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Steam News26 December 20241y ago

The Progression Update

Today is a very exciting day! This update brings new content and features to Cul-De-Sac.

Full notes

Full Cul-De-Sac update

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

What changed

0 fixes12 additions7 changes0 removals
  • Performance
  • Gameplay
  • Store
  • Balance
  • Maps
  • UI and audio
addedToday is a very exciting day! This update brings new content and features to Cul-De-Sac. This has been a very long awaited update for me because up until this point, I've been in optimization purgatory trying to get the game in a stable state, running decently enough and functionally well in a multiplayer setting. Now we're on to the fun stuff that will flesh the idea of the game out even more and make the experience more enjoyable. Keep in mind, there will be lots of balancing and re-balancing of XP and currency rates, as well as how currency is spent throughout Early Access. Later down the line there may be an option to reset ranks back to level zero.
addedLeveling and XPNew leveling system added! Every game you play you can gain XP to raise your level so that you can unlock equipment and perks to use in game.
addedCurrencyNew currency added! The amount of currency you gain Is directly proportional to the amount of XP you gain during a round. 1XP = $1
changedCurrencyThe currency is used to buy items in the shop.
addedItem ShopNew Gear shop! The item shop allows you to buy any amount of any items you have unlocked, provided you have enough currency.
changedItem ShopThere will be limits to the amount of items you can bring on a mission, these limits are per player and not per match, so if each player can bring 8 cameras, at 4 players there can be a max of 32 cameras in the game.

Today is a very exciting day! This update brings new content and features to Cul-De-Sac. This has been a very long awaited update for me because up until this point, I've been in optimization purgatory trying to get the game in a stable state, running decently enough and functionally well in a multiplayer setting. Now we're on to the fun stuff that will flesh the idea of the game out even more and make the experience more enjoyable. Keep in mind, there will be lots of balancing and re-balancing of XP and currency rates, as well as how currency is spent throughout Early Access. Later down the line there may be an option to reset ranks back to level zero.

New

Progression

Leveling and XP

  • New leveling system added! Every game you play you can gain XP to raise your level so that you can unlock equipment and perks to use in game.

  • Death will grant you a base amount of XP, plus a fraction of the accumulated XP you gained during the round.

  • There will be challenges you can complete to gain extra XP

  • Small amounts of XP will be awarded based on certain actions you do during the game.

Currency

  • New currency added! The amount of currency you gain Is directly proportional to the amount of XP you gain during a round. 1XP = $1

  • The currency is used to buy items in the shop.

Item Shop

  • New Gear shop! The item shop allows you to buy any amount of any items you have unlocked, provided you have enough currency.

  • There will be limits to the amount of items you can bring on a mission, these limits are per player and not per match, so if each player can bring 8 cameras, at 4 players there can be a max of 32 cameras in the game.

  • Items are now spawned in each backpack, and each player spawns with their backpack equipped.

  • Items are now lost on death.

Perks

  • New Perks! Added 4 new perks to the game, all of which are unlocked at various progression levels. Only one perk can be used in a round, but each perk has numerous benefits that can cater to a specific play style.

    • Hunter: Gain 25% more XP, Picking up burn materials has a chance to not raise the ghost power level.

    • Nomad: Longer sprint duration, no backpack speed reduction, deep breath instantly gives full stamina and a temporary speed boost.

    • Medium: The ghost has aura that can be seen through walls during a hunt. All items that the ghost touches has the aura.

    • Zen: Deep Breath ability recharges faster and automatically triggers if you're about to get hit with a phantom attack. If Deep Breath is fully charged when taking a fatal hit, it will be triggered automatically and keep you from dying.

In Game

Map

  • The map has had some changes, opening up some new areas, as well minor redesigns of existing areas to help accommodate the new features of this update.

Mechanics

  • Players now spawn in a random location on the map, nearby a light source / somewhere you can see without a flashlight initially.

  • Cabinets and drawers are now able to be opened if they have something inside (they only become highlighted when hovered over if they contain an item that can be picked up). Cabinets and drawers that have been opened close automatically after a few seconds.

  • Previously, 10 burn materials spawned on the map, and you need 5 to burn the ghost item. The number of burn materials you need to find is still currently 5, however the amount that spawn will always be the exact number you need, so currently only 5 spawn on the map. To offset this, cabinets and drawers around the map that can now be opened have a small chance of spawning a burn material in addition to the ones already spawned on the map.

Challenges

  • New challenges to complete in mission to gain extra XP and currency!

Gear

  • A random number and assortment of gear can spawn in the map, helping offset the difficulty of new players having limited access to gear early in progression. This gear needs to be found and can be in the open or hidden in drawers/cabinets. There are dedicated flashlights spawns in the open scattered around the map and you will be guaranteed at least 1 flashlight and 1 UV Flashlight. The spawned flashlights will show up on the map, all other randomly spawned equipment will not. Players do not keep picked up gear after the round is over.

  • The UV Flashlight now can see fingerprints on touched items. Fingerprint color is directly correlated to how many times the object has been touched with the color turning more red after more touches, allowing a new way to accurately assess which item could be the ghost item. Fingerprints disappear after 30 seconds and only appear on items that are in close proximity of the ghost when touched.

UI

  • Added player names in game to help identify other players.

  • Non-host players in a multiplayer game now must ready up.

  • V-Sync has been added to graphic settings.

  • Updated the loading screen to reflect some new game mechanic changes.

Source

Steam News / 26 December 2024

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