A game-breaking bug was found causing massive lag spikes every shot from any weapon.
Fix
Removed line of code that calculated distance from enemies which then relayed an alert if within a specific distance.
Intended Results
A lag spike on a shot fired should no longer exist
Summary
A small bug with a large impact was found which affected some high-end video cards and specific pc setups. A temporary fix was created which removed some quality-of-life code. Additional research will go into reimplementing back into the game.
Please reach out here or via discord if after the patch you still encounter this bug.
Version 2.00 Patch Notes
Summary
Version 2.00 is a complete overhaul of all key systems along with the addition of several new systems. The basic gameplay loop has remained the same, search for clues, analyze clues, prepare for the boss, and summon and take on the boss. This is the final major overall, all remaining patches will build on this version.
Updates
In-game, currency added
Loot chest
Find/obtain the clues
Beat boss
In-game store/shop
Buy traps, special items & clue specific tools
Tools are one use while traps and special will carry over
In-game feedback tool add
Use the tool to send bugs/feedback including images for better feedback
Training Level
A new level to help new players jump in and get a feel for how the game plays and what to expect
Five Level
Five new levels, each with its own theme and enemy types
New Enemies
Collectors - Special creatures that are part of a boss's special. Small, fast with ranged attacks
Cultist - Humans in the early stage of demonic corruption. Some have gained the ability to through fire/ice balls.
Demonic Energy Hunters - As you examine clue objects or search chest you will gain demonic awareness. Each level of demonic awareness will summon a higher-level demon. Demonic awareness is specific to each player, potentially there will be multiple DEHs on the map.
Demonic Insect - A flying creature from the demonic realm that spits poison.
Robots - Training humanoid robots found in the training area
Scavenger - Crawfish-looking demonic creatures
Thrall - Vampire-created humanoid husk
Vampire Rat - Gaint mutated rat that was created from drinking vampiric blood
Werewolf - Large wolf-like creatures
Wolf - Large wolves
Wraith - When a player dies more than 3 times a wraith will spawn and steal the player's soul. Other players can kill the wraith and then revive the player. If played solo, it's the end.
Demonic Zombies - Humans who have demonic blood running through their bodies
Bosses
Dark Werewolf - Large humanoid werewolf who wears bone armor
Flesh Ripper - Fast, arms with large blades, has special area attacks
Harvestor - Grotesque demon who summons Collectors to fight with it
Hells Butcher - Large demon, strong and has powerful attacks
Spider Robot - Training level boss
Vampire - Bat-like vampire, can go invisible, heal and return to the fight
Lore
Lore cubes have been added, they don't add any benefit to the game, instead are for those interested in the game's lore
Can be found on each level, hidden
Ammo Type
Acid, Fire, Ice, Holy, Unholy & Silver
Each enemy & boss is weak, strong, or absorbs a specific ammo type
Each ammo produces special effects (for example - fire ammo causes little fire particle effects when hits the enemy)
Control Center
Change ammo type, buy/equip gear and start analyzing clues
UI Updates
New UI, simplified
Data log
Enemy/boss data - You can find enemies/bosses' weaknesses and strengths
Can see relics, runes, and clues found
Shows the boss once clues analyzed
Player Death System
You can die three times, and on the fourth, you will be spawned in the holding bay under the command center.
There are cameras for you to view while you wait for your teammates to find and kill a wraith to regain your soul
If everyone dies 4 times before finding and killing the wraith or if you are playing solo, it's game over.
You won't get a payout if you permanently die.
You lose money for each death you have and can only be revived once
Specials
Single Ammo/Health kits are free with a cooldown, however, only one special can be equipped at a time.
Traps are useful and can be bought and placed using the same special system
Equipment
Like specials, there are headgear, two tool slots, and your special slot.
Tool slots are one-use items, you can't unequip, equipping a different tool will destroy the slotted tool.
Completing or changing levels destroys tools, but not special amounts or unused tools
Physically based damage
Enemies now have location-based damage, some take more from headshots
New Enemy deaths
Some enemies' heads will explode if hit
Some will explode
Some will dissolve
Enemy AI
Enemies now have needs
They will seek out and look for needs based on what type of enemy they are
Enemies now can hear
They can hear and investigate gunshots, footstep sounds, and other sound-related events
Enemies received overall improvements in all aspects such as sight, attack ranges, etc
Runes
Runes are tall red crystal pillars
There are only 3 per level and each needs to be destroyed to remove the protective barrier around the boss summon platform
Relics
You need to find 7 relics that lite fires around the boss summon platform
All need to be lit before the boss can be summoned
Removed
The original clue process has been removed
The original boss summon code has been removed
Some particles have been removed to reduce lag
Bugs
All bugs have been found during the internal test, we expect new ones to appear as more people play with different systems
Bugs will be fixed as found
Please use the feedback tool, steam or discord to report
Discord - https://discord.gg/23PnY5XFJD
Notes
This will be the patch notes format going forward
Bug Fixes & small tweaks will be posted every Sunday
Large patches with new enemies, levels, or systems will be posted last day of each month
Experimental builds are available for those who would like to test the feature before full releases (Go to discord to get password)
This is the largest patch, some features or additions may have been missed or potentially left out to allow for game surprises
Trello will have been updated when this patch goes live, check it out for a look into what's coming next
The next version of the game will be coming soon along with a few videos. This version is a complete overhaul of most of the systems and will have 6 levels, 1 being a training level. This version will also feature 13 unique standard enemies and 6 bosses, 1 being a training boss.
More details will be posted when the new version goes live, currently, it's in testing to try and iron out any bugs before release.
Version Bug Update!
Re-uploaded a previous version and so far test have shown it works. Please reach out on here or discord if you continue to have issues.
Current Version Version Issue
The current live version of the game is bugged. The issue seems to be global affecting all players. A new version of the game is close to ready however not close enough to set live just yet. Working on a fix or rolling back to a working version until the new version is ready.
Sorry for any inconvenience.
Progress Update
Just a small update on progress for the next build.
All systems have been reworked and are working
Previous known bugs have been fixed
Several new systems have been added
Final gameplay loop has been established
There is still more to be completed before this build will go live, however this is the last build where systems will be changed and after it releases focus will turn to new bosses and levels. Below are some of the task left before this build goes live.
UI Update (going for a simple but nice looking UI.)
Need more levels
Enemies and bosses need reworks
Once all is complete, several weeks of bug testing
New things coming in next build
Training level - This level will serve to help new players get in and understand the systems
Player death now means something - you can die 3 times
Enemy AI has been updated, they now have needs and can hear
New equipment system
Refined in game task (searching corpse, looking for spirits, demonic awareness.etc)
Two load outs, Light & Heavy, each get a different pistol and special
Removed health and ammo table, moved to special equipment
Traps, health kits & ammo placement has visible ghost showing were will be placed
Game lore and story will be in
Levels will be themed and set in different time periods with some chance of unique bosses
Hidden walls and special collectibles will be added
Light and Sound updates to levels, players and enemies
Interactables have been updated for easier use
Removed locked doors and replaced with quick action open
Several new systems added, more details on these in once new build is released
The overall gameplay remains intact in the new build. Mission is still the same, find clues, learn boss, summon and then kill.
Thanks everyone for continued support.
A1.0 Patch Notes
As mentioned in the dev update, this is the last patch of the Alpha 1 stage. During this stage, we tried out many different systems and a few modes. Lots of great feedback was received and now we move on to Alpha 2 which will take a bit longer to complete.
This last version of Alpha 1 has a few new systems. In-game shop for buying new gear with money you get from chest. General actions have changed to use tools that you buy and equip. Only the Investigation mission is in this build.
There may be a few bugs that we will iron out once we find them, and enemies may act strange (getting reworked for A2) in this version.
Looking ahead the update to A2 will take longer but should be a giant step forward in polish and overall gameplay.
Development Update 4
Development Update 4 News Progress has been great, with both internal and external testing we have a solid set of systems and the core gameplay loop fully defined. We tested out several different modes and several different systems and we are ready to move to stage two of our alpha progress.
Alpha Stage 2 This stage of production will focus on the main mode, Investigation & Elimination. This has been the highest-rated mode and the original foundation for the game. During this stage focus will be on close to the final polish on the systems, enemies, and one level. Once complete, bug test and gameplay flow will be tested. After that, we will move to add in more levels with the goal of 10 levels.
What Will Be New
Ammo types will change and have effects on all enemies.
(For example - fire ammo will eventually light some enemies on fire causing damage over time)
Enemies are getting a big update, they will be smarter and more varied in attacks. They will also take damage based on where you shoot them. Some will fall faster to headshots.
Some minor tweaks to the corpse task
Next Patch A new patch will be released soon with the last update for stage one Alpha, it will give you an idea of how the task will be and introduce the shop where you can spend money you find and earn in-game. The enemies will be a little off in this patch as no work has been done on them for this patch. This patch is meant to show the direction we are going with systems. The patch after this patch will completely change the maps, enemies, and a few systems and will be close to the final in terms of features.
Roadmap A new road map will be created for Stage 2 Alpha and linked once ready. The plan is to in the next few months get the Investigation & Elimination mode feature complete. Once complete a new map each patch is until around 10 maps are fully complete. Enemies & Bosses will grow during this time too and once all the maps are in and all the bosses are in we will either pivot to release or move onto a new mode.
Feedback Please continue to provide feedback.
Version 0.5 Update Notes
Version 0.5 Update Notes News
Updates have been made to all the Investigation & Elimination levels. Some were completely redone, while others were polished.
Gameplay Changes The investigation & Elimination levels start has been updated. Now players will start inside a truck. When ready a player must go to the door and interact with it. Once complete the game mode functions the same as before. This addition was created to prevent being attacked right as spawned in.
Bug Fixes Fixed bugs related to enemy pathfinding Tweaks Bosses and enemies received small tweaks to speed and damage output Notes The next update will change some elements of the Investigation & Elimination but retain the same goal. A new store system will be added, and XP will be removed and replaced with cash. Killing enemies, completing tasks, and completing the mission will yield cash. Cash will be used to upgrade gear, get new gear, and unlock perks. Some items will be one-time use, while others are permanent.
Thanks for playing, please provide as much feedback both good and bad it will help further develop the game.
Development Update 3
Development Update 3
News Progress on the next major update is about 40% complete. This update will revamp and polish the 5 Investigation & Elimination missions. Some of the levels will be completely recreated while others tweaked and polished. Minor tweaks to area enemy spawns are part of this update.
Continued Roadmap Check out the link below for the Trello page if you are interested in updates planned before the launch.
Sneak Peak A revamp of the class system is in the works and will be a smaller update coming later. This update will streamline the classes into a better-managed system based on gear. Levels for specific classes will be removed, and replaced by the shop system. Killing enemies, finding clues, and completing missions will yield money which you will be able to use to upgrade your player. Upgrades will range from bigger tool belts allowing for multiple tools to be carried, more health, dealing more damage, speed boost, and more.
Feedback Please provide all feedback on steam forums or our discord, link below.