Repeated intro
Hey! Big demo update for Steam's FPS Fest! I reworked pretty much half of everything, smoothing out issues with running the game that some people ran into & generally trying to make things more accessible. I rebuilt the tutorial from the ground up, made some punchier weapon sounds, reworked the blood effects from the ground up, fixed multiple softlockable points, etc!
What changed
2 fixes1 addition0 changes0 removals
- UI and audio
- Compatibility
- Security
fixedHey! Big demo update for Steam's FPS Fest! I reworked pretty much half of everything, smoothing out issues with running the game that some people ran into & generally trying to make things more accessible. I rebuilt the tutorial from the ground up, made some punchier weapon sounds, reworked the blood effects from the ground up, fixed multiple softlockable points, etc!
fixedGENERAL GAME CHANGES - Added Matthew Simmons to the additional cast list (and the game!) - Almost every weapon has a unique equip sound now - Completely rebuilt the Blood Hit effects from scratch - Fixed audio cutting issues and improved audio latency - Volume is now halfed temporarily if too many enemies gib at once - Drastically reduced number of objects per enemy prefab to run smoother - Hanahakill, Calviscera & Bastard Bullets now delete themselves after 10 seconds airtime - Monster Gates now lift when there's a minimum 3 enemies left instead of none - Improved weak point chances on Training Dummies - Added 'Intruder Mode' where owned guns are reset at checkpoints - Calviscera now wait to reach in-range with Player to fire instead of random stops - Majority of enemies now only spawn when in attacking range - Made the Spawning animation more prominent - Reworked various weapon firing sounds to be punchier & impactful - Lowered sound of Rabid Draugr screams - Bumped the volume of Dayne's voicelines - The loading screen comes up when loading save game now - Tweaked the way the game's HUD scales with screen size so it's SLIGHTLY better on different aspect ratios (I recommend using the classic style HUD) - Made the "Maximum Fervour" sign MUCH smaller and moved it below the cursor. - Change the Maximum Fervour SFX to be stupider - Added an alternate Head-Explosion for the Rabid Draugr when using the shotgun (sometimes) - Keycards now have a sound and visual flash for collection - Rebalanced Dayne's Voicelines to account for multiple takes of one line being used - There is no longer a brief wait for the Logo to appear when booting the game - Added a fancy dot-matrix vignette to the HUD - Swapped the bullet sprites for drawn ones (they were still pixel art lmao) - Added a bullet ricochet effect when certain bullets collide with ground - Title Card cutscene after the tutorial can now be skipped - Slightly increased fire rate of base-level HRL3 pistol - Added the Outfits menu (very rough start, Dayne only for now) - The flashlight is now manually activated and useable in every level - Reduced Berserk Mode from 30 secs to 20 secs - Multiple decorative assets that were seperate objects have been merged into single meshes - The Theme Song & Overture track have been updated - New logo intro when booting the game - Stopped Calviscera making noises before spawning - New shelves! (I broke the old ones) - Added a pointless secret in the main menu corridor background lmao - Credits can be sped up by holding Space now - Changed the Credits font to be EPIC - Added Beta Testers to the credits
addedCAMPAIGN CHANGES - Changed the wall textures for the Saferooms - Saferooms now have training dummies in them - Added more variety & patterns to wall textures through all of E1A1 - Moved E1A1 Title card back into the game's Title Card cutscene - Added SQRG9s to the Security Office (E1A1-P3) - Rebuilt the tutorial from the ground up; now with extra idiot-proofing! - Using the terminal in the saferoom mid-dialogue now silences the dialogue - Added an easier path to reach the secrets in [E1A1-P2] - Added an achievement for finding all secrets in E1A1 - End of Act doesn't have a maximum enemy count anymore - Added a title card for E1A2 - Dialtone HUD elements appear above standard HUD elements [E1A1-P1] - Reduced number of lights & alarms, considering new flashlight [E1A1-P1] - Added a new switch-accessed platform for the higher secrets [E1A1-P2]
Bane Murrain changes
fixedHey! Big demo update for Steam's FPS Fest! I reworked pretty much half of everything, smoothing out issues with running the game that some people ran into & generally trying to make things more accessible. I rebuilt the tutorial from the ground up, made some punchier weapon sounds, reworked the blood effects from the ground up, fixed multiple softlockable points, etc!
fixedGENERAL GAME CHANGES - Added Matthew Simmons to the additional cast list (and the game!) - Almost every weapon has a unique equip sound now - Completely rebuilt the Blood Hit effects from scratch - Fixed audio cutting issues and improved audio latency - Volume is now halfed temporarily if too many enemies gib at once - Drastically reduced number of objects per enemy prefab to run smoother - Hanahakill, Calviscera & Bastard Bullets now delete themselves after 10 seconds airtime - Monster Gates now lift when there's a minimum 3 enemies left instead of none - Improved weak point chances on Training Dummies - Added 'Intruder Mode' where owned guns are reset at checkpoints - Calviscera now wait to reach in-range with Player to fire instead of random stops - Majority of enemies now only spawn when in attacking range - Made the Spawning animation more prominent - Reworked various weapon firing sounds to be punchier & impactful - Lowered sound of Rabid Draugr screams - Bumped the volume of Dayne's voicelines - The loading screen comes up when loading save game now - Tweaked the way the game's HUD scales with screen size so it's SLIGHTLY better on different aspect ratios (I recommend using the classic style HUD) - Made the "Maximum Fervour" sign MUCH smaller and moved it below the cursor. - Change the Maximum Fervour SFX to be stupider - Added an alternate Head-Explosion for the Rabid Draugr when using the shotgun (sometimes) - Keycards now have a sound and visual flash for collection - Rebalanced Dayne's Voicelines to account for multiple takes of one line being used - There is no longer a brief wait for the Logo to appear when booting the game - Added a fancy dot-matrix vignette to the HUD - Swapped the bullet sprites for drawn ones (they were still pixel art lmao) - Added a bullet ricochet effect when certain bullets collide with ground - Title Card cutscene after the tutorial can now be skipped - Slightly increased fire rate of base-level HRL3 pistol - Added the Outfits menu (very rough start, Dayne only for now) - The flashlight is now manually activated and useable in every level - Reduced Berserk Mode from 30 secs to 20 secs - Multiple decorative assets that were seperate objects have been merged into single meshes - The Theme Song & Overture track have been updated - New logo intro when booting the game - Stopped Calviscera making noises before spawning - New shelves! (I broke the old ones) - Added a pointless secret in the main menu corridor background lmao - Credits can be sped up by holding Space now - Changed the Credits font to be EPIC - Added Beta Testers to the credits
addedCAMPAIGN CHANGES - Changed the wall textures for the Saferooms - Saferooms now have training dummies in them - Added more variety & patterns to wall textures through all of E1A1 - Moved E1A1 Title card back into the game's Title Card cutscene - Added SQRG9s to the Security Office (E1A1-P3) - Rebuilt the tutorial from the ground up; now with extra idiot-proofing! - Using the terminal in the saferoom mid-dialogue now silences the dialogue - Added an easier path to reach the secrets in [E1A1-P2] - Added an achievement for finding all secrets in E1A1 - End of Act doesn't have a maximum enemy count anymore - Added a title card for E1A2 - Dialtone HUD elements appear above standard HUD elements [E1A1-P1] - Reduced number of lights & alarms, considering new flashlight [E1A1-P1] - Added a new switch-accessed platform for the higher secrets [E1A1-P2]
DEMO v0.8.4 Changelog:"Post-Demo Glow-Up"
GENERAL GAME CHANGES - Added Matthew Simmons to the additional cast list (and the game!) - Almost every weapon has a unique equip sound now - Completely rebuilt the Blood Hit effects from scratch - Fixed audio cutting issues and improved audio latency - Volume is now halfed temporarily if too many enemies gib at once - Drastically reduced number of objects per enemy prefab to run smoother - Hanahakill, Calviscera & Bastard Bullets now delete themselves after 10 seconds airtime - Monster Gates now lift when there's a minimum 3 enemies left instead of none - Improved weak point chances on Training Dummies - Added 'Intruder Mode' where owned guns are reset at checkpoints - Calviscera now wait to reach in-range with Player to fire instead of random stops - Majority of enemies now only spawn when in attacking range - Made the Spawning animation more prominent - Reworked various weapon firing sounds to be punchier & impactful - Lowered sound of Rabid Draugr screams - Bumped the volume of Dayne's voicelines - The loading screen comes up when loading save game now - Tweaked the way the game's HUD scales with screen size so it's SLIGHTLY better on different aspect ratios (I recommend using the classic style HUD) - Made the "Maximum Fervour" sign MUCH smaller and moved it below the cursor. - Change the Maximum Fervour SFX to be stupider - Added an alternate Head-Explosion for the Rabid Draugr when using the shotgun (sometimes) - Keycards now have a sound and visual flash for collection - Rebalanced Dayne's Voicelines to account for multiple takes of one line being used - There is no longer a brief wait for the Logo to appear when booting the game - Added a fancy dot-matrix vignette to the HUD - Swapped the bullet sprites for drawn ones (they were still pixel art lmao) - Added a bullet ricochet effect when certain bullets collide with ground - Title Card cutscene after the tutorial can now be skipped - Slightly increased fire rate of base-level HRL3 pistol - Added the Outfits menu (very rough start, Dayne only for now) - The flashlight is now manually activated and useable in every level - Reduced Berserk Mode from 30 secs to 20 secs - Multiple decorative assets that were seperate objects have been merged into single meshes - The Theme Song & Overture track have been updated - New logo intro when booting the game - Stopped Calviscera making noises before spawning - New shelves! (I broke the old ones) - Added a pointless secret in the main menu corridor background lmao - Credits can be sped up by holding Space now - Changed the Credits font to be EPIC - Added Beta Testers to the credits
CAMPAIGN CHANGES - Changed the wall textures for the Saferooms - Saferooms now have training dummies in them - Added more variety & patterns to wall textures through all of E1A1 - Moved E1A1 Title card back into the game's Title Card cutscene - Added SQRG9s to the Security Office (E1A1-P3) - Rebuilt the tutorial from the ground up; now with extra idiot-proofing! - Using the terminal in the saferoom mid-dialogue now silences the dialogue - Added an easier path to reach the secrets in [E1A1-P2] - Added an achievement for finding all secrets in E1A1 - End of Act doesn't have a maximum enemy count anymore - Added a title card for E1A2 - Dialtone HUD elements appear above standard HUD elements [E1A1-P1] - Reduced number of lights & alarms, considering new flashlight [E1A1-P1] - Added a new switch-accessed platform for the higher secrets [E1A1-P2]
Lotsa stuff... Progress on the main game is going smoothly- working with the VA cast has been super fun, and I've loved seeing people's reactions to the game both good & bad!
Thanks for all the interest in this little solo project of mine... Till next time! - Elias