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Full notes
Full SPRAWL zero update
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What changed
- Gameplay
- Events
- Performance
- Balance
- Maps
- UI and audio
SPRAWL zero changes
Hey everyone,
First off, thank you all so much for playing the SPRAWL Zero demo!
It’s been incredible to see nearly everyone loving it. We’ve been reading every comment, watching every clip, and taking all the positivity in. Thank you for playing and for sharing your thoughts on our Discord, Steam, and socials.
As promised, we’ve taken your feedback to heart. We are stoked to announce that you can now hop into an updated demo featuring plenty of the great changes you’ve been asking for, plus a brand-new weapon!
Major Changes & Features
Reworked Mantling System
We heard you: mantling onto surfaces felt a bit off. I’m happy to announce the entire system has been reworked from top to bottom and should feel much better. That being said, it’s still a work in progress! Some of our craftier players might find a few edge cases, but we’re actively smoothing those out to ensure it feels perfect for the full launch.
Difficulty Adjustments
The demo includes the first two levels of the game, which serve as an introduction to our mechanics and world. By design, these are the easiest levels. However, we agree the game felt a bit too easy, especially for players selecting Martyr (our hardest difficulty). We've made adjustments across the board: Martyr should now produce a significant challenge even in the early game, and Normal will give players a tougher test of skill.
Performance Improvements
For this demo, we opted to give players access to a development build. This allows you to share detailed logs and access the dev console in the event of major issues (which, thankfully, we haven’t really had!). Because it's a dev build, it runs about 20% less performant than a final shipping build will.
However, we’ve made changes that should translate into notable performance improvements for nearly everyone; up to 90 FPS in some cases! Performance will continue to improve as we keep working on the game.
For players running on maxed-out settings, we recommend turning everything down to Medium, and then back up to Max for these new performance boosts to fully take effect.
New Weapon Added: The Vox Dei
This is just for fun, but since we are updating the game, we figured why not give you all the chance to use a new weapon? The Vox Dei; a devastating Imago Dei Minigun, has been added to all gold crates. Have fun finding it!
Weapon Balance & Projectile Grabbing
- Weapon RolesWe’ve tweaked several weapons and adjusted their tiers to properly reflect their roles. The Vulcan, for example, is now a Blue rarity weapon.
Projectile Grabbing: Grabbing fireballs and Impaler shots will now electrify them! This is hard to pull off, so we felt it should be more rewarding.
Objective Navigation & Briefings
- NavigationWhen gaining a new objective (or pressing ALT to bring it back up), the marker should no longer feel obtuse or bounce around. We've made changes to significantly improve navigating the SPRAWL.
- Mission BriefingsThese have received some polish and updated content to better introduce players to game mechanics.
Full Patch Notes
General QOL: Every map has received multiple bug fixes (major and minor). We've also improved enemy navigation and player geometry, meaning explorers have less of a chance of getting stuck or accidentally teleported (whoops)! You’ll also notice some nice visual eye-candy changes.
Fixed Settings menu issues.
Improved vault fluidity and responsiveness.
Lowered health of explosives.
Optimized some particle effects.
Increased gravity shield adrenaline drain rate.
Added new content to level briefing screens and fixed focus issues.
Fixed an issue causing the Gavel to miss often when aiming down sights (ADS).
Dregs in the first tutorial no longer throw grenades.
Various grabbable projectiles now become electrified when grabbed by the player.
Made allied AI spread out more when following the player.
Fixed an issue causing gravity glove input prompts to show the wrong icons.
Fixed an issue where dynamic music failed to reset under certain circumstances.
Made relic fragments and codex pickups unable to be dropped by performing ADS while grabbing.
Enemies that are burning to death will stand up less often now.
Poison buildup is now faster, and poison deals damage properly when activated.
Weapons now play a special sound when breaking on an enemy.
"Hide reminders" option should now work as intended.
Added coyote time.
Enemies killed by an adrenaline ability now drop 1 health stim, down from 3.
AI should now prioritize nearby targets more often.
Fixed issues that could cause the ADS state to persist between weapons.z
Sightless Sisters now drop their sickles
Who wants free stuff?
As a thank you to everyone playing the demo, we wanted to do something fun for our community. We’re giving away a couple of $25 Steam Gift Cards and game codes for the first SPRAWL!
All you need to do to enter is:
Join our Discord and share a demo gameplay clip with us.
OR share one of your demo gameplay clips with us on our socials!
That's it! We’ll be picking three winners at random and reaching out to them directly. Good luck!
Thank You!
We’re a tiny indie team working non-stop, through long days and deep into the night. We’re building SPRAWL Zero to be the best it can possibly be. This game pays homage to an era we hold incredibly close to us, and we know it is important to so many of you too. It makes us so happy to know that even this early, it's sticking the landing for so many of you.
We hope you have a blast playing, and we look forward to hearing your thoughts as we gather feedback for our next steps!
Found a bug? Please report it using our Discord channels.
Show us what you can do! We want to see your most awesome gameplay clips. Share them with the community!
Source
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