What changed
0 fixes2 additions4 changes0 removals
addedMAP GENERATION SETTINGSThis new mode gives you full control on how the level generates. Is there a difficult puzzle you wish you could disable? Or maybe you just want to have fun and spawn 100 ghosts to see how long you can survive? Well with the new custom game mode you are free to do whatever you want, and play the way you want to play! It's available right from the start, so no need to worry about unlocking it. You can toggle puzzles, enemies, items and also set the number of spawns for each. I'm planning to add a lot more modifiers to this mode in the near future, perhaps even some silly ones that may come to mind. If you have any ideas you would like to see added, feel free to reach out! Steam post image Note: Achievements are disabled in this mode.
changedCHARACTER SELECT / UNLOCKABLE COSMETICSAlso accessible from the lobby screen but available for all players, press the clothing icon in the top right of the panel to open the menu.Steam post image The red border around the icons highlight which character and cosmetic are currently equipped.
changedHOW TO UNLOCKWhile all character models are available from the start, the cosmetics are locked behind achievements. This is to reward players for taking on the various different challenges in the game. In order to view which achievements are required, simply click on one of the locked icons and it'll tell you at the bottom of the panel. Green text means you've already unlocked the achievement, while the red text means you are still missing that specific one. Each cosmetic has two achievements tied to it that are both required in order to unlock it, with the exception of one cosmetic that only needs one achievement. The icons are hidden so it'll be a complete surprise to see what you get! The designs are not 100% finalized yet but even if I were to change them, you would still keep whatever cosmetic is tied to that particular set of achievements.
addedNEW ENEMY: SKELETONSAvailable in Chapter 1, these enemies now accompany the armored skeletons found throughout the office building. They replace the standard zombies that were there in the previous version, which now means that all chapters have a set of 3 unique enemy types. This was my way of creating a certain theme for this level, similar to how Chapter 2 contains zombies and armored zombies. While this new enemy is exclusive to Chapter 1 and not present in the normal randomized mode, you are free to toggle them on when playing a customized scenario. I will be giving them new animations and sound effects in a future update to make them even more distinct.
changedADDITIONAL CHANGESSimilar to what I said in the previous update, I've worked on this project incrementally throughout the year during my free time, so I didn't really keep track of every little thing that I changed, However the biggest changes that come to mind were, firstly, faster loading times. For those who had played the previous version of the game, you may have noticed that the first time loading the level always took the longest, while subsequent playthroughs loaded almost instantly. This would also sometimes cause the clients to timeout before the level could fully load. In order to solve this issue I have now started to preload all the game objects prior to loading the level. When you now launch the game, you'll notice rather than being sent to the main menu you are instead presented with a title screen. As soon as you press a key, the game will begin to preload all of the networked objects that may spawn during gameplay. You'll notice that this vastly improves the time of level generation, so I felt waiting for a couple extra seconds after launching was well worth it. The second big change I made was upgrading the entire project to Unity 6, though this is not something you would notice as a player. I first began working on this game at the end of 2021, so the version that I was previously using was quite outdated. This will provide me with better tools to debug and optimize the game. Additionally, while the melee feature I had mentioned before made it all the way to late-stage testing, I ultimately found it to be too unfair. So in the end I decided to remove it in order to preserve the resource management aspect of the game. I hope that's okay with you guys!
changedWHAT'S NEXT?I will be pushing for more frequent but smaller updates in the coming weeks; polishing the UI, adding new sound effects, etc. I know updates have been really slow, but trust me when I say that the last thing I want is to leave this game in an endless state of early access. I will continue to work on it whenever I can and fully release it when I think its ready. Although the game wasn't as successful as I had hoped, just know that I am still committed to delivering a finished product that I am satisfied with. I've already started working on a new game mode that should come out in the next few months, so stay tuned!
Enigma Manor changes
addedThis new mode gives you full control on how the level generates. Is there a difficult puzzle you wish you could disable? Or maybe you just want to have fun and spawn 100 ghosts to see how long you can survive? Well with the new custom game mode you are free to do whatever you want, and play the way you want to play! It's available right from the start, so no need to worry about unlocking it. You can toggle puzzles, enemies, items and also set the number of spawns for each. I'm planning to add a lot more modifiers to this mode in the near future, perhaps even some silly ones that may come to mind. If you have any ideas you would like to see added, feel free to reach out! Steam post image Note: Achievements are disabled in this mode.
changedAlso accessible from the lobby screen but available for all players, press the clothing icon in the top right of the panel to open the menu.Steam post image The red border around the icons highlight which character and cosmetic are currently equipped.
changedWhile all character models are available from the start, the cosmetics are locked behind achievements. This is to reward players for taking on the various different challenges in the game. In order to view which achievements are required, simply click on one of the locked icons and it'll tell you at the bottom of the panel. Green text means you've already unlocked the achievement, while the red text means you are still missing that specific one. Each cosmetic has two achievements tied to it that are both required in order to unlock it, with the exception of one cosmetic that only needs one achievement. The icons are hidden so it'll be a complete surprise to see what you get! The designs are not 100% finalized yet but even if I were to change them, you would still keep whatever cosmetic is tied to that particular set of achievements.
addedAvailable in Chapter 1, these enemies now accompany the armored skeletons found throughout the office building. They replace the standard zombies that were there in the previous version, which now means that all chapters have a set of 3 unique enemy types. This was my way of creating a certain theme for this level, similar to how Chapter 2 contains zombies and armored zombies. While this new enemy is exclusive to Chapter 1 and not present in the normal randomized mode, you are free to toggle them on when playing a customized scenario. I will be giving them new animations and sound effects in a future update to make them even more distinct.
changedSimilar to what I said in the previous update, I've worked on this project incrementally throughout the year during my free time, so I didn't really keep track of every little thing that I changed, However the biggest changes that come to mind were, firstly, faster loading times. For those who had played the previous version of the game, you may have noticed that the first time loading the level always took the longest, while subsequent playthroughs loaded almost instantly. This would also sometimes cause the clients to timeout before the level could fully load. In order to solve this issue I have now started to preload all the game objects prior to loading the level. When you now launch the game, you'll notice rather than being sent to the main menu you are instead presented with a title screen. As soon as you press a key, the game will begin to preload all of the networked objects that may spawn during gameplay. You'll notice that this vastly improves the time of level generation, so I felt waiting for a couple extra seconds after launching was well worth it. The second big change I made was upgrading the entire project to Unity 6, though this is not something you would notice as a player. I first began working on this game at the end of 2021, so the version that I was previously using was quite outdated. This will provide me with better tools to debug and optimize the game. Additionally, while the melee feature I had mentioned before made it all the way to late-stage testing, I ultimately found it to be too unfair. So in the end I decided to remove it in order to preserve the resource management aspect of the game. I hope that's okay with you guys!
INTRODUCING CUSTOMIZED SCENARIOS
Accessible from the lobby screen when playing as the host, press the cog icon on the bottom right of the panel and use the left and right arrows on the screen to cycle through the game modes. Click on the image for customized scenarios and then adjust the settings to however you see fit.
Steam post image Fully customizable experience that allows you to adjust settings to fit your playstyle. Toggle puzzles, enemies, weapons and more.
MAP GENERATION SETTINGS
This new mode gives you full control on how the level generates. Is there a difficult puzzle you wish you could disable? Or maybe you just want to have fun and spawn 100 ghosts to see how long you can survive? Well with the new custom game mode you are free to do whatever you want, and play the way you want to play! It's available right from the start, so no need to worry about unlocking it. You can toggle puzzles, enemies, items and also set the number of spawns for each. I'm planning to add a lot more modifiers to this mode in the near future, perhaps even some silly ones that may come to mind. If you have any ideas you would like to see added, feel free to reach out! Steam post image Note: Achievements are disabled in this mode.
CHARACTER SELECT / UNLOCKABLE COSMETICS
Also accessible from the lobby screen but available for all players, press the clothing icon in the top right of the panel to open the menu.Steam post image The red border around the icons highlight which character and cosmetic are currently equipped.
HOW TO UNLOCK
While all character models are available from the start, the cosmetics are locked behind achievements. This is to reward players for taking on the various different challenges in the game. In order to view which achievements are required, simply click on one of the locked icons and it'll tell you at the bottom of the panel. Green text means you've already unlocked the achievement, while the red text means you are still missing that specific one. Each cosmetic has two achievements tied to it that are both required in order to unlock it, with the exception of one cosmetic that only needs one achievement. The icons are hidden so it'll be a complete surprise to see what you get! The designs are not 100% finalized yet but even if I were to change them, you would still keep whatever cosmetic is tied to that particular set of achievements.
NEW ENEMY: SKELETONS
Available in Chapter 1, these enemies now accompany the armored skeletons found throughout the office building. They replace the standard zombies that were there in the previous version, which now means that all chapters have a set of 3 unique enemy types. This was my way of creating a certain theme for this level, similar to how Chapter 2 contains zombies and armored zombies. While this new enemy is exclusive to Chapter 1 and not present in the normal randomized mode, you are free to toggle them on when playing a customized scenario. I will be giving them new animations and sound effects in a future update to make them even more distinct.
ADDITIONAL CHANGES
Similar to what I said in the previous update, I've worked on this project incrementally throughout the year during my free time, so I didn't really keep track of every little thing that I changed, However the biggest changes that come to mind were, firstly, faster loading times. For those who had played the previous version of the game, you may have noticed that the first time loading the level always took the longest, while subsequent playthroughs loaded almost instantly. This would also sometimes cause the clients to timeout before the level could fully load. In order to solve this issue I have now started to preload all the game objects prior to loading the level. When you now launch the game, you'll notice rather than being sent to the main menu you are instead presented with a title screen. As soon as you press a key, the game will begin to preload all of the networked objects that may spawn during gameplay. You'll notice that this vastly improves the time of level generation, so I felt waiting for a couple extra seconds after launching was well worth it. The second big change I made was upgrading the entire project to Unity 6, though this is not something you would notice as a player. I first began working on this game at the end of 2021, so the version that I was previously using was quite outdated. This will provide me with better tools to debug and optimize the game. Additionally, while the melee feature I had mentioned before made it all the way to late-stage testing, I ultimately found it to be too unfair. So in the end I decided to remove it in order to preserve the resource management aspect of the game. I hope that's okay with you guys!
WHAT'S NEXT?
I will be pushing for more frequent but smaller updates in the coming weeks; polishing the UI, adding new sound effects, etc. I know updates have been really slow, but trust me when I say that the last thing I want is to leave this game in an endless state of early access. I will continue to work on it whenever I can and fully release it when I think its ready. Although the game wasn't as successful as I had hoped, just know that I am still committed to delivering a finished product that I am satisfied with. I've already started working on a new game mode that should come out in the next few months, so stay tuned!