In this update5
Full notes
Full Eye of the Commando update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Balance
Eye of the Commando changes
Thanks for an exciting first week of Early Access! Bring on the feedback, swing by the Discord, and if you want to help the game succeed, please consider leaving a review.
Today's Build
Audio pass on death sounds and some of the music.
More fixes for Combinator errors.
Enemy grenades no longer occasionally move twice per turn.
Here's what's coming up next.
Phase 1
Critical bug fixes (some of which went out today) Save and Load working. Not sure if this is going to be one of those F5-F9 games, but at minimum you'll be able to save at the start of a level, and save+quit to go do boring real life things.
Target: 1 October -- next Tuesday!
Phase Sooner
Iterate on new ways to play the game, but with the same content.
New commando actions * Dodge roll, has a cooldown, allows you to move two spaces and ignore damage during the move. * Commando Knife, no-action short range throw attack, or a melee attack maybe - Maybe. Maaaybe. This isn't really a melee game and there's no stealth yet. * New weapon choices * Bigass machine gun: Longest range, good damage. * Shotgun: Shorter range, higher damage. * Pistola / Uzi: Medium range, least damage, turning is free.'
Target: Late 2024
Phase Later
New content! * New crafted areas * Similar to missions 1-6, but different. * Some existing missions may get extended (like Sewer) * New enemies * Bosses that can placed in areas. * New mooks too. * Procedural Content?!? * Do people want this? Do they want it more than crafted areas? Target: Early 2025
Phase Latest
Ideas that are the most flexible and amorphous. * Skill trees for the Commando * Wide variety here, but lots of new work required.
Level Editor!? * Do people want this? Do enough people want this?
Target: Before Launch
Source
Changelog.gg summarizes and formats this update. How we read updates.
