HomeGamesUpdatesPricingMethodology
Steam News24 August 20169y ago

Pre-EA Demo 13 Out Now; EA Starts Tomorrow; Plus a Let’s Play!

Release Raptor Pre-EA Demo 13 is now out for testers! Demo 12 came out earlier today, so we've been busy.

Full notes

Full In Case of Emergency, Release Raptor update

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

What changed

0 fixes0 additions1 change0 removals
  • Performance
changedRelease Raptor Pre-EA Demo 13 is now out for testers! Demo 12 came out earlier today, so we've been busy. Tomorrow is our release into Early Access, and while we haven't been able to do everything I had hoped by this point, we have done a lot of things that I hadn't expected to get to, so I guess it balances out. I'm really proud of the current state of the game, and it's going to grow rapidly over the next days -- not to mention weeks. The performance of the procedurally generated levels is just on a whole other level compared to even earlier today, and I'm very excited about that. Visually I think it looks better, too, and that's only going to get better as I get more IES-based light cookies in there. Right now there are still some cases where we can get some ugly light bleed through walls thanks to changes made today, but that's relatively minor and something that we'll fix as we find them. I think all the most obvious cases have already been found, but we shall see. In other news, I thought I'd share a series of screenshots from one of my test runs today. Note that I wasn't exactly playing strategically, I was more having a fun rampage, heh -- so I took a looot of hits. I didn't take a screenshot from very early in my run, when I was at the airdrop site in the alley. However, this was the first hall in the first building I went into: I continued around for a while and explored a few apartments, then went out into an alley between this building and the next. Cicadabots were... everywhere . RUN, FOOL! I leapt up one fire escape and then wound my way up the other one using it as cover from their scouring attacks. I didn't bother destroying them much, because they don't shield Father Brain by being alerted. I think I did stop to leap off the fire escape and kill a couple of easy targets in them just because, though. ;) In the next building I broke a lot of stuff and just kind of took out some aggression on a pair of apartments. There was a hole in the floor of one leading down into another, and what you see below is a lot of the wreckage left from my passage. Well, a little of it. ;) Next up was another building on, getting into an industrial section next to these two apartment buildings. This giant room is meant to be a miniboss room, but we don't have any minibosses yet (sheepish grin). I was hoping to get one in today, but didn't have time because of all the other stuff that you see in those two release note lists. THAT said, holy smokes the Cicadabots made it so that no miniboss was needed. That was unexpectedly intense (there were more than you can see in this one shot). Unlike a regular miniboss, I didn't have to actually fight these (well, if I didn't sneak past the miniboss). But I chose to, just for fun (or spite?). I can't express how badass I felt at the moment there looking around the room. I felt like a raptor had wandered into Portal and just wrecked everything. I went through a few more industrial areas (no sewers in this particular run, it turned

In Case of Emergency, Release Raptor changes

changedRelease Raptor Pre-EA Demo 13 is now out for testers! Demo 12 came out earlier today, so we've been busy. Tomorrow is our release into Early Access, and while we haven't been able to do everything I had hoped by this point, we have done a lot of things that I hadn't expected to get to, so I guess it balances out. I'm really proud of the current state of the game, and it's going to grow rapidly over the next days -- not to mention weeks. The performance of the procedurally generated levels is just on a whole other level compared to even earlier today, and I'm very excited about that. Visually I think it looks better, too, and that's only going to get better as I get more IES-based light cookies in there. Right now there are still some cases where we can get some ugly light bleed through walls thanks to changes made today, but that's relatively minor and something that we'll fix as we find them. I think all the most obvious cases have already been found, but we shall see. In other news, I thought I'd share a series of screenshots from one of my test runs today. Note that I wasn't exactly playing strategically, I was more having a fun rampage, heh -- so I took a looot of hits. I didn't take a screenshot from very early in my run, when I was at the airdrop site in the alley. However, this was the first hall in the first building I went into: I continued around for a while and explored a few apartments, then went out into an alley between this building and the next. Cicadabots were... everywhere . RUN, FOOL! I leapt up one fire escape and then wound my way up the other one using it as cover from their scouring attacks. I didn't bother destroying them much, because they don't shield Father Brain by being alerted. I think I did stop to leap off the fire escape and kill a couple of easy targets in them just because, though. ;) In the next building I broke a lot of stuff and just kind of took out some aggression on a pair of apartments. There was a hole in the floor of one leading down into another, and what you see below is a lot of the wreckage left from my passage. Well, a little of it. ;) Next up was another building on, getting into an industrial section next to these two apartment buildings. This giant room is meant to be a miniboss room, but we don't have any minibosses yet (sheepish grin). I was hoping to get one in today, but didn't have time because of all the other stuff that you see in those two release note lists. THAT said, holy smokes the Cicadabots made it so that no miniboss was needed. That was unexpectedly intense (there were more than you can see in this one shot). Unlike a regular miniboss, I didn't have to actually fight these (well, if I didn't sneak past the miniboss). But I chose to, just for fun (or spite?). I can't express how badass I felt at the moment there looking around the room. I felt like a raptor had wandered into Portal and just wrecked everything. I went through a few more industrial areas (no sewers in this particular run, it turned

Release Raptor Pre-EA Demo 13 is now out for testers! Demo 12 came out earlier today, so we've been busy. Tomorrow is our release into Early Access, and while we haven't been able to do everything I had hoped by this point, we have done a lot of things that I hadn't expected to get to, so I guess it balances out. I'm really proud of the current state of the game, and it's going to grow rapidly over the next days -- not to mention weeks. The performance of the procedurally generated levels is just on a whole other level compared to even earlier today, and I'm very excited about that. Visually I think it looks better, too, and that's only going to get better as I get more IES-based light cookies in there. Right now there are still some cases where we can get some ugly light bleed through walls thanks to changes made today, but that's relatively minor and something that we'll fix as we find them. I think all the most obvious cases have already been found, but we shall see. In other news, I thought I'd share a series of screenshots from one of my test runs today. Note that I wasn't exactly playing strategically, I was more having a fun rampage, heh -- so I took a looot of hits. I didn't take a screenshot from very early in my run, when I was at the airdrop site in the alley. However, this was the first hall in the first building I went into: I continued around for a while and explored a few apartments, then went out into an alley between this building and the next. Cicadabots were... everywhere. RUN, FOOL! I leapt up one fire escape and then wound my way up the other one using it as cover from their scouring attacks. I didn't bother destroying them much, because they don't shield Father Brain by being alerted. I think I did stop to leap off the fire escape and kill a couple of easy targets in them just because, though. ;) In the next building I broke a lot of stuff and just kind of took out some aggression on a pair of apartments. There was a hole in the floor of one leading down into another, and what you see below is a lot of the wreckage left from my passage. Well, a little of it. ;) Next up was another building on, getting into an industrial section next to these two apartment buildings. This giant room is meant to be a miniboss room, but we don't have any minibosses yet (sheepish grin). I was hoping to get one in today, but didn't have time because of all the other stuff that you see in those two release note lists. THAT said, holy smokes the Cicadabots made it so that no miniboss was needed. That was unexpectedly intense (there were more than you can see in this one shot). Unlike a regular miniboss, I didn't have to actually fight these (well, if I didn't sneak past the miniboss). But I chose to, just for fun (or spite?). I can't express how badass I felt at the moment there looking around the room. I felt like a raptor had wandered into Portal and just wrecked everything. I went through a few more industrial areas (no sewers in this particular run, it turned

Source

Steam News / 24 August 2016

Open original post

Changelog.gg summarizes and formats this update. How we read updates.