
Vacancy Unlimited is a comic book styled retro FPS. Roam the streets of your home town in search for your father. Access multiple mana based abilities as you level up killing zombies. Complete locations to gain access to new areas on your city map. Loot buildings for ammo, food, and new weapons.

Beware, the ravagers roam the streets as well. Ravagers sometimes in groups or as individuals are survivors that have their own agendas and behaviors. Vacancy Unlimited features an AI director that manages zombies spawns and loot drops. The game will feature side objectives in each location for chances to get extra xp and loot. Weapons and abilities scale as your level increases. Unlock levels on your city map by completing the levels adjacent to its corresponding position. Replay any level to improve your completion stats. Your city map will mark your progress per each level.
This game takes place in the Apastron universe.
What I've been working on :
Small Level Rework for Cascade View North
Small Level Rework for Pinehurst
Small Level Rework for Bluffs
Small Level Rework for Holly
Increased Jump Height
Grapples release adds more forward and upward momentum on releasing early or with jump held
Lowered Gravity
Added speed line effect for when player is moving faster than a velocity of 20 units per second
Common wood chests now provide more mana spawns than before
Increased Lefaucheux Critical hit chance
Increased EBR Critical hit chance
Increased SKS Critical hit chance
Increased Sten Critical hit chance
Increased VSS Critical hit chance
Note from dev :
I additionally bound the ability function to 3 on keyboard as well, because this control is broken on Steam Deck somehow. I will bind 3 to a button in the default Steam Input once I record some more Steam Deck gameplay for VU. I'll add that to this update post once I upload that video to YouTube. Apologies on the delay for this update. I'm removing the next update by counter to be kinder on myself. I do still plan on continuing fixes for some UI navigation and other various bugs to improve the experience of the game on Steam Deck. I'm still continuing the story of VU! Most of my attention will be towards making new issues of VU's sequel Spryward which is currently in early access. :https://store.steampowered.com/app/1862420/Spryward/What I've been working on :
Added the Contender PistolUpdated Mystery Thermos Drops
Fixed Skatepark lighting in South Forest Park
Did a small map rework for Glacier View mainly focusing on optimization
Fixed lighting in Glacier View
Changed terrain in Glacier View for better optimization
Lowered the ceiling on Glacier View for better optimization
Added new loot drops and explosives in Glacier View
Added more background elements of Glacier View
MP7 Critical Chance Increased
Famas Critical Chance Increased
M60 Damage Increased
M60 Critical Chance Increased
Note from dev :
Spryward the sequel to Vacancy Unlimited has a new issue launching on 07/14/2022!https://store.steampowered.com/app/1862420/Spryward/Apastron is 50% off till the 7th! Have a great weekend everyone!
https://store.steampowered.com/app/1264850/Apastron/
What I've been working on :
+Finished level rework for Port Gardener+Added mystery thermos drops to Port Gardener
+Added Aug Bullpup
+Increased Deagle shoot SFX
+Grapple out of a kick will allow you to fire your gun while holding your next kick
Note from dev :
Spryward begins monthly issues on Steam starting May 31st with Issue #1 Just Another Day. It takes place 2 years after the finale of VU! If you enjoyed the work I've done on VU consider continuing the story in Spryward! https://store.steampowered.com/app/1862420/Spryward/What's coming next :
Next VU Update Around : 07/02/2022New Level Rework
New Weapons
New Potions
What I've been working on :
+Added new Assault Rifle ACR+Changed interact icon from "E" to "-Interact"
+Interact icon now displays for harvests & light monuments
+Increased Food Spawn
+Fixed Bug where zombies would phase through destructibles
+Fixed Navigation on Bluffs
+Added more loot drops to Bluffs
+Fixed Navigation on Port Gardener
+Adjusted Map proportions of Port Gardener
+Rebuilt occlusion of Port Gardener
+Increased Thompson Damage
+Increased USAS12 Damage
+Increased Super Shotgun Damage
+Increased M60 Damage
+Increased FMG9 Damage
+Increased Evo Damage
+Increased G11 Damage
+Increased G11 Bullet Velocity
+Increased Critical Hit Chance for M1 Garand
+Increased Critical Hit Chance for Five Seven
+Adjusted UI scaling
+Increase loot drop chance for tier2 weapons
+Fixed bug where melee when switching could break the melee weapons
Note from dev :
Welcome all new players to VU! If you encounter any issues feel free to use the dedicated community threads to reach me. A bit of you have already been doing that and I appreciate it! It has helped out a lot. Sorry for the delay on releasing this first community update. I got very sick last week due to new allergies. Had to take a covid test just to be sure, thankfully came back negative. I'm switching gears to prep Spryward for issue 1 dropping this month. I will be releasing Spryward 1 issue at a time starting this month of May! Spryward will kick off 2 years after the finale of VU. If you enjoyed the work I've done here with VU consider continuing the story by wishlisting Spryward.https://store.steampowered.com/app/1862420/Spryward/
What's coming next :
Next VU Update Around : 06/02/2022Level Reworks - Port Gardener
New Weapons
New Potions
What I've been working on :
+Added a final boss fight!+Added ending cutscene
+Added achievements
+Added spot on map menu for final boss
+Small level rework for Cascade View South
+All levels got changes to lighting and foliage
+Fixed some broken spawns
+Added shotgun ravager alert sfx
+Updated basic ravager sprite
+New Trailer
Note from dev :
As I stated in the last update, you will still see a next update date listed in the main menu. I'm still dedicated to doing level reworks, adding potions, fixing bugs, and overall improving the game. The end of Vacancy plays a huge role in Spryward and the entire future of the Apastron universe. Spryward will kick off 2 years after the finale of VU. If you enjoyed the work I've done here with VU consider continuing the story by wishlisting Spryward.https://store.steampowered.com/app/1862420/Spryward/
Thank you everyone who helped support this game in early access! I wanted to leave a section here as a special thank you to all the other people who helped make this game possible!
Eeve Somepx
Comp3interactive
Toms Esconjaureguy
Ajay Karat
David Levy Music
Scott Snyder
What's coming next :
Level ReworksNew Weapons
New Potions
What I've been working on :
+Added final level Northwest
+Added new cutscene for Northwest
+Added Fire potion
+Increased number of weapon drops from military crates
+Designed Final Boss
+Reworked Pinehurst to look more like it does in Spryward
+Reworked Madison to look more like it does in Spryward
+Optimized Valley View and fixed broken lighting
+Optimized Twin Creeks and fixed broken lighting
+Added new Main Menu background
+Updated Loot pools for Mystery Thermos
+Added monstrous ravagers to bayside level
+Fixed bug where fists could be disabled in inventory causing a soft lock
+Added missing gun animations
+Added new vfx for prox charge ability
+Prox charge attack can by canceled by releasing skill button while holding right click
+Holding right click while prox charge now glides the player down

Note from dev :
Final boss fight drops this Wednesday the 30th. After that I will post the launch trailer and exit the game from early access on Steam. On Wednesday all content in the game will be playable. Every level is completable as of right now. You will still see a next update date listed in the main menu even after I leave early access. I'm still dedicated to doing map reworks, adding potions, fixing bugs, and overall improving the game. Because of all the subsequent delays I will not be increasing the price of VU after leaving early access. The end of Vacancy plays a huge role in Spryward and the entire future of the Apastron universe. Spryward will kick off 2 years after the finale of VU. If you enjoyed the work I've done here with VU consider continuing the story by wishlisting Spryward.https://store.steampowered.com/app/1862420/Spryward/
What's coming next :
Final BossNew trailer
New Potions
What I've been working on :
+Added new map Delta+Added new cutscene of Geoff vs Spryward

+New Enemy the Abomination

+Added Molotov equipment


+Added new potion the finger gun potion
+Fixed bug where you could drop fists glitching out the game
+Fixed FOV bug where having 2 scoped weapons would make the game unplayable.
+Added new animation for prox charge ability
+Added new animation for grapple equipment
+New music for Delta
+New music for cutscene
What's coming next :
Final mapFinal Boss
New trailer
New Potions
RNG changes
What I've been working on :
+Added incendiary ammo+Astral Rifle now shoots incendiary damage 100% of the time
+Type 89 now shoots incendiary damage 10% of the time
+Added the construction drone enemy from Spryward
+Made a new enemy the Monstrous Ravager



+Updated Friendly Adams Corp Employee talking sprites




+Added the Mystery Thermos (guaranteed item spawn)

Note from Dev :
I was expecting to be done with VU by next weekend. I had a family member pass away this week and have to delay when VU leaves early access. I apologize for not having a continuation of the finale ready for this week. The delay will give me more time to work on the end of the game and continue to polish. My estimate is that VU will release on the weekend of the 25th now. Thank you everyone for your understanding. I hope you all have a good weekend.What's coming next :
Continuation of the finaleNew Map w/ Cutscene
New trailer
Priority Target Changes
What I've been working on :
This week on VU, Spryward is bleeding out. Phoebe can't teleport the crew back to the Adam's Corp building without some power first. Explore the riverside area.
+New Weapon Deagle
+New Map Riverside
+New Cutscene
+Fixed broken spawns on Bayside level
+Fixed bug where current skill point text wouldn't reset on reset of skill points
+Fixed bug where drones made zombie sfx when destroyed
+Fixed UI rescaling bug on map menu
+Updated loot pool, weapon spawn increased
+Updated steam page graphics

What's coming next :
Continuation of the finale
Incendiary gun damage
Mystery Thermos
New Map w/ Cutscene
New trailer
Priority Target Changes
Drone Changes
What I've been working on :
This week on VU, Geoff finds his father. He's confronted by an old friend. Things are different now. The secrets of the light monuments have been revealed!+New map Bayside

+New Cutscene for Bayside map

+New Music for new cutscene
+New Music for new map Bayside
What's coming next :
Continuation of the finale
Incendiary gun damage
New Map w/ Cutscene
New trailer
Priority Target Changes
Drone Changes
What I've been working on :
+Improved all enemy projectiles to be more accurate+Drones have a longer bullet life time
+Drones have a unique firing SFX now
+Added gas cans that can burst into fire
+Added fire that has AOE damage, can burn other objects, and has a chance to spread
+Thank you to FoundationSFX for the SFX for fire pools +Reworked loot drops into tiers of possible drops
+Added missing colliders on Pinehurst
+Exp sets in the save script when gain exp now rather than waiting till save game is called
+Zombies have different destroy particles than ravagers
+Added loading screen to map menu
+Type 89 rifle
Note from dev : My other early access project just ended ! This means Vacancy Unlimited is my only task each week. With that our update day for the week will officially move to Fridays! We're one month away from when I want to launch VU. We have 4 more levels and cutscenes to go till the game is completable! Thank you everyone for your help during this early access! If there are any weapons, features, fixes, ext you'd like to see introduced in the game please feel free to use the dedicated bug report / suggestion threads to do so.
What's coming next :
Incendiary gun damageNew Map w/ Cutscene
New trailer
Priority Target Changes
Drone Changes
What I've been working on :
+Reworked map Bluffs
I've completely overhauled the bluffs map. I went in and deleted all the old geometry. I started from scratch using tools and methods of building levels that I learned while working on VU. I tried to keep the spirit and continuity of the previous version of the map. Some areas were removed, but most areas were remade and replaced. The level is much more compact and optimized while still keeping the traversal experience similar.

+Skill Tree

+4 Vitality Skill Tiers
+4 Magic Skill Tiers
+4 Strength Skill Tiers
+Skill points are determined by your level
+Skill point menu on map level select screen
+Reset skill point button from map level select screen
+Set default max fps to 144
+Can now modify max fps from pause menu.
Spryward has a Steam page now! It will launch after Vacancy Unlimited leaves early access.https://store.steampowered.com/app/1862420/Spryward/
What's coming next :
New trailerLoot rng changes
Projectile Physics Improvements
Balance Changes
Priority Target Changes
Drone Changes
The finale for VU rolls on. North Credell get's caught in a blizzard. Geoff, Spryward, and Phoebe join the search for Geoff's father. Revelations from a parallel universe may be the key to stopping the apocalypse once and for all.
+New Map Port Gardner
+New Cutscene
+Frozen Zombies
+New Music for Port Gardner
+New Music for the Cutscene
+New building textures
+New snow variants of the default textures
+Falling snow particles
I had hoped on being ready to leave early access in February, but I've been dealt with some delays on my other Early Access project Entodrive. With that said I'm not interested in rushing Vacancy out of early access just to release by the end of February. So it seems March is a more reasonable launch window for the final version of the game. Thank you everyone for your understanding. Enjoy the update!
Spryward has a Steam page now! It will launch after Vacancy Unlimited leaves early access.https://store.steampowered.com/app/1862420/Spryward/
What's coming next :
Loot rng changesReload Canceling
Projectile Physics Improvements
Balance Changes
Priority Target Changes
Drone Changes
What I've been working on :
+ Added Linux Support
+ SR-2 SMG

+ DP2-7 LMG

+ Made some changes to how Madison looks. The level reflects more how it looks in the Spryward game.
Spryward has a Steam page now! It will launch after Vacancy Unlimited leaves early access in February.https://store.steampowered.com/app/1862420/Spryward/
What's coming next :
Loot rng changesReload Canceling
Projectile Physics Improvements
Balance Changes
Priority Target Changes
Drone Changes
What I've been working on :
+New Map Pinehurst
+New Music for Pinehurst

+New Cutscene

+Grapple shots increase move speed
+Added intro dialogue message from Spryward
+Added sprites for Anna Mojek, Aarron Driscoll, and Ross Chamberlain.
+Added dedicated spawn for RPK on Pinehurst
+New Achievement for Pinehurst
What's coming next :
Loot rng changesReload Canceling
Projectile Physics Improvements
Balance Changes
Priority Target Changes
Drone Changes
What I've been working on :
+USAS12

+RPK

+Updated Loot Pool
+Improved lighting for Lowell, Madison, South Forest Park, Westmont, & Bluffs
+Reworked Lowell Light Monument location
+Improved map menu
+Fixed drone movement bug
+Uzi critical chance buff
+Updated Steam Screenshots
+Updated Steam Page
+Updated Steam Banners
Note From Dev :
I just want to thank everyone for such an amazing year! This early access has been way more fun and successful than I could have hoped for. All the support and feedback helped me make this year special and one I was very proud of. I hope everyone has an amazing holiday season! See you in the New Year!What's coming next :
Loot rng changesReload Canceling
Projectile Physics Improvements
Balance Changes
Priority Target Changes
Drone Changes
What I've been working on :
+New Map South Forest Park

+New Gun Miststick

+New Cutscene

+New Music for South Forest Park
+Prox Charge ability now gives player moon jump on hold
What's coming next :
Loot rng changesReload Canceling
Projectile Physics Improvements
Balance Changes
Priority Target Changes
Drone Changes
What I've been working on :
+Scroll wheel now switches between inventory slots
+Added Scorpion SMG
+Added a baseball bat melee weapon

+Drones can now drop loot or the weapon it is using when destroyed
+Fixed bug where melee weapons wouldn't cycle through all possible attack animations
Loot Changes :
Worked on implementing a new loot drop system logic the first use of this is on the new drone loot drops, I will be adding this new loot drop logic to all loot sources in the next update. Instead of picking a random item to spawn the loot drop system now goes through the AI manager. It will keep track of what loot has dropped in an instance to try and not repeat items, but also allow loot to be categorized in order of importance and selected randomly from each category.
What's coming next :
Reload CancelingProjectile Physics Improvements
Balance Changes
Priority Target Changes
Drone Changes
What I've been working on :
+New Weapon EBR Sniper+New Map Madison

+New Cutscene that ties into Apastron Episode 3 Time of Crisis

+New Achievement

What's coming next :
Projectile Physics ImprovementsBalance Changes
Priority Target Changes
Drone Changes
Spryward Prototype :
Here is a link to the free Spryward prototype you can play right now!Download Spryward
What I've been working on :
Added new gun HK416c
Added new gun Spas12

AR15 less recoil
AA12 Mag Capacity increase
Drones can now be grappled
Added drones to Lowell
Drop key bug fixed
Fixed issue where setting vsync wouldn't set after changing levels
What's coming next :
Continuity changesMore Time of Crisis aftermath
Priority Target Changes
Drone Changes
Spryward Prototype :
Here is a link to the free Spryward prototype you can play right now!Download Spryward
What I've been working on :
New map Lowell the Childhood home of Spryward
Fixed bug where progress for Glacier View wouldn't show on map
Made new backgrounds for cutscenes
New Time of Crisis Tie-in Cutscene after beating Lowell
Fixed bug where cutscene after Glacier View wouldn't load
Made new music for the new map

I updated the Spryward Prototype. For those that haven't seen it, this is a free prototype you can play right now! Download Spryward

If you want to know more about Apastron Episode 3 Time of Crisis and Geoff / Spryward's involvement check out Apastron on Steam :
https://store.steampowered.com/app/1264850/Apastron/
What's coming next :
Priority Target ChangesBalance Changes
Drone Variants
Drone loot drops
Drone VFX & SFX
What I've been working on :
The first part of the Apastron Time of Crisis Tie in is live!
Travel to the new map Glacier view.

New Common Enemy Type : Drone

New achievement
New Cutscene that plays into Apastron Episode 3 Time of Crisis which Geoff and Spryward appear in.
Spryward Prototype
I've uploaded a free prototype build for a Spryward video game to get some feedback and let you all mess around with it. Download Spryward
What's coming next :
Time of Crisis Tie-in Part 2New Level
Drone Variants
Drone loot drops
Drone VFX & SFX
What I've been working on :
Axe and Crowbar Swing speeds nerfed to half a secondKnife added with quarter second swing time
Added Omak
Adjusted Spryward sprite to make him look more like he is in Apastron Episode 3
Added more ammo crates around all maps
Added secret Omak weapon spawn to Bluffs
Added secret AA12 weapon spawn to Holly
Raygun impact now does twice as much damage
Revolver Critical Hit chance increased to 60%
Thurm damage increased
Thompson damage increased
Scar damage increased
G36c damage increased
M1014 damage increased
Added intermission music to map menu
Adjusted grapple shot spawn position
Where have I been? :
I've been working on the last expansion for Apastron. Vacancy Unlimited is a game that takes place in the Apastron universe. For Apastron's last expansion Time of Crisis I decided to have Geoff and Spryward crossover. This event will have ramifications for the continuity for the entire Apastron universe. For the next few updates I'm going to be working on the Time of Crisis tie-in for Vacancy Unlimited. I'll be giving you the moment when Geoff and Spryward enter the crossover and when they come back. Once Geoff and Spryward return there will be a 3 month time skip as they return 3 months later. I'm really excited for how this will impact VU's story. If you're interested in seeing what Geoff and Spryward have been up to since I've been gone, please go check out Apastron Episode 3 Time of Crisis.https://store.steampowered.com/app/1264850/Apastron/
What's coming next :
Time of Crisis Tie-inNew Level
More balance improvements
More UI Improvements
More WIP on Zombie AI behavior
More WIP on Ravager AI behavior
More SFX
What I've been working on :
+New Gun FMG9
+New Gun PPSH
MP5 Damage +
PP19 Damage +
Increased Roboravager bullet lifetime
Adjusted spawn rate of Ravagers in the Factory
Adjusted loot pools
Scar Damage+
AK Damage+
AR15 Damage+
Enemy bullets are now effected by gravity
Uzi Damage+
SKS Damage+
AA12 Damage+
FiveSeven Damage+
Famas Damage+
New Scope type 1.5x
What's coming next :
New LevelMore balance improvements
More UI Improvements
More WIP on Zombie AI behavior
More WIP on Ravager AI behavior
More SFX
What I've been working on :
Added spotted sfx for Robo ravager.Fixed Robo Ravager fire sfx being 2d instead of 3d sound.
Fixed Shotgun Ravager fire sfx being 2d instead of 3d sound.
Reworked how enemy bullets are shot. Instead of bullets having a constant velocity it was switched to an initial bullet force with corresponding bullet speeds for priority targets and normal ravagers.
Added new shotgun the AA12.
Increased number of hook shots in equipment drops.
Adjusted all loot pools.
Improved bullet wall detection in hopes of preventing bullet destruction while firing near a wall. This will need some more work.
Small reworks to Cascade View North.
Rebuilt occlusion and AI navigation for Cascade View North
Fixed bug where kick hits wouldn't be impacted by player camera's y rotation.
What's coming next :
More balance improvementsMore UI Improvements
More WIP on Zombie AI behavior
More WIP on Ravager AI behavior
More SFX
Note from Dev :
Friendly reminder that after next week's update there will be a small hiatus of updates. I plan to have the regular update schedule back sometime by the end of October.What I've been working on :
Adjusted Icon SizesNew loot source : Ammo Crate
Adjusted loot pools
Added Five Seven

Added CZ75

Added Scar

Fixed overlapping textures in some areas
Rebuilt occlusion on Westmont, Bluffs, Holly, and Valley View
Rebuilt ai navigation on Westmont, Holly, and Valley View
What's coming next :
More balance improvementsMore UI Improvements
More WIP on Zombie AI behavior
More WIP on Ravager AI behavior
More SFX
More VO for Priority Targets
What I've been working on :
+New Map Valley View
+New Achievement
+Equipment system is live!
+Grenades, Impact Grenades, Stick Grenades, and Grapple Shots are now in the loot pool
+New loot source suitcase
+New Cutscene
+New food item lame-o's

What's coming next :
More balance improvementsMore UI Improvements
More WIP on Zombie AI behavior
More SFX
More VO for Priority Targets
What I've been working on :
Valley View :+WIP on new map Valley View :


+WIP on the song for Valley View :
Other Changes :
+Westman Damage Buff
+PP19 Damage Buff
+Thurm Damage Buff
+Lowered Kick Slowmo mana cost
+Lower mana cost of Blip ability
+Mach has increased critical hit chance
+Ar15 has increased damage and critical chance
+Astral rifle has increased damage
+Increase shotgun bullet pickup amount from 16 to 24
+Increases SMG12 damage
+Impact damage of golden goose shot increased to 100
+Glock critical hit chance increased
+Ruse damage increased
+Adjusted XP gained from Ravagers
What's coming next :
Valley ViewEquipment System
More balance improvements
More UI Improvements
More WIP on Zombie AI behavior
More SFX
More VO for Priority Targets
What I've been working on :
Added missing gun sfx for fire and reloadsAdded PPK

Added EVO

Added EXP gained popup
Improved Shotgun Ravager burst effect
Added new sfx for shotgun ravager shots
Shotgun Ravager shots are now slower but larger
Fixed Typos
Improved load times by removing lots of findgameobject statements in enemy behavior scripts
Updated Loot pools
Updated Steam Banners / Graphics
Added AI level scaling option on map screen
1911 has a faster fire rate and reload speed
All snipers and dmrs have increased damage
Fixed bug where ravagers didn't respond to AOE damage
Fixed bug where ravagers couldn't shoot vertically at player
Fixed bug where priority targets max HP was being incorrectly set
Adjusted base HP for priority targets
Made small level adjustments for better AI Navigation
Improved Occlusion for Westmont, Bluffs, Harbrook, and Holly
Ravagers have a 15% chance of not shooting and maneuvering around shortly instead
Increased prox charge's hp gain from 2hp to 5hp
Testing a new hook shot ability for the future equipment system. It will be a pickup for your equipment slot gaining 5 swings per pickup. I bound the hook ability to the F key to test its functionality. Look where you want to hook and hold F and move your character to use your momentum.
What's coming next :
New Map ProgressMore balance improvements
More UI Improvements
More WIP on Zombie AI behavior
More SFX
More VO for Priority Targets
What I've been working on :
+New Map the Factory

+New Cutscene
+New Character Spryward
+Added new music Spryward theme
+Added new music for the Factory
+New Achievements
+Switched control options to control menu.
+Added custom key bind option for some controls
+Added a restore default key bind button.
+Moved EXP bar to center of screen
+Increased size of HP and Mana Bars

What's coming next :
More balance improvementsMore UI Improvements
More WIP on Zombie AI behavior
More SFX
More VO for Priority Targets
Note from Dev :
I'm switching my weekly devlog date to Tuesday night instead of Monday night to give me a little more time for each update. I also have a family wedding to attend at the beginning of October. There will be a short hiatus of updates during this time. I'm going to do my best to at least get through half of the VU's development before then and keep you posted on when the next will be. Thanks again to everyone for the continued support!What I've been working on :
Added new map Cascade View North
Added new cutscene after defeating Cascade View North
Added new gun SMG 12


What's coming next :
More UI / Control ImprovementsMore WIP on Zombie AI behavior
More SFX
More VO for Priority Targets
New Map the Factory
What I've been working on :
Added new map Cascade View South
All pistols do 50% more damage
All LMGs do 10% more damage
When reloading with ammo still in your clip that ammo will be added back to your inventory.
Zombies now have wandering functionality and will move around their initial spawn point.
Fixed enemy spawns on light monuments where NPC wouldn't reach the player
Improved optimization on all maps
Replaced the old car model with car models created by Devils Workshop Huge special thank you to devils workshop! If you need assets for your own projects please consider checking out their Itch.io page .
Added missing SFX to most weapons
Added ammo pickup sfx
Added food pickup sfx
Added weapon pickup sfx
Added Invert Y Mouse X axis function in Pause menu
Added functionality for bullets to pass through certain object materials
Increased Hp, Mana, and Exp received from harvest points
Fixed bug where Maxmana was always 100 instead of 100 + level mana modifier
What's coming next :
More UI / Control ImprovementsMore WIP on Zombie AI behavior
More SFX
More VO for Priority Targets
New Map Cascade View North
What I've been working on :
+Added New Map Twin Creeks

+Added level range indicator for map selection so you have a range of possible enemy levels
+Added Achievements for traveling to all available locations
+Adjusted Loot Pools
+All pistols got damage buffs
+All DMR and Snipers got critical buffs
+All shotguns now function slightly differently than others (range, damage, mag size, critical chance)
+Fixed bug where Golden Goose Shot wouldn't explode on impact
+Improved lighting in all maps
+Added pine trees to all maps
+Added Astral Rifle

+Added Cyber Rifle

+Added R.I.

+Added Vector

What's coming next :
Steam BannersSteam Community Setup
WIP on Zombie AI behavior
More SFX
VO for Priority Targets
New Map Cascade View South
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