Stuck when press posters (Now can use Escape and Action button if you Stuck)
When 2 players interact with the poster, when one of them leaves, both cancel the lighting of the poster (Now it works by Proximity)
Objects
Fuelcan and other objects Flying in some tents (Collision of an invisible wall)
Enemy
Clowny flying or floating (View in cinematic)
When the enemy captures, a black screen is seen, now the enemy is seen in the third person taking you to some cell.
Web
The positive reviews were not seen on the web. (By the way, these reviews are not updated at the moment, they go slower since it requires an hourly check of the steam page itself.)
Early Access
Hello everyone, thank you very much for continuing to play or try our game, we have pointed out a lot of suggestions from both negative reviews and positive reviews.
Early Access
We believe that many of the harsh negative comments were due to a mistake on our part since we mistakenly removed the Early Access message, we have talked to Steam and we have re-enabled it, the game is definitely not ready to be a published game, not only because of the bugs that may exist if not, because of how extensive our roadmap is.
We want to remind you that we have a roadmap to follow and that we are sure you will love it.
MU.U.P
MU = Mayor update U = Minor update P = Patch
Most of the problems come from the fact that it takes a long time to finish the map and find objects, this will be solved in Early Access 1.1 since we create another map called The Great Circus that will be the current one, the new map will be "Circus" that map will be half the size and half the keys.
We want to remind you that we have a roadmap to follow and that we are sure you will love it.
We have received many comments about the duration and complexity of looking for elements, we have proposed that the best solution will be to shorten the map, we will also add a small sound.
We will continue to develop and all reviews and returns are heard and read, we regret the inconvenience all these problems, we continue to improve.
Launch and RoadMap
Hello everyone, we want to clarify several things and show our commitment in the roadmap.
Positive reviews
In the area "Give us a positive review to update the game" far from what some believe, Slashers will release patches and minor updates, in our roadmap it is thought that based on these reviews we update with new content
It is essential each point is clarified in the description and in the in-game tips, many things are aids and others are clarifications, remembering lights, voices etc.
The circus map is a very large map so it can be slow, it depends on the user, we recommend pointing objects to travel them back.
We recommend playing on easy difficulty since you will go from 4 fragments to 8, it is important that they go slowly and look well.
To find objects, we recommend you get very close to the tables, there is only one object that can appear outside a table on the lawn where Clowny is located.
We are aware that the circus is huge, there are many doors to open and many objects to get, we recommend you take it easy as it can last a single game about 2 hours or more ...
Slashers have a background, if you ignore the notes and elements of the circus, you won't know what happened.
Very important, take a lockpick, if you do not do it and they capture you, the game will be over, always have a lockpick on top.
Updates
The updates will be released progressively, we are already raising a sound in the objects so that it costs more to skip one of these.
Very soon we will make a minor update and we are already working on the new map that will come out in the form of free DLC.
We clarify that it is an Early Access, there are many modes that will come in a few months, new improvements and a lot of content.
Any clarification or doubt, we recommend joining Discord and talking to us, if not you can also from steam discussions.
Official release date
We are pleased to announce that the release date has finally been set for May 11th!
We want to indicate what guidelines will follow our game to avoid confusion in the future.
Comunication
We remember that the main means of communication is through Discord
Progress
The progress of the game will be updated on the web automatically, we have 3 ways by which you can see this progress.
We remember that we will need your positive reviews on the steam page to continue advancing the development.
Releases
Patches will be released for everyone at the time of release.
The updates however, will come out 2 weeks before for the beta testers (Team), 1 week before for the beta testers (Steam) and finally for the rest of the players, with this we will avoid that if there are important bugs they are not visible to the beta testers of steam and finally that the beta testers report bugs that will not be visible to the end user.
Hello everyone, thank you very much for continuing to wait for our development, we appreciate it very much, we continue working and developing functionalities, together with the testers we continue to test and solve all the bugs.
We remind you that you can follow the process of development:
Trello: https://trello.com/b/PpXSzIAH/slashers Web patches: https://www.slashersgame.com/#patches Discord: https://discord.gg/naXRq9aB5X
By the way, our trello is main, this means that we do not have another trello where we develop, absolutely everything is transparent and we are doing it in this Trello.
Paperwork
All legal procedures are finalized, now we are waiting to confirm our data with Steam, this process if it is not solved this week we will take measures to streamline the process for the following week.
In the end we have performed these procedures much faster and can guarantee the departure of Slashers in May!
Release Date
We do not have an estimated date yet, but as soon as we have it we will publish it and give 2 weeks in advance, we strongly ask all translators to have the new changes that we will publish just after announcing the departure, they have 2 weeks to finish the last translations.
New development
We remember that from time to time the most characteristic features are commented on by discord, among them are several important and very relevant changes.
To begin with, it is real, you will have to play in the shadows, any emission of light will make the enemy can see you from far away.
We have added a system of sanity to "force" you to stay in the light or with your companions (Otherwise things will begin to be heard and entities will appear in front of you, it will also make you confuse yourself with respect to the enemy, sometimes you can believe that you have him next to you, behind etc).
Light emissions work of any kind, the most characteristic are flicker effects, this effect restores your sanity and makes you visible to the enemy when the flicker is visible.
In addition the enemy listens to your microphone, any voice emission above x range will make it go to your location, beware of the voices.
We have changed the following map to a bunker, the story is already thought out and will be developed in the coming weeks, we want to remember that making maps will be very simple with the number of tools we have developed, however we always want to leave it well and correct.
We have made substantial improvements in our fragments, in the case of the circus if a mini bottle of water is placed you can shoot a water gun at a clown that will make the balloon swell and explode, containing the necessary mask inside, all the elements of the game we call fragments, these fragments are infinite and can be established in multiple ways for example:
- Can act as a generator - Can Turn on/off the generator - Can act as a lockpick for 1 or more cells - Can act as a puzzle to get multiple fragments - It can act as a multiple to use the same fragment several times. - Can open/close/lock and unlock doors. - Can be modified when placed - You can add components while placing multiple necessary objects. - Play an animation - Finish the game
And currently we have developed a progress bar, this bar is always visual for the player, but not only that, we can make the progression maintain or not, we can adjust the time, the maximum amount of progression, how much it adds for each individual and best of all, it can be used simultaneously by several players increasing to if the progression faster, we can even determine the maximum number of players who can interact at once.
This is one of the systems, we have many so it will make developing levels very simple.
Procedural
Along with this and having 4 maps, we want to develop a new system called Procedural, this can be activated in any game in the lobby and will make the map be generated procedurally, its objects, doors, fragments, etc ...
This will give endless possibilities to our game and will make you never finish playing.
Along with this in Discord we clarify that we will always take out a map developed with history etc, but there will always be a procedural version for the new map.
It should be noted that animations, interactions, cinematics, will only be available on the original map, while the procedural versions will be fast, without animations, cinematics or story-type interactions.
In addition, this system will be developed more and more and fixing all the failures that occur.
Escape
We have also stressed that the next game mode will be the Escape mode, this time you must escape from the maps by activating a series of fragments and opening a series of doors, in this mode YOU WILL NOT BE ABLE TO KILL THE ENEMY.
However, it will be a more casual mode, also compatible with the procedural mode, it will also be the gateway for the Slashers mode since it will be exactly the same or very similar but with a player enemy stalking the survivors.
Without much more to add we recommend that you join our discord group since you can interact with the ideas we are having and developing them with us.
Release date
Hello everyone, thank you for continuing to follow up on the development of Slashers!
We have been working this month on many new improvements, remember that all these improvements and the development is being seen in real time in Trello!
Interface
The new interface has been completely modified, we have restructured the notifications, the icons to take objects both in the inventory and in the hand.
We've reduced the opacity of chat when it's not in use.
We have also added the Stamina bar and flashlight battery.
Spectator
We have created a spectator system only available when 2 or more players play, to see their characters and also yours as you will need to know when you can self-free from jail.
Map
We have created a wide fog throughout the map, now the game is much more immersive in addition to a much more saturated white noise.
We have created a map system that can be opened and set its key initially to the "M" key
Requirements
The minimum and recommended requirements are now available on the store page.
Current Status
We are currently finalizing some bugs and we are still testing with some players.
We remind you in this regard that these will put a review, even though the review is initially "Manually awarded" they are free to make the review both positively and negatively.
We are incorporating new features and finalizing some others, for example on the web we will incorporate a patch system and the progress of the new updates.
We remember that we need translators in different languages, if you want to collaborate with us you can do it directly through Discord, we have created a platform to translate very intuitive and simple (here).
Release Date
Finally the release date is expected for Q2 of 2022, as we said on numerous occasions, our main drawback lies in legal issues and we are in it, you know that they are very slow procedures, we calculate that the game will be finished by mid-April.
In legal matters we are not sure but it could be delayed until Q3, let's hope everything is available for Q2 and we do not have to delay our departure any longer.
What's next?
If everything goes according to plan, in mid-April we will finish all the development of Slashers and solved all the errors and also tested, how can we not launch the game, we will begin to develop the following map regardless of whether or not to reach the positive votes.
Slashers begins the CLOSED BETA
We continue to work conducting tests to deliver Slashers with as few errors as possible, in addition, we are polishing gameplay issues and we believe that we will most likely have to make changes as soon as the game is published after your feedback.
We want to remind you that Slashers, lives up to its name and therefore is prepared the development for the slashers mode, more information
Due to a legal change in the company the game will probably be fully tested, solved and fully developed and still the legal procedures have not been completed, so we will most likely continue to develop the next map (Subway) and it could be that when Slashers can finally be released, it will be launched with 2 maps instead of 1.
So you know how HeadArrow will work with Slashers
HeadArrow will continue to develop the game as time goes on, if the reviews quickly reach the objectives, we will work hard, but we may accumulate the updates, if we do not reach the objectives, we will continue to develop all the updates until we reach the quantities for their respective releases.
For now in the closed beta will attend a minimum of 7 people, some as a team and others alone, our intention is to understand their reactions and intentions and solve everything that is not intuitive, the number of testers may increase, these users must write a final review, the game will be delivered as a pass through Beta Testers, so the first reviews will be from users to whom we have "given the game away", but know that they are free of biases, they are free to give their opinion positively or negatively, but they will not take into account the bugs found since these will be solved before their launch.
Finally, thank you all, +80 users who have Slashers on your wish list.
We have made a platform to translate our video games so that translators do not have complications with JSON or Unreal Engine files, we have created a Thread in discord where we explain how to do it and how to send it.
Simply if your native language does not match or you think it is poorly translated, help us solve it (Everything is translated by one person and with a translator)