Update log
Full Burgle Supply Company update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Maps
- Balance
- Store
- Gameplay
First off, no, there aren't Terriers (yet..?). I just use silly code names to track update pushes. Got any ideas for future build names we could use?
So, it’s been a few weeks since our last update, but we’ve still been trucking away on Good Boy development. We’ve been moving a bit slower unfortunately, as our team size has shrunk down considerably, but we’ve still got some progress to report on.
NEW HEIST
First off, we’ve got a new heist map: The Subway!
Subways aren’t generally places you steal things from, but we wanted to build it anyway as the first of a series of less conventional heist locations. This level let us focus on slightly larger hallways and traversal spaces, which may or may not be related to some future things we’re working on.
NEW OBJECTIVE STUFF
We’ve also been busy with other things, too–most notably a significant addition to the objective system, which now usually requires TWO or more complete objectives to succeed a heist. This may sound minor, but this dual requirement already creates interesting systemic results. You’ll have to balance money hauls with weight hauls, juggle how to not break items while also looting a ton of things, and otherwise find yourself taking a moment to plot your heist with your buddies. To complement this, there are some new objectives we’re tinkering with; with the main one being “Find the Mysterious Ring”, which is placed randomly around the heist so you’ll have to search carefully.
This is combined with some new features on tags and masks that mark the beginning of us doing more complex things with tags; they won’t always be double-the-money when you have a matching mask now, now they can affect item carrying weight, and we’re eager to expand what we can do with tags from here on out.
We’re keenly interested in feedback on all this design stuff! You can fill out the feedback form here:
ARE WE A REAL HEIST GAME YET?
Meanwhile, we’ve also got crouching into the game! Look at this fellow go!
Now, crouching doesn’t do much yet… but you can't have a burglary game without crouching. Also, you all kept asking for it. Given the amount of physics shenanigans going on, we don’t want to crouch too low/under tables, as that could lead to a cascade of catastrophes and some sad coworkers here, but I’m looking forward to making… very large airducts you can use to escape Good Boy down the road. Should be a fun time!
SHINY SHOES
We’ve also got a bunch of new cosmetic options! Shirts! Pants! Shoes! You can look quite fancy now. Or quite weird. Or VERY weird. We’re heading down a pretty dangerous road here, but check out these shoes.
Want a closer look? Here's that same image blown up.
NEVER FORGET YOUR MASK
We’ve ALSO got a slew of new masks for you all. We’re RIGHT ON TIME for that Jack-o-Lantern mask, right? Also, please note the cinder block mask. Now you can call your friends blockheads and it will be indisputable (if they are wearing that mask).
OTHER STUFF
And, lastly, we’ve had a slew of bugfixes, quality of life, and balancing updates pushed. For example, spectator mode is now waaay more intuitive to navigate, rather than you needing to rely on Duke Nukem 3d-era swim-style controls. We’re working on more fixes and quality of life additions too and will add a few every update if we can.
That said, the next update will likely
Source
