Out of Sight is featured in Steam's NextFest October 2024!
This is a big moment for us as we are nearing our planned launch date of 5th March 2025.
This demo update includes bug fixes and improvements as we work on the full game.
We hope you enjoy the demo and we look forward to seeing you in March for our full release.
Change Log
Cut scene art updated
Airlock: Fixed the enemy getting stuck
Enemy patrol improvements for door open/close logic
Inventory UI improvements
Audio improvements
Improvements to room transition animation
Refactored grid system reducing AI bugs
Improved pause state to enemy/crate drone
Demo 0.2.19
Demo 0.2.19
Just a small patch fixing a couple issues we found.
Added sneaking under the camera FOV
The horizontal door didn't align with grid perfectly
Adjusted the north spawn entry points so that the player will be fully visible on screen after scene transition
Demo Update 0.2.18
Demo Update
This will be our final demo update as we work towards an Early Access release we're hoping to have ready by the end of 2024.
It's been a long road working on this demo and it has changed so much since the original concept but we are incredibly proud of what we've accomplished.
A massive THANK YOU to those that have played the demo and given us feedback to help us make the best stealth action game we possibly can.
Release Notes
Visual Improvements
There has been a lot of improvements with this release. We've made some slight changes to the backwalls, making them taller and offsetting the top walls helping create more depth to the scene and refining the perspective.
Tile map now has the backwalls taller and offsetting the top walls helping create a lot of depth to the scenes.
New The Feared enemy art.
Enemy airlock animations (when they get sucked out into space.
Enemy visors now change colour based on expression state.
The Feared enemy has an animation when they pull the player out of lockers.
We've made the demo shorter, now finishing when the player meets the NPC. Don't worry, the full game is not too far away :)
Added more dialogue audio (AI generated voices for now).
Under The Hood Improvements
Performance improvements to FOVs of the enemies.
Improved performance of Astar pathfinding.
The Future
We're only going to be working on the Early Access release now. Any demo patch release will only be bug fixes as they are noticed.
We've got heaps of new content that we're excited to have in your hands, including a new boss!
If you want to get your hands on the alpha builds of the full game come join our Discord and drop us a message!
Special thanks to MagickalessBreton from Reddit for your constructive feedback.
Patch Notes:
Refactored enemy AI behaviour code
Fixed NREs in orders ability when no npc to control.
Fixed issue with FOV only seeing player if all of the collider is visible
Fixed enemy stationed FOV not looking in the correct direction every time after search/chase states
Added player breaking free from feared attack when obstructing the line of sight
Set camera hacked cooldown to 30s (from 15s)
Added being able to sneak under higher lasers
The shortened slide button held time significantly
added fill background to the enemy reactions '?'
Added light event for enemy/camera fovs to listen to
Added 2s delay when turning off lights and enemy reactions
Added only can throw device in sinew mouth when open
Removed input prompt for scene triggers. Can now just walk off screen
Added toggling between laser colors to boss
Added roll/slide dodge type to boss laser
Added variable hack times to hackables. Sped up sinew/boss antenna hack times
Added normalizer to voice-over channel so it can stand out over music more
Fixed exiting hide state from scene trigger
Added enemy attack animation for switching off light
Added skin changes in the character screen
Added alarmed enemy spawning at teleports as well
Added UI prompts to the popup window
Added keybindings to pause menu
Hid floating laser base in Room 13.
Fixed enemies being unpaused after closing the settings menu
Added input prompt standard to tutorial popups
Demo Update 0.2.5.147
Linux build is now available!
Patch Notes:
Fixed terminal highlight being over top of card swipe animation
Removed steam DRM check
Added linux build
Fixed already completed tutorial prompts queueing again and double queueing
Multiple errors and warning logs cleanup
Demo Update 0.2.5.144
Patch Notes:
Added occlusion silhouette
Improvements to scene triggers
Added eyes to vents when inside
Added highlight effect to interactable objects
New Titan art
We're rolling out the new enemy art and animations as we finish them for demo 2.0. The new Titan is now in, the north-facing animations are still to come.
The new Feared art and animations are coming soon.
Notes:
Added wall pipes to roll and slide room.
Moved taser crate forward on Escape Pod Platform so that player could reach it.
Improved enemy flipX
Fixed feared visor coloring issues. now accesses the spine slot
Added new titan animations to behaviour
Fixed player imput prompt showing when respawning
Added player slo-mo while being mind controlled
0.2.3.135 Hot Fix
Fixed issues with the boss antenna not being hacked.
Notes:
Fixed issue with antennas when scanning both player/enemy grids (fixes boss issue)
Our latest demo was back in November 2023. Since then, we’ve been giving our art a complete overhaul. And what better occasion to reveal our progress than at the Steam Remote Play Together Fest 2024!
We've been hard at work not only revamping the art but also making tons of other improvements. We've upgraded animations, enhanced the overall user experience, fine-tuned audio and music, and added new game features like rolling, sliding, and collecting abilities.
This Is Just The Beginning
While Demo 2.0 isn't complete yet, we're committed to continuously updating it. We'll keep rolling out new art and animation updates and general improvements to enhance the demo experience.
Still To Come For Demo 2.0:
Updating enemy art and animations
Adding more music variations and sound effects
Refining player animations
Addressing general bug fixes and user experience improvements
Towards Early Access Release
With the completion of the demo content, our focus now shifts towards preparing for an Early Access release.
Early Access Road Map:
More gadgets
Set piece scenarios, saving your crew members
Many more levels with different themes
New interesting puzzles
More enemy types
More bosses
Character Customization
AI Improvements
Speed Run Mode
More Achievements
We're targeting an Early Access release in Q4 this year, but since we're working on Out of Sight part-time alongside our day jobs, this timeline is subject to change. Our main focus is on delivering a high-quality product, even if it means encountering delays. We'll ensure to keep you informed about our progress, so please stay tuned for updates!
If you'd like to access post-demo content and have a say in the future of Out of Sight, join our Discord server! We’d love to hear from you.
2023 November: More Art and Animations plus UI/UX improvements
More Annika Animations
Gareth is fine-tuning Annika’s animations, especially with the player's use of gadgets. The latest update allows players to push against the wall, revealing a different angle for the character. This enhances the player's movement, adding a great overall feel.
As previously mentioned, for now, it's primarily an aesthetic feature, but it may evolve into practical abilities like shimmying along thin edges or making the player less visible to certain enemies, providing a strategic advantage.
Titan Character Redesign
We've updated the Titan enemy's appearance to match the style of the new 'Annika' player design. This involves using bold shapes, removing outer strokes, and avoiding detailed shadows.
We added the visor from the Feared character to the Titan, creating the impression of horse blinders. Accompanied by a suit of armour, this emphasizes the creature as a formidable foe, highlighting the Titan's domestication and control under the Feared.
Player Ragdolling
We've introduced ragdolling to the main character to create funny death animations. The fun factor increases when the ragdoll animations are over-the-top and exaggerated.
Getting a visually appealing ragdoll for top-down 2D required some tweaking, but adding it was generally straightforward, thanks to Spine's ready-made components.
Ragdoll animations contribute to death animations, eliminating the need for numerous keyframed variations.
New Enemy AI Feature
Certain enemies have gained the ability to open specific doors obstructing their path, showcasing increased intelligence. This ability occurs both during their standard patrol route and when in pursuit, making it challenging to evade by moving into another room—they will locate you!
The addition of AI features enhances the enemy's intelligence, contributes to a livelier gaming experience and elevates the overall replay value.
Save Slots
In the save slots screen, players can utilise different slots to keep their co-op run with a friend separate from their solo run. Each slot shows the time stamp of the save with a screenshot of the level to help give more context and remind you where are in the game at a glance.
Character Customisation Screen
The character customisation screen has undergone some comprehensive UX improvements, addressing issues related to adding and removing controllers. These enhancements aim to seamlessly transition from the main menu to the game, ensuring a more intuitive and user-friendly experience.
Moving forward, we plan to implement additional features that allow players to customise their characters more extensively, such as the ability to personalise various elements such as hairstyle, colour, outfits, skin tone, and accessories.
Support Us
If you want the latest on Out of Sight and any of Mainframe Games projects make sure to follow us on Discord and X.