Full notes
Full Anomalous update
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Repeated intro
Hey everybody!
What changed
- Balance
- Gameplay
- Maps
The last few months has seen quite a bit of progress on Anomalous however its been slow! A balance of IRL and game dev as usual
I'm currently rounding off the last set of levels to be worked on. It will be E1M6 to E1M10 . In fact, I have decided to drop the 'E1' as there are no chapter divisions in the game its just 15 missions , you might have seen some info regarding this in other updates. It's been many months of cutting, modifying and adding repeatedly.
END GAME UPDATE I'm currently working on a boss character for endgame , you might notice the current end game is a bit meh without anything particularly significant happening
WORLD CONSISTENCY Its been a tough challenge to try make the maps varied but still interconnected. Most of the maps released with Early access are basically throwing stuff against a wall and seeing what sticks. Too many different ideas. however over time I have been able to refine it down to just the good stuff
LESS GRAPPLE After reviewing a couple of player feedback items where players really did not like the grappling I have decided to make it less featured overall.
Thank you from the bottom of my heart to those of you who have stuck around for so long I appreciate the support!
Kosolov Nightfall - cleaning up the overly busy streets with less visual clutter
MEAT - the slaughterhouse level becoming less silent hill nightmare and more industrial meat factory
Kosolov Prison - A whole redesign of this map so it makes more sense and also a bit of a grey/grim facelift
GHOST - The coastal map has also had a lot of refinement and cleanup to make it a less visually cluttered.
TRANSITION - This scifi facility map has gone less Mirror's Edge and more Control/Half-life inspired
Experimenting with making alternate grunt characters.
Source
Changelog.gg summarizes and formats this update. How we read updates.
