We have been working hard on fixing some technical issues affecting your gameplay. Additionally, we have been improving some things based on the feedback we have received from the community.
Temporarily we have disabled the Nvidia Frame Generation option for players. We are working with the Nvidia team to resolve issues that caused crashes while the DLSS Frame Generation option was turned on. When those issues are solved we will re-enable the option for the players who wish to use it.
Additionally, this Hotfix also contains the following changes:
Added
Improved fire sound for Assault Rifle, Shotgun, and Long gun
Shuttle takeoff sound
Checkpoint interaction sound for clients
Explosive barrel new sounds
New Axe and PetGun weapons inspect animations
Balance
Balance of Shotgun damage
Balance of Long Gun fire rate and damage
Major Bug Fixes
Fixed an issue when the ensnared player will remain stuck even after the effect wears off making players soft-locked
Fixed an issue with status effects staying on the player after being resurrected or rescued
Fixed a bug when a player gets stuck in other UI screens without Mission completion and Mission summary screen ever being shown
Fixed a bug where the player was able to move and deal damage when the Shuttle was started on Mission completion. Players input is now disabled when Shuttle takes off
Fixed a bug of active support mods (Bio scan, Tech scan, etc) causing crashes and didn’t use charges correctly. Additionally, the pet will land when there is an available spot on the ground and then play the animation, effect, and sound.
Fixed a bug where the player can get stuck in the ceiling when using the Teleporter module
Fixed a bug that caused Shotgun on Client to not have the correct spread
Fixed a bug that caused losing Petgun if the pet turret was left in the level behind the checkpoint
Minor Bug Fixes
Improved Players movement mid-air
Fixed a bug where the player's melee attack was getting interrupted by received damage
Fixed a bug preventing players to switch between alive teammates in Spectator HUD
Fixed a bug where interactable Bio sacks were not included in the Bio scan
Fixed a bug where the Mimic chair was not included in the Bio scan
Fixed an issue with the Pet turret firing two projectiles visually for the Client
Fixed a bug where prop assets received damage (vending machine, floor, disabled robot, prop bio gardens, non-revealed mimic door)
Fixed a bug where a player lost the HUD elements (enemy health indication, enemy damage numbers, etc) at random during missions
Fixed issues with sound for Zombie and Spaceman enemies
Fixed an issue where Mimic chair and Robot didn’t receive damage from Dotter field
Fixed an issue where Spaceman was getting stuck in the floor after jumping from the edge
Fixed a bug where Spaceman was able to shoot players through the second-story floor
Fixed a bug where Spaceman and Zombie were attacking players with melee attack while Pet was on them
Fixed a bug where Ranger was attacking the player with a melee attack while Pet was on it
Fixed a bug where the wrong heavy attack animation was played on Baton on the Client
Fixed a bug where HUD was not updating correctly and displaying current teammates in the session
Fixed Shotgun fire effect
Fixed a bug where Goranium components were not displayed and updated correctly on the One Arm Bandit machine
Fixed a typo bug on the Crafting components conversion confirmation popup
Fixed a bug where keyboard navigation focus was lost after the deletion of the player slot in the Character Selection screen
Fixed a visual bug where the Gamma Fury charge was not triggered correctly
Fixed a impact animation when attacking enemies with Axe
Fixed a bug where Dotter hazard was dealing damage only to one target at a time
Fixed a bug with PetGun reload sound playing twice
Optimization
Fixed a bug where the Ensnared Mimic door caused the performance drop
Fixed a bug where Vent explosions caused a performance drop
That’s it for now. Thank you for playing RIPOUT and continuing to send in valuable feedback. For players who wish to submit feedback and engage with the developers directly, consider visiting the Official RIPOUT Discord server.
First and foremost, we want to extend a big THANK YOU to everyone that is playing RIPOUT!
We have been following and noting all your comments, suggestions and bug reports in every possible place since the game launched into Early Access on Tuesday - thank you all so much for taking the time to share your thoughts with our team! Below is a list of the most important bits of feedback that we have collected since launch and will be working on in the following days in order to fix/update and include in hotfix patches that we will release in the following weeks:
Fixing the crashes and performance issues caused by the Nvidia DLSS Frame Generation. We are working with their team to find the best solution so those issues can be resolved.
Localization issues where text on specific widgets is not aligned with the language selected
Weapon gun feel improvements
Performance issues that have been reported with stuttering in specific levels
Known issues with farming damage stats on assets that are not destructible or enemy types
Known issues with some stats that are not correctly shown
Known issues with Enemy sound
Small issues with Enemy behaviour
Known UI/UX improvements
Many additional hotfixes
We will be providing more detailed Patch Notes for each Hotfix Patch that goes up so you can all know what is fixed and improved in the current build.
We also want to take a moment to encourage the members of the community to join the [official RIPOUT Discord]. Inside, you will find a more direct method of communication with the developers, announcements for potential events and content updates, and maybe even a few new friends for raiding ships in co-op.
Once again, we would like to take this opportunity to thank the RIPOUT community for playing the game, creating content and sharing your thoughts about our game.
An additional note: RIPOUT is proud to be participating in the Steam Screamfest! So if you haven't picked up RIPOUT, considering doing so while the game is discounted 10%.
To celebrate RIPOUT's early access launch, we've got:
Jared Bair - Our tried and true host.
Gianni Matragrano - Prolific voice actor and Twitch streamer.
and
Jehar - Broadcast professional, Quake enthusiast and general jack of all trades when it comes to creativity.
We go live at 2pm EST. Enjoy the show.
Wishlist RIPOUT here. Join the RIPOUT discord here. Follow RIPOUT on Twitter. Follow Pet Project Games on Twitter. Follow 3D Realms on Twitter. Join the 3D Realms Discord. Join the RIPOUT Discord. Join the 3D Realms Subreddit. Check out the 3D Realms Website here Check out the Slipgate Ironworks here
Check out the launch trailer conveniently placed for your ease of viewing.
And for those interested, here is the early access roadmap so you can see the various content updates and milestones planned on the march to the full release of 1.0.
Note: as the game is in early access, specifics about the roadmap are subject to change as we receive community feedback. Generally speaking, most of the features that can be expected of the full game are already implemented and the game is fully playable both in co-op as well as in single player. You can find more details here.
Just so you’re all aware, RIPOUT enters Early Access on October 24th at 1pm EST / 7pm CEST. The early access price will be $24.99 / £20.99 / €24.99 with a 10% launch discount for the first week.
To celebrate, we’re going to be dedicating the entirety of today’s 3D Realms Live! livestream to playing RIPOUT, which you can watch here at 2pm EST/8pm CEST.
Release Platforms
Our intention is to eventually make it to the Epic Game Store and of course GOG (as well as consoles, etc). But for the moment–and to focus on the improvements and content additions outlined in our early access announcement–we have made the decision to stick with Steam, exclusively for the initial launch.
Details about any additional stores will be announced when they are ready.
EA Roadmap
RIPOUT will be getting several content updates throughout the early access period. In order to give you a more clear idea of what we plan to add to the game, we have created an Early Access Roadmap that you can see below. This roadmap lists the majority of the important features that each content update will include based on our initial estimations, but can be subject to change.
There will be two types of updates--smaller updates focused on balancing and bug fixing that will be released on a more frequent bases--and bigger updates that will include new features, enemies, weapons, etc. We plan to release the bigger updates approximately every two months, but right now, it is obvious that we can't make any promises about the exact timing.
If there is anything you would like to know before RIPOUT enters early access next week, feel free to post it in the comments below.
We can’t wait to see you in-game on October 24th at 1pm EST/7pm CEST.
It’s been a while since our last dev blog update, so we wanted to share with you some interesting features and additions that we’ve added before the game goes into Early Access on October 24.
RIPOUT DEV BLOG (10.10.2023)
NEW ENEMY
New range enemy Spaceman has been added to the game. It is a smaller enemy, but due to its trace weapon and in combination with other monsters, it’s not something to take lightly when embarking on missions.
NEW SIDEARM
Revolver is a new sidearm that is added. It can be obtained from pickup drops in derelict or as a mission reward. Even tho it has a slower fire rate and smaller magazine than the pistol, its higher damage grants you the ability to one-shot smaller monsters if you are a good shot, of course.
NEW GARMENT SETS
New garment sets have been added to the game. They are not only cosmetical but have some interesting buffs. They are obtained as a reward for the campaign’s completion.
NEW WEAPON TIERS
More guns! New tiers of all base weapons have been added to the game with a new look and better stats. MK2 and MK3 weapons are something that will help you make the late-game runs much easier, so don’t wait much when you receive those schematics. Gather resources and craft them so you can have a better chance in late-game fights.
CRITTERS UPDATE
Critters needed some love as well, so we have added additional behavior for them when they are not attached to monsters. So be careful when you are running around not to bump into them or try to kill them; they might fight back.
Ranged critters like Blasters, Ensnarer, and Dotter now impact how monsters behave when they have them attached. This change will impact how you go about facing an enemy that has Blaster on compared to the enemy with the Shield on.
QUALITY OF LIFE IMPROVEMENTS
A lot of UI/UX improvements have been added to the game.
We have transferred information about what mission is going to be launched inside the Shuttle itself, making it easy to know what mission you are embarking on right before you start it.
We have moved the jump sector to have its own place with a new UI. That will also be the place where you can reset your campaign. There is no need to leave the session in order to do that now.
Tips to help you out while you are getting familiar with the game have been added, from tips about how to complete missions to how to use your pet gun.
Additionally, we have added banners, making it easy to know when the task or objective has been completed.
NEW LEVELS
Last but not least, as some of you might have seen from our social, we have created a bunch of new, different, and interesting levels.
That’s all for now! We hope that you have enjoyed reading about all the new features and additions.
We’re eagerly waiting for you guys to jump in the game and give us feedback on all that we have been working on so we can improve and bring this game to the next level with your guys’ input.
RIPOUT is tearing into early-access on October 24th.
Why Early-Access?
We have been considering early-access as an option since nearly the beginning of the development. The reason we made this decision now is that we weren’t 100% sure this would be beneficial to the game and the community supporting it. However, we’ve had the opportunity to present multiple demos to you on many occasions within the past several months. This led us to realize that we’ve only ever benefited from implementing direct community feedback.
Which leads us to the game itself.
Make no mistake, RIPOUT is almost fully-featured and playable from start to end.
We chose early-access because it allows us to solicit direct feedback from the community and bring the game to the highest possible level.
If you look at other games with goals similar to RIPOUT, you will see that this is standard practice for a game like this; each integrates its community feedback directly into the progression of the development, thus elevating the game to reach the potential we want and you deserve.
As a result, there will be several new instances of gameplay content added other than the obvious quality of life improvements. Including but not limited to: new weapons, enemies, skins, etc.
You can expect a more detailed roadmap to follow with the game’s launch.
Consoles?
The console version of RIPOUT is in development and will benefit from the community’s feedback in Early Access. The console release is expected in 2024.
3D Realms returns to Gamescom, bringing hands-on demos of the upcoming titles Phantom Fury, RIPOUT and Ion Fury: Aftershock to the show from 24-27 August.
Find us at the Indie Arena Booth, Hall 10.2, booth F010g - E019g.