When there are a bunch of items in front of you, then heavy items are pulled first. This should help you utilize your maximum destruction potential.
Outdoor levels in arcade mode were slightly rebalanced so there is always a better ratio of ammo items vs buildings.
Inventory system received some upgrades too - Full inventory indicator was added, making it obvious when you filled up the inventory as well as items don't overflow anymore, meaning no items jumping out of your hand into your face.
Pull speed control curve was slightly modified, making telekinesis control slightly easier when you are fully upgraded.
Bug fixes
- Hands sometimes disappeared - shouldn't happen anymore - Tutorial 3 glass now breaks again - Buildings are now destroyed more consistently (before even super heavy items could bounce on the first shot, now they will do proper damage)
Biggest Update Yet
Hey everyone we just released a new version of StressOut. This update brings new game mode, completely reimagined to fit our initial vision better - build the most chaotic relaxing experience that you can replay multiple times and is always somewhat different and always fun.
Arcade mode
Get through 39 procedurally generated levels, farm the gold and unlock powerful upgrades. We built a brand new upgrade system that sets the foundation for future expansion - more spells, more variety, more destruction.
Win Rewards
Can you beat the developers? Look for Shavorich and Otiv on leaderboards. Get to top of leaderboards to win a free VR game. Join our Discord server to see the rules and other ways you can win
Score is simply calculated by looking at how much time you have left in the last room times 10. So if you have 320.1s on the clock when you finish the run, you will get 3201 points.
Procedural levels
A completely new system has been built from the ground up to allow us to generate all kinds of levels.
Currently there are only a few archetype levels:
Shop - indoor small scale destruction
Warehouse - Medium sized chaos
Outdoors - Full scale destruction
Ceramics - Juicy and full of cash for upgrades
Each of these archetype levels has tons of configurations that can spawn during arcade mode. There are even more configurations as you purchase special unlockable sections. Anyways there is a ton and it’s just going to get better.
What’s coming?
We feel like arcade mode is currently in really early stages of its development so we are planning to extend it with new super powers and greater variety of levels. This should come relatively soon.
We are also thinking of building systems for community such as daily challenges, different variants of arcade mode (melee only anyone?)… Let us know what you would like.
Asymmetric multiplayer we have an early version of asymmetric multiplayer (a mode where 1 player plays on flat screen and 1 in VR) version in the works and are looking for some testers. Let us know if you want to help.
First Summer Sale Ever?
Hey!
It's been only a couple of days since our last major update and here is a next one already - a minor update with a couple of bug fixes, expanded new level from last update and added a beep sound when items fly over a checkout scanner. We've seen a few people scanning items and then they were disappointed when it didn't work so hopefully this beep sound completely transcends the way some people experience StressOut. 🤯
StressOut is also 35% off, so if you have any friends that are interested, it's the perfect time to pick the game up.
If you want to help us, join our Discord and give us feedback, or post in our steam forums.
Changes: - Fixed player height issues (players couldn't reach the floor to grab some collectibles) - Fixed several colliders and places where player could fall out of a level - Fixed a couple of teleportation places - Reduced Rating 4 requirements in Level 2
More Destruction!
Hello players of StressOut! We appreciate your support during Early Access. Update 4 is finally here! This update unfortunately took us longer but this is because we are already working on some exciting features coming later this year. We can't wait to show it to you. But first some of the new things...
Destructible Ceramics
We are adding a set of ceramic items in the game. There is a new level you can access by using the info point in every chapter that serves as a small demo for those new items. In a later update on we will expand the level and scatter the items throughout the game. Please let us know how it feels or if you encounter any issues in Steam Discussions.
Try it now - On Any Info Point
New Level 12
A new level that introduces a next few elements we want to use in the game: Portals and platforms. This will enable us to make bigger and more varied levels.
Level 12 also includes a room made just for explosive weapons we added in the previous update.
Improved Weapon Handling
Since we introduced physics based weapon handling we had some issues with it, specifically, it was hard to apply the power you wanted, because the weapons would lag behind. Might be ok in other games, but in our game it's the point to smash things with power.
The new and improved system reads your controllers' orientations and movements and applies extra forces in those directions. This way the system is still entirely physics-based, but it's way more responsive.
Another issue occurred when you teleported you could lose the orientation of the weapon you were holding. So over time, it would get in an annoyingly weird position. We fixed this.
Chapter Fillers
Humans and items will appear after every completed level.
Level Fillers
New objects for external levels and city skyline background.
Audio Improvements
Music lowers in volume correctly when voice overs are playing.
30+ different sound effects and variations added
Volume adjusted of majority of sound effects
We have a LOT to do on audio front before we will consider it finished.
Other Improvements
8 New Collectable puzzle pieces in levels 6 and on (full set cannot be complete yet)
Tutorial Improvements (tutorial 1 & 6)
Renamed Party to Quick Game
Explosive Tools, New Levels & QOL Improvements
Explosive Tools
You can find the explosive tools in Level 2 and 4 in Chapter 1. Perfect for destroying annoying freezers.
2 New Levels
We are introducing a next few experimental levels in the series - Level 7 and 13. Level 7 starts to pickup a warehouse theme and adds bunch of new experimental items such as fork lifts, conveyor belts, new shelves and other physics items.
Levels 11 and 13 are there to help us stress test our physics destruction system and to see how you like large scale destruction.
New Vehicles
We have also added new vehicles - we think firetruck is the one that is the most interesting as it's quite OP when thrown around!
Quality of Life Improvements
Walk through any doors
It's no secret that the way locomotion currently works is a bit non sensical. For example, why do you have to teleport into the levels instead of just walking in? This confused a lot of new players. We are improving it. You should be able to walk through any doors now.
Explore after the level finishes
Another thing that annoyed new players is the way level ends. There was no time to experiment in a level or find the remaining collectables. You had to retry the level. Some players were also confused by the fact that they were teleported out when they reached rating 4. Now, once you reach rating 4 menu opens that lets you continue/restart/go to lobby. It also shows new stats.
Hand Objectives
Another thing to help newer players who were lost in the game. A hand menu that will tell you the current objectives. For players that understand the basics this will help them figure it out which collectables they are missing.
Bug Fixes
As usual, we've fixed some minor bugs all across the game, the most notable one being - pulling sometimes stopped working after destroying a building.