You may have noticed a small wave of hotfixes the past couple of days as I'm trying to stabilize 18.3. Today's patch should address important issues and add key features that weren't present in the update. This post will highlight those changes. If you wish to report bugs not addressed, please post them in our bug discussions.
Control Menu, A control layout menu has been added to the pause menu. I honestly can't believe I forgot to include something like this but I guess after dozens of hours of play testing - you kind of don't forget the controls. Sorry everyone, there is one now for all new Mortals joining the fray. Hotkey & button mapping will eventually be added in a future update.
Pickup/Interact Text, some minor tweaks have been made to the notification system. Quest and Secrets will now trigger their respective animations now. Notifications will also stack up when picking up multiple items to a very satisfying effect. Its a little messy right now but will surely be cleaned up in the near future.
Item Dropping, is now possible to finally clear out that cluttered inventory. I was going to implement this with 18.3's release but figured there wasn't a need to since the item count was close to the player's max for chapter I. I have since reversed this decision since players can still technically become encumbered and not be able to pick up each different item within chapter I.
Data Saving, there were many strange occurrences of save data being corrupted and not transferring between chapters. This is now completely fixed and I have implemented a reset data button within the main menu for your own debugging. If you do encounter anything that corrupts your stat tracking/player data, just press "L" in the main and everything should be reset.
That wraps up most of the important changes for 18.3.1. You may notice a few smaller fixes over the next few days possibly as I continue to make 18.3 more stable for you Mortals. I should have more information next week regarding chapters III and onward, see you then & good luck out there!
18.3 is Live!
EAV 18.3, Mortals gather... the time has finally come. Our transition from 2D to full 3D is complete, Acts & Chapters have been fully implemented with checkpointing, and much more. Development from here should speed up a bit more considering much of the rework has been completed.
Chapters do take me some time to complete as I don't want to make them feel rushed, some may feel smaller but may always be enlarged in future updates. I do plan on continuing to support content for Om6n even out of Early Access. As for some changes, returning players will notice many - many QoL changes since previous eav's.
Acts & Chapters, I've finally finished the Act system that will work with a twist. Chapters you complete will unlock and if you are to die, you may continue from these chapters. Only thing is - all player experience, skill points, inventory, and equips will be reset so do so at your own risk. Chapters will sub sequentially get harder with enemies becoming stronger and faster, unarmed starting might not become an option. I also added trackable found secrets and quest completion stats per chapter.
Achievements, have gotten a bit of a makeover recently. Reworked all achievement ICO's to compliment the update, most importantly I've added static tracking so now when closing Om6n, you keep your progress towards your achievements. I may later add Steam's built in tracking functionality so you can track your kills.
Chapter II, is here! Get ready cause the hordes are hungry! Dark cramped corridors... what could go wrong? Don't really want to spoil it for you guys, enjoy!
Hope you all enjoy 18.3 as I did making it. I really want to make a horror shooter that is unique than what is currently on the market. Om6n has seen many iterations but I think it has finally found its place with this update moving forward - let me know what you think. Thank you so much to all who have stuck around since launch!
Almost Here..
This past week has been a rather... juicy one. 18.3 is right around the corner and here are some of the highlight changes from the past week.
Menu UIs, Gone are the old, blurry book menus of past versions. I've reworked all menus alongside with the inventory to better match. They are very simple in design but do lack some artistic flavor, in future updates I will later address this but isn't in scope for now.
Skill Progression, Huge changes have came to our hero's skill system since the last eav. Before there were only six or so skills - now there are roughly thirty to better tweak your hero to your personal liking. More skill may be added/tuned in coming updates to better reflect the flow of battle with newly added enemy types, weapons, etc. Skills are unlocked in a tree-type fashion, so skills tied to a pre-requisite will be related in some way.
Notes/Tasks, The journal has been reworked to better reflect optional tasks and main objectives. As of right now, you are hinted in very vague ways through your journal on what to do or where to proceed. I felt like this might be a huge hinder to level progression possibly causing some to get stuck. To solve this I've added a new slot system that will track active main and side quests. Going forward from 18.3, your main quests will take you onto the next chapter while some may have various amounts of optional side quests as well.
3D Models, Get ready... because Hell is coming this winter. I'm near completing our transition from 2D to 3D enemy models. Pictured below are just some of the enemy types and variants you'll be encountering, all loot tables and stat values have been changed from last eav. Most scripted events within chapters I & II will be reworked with these guys as well as new events being added.
Item Pickups+Menu Overlapping, Lastly I removed our lovely grab hand and in return coded an entirely new simple loot system. When aiming at pickups, doors, switches, etc., they will display their name text, if its an item or quest objective the text color will change corresponding to the item or event. Its a simple change, but I feel it is a very satisfying addition to compliment the reworked inventory. Menus may also be overlapped and interacted with, but only the three main ones. I may include a option to only have one open at a time if requested.
Have a Safe, Happy Thanksgiving Mortal & Stay tuned for the Om6ns!