Full notes
Full Decimated update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey, Decimators! We're about to take you on a whirlwind tour through some exciting developments across different departments.
What changed
- UI and audio
- Gameplay
- Store
- Balance
Game World & Gameplay
Reworked and improved Audio Settings.
Added SFX to feature character steps on various surfaces (Water, Concrete, Metal, Sand, etc.).
Added SFX to feature character jump, ground impact, and rotation sounds.
Tweaked Parkour mechanics.
Reworked and upgraded Cyber Highway Tunnel Kit.
Our Audio team has been hard at work, ensuring that every step you take in the game world resonates with authenticity. We've been busy creating a diverse range of footstep sounds for various surfaces, from water and concrete to metal and sand. We've gone the extra mile and crafted character jump, ground impact, and rotation sounds. It's all about making your character's actions feel impactful and realistic. Check out some of the sounds in progress on our Twitter.
Our Tech Art team is working on the Cyber Highway Tunnel Kit, adding intricate details to the tunnels and bridges that you'll encounter on your journey. Below, you will be able to see our first prototype.
Our Design team has been working on the trading system prototypes. You can check it out on our TikTok.
Our Code/Engineering wizards have also been working their magic. We've made great strides in climbing ladders and parkour movements, adding a dynamic layer to your gameplay. You can see some of the mechanics on our Twitter. We have been squashing bugs, unblocking integrations, and making sure that the game mechanics are finely tuned. Of course, no journey is without its challenges. We've rolled up our sleeves and tackled numerous bugs that have cropped up along the way. Your gaming experience is our top priority, and we're committed to delivering a seamless and immersive environment for you to explore.
Vehicles & Driving
Added basic Passenger mechanics.
Finished Taxi & Police cars.
Added more in-editor Car Physics Setup Tools.
Added Get In / Get Out car animations.
Added SFX to feature car engine start and stop.
Now, let's shift gears and head over to Vehicles.
The Car Physics Setup Tools have been a game-changer, they allowed us to make huge progress in car maneuverability. The ability to hop in and out of vehicles as a driver or passenger is shaping up nicely, adding a dynamic layer to your gameplay.
The exterior textures are progressing well, giving the vehicle an eye-catching and rugged look. Inside the cabin, the 3D model is taking shape, and the suspension rigging is all set for action. Below, you will be able to see various versions of new cars, including Police, Taxi, and Civilian variants.
But it's not just about looks – we're going beneath the surface. Our engineers have been working diligently to prepare new colliders for all vehicles. It's all about those smooth, seamless interactions that bring you closer to the action.
Speaking of action, the suspension skin and rig for the basic car model are ready to take center stage. This means your driving experience will be more dynamic and realistic than ever before.
Last but certainly not least, we've infused the game with the authentic roar of engines. Soon, you’ll get a sneak peek into the dynamic audio experience you can expect when you're cruising through the post-apocalyptic world.
Characters & Weapons
Added a bunch of new weapons for testing and balancing purposes (scopes, damage, etc.).
Added new Jetpack models and
Source
Changelog.gg summarizes and formats this update. How we read updates.
