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Steam News8 June 20242y ago

The "Stealth Update" Update!

Did you miss Zlimbratski's Indie FPS stream? Oh. :( Well, it's okay, here's the video update ^^!

Full notes

Full Fortune's Run update

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

What changed

1 fix14 additions3 changes0 removals
  • Performance
  • Gameplay
  • UI and audio
  • Balance
  • Fixes
changedDid you miss Zlimbratski's Indie FPS stream?
addedThe first thing to note is that we will be releasing this new content in August and not July as we were thinking a few weeks ago. We've decided we want to take more time because we want to introduce some additional non-combat content along with this huge mission, and we need more time to do all of that.
addedWe're actually working very hard on it right now, so I'm going to keep this brief! Here's a highlights reel of all the new stuff you can expect:
addedWhole new 3~ hour mission! This time with a focus on stealth and exploration instead of combat. The new level is a unique setting full of story content which will show you what's happening beneath the surface of New Zabra.
addedCool volumetric effects such as fog which add a feeling of foreboding to the new, extremely polluted underground area.
addedNew classic stealth game elements like searchlights, cameras, tripwires, proximity alarm drones and hiding in lockers.

Fortune's Run changes

changedDid you miss Zlimbratski's Indie FPS stream?
addedThe first thing to note is that we will be releasing this new content in August and not July as we were thinking a few weeks ago. We've decided we want to take more time because we want to introduce some additional non-combat content along with this huge mission, and we need more time to do all of that.
addedWe're actually working very hard on it right now, so I'm going to keep this brief! Here's a highlights reel of all the new stuff you can expect:
addedWhole new 3~ hour mission! This time with a focus on stealth and exploration instead of combat. The new level is a unique setting full of story content which will show you what's happening beneath the surface of New Zabra.
addedCool volumetric effects such as fog which add a feeling of foreboding to the new, extremely polluted underground area.

Did you miss Zlimbratski's Indie FPS stream?

Oh. :(

Well, it's okay, here's the video update ^^!

The first thing to note is that we will be releasing this new content in August and not July as we were thinking a few weeks ago. We've decided we want to take more time because we want to introduce some additional non-combat content along with this huge mission, and we need more time to do all of that.

We're actually working very hard on it right now, so I'm going to keep this brief! Here's a highlights reel of all the new stuff you can expect:

  • Whole new 3~ hour mission! This time with a focus on stealth and exploration instead of combat. The new level is a unique setting full of story content which will show you what's happening beneath the surface of New Zabra.

  • Cool volumetric effects such as fog which add a feeling of foreboding to the new, extremely polluted underground area.

  • New classic stealth game elements like searchlights, cameras, tripwires, proximity alarm drones and hiding in lockers.

  • Carrying and hiding corpses and searching their pockets for extra goodies. They are rendered with a new system which has 3d-like sprite angles so that you can see the corpse from above without it turning into a paper-thin silhouette! It looks really cool, you can see it in the video. If you're curious about the technology, here is a blog post on it!

  • AI improvements and new functionality to complement more focus on stealth. It's really quite a lot! The enemy now has a HQ dispatcher which monitors which patrols are missing and reinforces them, even during combat. You now have to contend with enemies raising the alarm and searching procedurally for the player by exploring the level if they are suspicious of an intruder. The reinforcement system also creates fun time-based gameplay: if you take out a patrol, you get 30 seconds to take out their friends so that the patrol isn't reported as missing. This is really fun and hard to explain, you can see the HUD displaying the reinforcement timer in the video. I guess you'll have to try it to really get it but we are SUPER excited about this new feature.

  • New elemental types and effects, and interactions with a fluid system where you can drain oil or water from barrels and ignite/electrify them with...

  • The "Cable Gun", a battery-powered speargun which is designed to be used from stealth and as a utility. You can fire a harpoon which shock people from stealth, putting them out silently. You can also use it as a pretty advanced combo aid and reel enemies into you in between attacks like Scorpion! Check out the vid!

  • The "Flare Rifle", a long-barrelled precision projectile weapon which can stick to enemies and give them fire damage over time. Deals a percentage of HP and therefore is useful as an equalizer against tanky enemies!

  • The "BBQ Fork", a new melee weapon to complement the knife as a strong-but-slow option. Charges up attacks and does a stabbing leap which damage using the new elemental system.

  • Possibly a third new stealth weapon! We're still deliberating on that one ; )

  • Completely new faction with five new enemies (so far), extensive lore and wonderful environmental storytelling. They have totally new mechanics like time-based (halo style) energy shields, the ability to leap into the air and access to the new elemental weapons, just like the player.

  • A new hacking-style minigame where you can repair switches by using soldering tools to get side-paths and secrets. The circuit is simulated and you'll have to diagnose problems with it with the help of your trusty device scanner. I know this will sound scary and complicated for some of you, which is why it is OPTIONAL at the moment. We are experimenting with the feature and will probably make changes to it in the future, but we really like it and we want you guys to try it.

  • Fixed gun emplacements which can be used by the enemies or the player, creating dynamic fights where capturing/holding certain spots is highly valuable.

  • Lots of new cinematic setpieces like a fight on a free-falling elevator platform!

  • Super crazy animated factory where you'll have to crawl along moving conveyor belts and avoid pistons and other hazards!

  • Annoying castlevania bats which drop down from the ceiling while you're trying to platform on said conveyor belts!

  • Many framework updates to make existing systems more easy to understand and use, for example re-working how weapon unloading and picking up works (yes, we heard you D:)

  • TCHAIKOVSKY

What about this "additional non-combat content"???

Well, as you know, we are planning to set the game in a hub where you can accept missions, talk to NPCs and do a bit of world-building and exploration. This level is absolutely massive, so we're having trouble finding time to work on that as well as the hub, so we've decided we're going to release the hub in slices where each slice pertains to a specific theme and will show you a certain set of NPCs and side of the story. So, we'll be shipping a somewhat self-contained non-combat area, a bit like Club V'Heni from the demo, where you'll get to know Mozah a bit better. ^^

Alright! That's all folks! Now I have to go back to work D:

From New Zabra with Love, -Team Fortune

Source

Steam News / 8 June 2024

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