In this update15
Full notes
Full PURE FUCKING RAGE update
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What changed
- Compatibility
- Gameplay
- Maps
- Balance
- Events
- UI and audio
PURE FUCKING RAGE changes
(0.0.1)
PFR Dev Update: Public Test Demo is out now and ready for play!!! https://store.steampowered.com/app/3418960/PURE_FUCKING_RAGE_Public_Test_Demo/?beta=0
After struggling so hard with this update to make sure everything is in order, I have now finished up the first Public test demo! This is just one of many public test demo updates coming for the game, I hope people will enjoy it as much as I do! So, without any more yapping, let's discuss the new content coming with this update!
What's new?
Added 3 new weapons! The SledgeHammer, The Proxy Mine, The Sentry gun!
Added brand new Minion mechanic!
Added 2 new Indev Maps! Underground and King!
Added 2 new power ups! QUAD Damage and God Mode!
Added new offerings mechanic! (NOTE: This system is still WIP! Expect some art assets to be missing!)
Added extra rewards to Rituals! This is how you earn offerings!
Improved the skybox! Weather is now changeable on all maps!
Added New Options menu! (NOTE: Still a work in progress but it’s way better than the old one!)
Added improved Darkosser voicelines! (NOTE: Forgive the lines if they still sound a little weird, I’m still trying to find the Darkossers voice and I haven’t quite gotten it just yet.)
Updated to Unreal Engine 5.5.3!
Minor Additions:
Added a new weapon bob and sway effect!
Updated the movement mechanics. You will now always run by default.
Updated the normal FOV to be 110 Degrees instead of 90 Degrees!
Gave the Dealer boss a new mechanic! He will call for backup when his health is below 50%!
Buffed the HK5!
When Enemies spawn they have a temporary red flash and can’t fire their weapons. (NOTE: This is to prevent those moments when enemies spawn in your view from immediately mag-dumping you.)
Added new Blood Imp dialogue to the Weapon wheel!
Added Extras menu. (NOTE: In a future update this will show you stats, enemy groups, and playermodels, plus various other extra goodies! But for now it shows controls and details basic game mechanics until a proper tutorial is made.)
Minor Improvements to AI!
Escalation now has a system to track how far into it you are! (NOTE: Currently has no use other then making enemies move faster after a certain escalation wave, but next update will see more out of this system!)
Added the balloon.
Bug Fixes:
Fixed AI issues with seeing the player.
Fixed a decent amount of issues regarding AI in general.
Removed useless Alpha Animations from the files
Fixed the Darkosser spouting out a line during or after player death.
Fixed an Issue where AI wouldn’t turn to face you when you shot them.
Settings will now properly save so you don’t have to redo your settings when you boot up the game.
Fixed an Issue where some sound effects were not affected by the in-game volume slider.
Fixed animation issues where walking backwards caused jittery motion.
Fixed an Issue where the Dealer had no footstep sounds
- Fixed Issues in multiplayer. (NOTEMULTIPLAYER IS NOT RETURNING THIS UPDATE! IT WILL BE AVAILABLE IN A LATER TEST BUILD!!!)
Fixed an issue with multiplayer props physics replication.
Fixed an issue with multiplayer damage replication
Known Issues:
AI may still suffer from some weird bugs due to me updating them from Unreals Pawn Sensing to AI Perception.
At last! THE PUBLIC TEST DEMO!!!! I never thought this day would come, but here we are! After a year in Alpha going through many alpha builds and nearly causing me to pull my hair out in many different ways, PFR is now available to the public! Let me go over the plans for the public test demos before I dive into this update and talk about the meat!
Public Test Demos!
The Public Test Demo 0.0.1 isn’t going to be the only demo build of the game, it is but the first of many free demo builds! I plan to continually update the game over time to ensure it’s ready for an Early Access release! Right now the game is not ready whatsoever, but it’s getting there! I want to hear feedback and constructive criticism for the game in this super early state to ensure that it can truly be the best it can be! I know it sounds cheesy but I really do want the best for the game and I can’t do that if I have nobody playing it. So, I will release new builds hopefully every 3-4 months with new content, fixes and gameplay updates until PFR is worthy of EA. How many builds will this take? As many as it needs. But hey, at least people will get to enjoy free builds of the game until EA! So enough yapping, let's get into the new content of this build!
New Weapons!
Of course we have to go over the new weapons in the roster, Introducing the new exciting weapons; The Sentry gun, Proxy mine, and the Sledgehammer! I wanted to focus on bulking up the Melee and Throwables category for the PTD as these categories felt really lacking compared to the others. So I have added in one more Melee weapon and two new throwables to add to the roster! The Sledgehammer is a dangerous melee weapon that damages for around 250 health! The proxy mine is a powerful mine that can be placed down and deny enemies a certain path! And the Sentry gun introduces a brand new “Minion” mechanic! The player can currently have three minions out at once, but soon there will be skills to increase your minions abilities and how many you can have!
New Indev Maps! “Underground” and “King”
These two maps have been in the back of my mind for a while. Hopefully people will enjoy their additions to the map roster! Underground is a subway map, it takes place underground (Duh.) I gave myself the unique challenge of making it as big as possible without making it feel too big and I think I managed to find a nice balance. I will keep a close eye on Underground for now. King is a small motel with two floors, no interiors, only the courtyards! It’s also the first map to feature Weather! By default King has Rain weather! I wanted to make a more challenging map, one that keeps you on your toes as you endure the countless waves. King of course is very dark and with low visibility, making it a pretty difficult map!
New Power Ups!
Also coming to Arena are new power ups! Introducing QUAD Damage, God Mode! QUAD Damage does exactly what it sounds like, it increases your damage by setting it to 4, meaning you can shred through enemies with ease! God Mode gives you invulnerability for around 15 seconds, making enemy weapons utterly useless against you! (Though I might make it to where this reduces damage instead of giving you god mode, I feel it’s a little too powerful, but we will see.)
New Shrine Mechanic! “Offerings”
Offerings is a new WIP system allowing you to offer up items to the shrine in order to sway things in your favor! Right now the only offerings in the game are Flower offerings. Flower offerings change the weather of maps. You can earn Offerings by getting them through Rituals! Each ritual has a chance to give you a random offering! Soon there will be more types of Offerings for players to collect and cast into the blood of the shrine, until then try out the system and let me know what you think!
Weather and an improved skybox!
Although it’s merely a cosmetic change, weather has been added to the game! For a while now, I disliked the basic and dull skybox I used for all the maps during the Alpha builds. So I sat down and decided to give the sky some love and hit it with a makeover, now it looks amazing and feels like an actual sky with an atmosphere! Along with this new skybox, I added support for different weather types! Right now 5 exist in the game. Full moon, New Moon, Rain, Sun, and the Blood Moon! Now players can enjoy the maps with new aesthetics other than the normal Full moon! I plan to add more weather types in the future and I am going to eventually experiment with making weather affect gameplay instead of making it a basic cosmetic change, though right now I am very proud of the system and the improved sky! Hope y’all enjoy!
Improved Darkosser Voice Lines!
A big gripe of mine from the last update was how poor quality the Darkosser (The main player character) voice lines were. They were recorded in a quick session to hastily get the voice lines system working for the future and while I did succeed, the voice lines were just of poor quality. I have re-recorded them and added in some new ones. I am currently playing around with the type of voice the Darkosser should have. Since the character is meant to be in their twenties, I decided to go for a campy edgy on the nose vibe for their voice and lines. PFR is a stupidly edgy dumb game, so might as well have some fun with it. I am the only voice actor for the game and VA is a new thing for me so I'm very amateur at it. Forgive me if I sound tired, off or even weird during my recordings! Of course expect these lines to change in the future and get updated. (Also here's a look at the Darkosser in game!)
Improved Settings Menu!
A big issue of mine for the entirety of the alpha builds was the absolute dogshit Options menu. I mean yeah it worked but it didn’t save your changes nor was it nice to even look at. This update brings a much nicer Options menu. There are different tabs for different options and while most have around 4 options at max, more options will be made available in the future! Two tabs right now are unfinished of course, but I added a fun little game menu for those who want something to look at. It’s still a WIP and I haven’t made many art assets for it, but it works so much better then the old menu!
That's all the major stuff being included in this update! Now I want to go over what's next for PFR!
Coming soon: The Prologue.
As stated a while ago in one of these Dev posts (I think?) I have started work on PFR’s Storyline and have a really good outline to work with! Coming in a future PTD Build will be the Prologue for the game. I have it already written out and have begun working on the ritual systems for it, but it unfortunately didn’t make it in time for this update. Don’t worry, soon you’ll be able to join the Darkosser on their fight against evil, and their journey to kill the Monarch, who ordered their species to extinction…
Coming soon: Storyline missions.
Since PFR is a nonlinear, jump in at anytime, mindless violence sim, telling a linear story through gameplay isn’t exactly possible. So the way it’s going to work is you’ll be given chapters to go through. Each chapter will have its own Rituals (Challenges) that you must work through by simply playing the game! Once completed and depending on the Ritual, you will earn a storyline entry! These range from Narrated Text logs, Comic pages, and even 2d animated Cutscenes! I would also enjoy giving players the ability to play through a storyline mission, not a ritual, but an actual linear mission in future chapters! The prologue won’t feature any storyline missions but it will have rituals and storyline entries for you to acquire!
Coming soon: Gameplay improvements.
Since PFR is in its infancy at the moment, it’s expected for things to heavily change or be removed entirely. If something in this game simply doesn’t work, then it needs to be removed or revamped. I expect there to at least be some changes to a few things here and there, though who knows, people may push to change a few systems. I’m pretty much open to any and all suggestions, so if you have an idea or a critique send it my way, I’d love to hear it!
Major Concerns:
I haven't really voiced my concerns for the game in a previous dev post, but I would like to do it in this one. I am currently concerned about the gameplay loop of the game, more specifically Arena mode. I feel the action is too bland and sparse at times, making the game have severe whiplash in some instances and feeling dry after a few hours of play. I would like to see how people respond to the current gameplay loop and to figure out the main aches and problems with it at the moment. I do intend to update Arena mode as I have a pretty decent idea to make the loop a little more interesting then just kill X amount of enemies, this will be released in a future build of the Demo! Aside from that, I don’t have too many concerns, just the general gameplay loop and keeping people entertained, even for just a few hours of mindless fun.
Thanks for reading through this Dev Update! I am so excited to see what people think of the game so far! It isn’t much at the moment but it still makes for a fun few hours of mindless violence!
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