The Fifth Expedition cover
The Fifth Expedition screenshot
Linux PC Steam
Genre: Strategy, Indie

The Fifth Expedition

Early Access - Release 0.7.1

= Early Access - Release 0.7.1 =
Released: 2016-04-22

== Changes ==
-Added schematics to lootcrates
== Bug Fixes ==
-Doublicated schematics in crafting

===================================
= Early Access - Release 0.7.0.0 =
Released: 2016-04-22

== Changes ==
-Game Start switch to Campphase
-Changed Patchnotes beta to Early Access
-Corpses are now lootable
-You can now Charge a other characters battery with yours
-Added new Items into the game(Example:Ghostarmor)
-Added Tutorial text to campphase first start
-New Indicators added to items "New" and "Build"
-Added Bullet physics to some weapons and traps
-Rebuilded all Rooms with the new Tile set
-All Areas are now distinguished through textures and colors
-Added Hiding places
-Added Heal and Charging stations
-Added new Hints
-Added Secret passages
-Added Event rooms
-Added Overload action to some objects
-Added warning Signs to explosives
-Added ItemLog into Debriefing screen
-Added some Background Ambience sounds
-Changed Radar dots to Icons
-Changed Energy Cell consumtion to ONE for all
-Lowered Energy Cell charges
-Added Radar Goal reminder for tutorial
-Added more random locked or charged doors
-Item Loot UI changed so that it doesen't interrupt the game
-Gamma adjusted on default to higher value
-Damage to walls will now add cracks depening on the damage
-Missing Icons added
-Camp Screen updated
-Menu UI Improved

== Bug Fixes ==
-Minor Bug in Savegame fixed
-Missing translations added
-Gamma adjusted
-Resolution font problems on 1366x768 fixed
-Fixed some descriptions that are now outdated
-Fixed Turret behavior to real bullet physics
-Fixed locked rooms(They should now contain at least a button)
-Torso Shadows fixed
-Strange Flying metal plates removed
-Misplaced traps that removed floors fixed
-Lighting fix
-Lootroom with double icon fixed
-Enemy and Turret targeting bug on flares fixed
-Missing Doors fixed
-Decoration & Door rotation fixed
-Enemy Livebar bug fixed
-Drained turrets did not change their color fixed

===================================
= Early Access - Release 0.6.0.1 =
Released: 2016-04-08

== Changes ==
-Autosave message added
-Lootcrate info added
-Airlock radar position changed to airlock button
-Added a hint for entering the control-room.

== Bug Fixes ==
-Tutorial text placing changed
-Some Text mistakes fixed
-Energy Cell action fixed

===================================
= Early Access - Release 0.6.0.0 =
Released: 2016-04-07

== Changes ==
-Endroom music added
-Stronger Enemys will spawn later (Lv4 / Lv6)
-Guide added to Steam Community
-Monitor switcher added to graphics
-Credits Images added

== Bug Fixes ==
-Character detail underscore bug fixed
-Added missing colorcode to some loot crates
-Added missing colorcode to some traps

===================================
= Early Access - Release 0.5.9.1 =
Released: 2016-04-06

== Changes ==
-Tipps added to UI elements
-Research removed until properly fixed
-Tipps added to Loading Screen
-New Boss Room added
-Quit changed to "return to main menu"
-Roadmap and patchnotes seperated

== Bug Fixes ==
-Double Damage issue fixed
-Text size problem fixed in camp
-Big maschine flicker fix

===================================
= Early Access - Release 0.5.9.0 =
Released: 2016-04-05

== Changes ==
-Plasma Turrets encounters added
-One new Turret configuration added
-Traps have status endicators on them -> colorcoded
-Three new enemy configurations added
-Deactivated Debug loading infos
-Damaged Traps will now display a healthbar
-Added new Rooms
-Plasma turrets can now destroy enviroment and enemys
-Some enemys fire real projectiles now
-More Items to be found in lootcrates

== Bug Fixes ==
-Fixed problems with non 16:9 resolutions
-Traps fixed that couldn't be deactivated or drained (Piercer and Heatsinks)
-Fixed Particle issues on Buttons
-Visible Particle effects on non discovered tiles fixed
-Boss Rooms upgraded to new version
-Fixed Trap placing issues
-Turret Targeting issues resolved via new Behavior AI
-Turrets are now nowalkables

===================================
= Early Access - Release 0.5.8.2 =
Released: 2016-04-01

== Changes ==
-Translations Added
-Steam Achievements added
-Enemys will now face units
-Event Rooms changed
-Item drop notification added
-Now displaying current mission level in camp

== Bug Fixes ==
-Translation bugs removed
-Traps fixed that couldnt be deactivated or drained
-English Auto Default on missing translations

===================================
= Early Access - Release 0.5.8.1 =
Released: 2016-03-31

== Changes ==
-Trap and Enemy status is now visible via color
-Missing Icons added
-Enemy AI Improved
-More Voices added
-Display equipment on team screen
-Display warning if a unit has no gear for the mission
-New Enemys added
-New Traps added
-Annoying Traps/Enemys/Deco removed
-Credits updated
-Button range lowered to 2 Room distance
-Pathfinding improved
-Units can now be renamed in unit overview.
-Steam Leaderboard added
-Endless Descent added

== Bug Fixes ==
-Sound Adjustment problems fixed
-Trap and Enemy Behavior
-Visible Enemys on MiniMap now disappear if not visible
-Traps and enemys that couldnt be drained fixed

===================================
= Pre Release - Release 0.5.8 =
Released: 2016-03-24

== Changes ==
-Patchnotes added
-Animations
-Splash Screen
-Credits added
-Camp UI : 50 %
-Mission UI
-Tier 2 Skills and Items : 50 %
-Unit Voice Acting
-Bugfixes

Update 0.7 - Map Interactivity



Hello everyone.

We're excited to bring you the first content update for The Fifth Expedition.

In this update, we're adding several quality of life features that were requested by players, such as the game starting in the camp phase and character corpses being lootable to retrieve lost items as well as many other small changes.


We're also adding several of new items, such as the Ghost Armor, Kinetic Barriers and EMP Grenades.


Lastly we're adding more interactive objects in the environment and adding a couple new character animations.


We're hoping you'll enjoy the new additions while we work on the next batch of improvements and new content.
- The Snapjaw Games Team

Feature Preview & Forum

Hello everyone!

Just for a quick update, since the link to our forum we put in the original news post and store page was broken, for anyone interested, here is the right one: Forum Link

And to make the little news update a bit more interesting, here's some previews for new items we will be adding with the next update, which is fast on it's way.

Ghost Armor: Become undetectable while not moving.


Shield Generator: Gain a shield that absorbs some incoming damage.


Lastly, we're also adding a feature that will allow you to reclaim equipment from dead characters.

Roadmap

The Fifth Expedition is a game under active development. As such, not every planned feature is fully implemented yet.
This roadmap serves as an outline of what we currently have planned.
We will update the roadmap with every major update to the game to reflect the current state of things.

To give a better overview, the roadmap is split into two categories. The big things, game changing new features we have planned to flesh out the core gameplay. And the little things, minor tweaks and fixes we plan to implement to fine tune the game. This includes both our own ideas and changes as well as suggestions and feedback from the community.


The big things



Savegame System
Right now the game saves automatically after every mission. Eventually we want the system to be able to save anytime, anywhere and also keep track of the mission map you are currently on when you abandon that mission and come back to it afterwards.
The system will come in 2 variants.
Normal mode, in which the game saves automatically in regular intervals. Similar to something like Dark Souls, XCOM Ironman mode or Diablo 2.
And Free Mode, a variant for people who want a more safe approach and be able to quicksave and quickload to their hearts content. This won't be the way it's intended to play, but we want to keep the option open for those who wish it.

Environment Variation
Currently, every level is sourced from the same tileset. In future updates we plan to add more variation to this tileset as well as add completely new tilesets that will appear as you progress through the game’s campaign. Speaking of which...

Campaign Mode
Right now, only the Endless Descent mode is available. In future updates, we will be adding the campaign mode, which adds story elements and a definitive end goal into and around the core gameplay.
Also included in this is a dedicated tutorial level that will go through the basics of gameplay step by step.
You will also located the remains of the previous expeditions and find out what happend to them.

Medical Aid System
Over the course of a campaign, characters will start to experience the consequences of injuries more directly. Whereas right now, they take damage, heal up and truck on, in the full release we will eventually have a system where every injury carries the chance to inflict persistent wounds to the character. The more damage the character took, the higher the chance will be.
Such wounds will come with some penalties to the character’s performance, ranging from the minor downgrades to absolutely critical, crippling conditions.
To make sure the entire team doesn't end up completely broken down, there will be an option to select characters for medical treatment in the camp.

Research System
In order to flesh out the crafting and allow players to go after specific items they need, we will be implementing a research system.
With this, instead of creating a specific item from the list of available schematics, you will be able to select an item category and create a random item from within that category.
When a research project is complete, you will get to chose one of 3 random items to be build, adding both the item and the schematic for it to your inventory.

Player Skill Tree
Where right now we only have fixed player skills, in the full game you will be able to pick and choose which ones you want to take into each mission.
For every completed mission, you will get one additional skill point with which to unlock new abilities or upgrade existing ones.

Environment Interaction
In the game as it currently stands, the environment of every level is mostly static. We plan to implement more different things to be discovered that characters can interact with to directly influence the area around them. In both explosive and non-explosive ways.

Character Customization
Along with more different faces for characters, we will add the option to change their name and appearance at will. This will include hair style, skin and hair color, accessories and clothing colors.

The small things



Button system overhaul
Right now, buttons either switch something on or off. And there is no way of knowing what any given button will do.
We plan to change this so that buttons get separate models based on their functionality. While we do want to keep an element of "what will this do?" in the game, you should have a rough idea of what's in the cards when you use something.
Additionally, there will be buttons that do things other than switching randomly connected devices on and off. Like for example interacting with the alarm system.

Alarm system
Like buttons, alarms right now are very binary. We plan to change this so that there are multiple alarm levels that have different responses. From simply activating security measures in the area to actively calling in a number of mobile enemies in the area or even spawning completely new threats. You will be able to keep track of your current alarm level within the UI and have options to lower it or avoid it outright in some cases.

Resource penalties
Most resources will have a functionality assigned to them and if you run out of it, that functionality will no longer be available. This is mostly so having no more of any given resource actually carries some consequence with it.

Gas system
Because nothing says fun and games like having a system dedicated to calculating the spread of poison gas. In essence, we're working on adding the option for there to be gas of various kinds in the map. Cause by both the environment, enemies and your own equipment and taking the form of anything from friendly good healing gas to... the other kind.

UI / Effects / Animation fixes and updates
An ever ongoing process, the game’s UI, visual effects and character animations are in a constant state of being updated and improved. This will of course continue until we're happy with the result. Or the heat death of the universe, whatever comes first.

The Fifth Expedition released on Early Access

Hello everyone.

Today, The Fifth Expedition launches on Early Access.

In this real time strategy, survival and dungeon crawler mashup, you'll be tasked with leading a group of characters through dangerous environments while collecting as many resources as you can to bolster your dwindling reserves.

As of now, the games procedural map generator is fully functional capable of generating endless challenging dungeons for your team to work their way through.

As we continue to work on the game, we will be adding more customization, more variation in equipment, environment and encounters, story elements as well as additional key mechanics such as the medical system and item research.

The plan right now is to push a major update once per month.
We'll be regularly checking in with the forums and the steam group to implement your feedback into our development process.

We hope you'll have a great time with the game.
- The Snapjaw Games Team