Update log
Full Species: Unknown update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Balance
- Workshop
- Security
- Fixes
- UI and audio
Today we are releasing update 0.16, an intermediate patch similar to those we plan to publish between the major milestones of the roadmap.
This update is based on feedback shared by players. It also includes new features, adjustments, accessibility improvements, and bug fixes. Thank you to all the players who reported these needs on the studio’s Discord or on the Steam Hub.
Additions
2 new Category 1 weapons in the shop menu. Replace your basic pistol with a TMP (submachine gun) or a Revolver. Each has its own strengths and weaknesses, so choose carefully.
Category 1 weapon improvements: these 3 weapons can now be upgraded in the upgrades menu to increase magazine size and improve certain attributes (damage, fire rate, accuracy).
Changes
Offer to equip tool or weapon right after purchase
Changed french translation of SMG
Fixes
Added security to fix pause menu staying stuck over the screen indefinitely
Fixed layout jump + controller focus lost when opening Pause menu during mission (host only)
Fixed X-ray overlay could stay visible after using Tab + Esc keys
Fixed incoherent text layout on screens if language changed during the game
Known Issues
The current voice chat system has several limitations and may sometimes malfunction when multiple microphones are detected on the PC. Known issues include:
your microphone does not work
you cannot hear anyone in game
voices have a strange pitch (very low or very high)
→ Check our Known Issues and Solutions page to try some workarounds while we replace this system entirely (this replacement system is currently in development but not yet robust enough to be deployed).
Development Log
With this update, I would also like to share a few discussions and photos taken during development. Many of you are interested in the technical and human side of the studio’s daily work, so it feels natural to share some of it here. And it’s a pleasure to do so.
The approach behind adding the new weapons
Update 0.16 introduces new weapons. The development process is quite comprehensive in the sense that almost everyone on the team has a role to play, and these additions also push us to revisit certain parts of the game’s architecture.
In this photo, Nico (Game Director) is validating the intentions for the menus and the UX/UI implementation. Nico also worked earlier on the weapon game design and their implementation. This weapon design work was initiated during the previous sprint so they could be integrated during this one. During this sprint, Nico focused on other features that will be delivered later.
A sprint is the term we use for a development period. Each sprint is associated with a defined list of development tasks.
In this photo, Lohan (Game Developer) and Guilhem (Game & UX/UI Designer) are working together on implementing the weapon purchase and upgrade menus in the game.
For Guilhem, the main point of attention on this type of task is the potential accumulation of graphical debt. As new elements are added, it is important to ensure that the menus remain readable and sustainable over time. Guilhem mainly works with Figma for mockups and Unreal Engine for their integration.
Barth (Level Designer & QA), who is particularly involved in testing new features, discusses a case encountered during testing with Lohan.
Here, Barth (Level Designer & QA) is testing the new weapons.
Why use Epic Online Services (EOS)?
Following the communication published earlier this week indicating that Epic Online Services (EOS) maintenance would temporarily impact multiplayer services
Source
