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Steam News19 May 20215y ago

Pre-Recorded Gameplay Broadcast

A few hours left before the release! Since we released The prologue, a lot of changes and improvements were made Let's check what exactly were improved: A new ability "slide-kick" Performance optimizations The candidate

In this update1

Full notes

Full 41 Hours update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix4 additions18 changes1 removal
  • Gameplay
  • Performance
  • Maps
  • UI and audio
  • Balance
changedSince we released The prologue, a lot of changes and improvements were madeLet's check what exactly were improved:
addedSince we released The prologue, a lot of changes and improvements were madeA new ability "slide-kick"
changedSince we released The prologue, a lot of changes and improvements were madePerformance optimizations
addedSince we released The prologue, a lot of changes and improvements were madeThe candidate can now jump higher
changedSince we released The prologue, a lot of changes and improvements were madeThe world gravity was increased so the telekinesis is easier to use
changedSince we released The prologue, a lot of changes and improvements were madeFPC push force is now greatly reduced so the player will move much harder by mistake the objects manipulated with telekinesis

41 Hours changes

changedLet's check what exactly were improved:
addedA new ability "slide-kick"
changedPerformance optimizations
addedThe candidate can now jump higher
changedThe world gravity was increased so the telekinesis is easier to use

A few hours left before the release!

Since we released The prologue, a lot of changes and improvements were made

Let's check what exactly were improved:

  • A new ability "slide-kick"

  • Performance optimizations

  • The candidate can now jump higher

  • The world gravity was increased so the telekinesis is easier to use

  • FPC push force is now greatly reduced so the player will move much harder by mistake the objects manipulated with telekinesis

  • Solved a bug in the character customization

  • Walking over the electromagnetic fields now return a message so the players can understand what is the purpose of it

  • Reduced the number of animals in both maps

  • Reduced the volume of the sounds produced by the animals and also the distance they can be heard from

  • Manipulatin the explosive barrels is now safer because we ve uncreased the speed at which the barrels explode while manupilated with telekinesis

  • Changed the mapping for Cycling through attachements from left right bracket to X and C

  • Introduced damage direction indicator

  • Decoupled Lea's wormhole opening from attack energy requirements (you can now send Lea to open wormholes even if she no longer has enough energy)

  • Removed couple of potential blockers in the training map

  • Hit indicators

  • Improved navigability and feedback from Lea

  • Fine tuned enemy spawners

  • Objectives improvements based on feedback

  • Ability to move objects back and forth while grabbing them with the Optical Tweezer

  • Improved AI navigation (especially for Lea)

  • Improved the user experience around certain objectives

  • Fixed collision issues

  • The time loot (ammo and health) spawned when enemy dies remains on the map before it disappears (from 15 seconds to 120 seconds)

  • The number of bullets the player find after killing the first patrolling soldier depends now of the level difficulty of the game

  • Solved the visual glitch when player can see through the landscape

  • Improved Lea s navigation paths when sent to detonate

  • Lea will not follow the player inside the houses (anyway it was unnecessary because if the player detonate Lea inside the house the player will be in most of the cases in the explosion range and he will die)

  • Lea's explosion will now affect the player only if the player is not hidden ..so until now the player was affected by her explosion if the player was in the damage radius of the explosion and this caused unnatural behavior..for example if Lea exploded outside the house and the player was inside the house but in the damage radius, the player would have died...this won't happen now because we are now taking into account the objects that are between the point of explosion and the player location.

  • We've also modified the enemy spawner behavior so there will be only 1 wave per spawner

  • Improved the enemies location indicator which is shown when the Z key is pressed

  • Implemented abilty to slide and kill

  • Additional tooltips

  • Enemies can attack within buildings.

Source

Steam News / 19 May 2021

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