With launch being a week away, it's about time we discuss what will be included in the initial launch, what our future plans are, and how much the game is going to cost.
Thank you everyone for your patience and apologies for taking so long. Let's get into this!
What is included at launch?
A lot! Keep in mind that most of this will be further expanded upon as we work our way towards the full release.
31 Action-Packed maps
This is what we consider the entirety of the Base Campaign and covers the majority of the game
Not all maps are created equal. Some will take upwards of 30 minutes, others may only take 5 minutes.
11 Powerful Weapons
8 of which can be equipped with unique and powerful modifications, including new functionality or improved stats.
Weapon Kit System
Find items that completely change the behavior of your weapon. Such as a grenade launcher that fires rockets, a Nailgun that behaves like a shotgun, or an on-demand dual-wield button for the SMG
Weapon Kits are permanent upgrades, and carry over into new games
Additional Weapon Kits will be added in later content patches
Modding support
Create new campaigns, new weapons, new enemies, mechanics and more
Selaco will have Steam Workshop support right from launch
We will actively encourage modding and provide support when possible. Maybe we will even do contests!
Steam Achievements
Unlock Steam Achievements by completing challenges that are not bound to difficulty. Like escorting Wilson the Teddy Bear all the way to Dawn's house, or finding a way to spawn a Trash Tornado
14 Challenging Enemy Types
Including a faction that we haven't shown before!
Fight highly dynamic enemies who adjust their behavior based on your playstyle. The enemies will communicate, provide cover fire, flank, rush, defend and much more.
Invasion Tiers
Face enemies who constantly gain access to new equipment and tactics as you progress through the campaign, resulting in increased difficulty without relying on simply increasing enemy health or damage
Gameplay Modifiers
Hardcore Mode: More punishing, fixed saved points, no health regeneration
Item Scarcity: Fewer items, requires players to be more resourceful
Harsh Invasion: All enemies have access to late-game tactics and tools right from the beginning
Fresh Start: Start the game without any of your unlocked Weapon Kits
...and more to come post launch!
Train System
Seamlessly revisit completed levels to continue exploring and find more secrets and collectibles
Bonus Mode: Selaco Must Fall
A difficulty designed to make Selaco nearly impossible. Replay the game with completely altered enemy spawns, traps around every corner, and encounter setups that are extremely difficult to beat. You will not win
Shooting range, mini-games and other things we prefer to not spoil
Why Early Access?
As you can probably tell, there is already a whole lot here. So that begs the question of why we decided to go with an Early Access launch.
The simple reason is that we have lofty goals for this game. There are still many ideas we want to explore, systems we want to flesh out, and game modes we want to add to make it even more replayable.
With our roots being in video game modding, we feel perfectly comfortable releasing something big and making it bigger over time at our own pace. When we feel satisfied with the position the game is in, we will leave Early Access.
Selaco is an ambitious project, one we refuse to rush.
When will you leave Early Access
The goal is to leave Early Access once Chapter 3 is done, but even that may depend on different factors. There could, for example, be a good chance that we will finish Chapter 2 and feel like the game is currently in a really good spot and leave Early Access slightly earlier.
This, of course, will not mean Chapter 3 will suddenly be paid DLC. Our intent has always been for this to be a free update for Early Access players.
Will there be a roadmap?
There will absolutely be a roadmap!
However, we are going to wait until shortly after launch. For now, we're putting all our efforts into getting the game ready for launch. Then, we will collate all the player feedback, evaluate what needs to be done, and go from there.
One thing we are guaranteed to start development on early after launch, is the Randomizer Mode. We have a lot of fun ideas here, including a slider that allows you to adjust just how much randomization you want your campaign to have. A lower value may only change enemy spawn locations and item pickups, while a higher value may completely randomize the behavior of your guns, the enemies' guns, replace a medkit with a powerful Juggernaut, and replace a Juggernaut with a plastic chair. You control the amount of chaos you want your game to have.
Chapter 2 will be worked on in-between Content Updates.
How much is the game going to cost?
Selaco will cost the following: $24.99 - USD €24.50 - EUR £20.99 - GBP
There will be a 10% Launch Discount that will last 2 weeks and two additional chapters are included for free once they are ready.
At what time will Selaco launch?
Selaco launches on May 31st at 10AM EST, this is also when the review embargo lifts!
Conclusion
We are really close, and we're starting to feel the excitement both in ourselves and in the way the community talks about the game.
Thanks for reading everyone. Looking forward to hearing your thoughts on the game.
Now, time to head back and finish this game!
- Altered Orbit Studios
We need to talk about the Selaco Demo
Hello everyone!
We need to take a moment to talk about the demo.
If you prefer a TL;DR version, here is a Steam thread that's more straight to the point than this blog post!
We have made the decision to delist the demo from our Steam Page. However, preservation steps have been taken to ensure it will forever remain accessible.
For starters, all three versions of the demo will soon be uploaded to Archive.org. This includes the initial Nextfest version, the patched version, and 'The Big Update' we launched six months after the demo's initial release. Additionally, anyone is welcome to distribute copies of the demo across the web. There is no DRM for the demo.
Why did we decide to do this?
There are many reasons, but let's discuss the two biggest ones:
1. The demo and full release have incompatible saves Because of how much the game has changed, saved games cannot carry over. This means that anyone who beats the demo before deciding to purchase the game, will have to immediately redo a (mostly) similar level. This is not how we want to introduce new players to the game, and it may potentially harm the first impression for many.
It is worth noting, though, that the level has been reworked in many areas. If you've actively played the demo before, you will notice these differences right away!
2. It's outdated. Very outdated While we really love the demo and still find it enjoyable to play through today, it hasn't aged all that well. It is simply not a good representation of the game anymore. Many of the critiques we frequently received are problems we addressed years ago, and many of the suggestions to improve things have been implemented. I still hope to make a blog post in the near future to explain a bunch of these improvements!
To put it bluntly, the upcoming release version blows the demo out of the water. Everything has been refined, portions of the demo map have been reworked, performance is better than ever, and our AI is now capable of much more. Everything feels a lot better. Nothing is left untouched.
Having the demo out there doesn't make us feel as comfortable anymore because we know how much things have improved.
Why not update the demo instead?
We would love to! Unfortunately, updating a demo takes a significant amount of development time away from the full game, which is our current priority. In game development, it's often easy to underestimate how important every single day of development is. Maintaining a demo can easily take away entire weeks of progress from the full game.
Perhaps once we are ready to leave Early Access in the future, we will consider launching a demo that's more representative of the final product. No promises here, but we would love to do it!
What difference does it make to keep it on Steam?
Having it front and center on the Steam Page means the demo will still receive a lot of attention, which could lead to the aforementioned issues. By making it a bit more obscure, we can minimize these problems without sacrificing preservation.
For those who truly wish to play it, it will still be easy to find if you go out of your way to look for it! However, for the broader audience who can see the demo on Steam, we are concerned it may cause too many problems when transitioning to the release version.
Can I make a backup?
You can! If you want to make a backup, you can find all builds in the 'Betas' tab. 'None' is the most up-to-date version of the demo.
While I am not entirely sure, I believe you get to keep the demo if you have it installed on Steam as well!
Conclusion
We hope you understand why we are doing this. We are not fans of delisting demos either, which is why we are taking so many steps to prevent this demo from becoming buried and forgotten.
If you have any questions about this, sound off in the comments and I'll get to you!
Selaco - Early Access Release Date Announcement
Attention: At this time of writing, the Early Access store page is not live yet. We made an error and are awaiting approval from Valve!
The Release Date is finally here! After lots of dedication towards the game, we're gearing up to launch a massive chunk of our work to the public.
Before we dive in, we want to express our heartfelt gratitude to everyone who has been with us on this journey. We began working on this back in 2016, restarted the project multiple times over until we finally found something that worked to our satisfaction. In 2020, we announced Selaco with a screenshot from a build that was barely able to hold it together. The entire thing consisted purely out of prototypes and, in the distance, were visible placeholder sprites that were nothing but a string of text. Fast forward to today, and here we are, getting ready to launch something we feel is immensely fun to play, polished and dynamic. Never in our wildest expectations did we anticipate having the audience we have today.
Whether you joined us from our very first tweet many years ago, or became a part of our community just recently; your support has brought us to this moment. Thank you for giving us time, encouragement and support.
What to expect from the Early Access launch?
Our goal is to start big and build from there. We always meant to release in Early Access and to make the initial launch worth the price of admission by itself. I'm sure you've heard that before, but let me prove to you that we are not exaggerating.
Here is a summery of what to expect from the initial launch in May 2024:
25 levels. For comparison, the demo had 3
11 weapons, 10 of which will be upgradable with new stats, abilities and Alternate Fire Modes
Dynamic encounters with reactive combatants
Heavy emphasis on exploration and worldbuilding
A large number of secrets and unlockables
Intense combat and effects taking inspiration from John Woo movies
A wide range of environmental variety where no two levels look the same.
Full modding support
Gamepad & Steam Deck support
A synth-heavy soundtrack composed to Lawrence Steele
Very kind robots who clean up your mess you've created
We will elaborate further on some of these points further down
In short, there's a lot. And we have a lot of plans to further iterate upon all the stuff mentioned above. Months after playing it you may suddenly be playing a version of the game where the enemies have a brand new trick up their sleeves!
What can we expect from the other chapters? We plan is to make Chapter 2 and Chapter 3 a little shorter than Chapter 1. The honest reason here is that the game would otherwise end up being far too long.
The story is fully mapped out, a lot of ideas are on the table and now it's just a matter of getting the design plan down for these later chapters. We will discuss more details when the time comes.
What parts of the trailer will be in the Early Access release? Everything shown in the trailer is planned for Chapter 1.
How is patching going to work? We care a lot about preservation in videogames, so whenever a new patch launches, we will be providing options to roll back to older versions. Basically, every available version can be selected from a dropdown menu. On top of that, there is no-DRM, so you get to keep it forever.
Saved Games may not be compatible with new updates, but that depends on what has changed. We can safely add new systems, new effects, additional layers of polish, rebalance things and more while keeping saved games intact. But the moment we alter levels, a save starts breaking.
Thankfully, since we allow players to roll back to any version they want, players can safely resume their run if that's the case.
We will also be adding in-game warnings a few days (or even weeks) before a new patch launches so players can properly anticipate it. We already did this in the demo to great effect!
Of course, ideally, saved games are always going to work regardless of what has changed and that is absolutely something we are going to try and fix. But unfortunately, not at our Early Access launch. It's a complex problem that is going to require some work with the engine.
Is there an exact launch date? May 2024 is as exact as we can be right now! We want to remain flexible and avoid launching alongside gigantic games that have an overlapping audience. This allows us to launch a few weeks earlier / later as needed
Gamepad & Steam Deck support In it's current state, Selaco fully supports a wide range of gamepads and our gameplay systems can be fully utilized with these! And we've improved it further since our Public Demo by adding a Weapon Wheel and an on-screen keyboard.
For Steam Deck, we are aiming for Steam Deck verification. So far, all requirements should be met, but it's up to Valve to approve it when we are closer to launch.
Modding Support Selaco is based on GZDoom (albeit modified) so adding support for mods is going to be easy and any of the tools modders have used for Doom, can be used for Selaco. To make it even easier, we've added an in-game menu to manage your mods.
Modders are able to make completely new levels or even entire campaigns, add new weapons, add gameplay modes and much more. Honestly, there are no boundaries here given the open-source nature of the engine.
Steam Workshop is planned but we have to work out some potential issues and ensure it's actually possible with the engine. To be continued on that front.
What is going to happen with the demo? For the time being, the demo will be kept online. However, we may take it down closer to launch because it's becoming increasingly outdated and already doesn't reflect the quality of the final product.
We may, however, launch a brand new demo after the launch that uses the newest build. But that remains to be seen.
Thankfully, you get to keep the demo forever if it's installed on your system!
Can you talk about what improvements have been made in regards to common demo critiques? Yes! We are doing this in a future blog post. We think it makes more sense to do this when everything has been finalized.
Conclusion We are going to take a moment to celebrate the reveal of our release date. It's still hard to believe this news is finally out there, and that's pretty damn exciting!
If you have any burning questions, we recommend hitting us up on Discord or make a thread on our forum page.
Take good care and have a fantastic weekend!
- Altered Orbit Studios
Selaco - A Release Date reveal is inbound at Realms Deep!
Good day everyone,
We are thrilled to announce that we will be featured in the Realms Deep 2023 stream, where we will unveil our Release Date (finally!)
The trailer will showcase a variety of exciting new things, including new enemies, environments, weapons, and brand new systems. But, most importantly, a release date! After years of hard work, we are confident that we can reach a date that's both realistic and not too far away.
We know it took a while, but trust us that it's going to be worth the wait!
Tune in to Realms Deep on September 30th using the following Twitch link: https://www.twitch.tv/3drealms
Additionally, we will be showcasing the trailer and the announcement on our own YouTube, Twitter, and Steam pages. So, keep an eye on those spaces <3
Wishing you all a fantastic week,
Altered Orbit Studios
Selaco v0.41a - Stability Update has been released
Hey everyone!
It's been a while, hasn't it? This update wont be nearly as big as the one we dropped back in December, but we did want to apply some maintenance to our demo and fix some issues that we've had numerous reports of.
Change Log:
Significant improvements to Engine Stability
Improved Steam Deck and Linux support
Full Controller Support for SPACE BRO
Improved Smoke performance
Slight tweaks to Pathfinding (the full game will use a completely new system that is more reliable and more performant)
Extra info: We've been hard at work on the final game (which is going really well, btw!), but could not resist fixing a few issues that plagued the demo ever since December. Primarily for the Steam Deck and Linux users.
For the most part, the December Update was a major success. Excluding all the improvements we've made in regards to gameplay, we've seen a significant increase in average performance and the number of reported issues regarding stutters has dropped tremendously. That's great! You know what isn't great? Crashes. Man, do we hate crashes.
The Steam Deck got a firmware update shortly after our update launched that did not play well with some of our engine changes. This was on us. We made a very sloppy oversight in our code that was causing issues on the Deck and on a couple of Linux Distributions. Primarily AMD devices.
We did not want to leave the demo like that, so we took some time to fix those issues. While we were at it, we managed to squeeze in a couple of additional performance improvements as well, but these are minor.
It's worth nothing that our current in-development build runs miles better than the demo does. We considered adding these optimizations to this Demo Update, but quickly learned that will take far too much time and would slow the game's development down too much. It's important to keep moving forward and the full release took priority. Thankfully, we think the demo is in a good place right now, even performance-wise. Just keep in mind that things are only getting better!
We also fixed a problem where gamepad support for our SPACE BRO minigame was completely broken. Also very important.
If you have had any stability issues, we apologize for the long wait. It's really hard to actively maintain a demo while there is also a game you have to make. When the game launches, these type of problems will be patched much, much sooner.
Thank you all for playing (and hopefully, enjoying!) our demo <3
Altered Orbit Studios
(Selaco Demo) The Christmas Challenge update is now available!
Hello everyone,
As the year comes to a close, we've decided to update the demo one last time. We’ve challenged ourselves to come up with a (optional) heavily altered Selaco experience and gave ourselves 5 days to design and implement it. The result? The Christmas Challenge!
The goal was to make a Christmas Event that would require no alterations to the level itself. The level layout is exactly like how you remember, but a lot of randomization is now applied on top of the level, like snow piles and presents. This event will require you to be very resourceful since the randomizer may not give you exactly what you want. We'll explain the event further down below!
How to play:
Ensure that you have updated the game!
Upon starting a new campaign, the following option should be available. Tick the box and proceed as normally.
The Christmas Challenge changes the following:
Selaco's indoor environments will be covered in snow, somehow! Don't ask, Christmas in Selaco is special.
All item pickups are removed from the game. The only exceptions are keycards, Cabinet Cards and upgrades.
Presents are spread around the level at random locations. Open them up for Weapons, Ammo and Tools.
Enemies spawn at random portions of the level. You will encounter foes at locations you've never seen them before.
Unwrap a total of 10 gifts to unlock the exit to the next area.
Beat the demo to win the challenge!
We had a lot of fun working on this and we think it turned out great!
Have fun and a very Merry Christmas from all of us at Altered Orbit Studios <3
Selaco - The Big Update has arrived! (Patch notes v0.4)
Version 0.4
Happy 6-month anniversary to the Selaco Demo!
Phew, has time flew by these last couple of months! After we launched the initial Demo Version, we were immensely satisfied with the feedback we got. We have been working on this game for a long time but we were never quite sure whether or not the game would connect with our audience. During development, especially as a small indie studio, that always felt like a bit of a coin toss. Thankfully, the launch of the demo gave us some much needed confidence and put a lot of weight off of our shoulders. I can speak for the entire team when I say that the feedback we have received has been overwhelming in every positive way. There's a long road still ahead of us, and plenty of obstacles we have to overcome before the game is completed, but we're getting closer day after day.
However, despite the positivity, the initial Demo Launch has some flaws. We had a very right deadline due to Steam Nextfest rapidly approaching, so we had to work quickly. We knew going in that we would have to release a demo that lacks the intended level of polish and features that we wanted to include, and promised the community (you!) that we would eventually launch a Big Patch that would update the game to something that is closer to our vision. The game is still in active development of course, so it's only going to improve further from here, but we are confident that you will love what we have been cooking up here.
The Steam Forums have been a tremendous help. It gave us good insight on what we were doing right and what needed tweaking. This patch addresses a lot of the feedback we have received and aims to improve the game as a while. So grab a drink and get comfortable, because this will be a long read.
Ladies and gentlemen, I present to you; The Big Patch.
Quick Summary (Patch Note TL;DR)
Significant Quality of Life improvements
Added Steam Deck Support
Added Gamepad support
Challenge rework
Drastic changes to levels, both in design and visuals
Engine changes for better performance and smoother visuals
Most Particle Effects have been migrated to our own Particle System, making performance smoother in combat
Fully rewritten, better looking flashlight
Brand new gore system
(Vulkan) Added multi-threaded asset loading to combat stutters and improve gameplay smoothness
Hundreds of new special effects and sound effects
Improved AI
Pacing changes
All weapons rebalanced
First phase for Translation support
Over a hundred bugs have been fixed
General Improvements
Player Movement Starting with the one everyone will notice right away!
Player movement has been slowed down a little and this one needs some explaining. Selaco was always meant to be a fast-paced title, but we felt like things ended up being much faster than intended as development continued. We were aware of this problem before the demo launched, but due to Steam Nextfest arriving earlier than we had anticipated, we had no time to properly test a tweaked movement system, until now. In this new build, you will still be fast, you can still Slide Jump, but running speed is slightly reduced. We are confident this makes combat more engaging and exploration more immersive. Do let us know your thoughts on the Steam Forums if you have the chance!
The Demo Level have been touched up and significantly improved.
Lighting has been redone in most areas
Additional rooms have been added
Combat encounters have been partially redesigned to flow better and allow for more movement
New effects have been added to all levels
New scripting has been applied in some places
Performing slides and dashes are now much more responsive and triggers faster.
The previous demo version has some errors. Holding the Dash button before moving would often not trigger, or players were unable to dash shortly after sliding. These issues have been fixed and improved upon.
Added Zoom Interpolation to GZDoom.
Sliding, zooming and firing your weapon will now smoothly adjust the camera FOV without giving the illusion of the game running at a low framerate.
Fully reworked Roaring Cricket.
See the "Balance" section below for more information!
Performance has significantly improved
(Vulkan only) Added Asynchronous Asset Loading to GZDoom (Multi-threading). Audio, textures and sprites will now be loaded on a different CPU thread to eliminate a large amount of stutter. - Quick Saves will still cause a slight hiccup - For the time being, this is only supported on Vulkan. But will eventually support OpenGL - Some UI effects may still cause a short hitch when loaded for the first time (e.g Dirt, Damage Vignettes). This will be fixed in the full game
Expensive alpha effects are no longer rendered inside reflections (both floor, ceiling and walls).
Updated explosion effects to look juicier and more performant.
Heaps of logic code have been rewritten for improved to require less CPU resources.
Added Particle Limiter. In case extreme amounts are happening, to prevent stutters.
Reduced CPU load for individual smoke effects.
Drastically improved loading times when entering a new level.
Complete rework for lighting effects. All lights attached to special effects like explosions and muzzle flashes perform better than ever before.
Migrated most effects to our own Particle System for improved performance
Added 'Shadow Quality' setting. This setting adjusts the amount of lights that cast a shadow. A lower setting means less effects casting shadows (e.g muzzle flashes, flashlight and more)
Expensive AI tasks are now seeded, preventing stutters during larger battles.
Map Improvements
The player icon has been made much more readable and is no longer a thin white arrow
A couple of icons have been reworked
Players can no longer shoot with the map open
Adjust Default Zoom to keep things readable.
Added partial Translation support (~95% done).
Language Packs have not been added yet, but fan translations are now possible. We will explore this further in the future! A couple of smaller things like Datapad Labels are not translatable yet, but will be the case before we launch the full game.
Heads-Up Display
Some tutorial pop-ups have been made bigger for better readability on smaller screens / players sitting further away from the screen. This can be reduced.
Reduced the default UI scale to make the HUD less big. To customize the HUD size, go to the Options Menu -> Interface -> ''UI Scale''.
Reloading a Saved Game will now show you a reminder of your current goal / objective.
Picking up new equipment now adds a description to your Datapad.
Objectives on your HUD are now easier to read due to a different font size. Receiving a new objective has also been made more obvious through a new sound and text effect.
Added Context-sensitive Death Tutorials. Getting killed by certain types of enemies will give relevant Tips on the death screen.
'Secrets' label in the Datapad has been renamed to 'Current area secrets' and 'Total Level Secrets.
Applied some tweaks to the ‘Customize Control’ menu. They are categorized better and Weapon Keybinds now show weapon names.
Challenges rework.
We have removed challenges that required the player to use specific methods to kill enemies (Explosive Kills, Melee Kills, Headshots, Throwing Knives etc) and decided to only keep general kill challenges (Kill X amount of Y enemy type) and exploration challenges (Find X amount of Y, destroy X amount of Wall Cracks). The previous system forced players into playstyles they may not like or would or not offer a tactical advantage.
Some challenges have increased requirements.
Gore Changes:
Improved performance and less bloated code.
Added Intestines when gibbing enemies
Added brain pieces for headshots / full gibs
Added slime pools for enemies who have been dead for a while.
Brand new sound effects for gore/impact/combat related audio
Additional severed arm and legs sprites
The position of blood effects when killing an enemy is now relative to the point of impact
Recolored the blood effects and adjusted the way they are illuminated by light sources, resulting in an overall more pleasing visual
Fixed a bunch of gore related errors
Added Fall Damage.
We've considered this for a while now but eventually decided to pull through with it. General fall damage is low, but high enough to give a slight penalty for recklessly jumping off a high ledge.
Added Safe Saving system.
Players are no longer able to save when there is danger nearby (e.g Active Grenades, alerted enemies).
Armor has been made more important.
Armor now absorbs more damage and deplete less fast. With how damaging the enemy can be, this armor change makes scavenging for armor more rewarding and important.
Full rewrite for the flashlight.
The flashlight now uses a cone-shape, making it more like a real flashlight. This not only looks better, it's also much more atmospheric.
Adjusted how lighting is applied to sectors ahead of the player. This improved flashlight performance
AI is now more reactionary to your flashlight usage
Improvements to jumping
Added 'coyote timer' to jumping, making platforming more responsive and less prone to failed jumps during platforming sections
Slight reduction in Cooldown before being able to jump again
Slides / Dashing
Dashes and Slides no longer share the same cooldown.
Added Dash Cooldown indicator
Hitting the wall while sliding will now cancel the slide, rather than awkwardly slide you backwards.
Added minor Hardcore Mode Quality of Life
Completing Level 1-1 will now give you a confirmation box asking if you are sure about continuing on with Hardcore Mode. In case you feel like Hardcore Mode is a bit too difficult, you can revert to Traditional Mode.
Accessibility improvements:
Finished Photosensitivity modes. ''Reduce Light flickering'' will eliminate most the light effects that last for a short duration of time, and ''Reduced Muzzle Flashes'' no longer kills the entire muzzle flash light, but rather makes them smaller and less strong; maintaining a power feeling weapon while still being more friendly towards the eyes.
Added auto-climbing feature. Run up to a ledge that's within reach and climb automatically!
Streamlined Screenshake intensity setting to be less overly complicated.
Added 'Disable Camera Motion' setting. This will eliminate movement from the camera when using melee, sliding and other things.
Added 'Censor gore' setting. This will reduce the amount of blood and gibs, as well as altered scripts to contain less depictions of violence.
(Gamepad Only) Added Assisted Mode. On Commander Difficulty and below, Assisted Mode will provide additional guidance to lock-on to targets. Use this if you have difficulty aiming with a gamepad.
(Gamepad Only, requires Assisted Mode) Added option to enable a Ringing sound. This is a sound queue that plays when Lock-on acquires a target, and when the target is inside your crosshair.
VAC-BOTS have actual AI now!
VAC-BOTS now properly clean up trash that they can see
Added VAC-BOT Emotion System. Their display will now portray how they feel and they will adjust based on circumstances. They will actively flee from incoming explosions, find a way to hide when shots are fired, look disgusted when cleaning up gibs and can get lonely if left alone for too long. If you want to keep them happy, give them frequent pets or stuff to clean up that aren't giblets.
VAC-BOTS now utilize Pathfinding, allowing them to reach their destination better
Added a cleanup effect when a VAC-BOT erases something from the map.
Gamepad / Steam Deck Support
Selaco is now fully playable using a Steam Deck / Gamepad.
Rewrote the majority of GZDoom's Gamepad input code. Setting it to modern standards and improving support on Linux devices.
Added Steam Deck Optimized preset. This will enlarge certain UI elements for increased readability and optimizes graphics based on either Quality or Performance.
Added Vibration Support to GZDoom
Added Aim Acceleration to GZDoom
Added support for both Xbox and Playstation button prompts. Visible buttons can be tweaked in the Gamepad Menu.
Added 3 stages of Aim Assist; Weak, Default, Strong. This adjusts how much the Aim Assist is going to help you aim.
Added 2 Aim Assist Modes. 'Moving Targets', which only enables Aim Assist on targets that are on the move, and 'Always, which applies Aim Assist to all enemy types regardless of movement.
Added joystick button prompts that dynamically adjust based on the input device that is being used. Gamepad and KB/M are able to be used simultaneously.
Added optional Lock-on mode for lower difficulties.
Added squared stick input option for gamepad Look and Move, allowing for more responsive diagonal inputs.
Gyroscope Aiming is not included natively, but should work perfectly fine when using Steam's Gyroscope mode. If you have any trouble with this, reach out to us and let us know!
Redesigned portions of the Wrist Computer to make it easier to navigate with a gamepad
Economy:
Now that Credits are harder to come by, ArachnoCola prices from Vending Machines have been reduced (5c -> 2c)
Additional Credit Bags have been added to the levels.
Other improvements
The menu has been partially overhauled
Added 'Longest Headshot' statistic.
Added option to increase Zoom Sensitivity above 1.0.
Crouching behind flipped cover will now properly protect your head
Explosions made by the player deal significantly less self damage. Standing close to the origin of the explosion will still end up dealing a significant amount of damage, however.
Weapon Switching has been tweaked to feel snappier. It is now easier to switch weapons even during animations.
90 is now the default FOV. Remember to change this if you prefer something lower or higher!
Grabbing objects now lowers the player's weapon to keep the screen free of additional clutter.
World / Presentation
Updated Splash Screen when loading the game
Re-rendered some of the sprite work to make them seem less out of place. Not all sprites are properly 'converted' yet. This will be an on-going process.
Enemy muzzle flashes now properly follow the shooter and no longer clip through the sprite of the shooter.
Smoke effects have a bit more transparency applied to them, causing less problems with visibility. (The RIDICULOUS setting of Smoke Quality uses the same thickness as the previous version)
Added proper impact effects when shooting at Window Blinds
Added impact effects when a shot down sign impacts the floor.
Added voxel model for Blood Bags (decoration)
Added 10 new variations for Wall Paintings
All datapad entries now have proper dates assigned to them.
Enemy footsteps now react to glass shards and leave footprints behind when standing on water, blood or slime.
Added bullet whiz effect for tracers flying past the player
Improved visual effects for Smoke Grenades
Added new variations of Cardboard Boxes.
All Pickup Items have been brightened up for improved readability.
Added variants of impact sounds after landing from a fall. Additional grunts and effects have been added.
Added a weight scale. No further elaboration needed.
Changes to Crate destruction to make them a bit more satisfying to break.
All weapon descriptions in your Wrist Codex have updated artwork
Brand new effects when destroying window panes. This new system ensures that the amount of glass shard matches the size of the window pane. Longer windows spawn more glass, smaller windows spawn less.
Added Breathing Frames for the Roaring Cricket.
Dawn shields her eyes from explosions much faster.
Cleaned up the Slide Entering animation, making it less jerky
Added new death animations for all enemy types
With subtitles enabled, the names of the opposing side are written in Orange.
Most actors will now properly adjust to the slope of the floor
Food now fades out when eaten, rather than disappear right away
Bullet Brass code has been entirely rewritten to be more performance friendly and visually appealing.
All weapons will now spawn a unique bullet case model when fired.
Added brand new toilet voxels. Happy flushing!
Added Toilet Cleaner voxel model.
Dawn will no longer eat the flag of a burger.
Level Names have been adjusted to be more clear. A "Level" is broken up into multiple "Areas". Every loading zone takes you to a new area within the level.
Added 'Foot Slide' sound that often plays on top of footsteps.
Added visual effects when sliding
Shockwave effects from explosions are now smoother
Drastic adjustments to the lighting of the levels to reduce visual busyness
Retextured and redesigned significant portions of the demo level
Walking on human blood will now leave bloody footprints behind
Added transition effect when interacting with a Camera Feed
Improved enemy readability
Added splash effects when jumping into water
All guns play a sound effect when the last bullet of a magazine is fired.
Optimized ejected Weapon Magazine models. With the new optimization, we can keep them in the level for much longer. Playing with ''Effects Lifespan'' on Ultra, keeps them around permanently
And a whole bunch of other improvements that we forgot to log...
Audio
Completely remade the Intermission track when completing the demo. The previous one was outdated and no longer matched the tone of the game
UC-36 and Shotgun have improved sound effects
You will now be able to hear the mechanisms of the weapon when firing while zoomed in
Added sound effects when hitting wooden surfaces
Added unique sound effects per bullet casing type. Heavy sounds for big bullets, lighter sounds for machineguns.
Added unique sound effects for paintings being hit, and new sounds for when they hit the floor
New sound effects for Destroying Crates
Added additional foley sounds for different player actions
Brand new bullets impact SFX, making them sound more punchy and impactful than before.
Added new sound effects for bouncing metal
Added sound effect for paper debris touching the floor
Added sound effect for bouncing ceramic pieces.
Updated sound effects for player footsteps
Added new sound effects for Metal floors
Added new sound effects for walking on boxes
Added squishy sound effect when walking on blood piles
Security Camera sounds have been updated so it's no longer a stock sound
Enemy soldiers now have their own footstep and foley sound effects for improved recognition
All weapons now have unique (de)selection sounds
And a whole bunch of other sound effects we forgot to log...
Difficulty Tweaks
Captain Difficulty and above:
Various stat tweaks to enemy tactics and action speeds
Portable Medkits now heal for 50, just like the other difficulties. We felt that 25 was not enough for such an uncommon item.
Portable Medkits healing rate has been cut in half.
Admiral Difficulty:
Given the slight tweaks to a certain number of factors, enemies deal 10% more damage to compensate.
Enemies are much more mobile in this difficult setting.
WEAPONS
Roaring Cricket [rework]: While we always liked how much damage it dealt, its magazine capacity and recoil might have been too troublesome. We've made some changes to better balance this out and make it easier to use.
Primary Fire Recoil reduced (1.5 -> 0.7). Alt Fire remains the same as before.
Magazine capacity increased (9 -> 12)
Damage per shot reduced (60 -> 48)
Max ammo reserve increased (45 -> 48)
Increased Roaring Cricket ammo pickup (9 -> 12)
Roaring Cricket alt fire now works with less than 3 shots. It will deplete the rest of the magazine instead.
Swapping speed is now nearly instant, making this the ideal weapon to switch to when caught with an empty weapon during a fight.
Particle trail is now instant between player and target. The previous version made the Roaring Cricket look like a projectile weapon instead of hitscan.
UC-36 Assault Rifle:
Headshot damage has been decreased (25% -> 15%).
Increased damage per shot (13 -> 14)
Changes made to the firing sound to sound more punchy
Some sprite improvements when Zooming
Changes to how recoil is handled, making it increase incrementally with each shot.
ESG-24 Shotgun: Shotgun is in a good place, but had some issues.
Beefed up the firing sound of the shotgun
Dawn will now pump the shotgun before starting to reload, in case the shotgun requires pumping.
Added 'Chamber Empty' indicator when your shotgun requires pumping.
Pressing 'Reload' with no shell in the chamber will now cause Dawn to pump the shotgun.
Fixed minor stutter when firing the shotgun
Melee improvements:
Quick Melee with your weapon is now much faster.
Weapon Melee damage has been reduced
Collision damage has increased. For maximum effectiveness, try hitting targets against walls.
Improved wall collision detection. Hitting enemies against walls should be much more consistant and reliable.
AI
Added Strafe Node system.
This will allow soldiers to dynamically adjust their strafing behavior based on player location. This results in soldiers being more intelligent with how they strafe. A confident soldier with high health will be more likely to stay within line of sight of their target, while a low health soldier is more likely to strafe towards nearby walls for cover.
Added intelligent reloading.
When a soldier is low on ammo, there is a chance they will seek cover to reload their weapon.
Improved enemy pathfinding.
AI no longer gets stuck in geometry
Enemy are now able to chase you around the entire level
Tweaks to Pathfinding to make it more likely for AI to flank your position
Misc
Animation smoothing, logic performance improvements and other additional things have been added.
Enemy Rifleman:
Increased mobility. Rifleman is far less likely to hold still. This increases per difficulty.
'Attacker' Rifleman now has a slight speed boost to have an easier time closing the gap.
Rifleman now has less issue dealing with faraway targets.
Enemy Engineer (Shotgunner):
Slight reduction in health (135 -> 125). This change should be enough to make it easier to take him down after he sets his sights on you.
Engineers no longer fire at teammates.
Added Suppression role. Engineers can now choose to not rush towards their target, but instead unload shotgun shells from a distance to keep targets suppressed.
Engineer strafe patterns have been improved to make them more engaging to fight.
Enemy Juggernaut: We liked how fast-paced and lethal the Juggernaut is. It's an opponent that has a similar moveset as the player and requires the player to use everything they have learned so far. However, we also felt he was a bit too dominating. Here are some tweaks to make him a more fun opponent while still being a dominant presence. Remember that the Juggernaut is not a one-off bossfight. You will encounter him often during the full campaign and he frequently learns new tricks!
Health Reduced (1200 -> 1000)
Tracer Speed has been reduced (80 -> 70)
Added a slight delay before the Juggernaut starts firing during a Sidewash dash.
Increased Splash Damage Range after leaping (300 -> 390)
Energy Shields
Energy Shields (that soldiers can deploy after reaching Invasion Tier 1) felt a little weak because their height was small enough to not cover the head of the enemy soldiers. We've added an extra piece on top that gives them a bit more protection
BUGS / MINOR TWEAKS
'Rifle Start' can no longer be checked. It is not supposed to be present in the demo because there's only one level, making a Rifle Start impossible.
The Credits Track now fades in.
Fixed a bug where the 'Open Codex' button would not work when '5' was one of the assigned buttons.
Items can no longer be picked up through the walls
Fixed an error where Dawn would make two grunts after landing from falling.
Fixed an error where footstep sounds would play underwater
Corpse hitboxes are no longer overly large, causing enemies to keep hitting corpses despite going over them.
Players can no longer slide jump when there is no space to jump, preventing players from getting stuck
Fixed a goof where the weapon sprites would show a breathing animation when underwater
Soldiers no longer kill themselves with Smoke Grenades
Fixed an error where Fan textures behaved like Concrete when shot
Fixed an error where Dawn's underwater speed was much faster than intended
Fixed a bug where the UC-36's firing sound would abruptly end without a proper tail sound.
Fixed an error where smoke grenades used an outdated sound effect from way back in our modding days
Fixed a bug where tracers would be blocked by plants. My sincere apologies to all ACE Security agents who used plants as armor. Adjusted the size of certain objects. The scaling was not very consistent. This includes enemy sprite work
Applied a minor tweak to Interaction Prompts to make them update faster and seem more responsive
Stationary Grenades are no longer shootable
Fixed an error where enemies touched by a burning actor would lose their Self Lighting properties
Fixed a bug where bananas would briefly turn into a sandwich when eaten
Fixed a bug where crates would jitter around the level when hit by particles
Certain smaller items no longer collide with the player
Dawn will no longer shield her eyes from explosions when dead
Fixed a bug where throwing fire extinguishers against enemies would sometimes not put the enemy on the floor, but would have them enter their Collision animation instead
Fixed a bug where paper pieces would have a random angle upon touching the floor
Fixed a bug where the hitbox of flipped cover was not high enough to fully protect a crouching player.
Fixed a bug where keyboards could not get destroyed with melee attacks
Fixed a bug where Dawn's legs would not go away when climbing after a slide
Fixed a bug where Zoom Sensitivity would have an effect on the overall sensitivity
Fixed an error where some areas of the game looked darker than intended on the Low graphics setting
Fixed an error that forced XY Billboarding on enemy soldiers after hitting them with melee.
Fixed a bug where picking up Health Injector would take your health away when on health above 100
Enemies colliding with falls no longer damage the player when nearby
Fixed a very sloppy error that added a one tick delay (one 35th of a second) before showing an impact effect on walls.
Sliding away after being near an explosion will no longer cause Dawn to awkwardly shield her eyes too late, and temporarily get 3 arms.
Fixed a bug where 'chair base' could not be picked up
Fixed an error where the Shotgun muzzle flash was not properly aligned to the animation of the weapon
Fixed a bug where a certain Easter egg progressed a challenge
Fixed an error where Engineers their 'attack indicator flare' would flicker rapidly
Fixed a bug where Fire Extinguishers could pass through rushing engineers
Fixed Fire Extinguisher duplication glitch.
Loading the saved game of an incompatible version will now display a proper error message. In the future, this will explain how to fix it as well.
Sliding in a narrow tunnel that is of crouching height will no longer endlessly slide you forward.
Zooming while reloading no longer causes the camera to 'jitter' to one game tick
Fixed a bug where the 'end fire' sound would not properly play when a player stops firing a Zoomed UC-36
Fixed an error in the Gameplay Menu where 'Automatic mode' and 'Manual Mode' were swapped around
Fixed a bug where Engineers would spawn a severed arm after a melee death, despite the sprite showing both arms intact
Fixed an error where HoneyComb Cases would not properly align to the slopes they were on
Fixed an error where using iron sights showed an unintended crosshair
Fixed a bug where floor paper decals would not spawn
Pathfinder's alert sound now persists to Level 1-2. This was always intended but ended up broken
'Toggle Run' has been renamed to 'Toggle Walk', since Run is already the default speed.
Flares carried by the player now correctly transition between levels
Sliding Sounds now require the player to touch the floor. Once contact with the floor is removed, the sliding sound stops.
Fixed a bug where the player could slide while crouching, making their hitboxes 1 pixel high.
Fixed a bug where one corpse actor could not get gibbed.
Fixed a bug where Strafe Tilting was still applied when dead
Dying while holding an object will now properly drop the object
Fixed a bug where bullet casings were able to climb staircases
Fixed a bug where a couple of icons on the automap would disappear when getting far away from them.
Given corpses some weight. They will no longer slide across the floor when shot.
Fixed an oversight where ArachnoCola cans could not get kicked by enemy soldiers
Fixed a bug where some footstep sounds were not playing correctly
Fixed a rendering bug where Lightshafts would show artifacts at the bottom
Fixed a bug where players could climb into very narrow surfaces and get stuck
"Disable Hud" now properly disables the visor frame as well
Fixed a bug where Selaco's movement code was ignored prior to opening a Keypad or Gwyn Station. This caused Dawn to slide forward like she was on ice skates.
Fixed a bug where Slide Kicks would stack multiple times, sending enemies flying further than intended. (It was funny though! Will keep it in mind for a mutator >:) )
Fixed an error where reloading an empty Shotgun would 'twitch' the weapon sprite
Fixed a bug where reloading a weapon while being at max ammo reserve capacity would take too much ammo away
(LINUX) Fixed ''SDL unsupported'' errors
Fixed a bug where the game could keep playing during an Invasion Tier screen
Water Coolers no longer keep buzzing after being destroyed
Alt Fire can now be used to drop objects.
Fixed a bug where Juggernauts left a 'solid ghost' after dying
Woah, you're still here!? Thanks for reading <3
We are looking for Performance Testers!
We are updating the engine and need your help! We are looking for a number of people to help us test an engine upgrade. After launching the demo, the most common complaints were performance related, primarily stutters, and we are taking steps to eliminate these. A large amount of these happen because GZDoom is a single-threaded game engine, meaning your CPU is not being utilized to it's fullest potential. We have made adjustments to the engine to better utilize multiple cores with the intend to eliminate as many stutters as possible.
We expect this version to be ready later this year. This is still the same demo level, albeit with numerous upgrades to the engine side of things.
Are you interested? Please join our Discord server and let us know in #Selaco-Lounge. We will assign you a Tester role and notify you with the version is ready. You can join the Discord using the following link:
https://discord.com/invite/selacogame
Once the test is complete, the upgrades will be rolled out to the Public version, but with more gameplay related changes.
Requirements: - A PC that exceeds the Minimum Requirements. (See Selaco's Steam page for more information). - A PC that had stuttering issues in the current Demo version. This is a preference, but you are free to join if the Demo version ran smoothly on your machine.
What are we looking for? Information on whether or not stutters have been eliminated in the Testing Version. A stutter means that the game freezes for a couple of milliseconds (sometimes even longer!) during gameplay. This often happens in combat, when a scripted event happens, or when destroying objects. Play the test version when it's ready and let us know if things felt smoother than before. We *do not* need framerate reports! We only need data on stutters.
MINI FAQ Q: What about Linux? A: This Engine upgrade is for both Linux and Windows!
Q: What does this mean in plain English? Why is it better? A: GZDoom only allows one task to be executed at any given time. When you run around the level, your computer is working really hard to execute all kinds of code. Almost every modern system has a CPU that uses multiple 'threads', allowing multiple pieces of code to be executed at the same time. GZDoom currently does not utilize this properly, so whenever a complex task needs to be executed, the game will freeze until this task is completed. The most common cause for these kind of stutters is when brand new assets are loaded during gameplay. This happens often while exploring the level or entering a combat encounter. This new multi-threading solution will ensure that these new assets are loaded on a separate thread, significantly reducing the load on the main thread. This will eliminate the stutter and keep the game running smoothly!
Q: How do I know if I am part of the testing group? A: Click on your Discord name in this server. If one of your roles says ''Tester'', you are in!```
We hope to see you in our testing group!
Selaco v0.33a Update is incoming!
On Monday, we have launched the very first version of the Selaco Demo. To say that we are excited and happy with all the feedback we have gotten would be a severe understatement. Truly, thank you all very much for the love and the feedback about numerous things regarding the game.
Of course, like with any game that is still in development, a good amount of problems were found. The most re-occurring complaint were ''Unfair difficulty'' and ''Visual clutter". We have addressed them both, but still have ways to go before we are completely satisfied with them. For now, we have made a handful of improvements that should enhance the experience of the game.
Summary - Many changes to the visuals to improve navigation, improve encounters, reduce clutter and make things more 'natural' to look at. There is still a lot of work left here, we had to make do with the time we had, but the worst offenders should be significantly better! - Additional rooms have been added to a couple of combat encounters to make them flow better. - Big balance changes to combat. - Ability to pickup and throw live enemy grenades. - Map Controls are now visible on the automap. These will allow you to zoom out and pan around the map, as well as follow the player around. - Performance enhancements, especially during combat. - Quality of Life improvements - Bug Fixes.
Added - Added option for 'Reduced' Weapon Shake. This will not eliminate Screenshake when firing weapons completely, but will reduce the duration and amount. - Added a warning system for future updates that will break save game compatibility - Added additional information for the 'Smoke Quality' description - Added the option to disable certain screen effects (Dirt, Healing effect, Armor Breaking and Dash Lines). You find these in Gameplay -> Immersion. - Added an option to link mouse sensitivity sliders - Increased Self Illumination to enemy spritework. This is a temporary solution, we will be redesigning the Rifleman enemy in the future to make them easier to pick out in combat - Added the ability to pick up and throw enemy grenades - Added the ability to slide kick enemy grenades into the direction of the sliding - Automap now shows controls in the bottom left corner. Use these buttons to Zoom, Pan or follow the player character around. - Added voice callouts for soldiers when Dawn loses her armor.
Balance We've heard lots of great things here, but there are a couple of things that needed tweaking. We tried not to touch too much upon the higher difficulties because we feel like Captain and Admiral are (mostly) in a great spot, but lower difficulties could go with some improvements to make it playable.
Ammo Economy - The amount of ammo dropped from enemies is now dependent on Difficulty. Lower difficulties have enemies drop more ammo. This means that exploration and discovery becomes more important as the difficulty level increases, while lower difficulty players can take a more simplistic approach without being required to explore too much. - Increased amount of Machinegun Ammo from dropped Rifleman Soldiers (10 -> 15)
UC-36 Assault Rifle: A well-liked weapon, but hipfiring was a bit too inaccurate and unreliable. - (Hipfire) Weapon Spread has been reduced by 15% - (Hipfire) Recoil has been reduced by 5%
Difficulty Changes: All difficulties: - Enemy damage decreased by 15% (Does not apply to Admiral) - Additional ammo pickups have been added (Does not apply to Admiral) - Headshots are far more likely to cause a stagger per shot. (70% -> 90%) - All enemies are more likely to get staggered by regular gunfire on body shots.
Ensign: - Enemies are much easier to stagger - Enemy Damage reduced by an additional 10%. - Increased the time it takes for Soldiers to begin firing after aiming at the player - Enemies are far less likely to strafe and fire
Lieutenant: - Enemy Damage reduced by an additional 10% - Enemies are easier to stagger
Admiral: The difference between Captain and Admiral was noticeable, but not nearly enough. We are giving the enemies some extra juice on this difficulty. - Enemies are far more likely to strafe, and will be more likely to fire while strafing.
Melee Combat: - Hitting props while sliding will no longer slow down your slide.
Rifleman (Defending Stance) - Defending Riflemen are far less aggressive and more likely to wait for Dawn to show up, rather than the other way around.
Rifleman (Attacking Stance) - Same as above, except they are now less afraid to get close.
Engineers - Damage per pellet decreased (5 -> 3) (Does not apply to Admiral)
Juggernaut - Now takes 25% additional damage from the Roaring Cricket, which is a weapon with armor piercing bullets. - Shotgun now damages the Juggernaut accordingly. - Reduced Rate of Fire by 25% (Does not apply to Admiral)
Hardcore Mode - Gwyn was not satisfied with the amount of money she gained from Saved Games and she has to stay in character. The Saved Game price has been bumped up from 600 to 800 - The game will now save right before picking up the UC-36 Assault Rifle in the patient room. This way, dying means you won’t have to re-run the introduction again. You respawn right back into the first combat encounter.
Changed - Explosions are a bit more performance friendly without sacrificing their visuals. - Optimized enemy pathfinding to be more performant. - Updated some texture work to contrast better with the rest of the environment - Optimized enemy 'checks' to not happen 35 times a second anymore. They are more spread out and should result in far less strain on the CPU. This was a bad oversight from our end. - End game credits can now be skipped by pressing BACK/ESC three times - Quit To Title menu option added while in game - Backspace can now be bound as a useable key in game - An additional autosave has been added to Level 1-3. Apologies for everyone who had lost significant progress due to a poorly spaced out autosave. - Low graphics preset disables texture caching for cards with low VRAM - Low graphics preset now disables light shafts - Destroying a window will now alert nearby soldiers - Increased the volume of the UC-36 Firing sound to be more in-line with other weapons - Removed 'Enemy Soldier deployed ' prompt. The visuals and dialog from the enemy was already making this obvious enough. - Rebalanced default audio settings to allow more dynamic range
Fixed / Improved - Adjusted a string of text that shows underneath the crosshair when your weapon is about to run out ("LOW AMMO" -> "RELOAD") - Fixed an error where the Flashlight tutorial did not show up until after you leave a dark area. Whoops. - Fixed a bug where Teddybears could destroy the MRI Machine door. - Flares now work underwater. I am not so smart. - Fixed a bug where Camera Tilt was not properly applied when killed by Alien bullets. - The flare effect on a flare stick no longer flickers too quickly. - Fixed a bug where animated flares had incorrect offsets. - Fixed an error where plant hitboxes were overly generous. In the future, we will make it so that bullets go *thought* plants, rather than damage them. But this is not something we could fix within a reasonable timeframe. - Fixed a potential crash when sliding into cover objects - Fixed an error where the Door Breaching Sparks got unintentionally bright. - Fixed Dawn's "Get Well Soon!" balloon from despawning. - Fixed some ghost interaction prompts that would show up in 1-2. - Fixed a bug where enemies got confused and thought they fought alone, when they actually still had allies left. - Fixed a bug where Engineers who wind up their attack, just to realize they are out of shells. They are now competent at counting how much ammo they have left before engaging. - Addressed a good amount of texture and scripting errors in the levels. - UC-36 Rifle performance improvements, fixed stacking light effects. - Automap should toggle correctly now when bound to M. - Prevented accidental console spam from the Tutorial handler. - Dawn can no longer open her Codex while dead. - Proper player icon on the Automap
Linux - Numpad keys can now be used for in-game keypads - Fixed crashes and issues related to dynamic-library clashes with steam-runtime - Fixed requiring wayland libraries on non-wayland systems - Fixed the game requiring newer OS than stated in the system requirements - Potential fix for audio issues
== End of changes ==
What's next? - Armor rework. We understand that armor is currently a little underperforming and could use some more oomph. After all, armor is more often than not placed outside the beaten path so you should get rewarded for it. - Additional polish to the visuals. - Improved balancing - Add proper Player Icon on the Automap