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Hey there again you lovely people!
The next few days are going to be really special for us, as weve teamed-up with the amazing folks from One Gamer Fund and have put our entire library of Good Shepherd Entertainment published titles on sale for the lowest prices each respective title has ever been available for here on Steam to benefit the One Gamer Fund during its inaugural charity weekend.
The One Gamer Fund is a new philanthropic initiative comprised of seven gaming nonprofits: AbleGamers, Childs Play, Games for Change, Global Game Jam, the IGDA Foundation, Stack-Up and Take This. Between 10 a.m. PT on Sept. 21 to 10 a.m. PT on Sept. 25, half of all proceeds generated by purchases of Good Shepherd games after Steams share of revenue is factored will be donated directly to the IGDA Foundation on behalf of the One Gamer Fund and subsequently dispersed among all partnering nonprofits.
This is not all though! Weve also just launched a special new Good Shepherd Entertainment Bundle to coincide with this sale. This bundle will allow those whom already own some of our games to easily complete their set at a special additional 25% discount! This means that you can add even more gaming goodness to life whilst helping these seven amazing charities and causes.
A number of Twitch personalities will also be hosting special streams to aid the One Gamer Fund throughout the weekend. Individuals can learn more about ways to participate by visiting www.OneGamerFund.org and following @OneGamerFund on Twitter.
We cant tell you guys how much this sales means to us and how proud we are to be a small part of helping these amazing causes. None of this would be possible without all of your help though, so on behalf of everyone involved in this benefit sale, we just wanted to say thank you very much for your continued support!
Heres to the power of gaming!
Greetings,
The Good Shepherd Team
[ 2017-09-21 18:40:00 CET ] [ Original post ]
Hey there again you lovely people!
The next few days are going to be really special for us, as we’ve teamed-up with the amazing folks from One Gamer Fund and have put our entire library of Good Shepherd Entertainment published titles on sale for the lowest prices each respective title has ever been available for here on Steam to benefit the One Gamer Fund during its inaugural charity weekend.
The One Gamer Fund is a new philanthropic initiative comprised of seven gaming nonprofits: AbleGamers, Child’s Play, Games for Change, Global Game Jam, the IGDA Foundation, Stack-Up and Take This. Between 10 a.m. PT on Sept. 21 to 10 a.m. PT on Sept. 25, half of all proceeds generated by purchases of Good Shepherd games after Steam’s share of revenue is factored will be donated directly to the IGDA Foundation on behalf of the One Gamer Fund and subsequently dispersed among all partnering nonprofits.
This is not all though! We’ve also just launched a special new Good Shepherd Entertainment Bundle to coincide with this sale. This bundle will allow those whom already own some of our games to easily complete their set at a special additional 25% discount! This means that you can add even more gaming goodness to life whilst helping these seven amazing charities and causes.
A number of Twitch personalities will also be hosting special streams to aid the One Gamer Fund throughout the weekend. Individuals can learn more about ways to participate by visiting www.OneGamerFund.org and following @OneGamerFund on Twitter.
We can’t tell you guys how much this sales means to us and how proud we are to be a small part of helping these amazing causes. None of this would be possible without all of your help though, so on behalf of everyone involved in this benefit sale, we just wanted to say thank you very much for your continued support!
Here’s to the power of gaming!
Greetings,
The Good Shepherd Team
[ 2017-09-21 18:40:00 CET ] [ Original post ]
Hey there guys, We know that it's been awhile, but we've been closely listening to all of your feedback and have been hard at work implementing your requested changes/improvements. We've combined all of the changes that we've made over the last months into one big update, and we're really happy to bring you a whole new improved version of the game that we're calling Breach & Clear: Deadline Rebirth This new version strives to improve almost every single element of the game, and deliver the experience that we believe players would like to see. There are far too many changes introduced in this update to cohesively document all of them in this space, but here are the most important ways this new version improves the game:
- Overhauled Gameplay: Statistics for enemies, player characters, weapons, and gear have had a huge balance pass and a more enjoyable and consistently challenging experience has emerged. Dungeon generation has been modified to make each floor more exciting with more discoveries, more enemies to fight and hand-crafted enemy encounters at different intervals in each dungeon.
- Smoother controls: Fully re-worked camera and shooting for the games real-time action mode. Vastly improved versus the original release with a smarter camera that is snappier and more responsive than ever.
- Better feedback: New enemy death animations means players can better feel the weight of their kills and the resulting effects help provide a more immersive experience.
- Enhanced Engine: Full transition to the Unity 5 engine resulting in all of the associated benefits notably, the game can now take advantage of 64-bit architecture allowing for better performance on systems that support it.
- Remastered Graphics: Every scene has had a full lighting pass, making way for a much more realized version of Harbor City than any previous version of the game. Textures have been retouched, compression settings have been modified, and it now fully utilizes Unity 5s physically based rendering.
- Improved environments: Environments significantly more polished, with all pop-in & pop-out issues completely resolved.
- Removal of Online Co-op: Underutilized since launch, the team made the decision to remove online co-op from the latest version of Breach & Clear: Deadline. This led to widespread performance and reliability enhancements as the codes dependence on the servers and the need to be ready for drop-in/drop-out multiplayer at any moment was removed. The improvements outlined below are just some of the ways the game has been made better by the removal of Co-op.
- Performance: The game performs significantly better now, frequently reaching a steady 60FPS on machines which could previously only hit 30FPS.
- Load times: Loading has been made asynchronous which would have been significantly difficult to pull off with the original network code intact. This has led to load times which are halved from the previous versions.
- More reliable: Code that was needed to support the drop-in/drop- out co-op frequently led to bugs which could corrupt save files. Without co-op, these bugs are no longer a concern.
[ 2016-11-17 17:43:01 CET ] [ Original post ]
Hey there guys, We know that it's been awhile, but we've been closely listening to all of your feedback and have been hard at work implementing your requested changes/improvements. We've combined all of the changes that we've made over the last months into one big update, and we're really happy to bring you a whole new improved version of the game that we're calling Breach & Clear: Deadline Rebirth This new version strives to improve almost every single element of the game, and deliver the experience that we believe players would like to see. There are far too many changes introduced in this update to cohesively document all of them in this space, but here are the most important ways this new version improves the game:
- Overhauled Gameplay: Statistics for enemies, player characters, weapons, and gear have had a huge balance pass and a more enjoyable and consistently challenging experience has emerged. Dungeon generation has been modified to make each floor more exciting with more discoveries, more enemies to fight and hand-crafted enemy encounters at different intervals in each dungeon.
- Smoother controls: Fully re-worked camera and shooting for the game’s real-time action mode. Vastly improved versus the original release with a smarter camera that is snappier and more responsive than ever.
- Better feedback: New enemy death animations means players can better feel the weight of their kills and the resulting effects help provide a more immersive experience.
- Enhanced Engine: Full transition to the Unity 5 engine resulting in all of the associated benefits – notably, the game can now take advantage of 64-bit architecture allowing for better performance on systems that support it.
- Remastered Graphics: Every scene has had a full lighting pass, making way for a much more realized version of Harbor City than any previous version of the game. Textures have been retouched, compression settings have been modified, and it now fully utilizes Unity 5’s physically based rendering.
- Improved environments: Environments significantly more polished, with all pop-in & pop-out issues completely resolved.
- Removal of Online Co-op: Underutilized since launch, the team made the decision to remove online co-op from the latest version of Breach & Clear: Deadline. This led to widespread performance and reliability enhancements as the code’s dependence on the servers and the need to be ready for drop-in/drop-out multiplayer at any moment was removed. The improvements outlined below are just some of the ways the game has been made better by the removal of Co-op.
- Performance: The game performs significantly better now, frequently reaching a steady 60FPS on machines which could previously only hit 30FPS.
- Load times: Loading has been made asynchronous which would have been significantly difficult to pull off with the original network code intact. This has led to load times which are halved from the previous versions.
- More reliable: Code that was needed to support the drop-in/drop- out co-op frequently led to bugs which could corrupt save files. Without co-op, these bugs are no longer a concern.
[ 2016-11-17 17:43:01 CET ] [ Original post ]
Back again to kick off the week with a new Deadline Update!
Big changes for the overworld areas and some improvements to the Office and Cave Dungeons... Shroud/Fog of War has been brought to the overworld areas, and this definitely increases tension, difficulty and makes for more tactical encounters outside of dungeons. You'll also find that exploring the Caves in the Parks Hub is more difficult with the Infested crawling out from the crevices around the walls of the caves.
Enjoy!
- Added Fog of War to the overworld sections of the game
- The map for dungeons now only shows explored areas
- Fog of War now reveals more when a soldier leans from full cover
- Fixed issue where sometimes ammo pickups would stick around on the map when switching dungeon floors.
- Revamped enemy spawns in dungeons
- Added more roaming enemies to the Park
- Some layout changes to dungeons
- Fixed toggling advance time using tab when it should have used the space bar.
- Fixed some objects sparkling on Mac and Linux
- Fixed loot crates in the office that may spawn facing the wall
- Lowered the chance for critical shots for LMGs, SMGs, and Assault Rifles
- Added cooldown to the Provoke tactic
- Zoomed in the minimap on dungeons so it doesnt give away as much of the layout
- Fixed issue with human enemy animations where they might look weird when crouching
- Fixed issue where a soldier with Out With a Bang might explode in the safehouse
- Added roaming enemies and balanced existing in the docks
- Balanced enemies in the residential district
- Added a tactics heavy human focused floor in Jupiter Enterprises (Office)
- Added a finale battle at the top of Jupiter Enterprises
- Added in Infested in Caves that crawl out of the holes on the side of the cave walls
- Set more accurate "Par Times" in all of the encounters across the campaign
[ 2015-11-24 00:10:03 CET ] [ Original post ]
Back again to kick off the week with a new Deadline Update!
Big changes for the overworld areas and some improvements to the Office and Cave Dungeons... Shroud/Fog of War has been brought to the overworld areas, and this definitely increases tension, difficulty and makes for more tactical encounters outside of dungeons. You'll also find that exploring the Caves in the Parks Hub is more difficult with the Infested crawling out from the crevices around the walls of the caves.
Enjoy!
- Added Fog of War to the overworld sections of the game
- The map for dungeons now only shows explored areas
- Fog of War now reveals more when a soldier leans from full cover
- Fixed issue where sometimes ammo pickups would stick around on the map when switching dungeon floors.
- Revamped enemy spawns in dungeons
- Added more roaming enemies to the Park
- Some layout changes to dungeons
- Fixed toggling advance time using tab when it should have used the space bar.
- Fixed some objects “sparkling” on Mac and Linux
- Fixed loot crates in the office that may spawn facing the wall
- Lowered the chance for critical shots for LMGs, SMGs, and Assault Rifles
- Added cooldown to the Provoke tactic
- Zoomed in the minimap on dungeons so it doesn’t give away as much of the layout
- Fixed issue with human enemy animations where they might look weird when crouching
- Fixed issue where a soldier with Out With a Bang might explode in the safehouse
- Added roaming enemies and balanced existing in the docks
- Balanced enemies in the residential district
- Added a tactics heavy human focused floor in Jupiter Enterprises (Office)
- Added a finale battle at the top of Jupiter Enterprises
- Added in Infested in Caves that crawl out of the holes on the side of the cave walls
- Set more accurate "Par Times" in all of the encounters across the campaign
[ 2015-11-24 00:10:03 CET ] [ Original post ]
We're sorry this took longer than planned. Unity 5 had some memory leaks that needed to be resolved before we could get our update out. Unity fixed the issue, and now we can get back to releasing more updates. Check the update log below as there are tons of fixes and improvements listed below.
- Game upgraded to Unity 5 engine. Should have performance improvements.
- Fixed some pathing issues in the Parks
- Fixed ground in the Residential scene that soldiers appeared to hover over.
- Fixed inventory menu showing stat categories it shouldnt for guns and gear.
- Fixed inventory menu not showing the weight stat for gear.
- Fixed issues where human enemies might react to being shot at by walking backwards.
- Fixed a series of events that could break the quest to obtain the keycard in the Docks.
- Fixed pink steering wheel in the Docks.
- Fixed pathing issues on the boat in the Docks.
- Fixed bug when using Provoke on the Nightmare.
- Fixed bug that occurs if the player tries to switch guns after loading up a save file in which the soldiers only have sidearms.
- Fixed enemy who might spawn on top of a streetlight in the outskirts near the beginning of the game.
- Popups on the main menu can now be closed with the cancel button.
- Fixed issue where both the join and host button on the online menu would show as highlighted when backing out from joining a game.
- Fixed supplies for the safehouse in the city that could be interacted with through a wall.
- Fixed issue where removing a vest or headgear while inventory is full would lose the item.
- Can now use B button or ESC to back out of New Game+ menu.
- Added code to make sure friendly NPC combatants do not shoot at you if you shoot at them.
- Fixed issue where trying to pick up two items quickly when you only have 1 inventory slot free would result in one item stuck floating in the air.
- Fixed issues with incorrect rarity color showing for item pickups
- Fixed Armor for gear that is upgraded never showing above 100.
- Now, if you access the map menu directly, pressing the map button will close the pause menu rather than prompting to return to the main menu.
- Fixed description of Breach & Clear M4 not showing correctly.
- Added Master Volume settings to the Options menu. This enables you to change the volume for everything at once.
- Added option to Keybind Settings to restore defaults.
- Setting keys for key binding now checks for key up, not key down.
- Added support for deleting saved files.
- Increased the size of the name text for interactables.
- Pickups now show what type of pickup they are with the interaction prompt.
- Added option to Options menu for whether or not to show damage tickers.
- Added option to Options menu for whether or not to show the kill cam.
- Fixed issue where player would be prompted to target a kill zone that had been placed in command mode.
- Added a particle effect to be played when the full heal tactic heals a soldier.
- Marmoset and all associated files removed from project completely.
- All marmoset shaders changed to unity 5 shaders
- Lighting upgraded to unity 5 friendly settings with near final results in
- Urban outskirts, urban hub, residential
- Deleted all the remaining substances in the environment. Character and weapon substances are still lingering
- Improved Rusher responsiveness.
- Increased resolution of vision cones.
- Fixed issues with loot crate IDs that affected both single player and multiplayer.
- Fixed some networking issues with loot crates.
- Fixed invisible colliders on the final floor of the sewers.
- Fixed bridge soldiers got stuck on on the final cave floor.
- Fixed pipes in the Utility Tunnels that could be walked through.
- Camera panning is no longer affected by auto aim.
- Auto aim no longer occurs if there are enemies within a close distance of where the soldier is facing.
- Fixed where a grip attachment is positioned on the AA-12.
- Fixed attachments not showing accuracy stat changes on the workbench equipment page.
- Fixed issue where some crates wouldn't add tactic to open if targeted in command mode.
- Fixed issue where sometimes lines wouldn't draw when targeting loot crates in command mode.
- Fixed propane tank at the gas station in residential that couldn't be shot.
- Improved responsiveness of Breeder to sounds.
- Fixed soldier name not showing up for a soldier that is revived while in command mode.
- Fixed issue with multiple input devices where the game would still consider the mouse cursor to be being used in some cases.
- Tweaks to input to reduce mouse control getting taken over by a controller in case the controller is accidentally giving input. The mouse will work so long as a mouse button is held down, and for a small amount of time after it stops moving.
- Fixed barrier player could possibly walk over in the docks.
- Changed terrain shaders for better performance, reducing passes on any terrain area by half.
- Added new conifer trees to the parks area, giving it a more mountainous feel.
- Added new broadleaf trees to the graveyard area giving it a more fall look.
- Fixed colliders in scenes to prevent soldiers and zombies from getting stuck.
- Added selection boundaries to every encounter to restrict movement selection to the encounter area to avoid false-positives when laying down move nodes.
- Refactored the save the supply runner encounter to have better pacing.
- Fixed safehouse exit trigger being finicky in the residential scene.
- Fixed issue where provoke effect might show on dead enemies.
- Cutscenes now clear out tactics for all soldiers.
- Using fast travel in command mode now exits command mode.
- Game now shows prompt to press start after the splash screens.
- Enemies are harder to stagger at higher levels.
- Loot crates no longer disappear after being opened. This makes them consistent with ammo crates and lets the player see where loot crates have already been found.
- A message now shows when the player tries to enter a dungeon while in combat.
- The player can now enter dungeons through command mode.
- Fixed pathing issues in parks.
- Fixed soldiers sometimes getting stuck when trying to open a door.
- Fixed issue where soldiers would start off dead or with less than full health when starting new game+. Previously they had the same health as they ended the game with.
- Fixed quest interactables that couldn't be interacted with in command mode.
- Fixed issue where couldn't talk to the civilian in command mode in the Residential scene.
- The office exit now says "Return to street" instead of "Return to surface".
- Fixed door in the pharmacy that couldn't be targeted in command mode.
- Fixed issue where path lines would stay showing sometimes from actions to interact with a quest item.
- Fixed not being able to successfully interact with the supplies on floor 5 of the office through Command Mode.
[ 2015-11-14 06:57:03 CET ] [ Original post ]
We're sorry this took longer than planned. Unity 5 had some memory leaks that needed to be resolved before we could get our update out. Unity fixed the issue, and now we can get back to releasing more updates. Check the update log below as there are tons of fixes and improvements listed below.
- Game upgraded to Unity 5 engine. Should have performance improvements.
- Fixed some pathing issues in the Parks
- Fixed ground in the Residential scene that soldiers appeared to hover over.
- Fixed inventory menu showing stat categories it shouldn’t for guns and gear.
- Fixed inventory menu not showing the weight stat for gear.
- Fixed issues where human enemies might react to being shot at by walking backwards.
- Fixed a series of events that could break the quest to obtain the keycard in the Docks.
- Fixed pink steering wheel in the Docks.
- Fixed pathing issues on the boat in the Docks.
- Fixed bug when using Provoke on the Nightmare.
- Fixed bug that occurs if the player tries to switch guns after loading up a save file in which the soldiers only have sidearms.
- Fixed enemy who might spawn on top of a streetlight in the outskirts near the beginning of the game.
- Popups on the main menu can now be closed with the cancel button.
- Fixed issue where both the join and host button on the online menu would show as highlighted when backing out from joining a game.
- Fixed supplies for the safehouse in the city that could be interacted with through a wall.
- Fixed issue where removing a vest or headgear while inventory is full would lose the item.
- Can now use B button or ESC to back out of New Game+ menu.
- Added code to make sure friendly NPC combatants do not shoot at you if you shoot at them.
- Fixed issue where trying to pick up two items quickly when you only have 1 inventory slot free would result in one item stuck floating in the air.
- Fixed issues with incorrect rarity color showing for item pickups
- Fixed Armor for gear that is upgraded never showing above 100.
- Now, if you access the map menu directly, pressing the map button will close the pause menu rather than prompting to return to the main menu.
- Fixed description of Breach & Clear M4 not showing correctly.
- Added Master Volume settings to the Options menu. This enables you to change the volume for everything at once.
- Added option to Keybind Settings to restore defaults.
- Setting keys for key binding now checks for key up, not key down.
- Added support for deleting saved files.
- Increased the size of the name text for interactables.
- Pickups now show what type of pickup they are with the interaction prompt.
- Added option to Options menu for whether or not to show damage tickers.
- Added option to Options menu for whether or not to show the kill cam.
- Fixed issue where player would be prompted to target a kill zone that had been placed in command mode.
- Added a particle effect to be played when the full heal tactic heals a soldier.
- Marmoset and all associated files removed from project completely.
- All marmoset shaders changed to unity 5 shaders
- Lighting upgraded to unity 5 friendly settings with near final results in
- Urban outskirts, urban hub, residential
- Deleted all the remaining substances in the environment. Character and weapon substances are still lingering
- Improved Rusher responsiveness.
- Increased resolution of vision cones.
- Fixed issues with loot crate IDs that affected both single player and multiplayer.
- Fixed some networking issues with loot crates.
- Fixed invisible colliders on the final floor of the sewers.
- Fixed bridge soldiers got stuck on on the final cave floor.
- Fixed pipes in the Utility Tunnels that could be walked through.
- Camera panning is no longer affected by auto aim.
- Auto aim no longer occurs if there are enemies within a close distance of where the soldier is facing.
- Fixed where a grip attachment is positioned on the AA-12.
- Fixed attachments not showing accuracy stat changes on the workbench equipment page.
- Fixed issue where some crates wouldn't add tactic to open if targeted in command mode.
- Fixed issue where sometimes lines wouldn't draw when targeting loot crates in command mode.
- Fixed propane tank at the gas station in residential that couldn't be shot.
- Improved responsiveness of Breeder to sounds.
- Fixed soldier name not showing up for a soldier that is revived while in command mode.
- Fixed issue with multiple input devices where the game would still consider the mouse cursor to be being used in some cases.
- Tweaks to input to reduce mouse control getting taken over by a controller in case the controller is accidentally giving input. The mouse will work so long as a mouse button is held down, and for a small amount of time after it stops moving.
- Fixed barrier player could possibly walk over in the docks.
- Changed terrain shaders for better performance, reducing passes on any terrain area by half.
- Added new conifer trees to the parks area, giving it a more mountainous feel.
- Added new broadleaf trees to the graveyard area giving it a more fall look.
- Fixed colliders in scenes to prevent soldiers and zombies from getting stuck.
- Added selection boundaries to every encounter to restrict movement selection to the encounter area to avoid false-positives when laying down move nodes.
- Refactored the “save the supply runner” encounter to have better pacing.
- Fixed safehouse exit trigger being finicky in the residential scene.
- Fixed issue where provoke effect might show on dead enemies.
- Cutscenes now clear out tactics for all soldiers.
- Using fast travel in command mode now exits command mode.
- Game now shows prompt to press start after the splash screens.
- Enemies are harder to stagger at higher levels.
- Loot crates no longer disappear after being opened. This makes them consistent with ammo crates and lets the player see where loot crates have already been found.
- A message now shows when the player tries to enter a dungeon while in combat.
- The player can now enter dungeons through command mode.
- Fixed pathing issues in parks.
- Fixed soldiers sometimes getting stuck when trying to open a door.
- Fixed issue where soldiers would start off dead or with less than full health when starting new game+. Previously they had the same health as they ended the game with.
- Fixed quest interactables that couldn't be interacted with in command mode.
- Fixed issue where couldn't talk to the civilian in command mode in the Residential scene.
- The office exit now says "Return to street" instead of "Return to surface".
- Fixed door in the pharmacy that couldn't be targeted in command mode.
- Fixed issue where path lines would stay showing sometimes from actions to interact with a quest item.
- Fixed not being able to successfully interact with the supplies on floor 5 of the office through Command Mode.
[ 2015-11-14 06:57:03 CET ] [ Original post ]
We're back with our 5th post-launch update! We have some bug fixes and improvements we think everyone will appreciate. You can now use some cars to trigger car alarms that will attract the nearby infested when they are set off, distracting them. Look around Harbor City and the Parks for cars with blinking dashlights.
We are now working on some more in-depth improvements and optimizations that are going to take a bit more time to complete and test to ensure stability. What that basically means is that we'll be skipping next Friday as far as updates go, and we will return in September with some more updates for everyone.
As always, we want to thank all of you in the community for all the feedback and bug reports in the forums. Keep them coming!
Changelog!
- Fixed police cars in the docks that weren't being treated as cover.
- The player can now choose to skip the prologue when starting a new game, even if they do not already have a save file.
- Fixes to the controller check to prevent the game from sometimes defaulting to show XBox buttons when no Xbox controller is plugged in.
- Fixed pathing issues in docks.
- Fixed door to building in the docks that player shouldn't have been able to enter (it led to an empty area).
- Fixed issue where sometimes door map icons would be rotated sideways.
- Fixed door icon showing on the minimap for a door that could not be entered in the docks.
- Fixed door that could be walked through in the docks to an empty building in the docks.
- Destroyed Anti-air no longer leave behind tank treads.
- Targeting Anti-air now targets the gun part rather than the center of the vehicle.
- Fixed bad pathing around chairs in the first floor of the lab.
- The 1st floor of the medlabs and the tutorial scene now properly show the map.
- Fixed walls sometimes on Medlab floors that could be walked through.
- Fixed issue where a dead soldier's icon would sometimes still show on the map in strange locations after changing scenes.
- Fixed issue behind diner where stairs were too far off the ground.
- Added car alarm cars to the parks area.
- Fixed various pathing issues in the parks area.
- Fixed an issue where geometry could be seen through in Utility Tunnels.
[ 2015-08-22 18:54:03 CET ] [ Original post ]
We're back with our 5th post-launch update! We have some bug fixes and improvements we think everyone will appreciate. You can now use some cars to trigger car alarms that will attract the nearby infested when they are set off, distracting them. Look around Harbor City and the Parks for cars with blinking dashlights.
We are now working on some more in-depth improvements and optimizations that are going to take a bit more time to complete and test to ensure stability. What that basically means is that we'll be skipping next Friday as far as updates go, and we will return in September with some more updates for everyone.
As always, we want to thank all of you in the community for all the feedback and bug reports in the forums. Keep them coming!
Changelog!
- Fixed police cars in the docks that weren't being treated as cover.
- The player can now choose to skip the prologue when starting a new game, even if they do not already have a save file.
- Fixes to the controller check to prevent the game from sometimes defaulting to show XBox buttons when no Xbox controller is plugged in.
- Fixed pathing issues in docks.
- Fixed door to building in the docks that player shouldn't have been able to enter (it led to an empty area).
- Fixed issue where sometimes door map icons would be rotated sideways.
- Fixed door icon showing on the minimap for a door that could not be entered in the docks.
- Fixed door that could be walked through in the docks to an empty building in the docks.
- Destroyed Anti-air no longer leave behind tank treads.
- Targeting Anti-air now targets the gun part rather than the center of the vehicle.
- Fixed bad pathing around chairs in the first floor of the lab.
- The 1st floor of the medlabs and the tutorial scene now properly show the map.
- Fixed walls sometimes on Medlab floors that could be walked through.
- Fixed issue where a dead soldier's icon would sometimes still show on the map in strange locations after changing scenes.
- Fixed issue behind diner where stairs were too far off the ground.
- Added car alarm cars to the parks area.
- Fixed various pathing issues in the parks area.
- Fixed an issue where geometry could be seen through in Utility Tunnels.
[ 2015-08-22 18:54:03 CET ] [ Original post ]
Hey all!
More improvements this week! We've got bug fixes out the wazoo as well as steady gameplay improvements. You should start to notice even more streamlined gameplay!
As always, be sure to post in our Community Discussion area for things you are running into, be they issues or ideas! We're always on the hunt for bugs, so please be sure to speak up!
Love you guys, thanks for all your support!
- Fixed issue with the camera sometimes not being positioned correctly when choosing for suppression or provoke using the mouse.
- Fixed issue with enemies sometimes floating.
- Fixed issues where Breeder was not using root motion and sometimes falling through the floor.
- Fixed stairs that soldiers could get stuck in at the motel in the parks.
- Fixed doors at the motel in the parks not flying off when kicked.
- Fixed issue in parks where encounters would set the player to load in at the beginning of the parks.
- Fixed doors at Ranger Station in the parks sometimes positioning the soldier backwards when kicking open.
- Fixed doors at Ranger Station in the parks not flying off when kicked.
- Fixed icons not displaying for gas systems and triggers on the workbench and equipment screens.
- Fixed talking character indicator not properly positioned on some resolutions during dialogue.
- Fixed bug where sometimes a Breeder would not die properly and be stuck standing in place.
- Fixed bug where sometimes a revived enemy wouldn't be able to do pathfinding and would just run forward.
- Fixed soldiers facing the wrong way when opening doors from some directions at the park visitor center.
- Fixed encounter at the park visitor center not starting if the player takes the back entrance.
- Fixed stairs in the parks that soldiers could get caught on.
- Fixed trigger for the encounter at the bait shop in the parks not working.
- Fixed doors in the parks sometimes glitching out when opened.
- Fixed floating tree in the parks.
- Fixed dungeon elevator list not properly displaying on some resolutions.
- Fixed pathing issues with the Nightmare battle in the parks.
- Fixed enemy that might spawn at a bad spot in the caves.
- Fixed soldier max health not properly increasing with soldier's health stat when leveling up.
- Fixed some input issues with a controller when navigating diagonally on skill trees.
- Fixed bushes and trees in the residential area that could be walked through.
- Fixed a door entrance to a house in the residential area that was previously unusable.
- Fixed a rug in the residential area that couldn't be pathed to in command mode.
- Improved enemy ability to react to shots fired at them that miss
- Fixed doors in residential area that did not fly off correctly when kicked
- Fixed door icon on the map showing up sideways.
- Fixed issue where enemy might get stuck in the wall of the Utility Tunnels during the Infiltration quest.
[ 2015-08-15 15:40:06 CET ] [ Original post ]
Hey all!
More improvements this week! We've got bug fixes out the wazoo as well as steady gameplay improvements. You should start to notice even more streamlined gameplay!
As always, be sure to post in our Community Discussion area for things you are running into, be they issues or ideas! We're always on the hunt for bugs, so please be sure to speak up!
Love you guys, thanks for all your support!
- Fixed issue with the camera sometimes not being positioned correctly when choosing for suppression or provoke using the mouse.
- Fixed issue with enemies sometimes floating.
- Fixed issues where Breeder was not using root motion and sometimes falling through the floor.
- Fixed stairs that soldiers could get stuck in at the motel in the parks.
- Fixed doors at the motel in the parks not flying off when kicked.
- Fixed issue in parks where encounters would set the player to load in at the beginning of the parks.
- Fixed doors at Ranger Station in the parks sometimes positioning the soldier backwards when kicking open.
- Fixed doors at Ranger Station in the parks not flying off when kicked.
- Fixed icons not displaying for gas systems and triggers on the workbench and equipment screens.
- Fixed talking character indicator not properly positioned on some resolutions during dialogue.
- Fixed bug where sometimes a Breeder would not die properly and be stuck standing in place.
- Fixed bug where sometimes a revived enemy wouldn't be able to do pathfinding and would just run forward.
- Fixed soldiers facing the wrong way when opening doors from some directions at the park visitor center.
- Fixed encounter at the park visitor center not starting if the player takes the back entrance.
- Fixed stairs in the parks that soldiers could get caught on.
- Fixed trigger for the encounter at the bait shop in the parks not working.
- Fixed doors in the parks sometimes glitching out when opened.
- Fixed floating tree in the parks.
- Fixed dungeon elevator list not properly displaying on some resolutions.
- Fixed pathing issues with the Nightmare battle in the parks.
- Fixed enemy that might spawn at a bad spot in the caves.
- Fixed soldier max health not properly increasing with soldier's health stat when leveling up.
- Fixed some input issues with a controller when navigating diagonally on skill trees.
- Fixed bushes and trees in the residential area that could be walked through.
- Fixed a door entrance to a house in the residential area that was previously unusable.
- Fixed a rug in the residential area that couldn't be pathed to in command mode.
- Improved enemy ability to react to shots fired at them that miss
- Fixed doors in residential area that did not fly off correctly when kicked
- Fixed door icon on the map showing up sideways.
- Fixed issue where enemy might get stuck in the wall of the Utility Tunnels during the Infiltration quest.
[ 2015-08-15 15:40:06 CET ] [ Original post ]
Alright everyone, this has been a major update for the team; a lot of time spent on getting the game running faster, in addition to hammering out bug fixes.
That being said, we're still hard at work. This is definitely an ongoing process and the game will continue to be updated with more tweaks, fixes, optimizations, improvements and additions.
We'll be looking to you guys in reviews and comments in the forums for more bugs and feedback. Post up, let us know, and we'll do everything we can!
Here's your changelog for the new update, going live soon!
- Fixed Breeder that was set to level -251 in the parks
- Made it so the user can't manually save during cutscenes.
- Fixed bug Where Dead Men Tell Tales quest could be broken by taking a certain path to get the documents before the proper quest step.
- Fixed floating bottle in Pegram's pub.
- Fixed some sidewalks in the urban hub that weren't showing projectors for active character or vision.
- Fixed bug where Dead Men Tell Tales quest could become uncompletable by skipping a quest step.
- Fixed issue where stat comparison for attachments was showing incorrectly for "None" option or for attachments affecting range in the first slot.
- Fixed some audio not being properly affected by the audio settings.
- Fixed incorrect half-cover in the office.
- Made half-cover in office use more efficient implementation.
- Fixed loot crate in office that might spawn inside an object.
- Fixed the Russian translation for the Full Heal ability to not say without a medpack when it requires a medpack.
- Fixed hitman and assassin tactics which were not working.
- Fixed issue where sometimes soldiers would be seen as shooting with their guns aimed at the ground when crouched.
- Optimizations to player squad AI calculations - spread out across more frames.
- Optimization for idling enemies to not do animation root motion calculations.
- Optimization to move enemies without animation root motion if the player won't notice.
- Optimization to turn off enemies who are far away.
- Objects in the office can now be leaned from appropriately.
- Fixed rocks in the urban outskirts at the beginning of the game that the player could walk up, but wasnt supposed to be able to.
- Fixed XM-25 showing up as a rifle instead of an assault rifle.
- Fixed issues where human enemies would sometimes walk backwards too quickly.
- Fixed issue where human enemy might try to go outside of the pub during the battle at Pegrams Pub
- Fixed med and explosives crates not spawning the right kind of loot in dungeons.
- Fixed issue in multiplayer where sometimes a loot crate would be in the same place twice.
- Made enemies more reactive to being shot from behind.
- Gave human enemies a wider view cone for detecting player characters.
- Fixed co-op game over issues
- Fixed storage locker causing incorrect state on the opposite player in co-op
- Fixed some issues with players not standing back up when getting knocked down in co-op
- Fixed soldiers sometimes pointing gun at the ground when using suppression in cover.
- Added an advanced Mk13 rifle for mid level enemy snipers.
- Added an SVD rifle for high level enemy snipers.
- Raised accuracy on all sniper rifles that the enemy uses.
- Reduced the damage penalty imposed on human enemies.
- Lowered reaction time on human enemies.
- Raised the time enemy has lost sight required for enemy to need to reset their reaction status.
- Reduced accuracy penalty applied to all human enemies.
- Fixed issue with Pharmacy encounter where sometimes enemies would not move into the encounter.
- Started implementing functionality to award better guns as loot in New Game+.
- Added loot tables and stats for new New Game+ loot.
- Fixed issue where sometimes the line above the selected soldier ends up lower on screen than it should be.
- Fixed an issue where under certain conditions client characters would spawn slightly below the floor and fall through.
- Fixed a discrepancy with the minimap near the power station.
- Changed the graveyard encounter to work more like originally intended
- Fixed an issue with player foot circles in high grass
- Fixed an encounter trigger that could have been skipped
[ 2015-08-08 01:44:48 CET ] [ Original post ]
Alright everyone, this has been a major update for the team; a lot of time spent on getting the game running faster, in addition to hammering out bug fixes.
That being said, we're still hard at work. This is definitely an ongoing process and the game will continue to be updated with more tweaks, fixes, optimizations, improvements and additions.
We'll be looking to you guys in reviews and comments in the forums for more bugs and feedback. Post up, let us know, and we'll do everything we can!
Here's your changelog for the new update, going live soon!
- Fixed Breeder that was set to level -251 in the parks
- Made it so the user can't manually save during cutscenes.
- Fixed bug Where Dead Men Tell Tales quest could be broken by taking a certain path to get the documents before the proper quest step.
- Fixed floating bottle in Pegram's pub.
- Fixed some sidewalks in the urban hub that weren't showing projectors for active character or vision.
- Fixed bug where Dead Men Tell Tales quest could become uncompletable by skipping a quest step.
- Fixed issue where stat comparison for attachments was showing incorrectly for "None" option or for attachments affecting range in the first slot.
- Fixed some audio not being properly affected by the audio settings.
- Fixed incorrect half-cover in the office.
- Made half-cover in office use more efficient implementation.
- Fixed loot crate in office that might spawn inside an object.
- Fixed the Russian translation for the Full Heal ability to not say without a medpack when it requires a medpack.
- Fixed hitman and assassin tactics which were not working.
- Fixed issue where sometimes soldiers would be seen as shooting with their guns aimed at the ground when crouched.
- Optimizations to player squad AI calculations - spread out across more frames.
- Optimization for idling enemies to not do animation root motion calculations.
- Optimization to move enemies without animation root motion if the player won't notice.
- Optimization to turn off enemies who are far away.
- Objects in the office can now be leaned from appropriately.
- Fixed rocks in the urban outskirts at the beginning of the game that the player could walk up, but wasn’t supposed to be able to.
- Fixed XM-25 showing up as a rifle instead of an assault rifle.
- Fixed issues where human enemies would sometimes walk backwards too quickly.
- Fixed issue where human enemy might try to go outside of the pub during the battle at Pegram’s Pub
- Fixed med and explosives crates not spawning the right kind of loot in dungeons.
- Fixed issue in multiplayer where sometimes a loot crate would be in the same place twice.
- Made enemies more reactive to being shot from behind.
- Gave human enemies a wider view cone for detecting player characters.
- Fixed co-op game over issues
- Fixed storage locker causing incorrect state on the opposite player in co-op
- Fixed some issues with players not standing back up when getting knocked down in co-op
- Fixed soldiers sometimes pointing gun at the ground when using suppression in cover.
- Added an advanced Mk13 rifle for mid level enemy snipers.
- Added an SVD rifle for high level enemy snipers.
- Raised accuracy on all sniper rifles that the enemy uses.
- Reduced the damage penalty imposed on human enemies.
- Lowered reaction time on human enemies.
- Raised the time enemy has lost sight required for enemy to need to reset their reaction status.
- Reduced accuracy penalty applied to all human enemies.
- Fixed issue with Pharmacy encounter where sometimes enemies would not move into the encounter.
- Started implementing functionality to award better guns as loot in New Game+.
- Added loot tables and stats for new New Game+ loot.
- Fixed issue where sometimes the line above the selected soldier ends up lower on screen than it should be.
- Fixed an issue where under certain conditions client characters would spawn slightly below the floor and fall through.
- Fixed a discrepancy with the minimap near the power station.
- Changed the graveyard encounter to work more like originally intended
- Fixed an issue with player foot circles in high grass
- Fixed an encounter trigger that could have been skipped
[ 2015-08-08 01:44:48 CET ] [ Original post ]
We have another week of fixes and improvements ready for you. We've been watching the forums, interacting with all of the players, and working with them to resolve issues.
We read every post and look into every issue reported, and we're working through them at the moment. If you don't see a fix for something you reported in the notes below, check back next week. Our goal is to give you the best support we possibly can.
Thanks for all your assistance so far! Keep it coming and Deadline will keep improving.
Change Log begins now!
- Fixed bug where a new game started would be in new game plus if a new game plus file was previously loaded.
- Fixed issue where dropped clothes wouldn't show up correctly to be picked up again.
- Fixed the way soldiers hold the AA-12 and also fixed the sight positioning for it.
- Fixed hand position when holding the M60.
- Anti-Aircraft battery can no longer be targeted after it is destroyed.
- Fixed issues with some text overlapping things when in certain languages.
- Fixed Sheriff's Hat pickup showing as a gun and also fixed it's icon not showing in the inventory.
- Added quest step after releasing the valve in the sewers, so the player isnt confused about where to go next.
- Things that should be treated as cover in the caves are now treated as cover.
- Fixed loot crate that might spawn inside of a desk in the office.
- Fixed issue with the diners front steps being difficult to ascend.
- Moved the NPC Kyle away from the players locker in the parks safehouse to avoid overlap.
- Fixed a door in the residential area that was integral to an encounter to open as intended.
- Fixed an issue in the residential area where the roof of an enterable house would not disappear when players entered the area.
- Fixed seams in the ground in the residential area.
- Fixed an issue where a spitter could spit through a door in the residential area.
- Fixed an issue that showed false cover in the residential area.
- Fixed name labels on the map screen that were being cut short.
- Fixed issue where camera would sometimes focus on the location of the last cutscene when trying to use a dungeon entrance/exit.
- Fixed bug where gear that can't be upgraded would scrap for a big negative number.
- Fixed Healing Aura perk to work correctly in all situations and show particle effect when it is happening.
- Fixed Chemical Warfare tactic not properly affecting enemies.
- Fixed weapons stats in equipment menu not properly reflecting attachments on guns.
- Fixed pathing issues in the Residential scene.
- Scrap values for guns and gear no longer increase by way too much when upgraded.
- Fixed some save loading issues.
- Invalid port fix, random unable to connect fix, and a fix for when steamworks doesn't connect correctly.
- Fixed an issue where picking up a gun that had attachments overflowed inventory with duplicate items.
- Fixed a widespread item duplication issue in co-op.
- Fixed a critical issue in co-op that resulted in freezing on load screens.
[ 2015-08-01 15:44:13 CET ] [ Original post ]
We have another week of fixes and improvements ready for you. We've been watching the forums, interacting with all of the players, and working with them to resolve issues.
We read every post and look into every issue reported, and we're working through them at the moment. If you don't see a fix for something you reported in the notes below, check back next week. Our goal is to give you the best support we possibly can.
Thanks for all your assistance so far! Keep it coming and Deadline will keep improving.
Change Log begins now!
- Fixed bug where a new game started would be in new game plus if a new game plus file was previously loaded.
- Fixed issue where dropped clothes wouldn't show up correctly to be picked up again.
- Fixed the way soldiers hold the AA-12 and also fixed the sight positioning for it.
- Fixed hand position when holding the M60.
- Anti-Aircraft battery can no longer be targeted after it is destroyed.
- Fixed issues with some text overlapping things when in certain languages.
- Fixed Sheriff's Hat pickup showing as a gun and also fixed it's icon not showing in the inventory.
- Added quest step after releasing the valve in the sewers, so the player isn’t confused about where to go next.
- Things that should be treated as cover in the caves are now treated as cover.
- Fixed loot crate that might spawn inside of a desk in the office.
- Fixed issue with the diner’s front steps being difficult to ascend.
- Moved the NPC Kyle away from the player’s locker in the parks safehouse to avoid overlap.
- Fixed a door in the residential area that was integral to an encounter to open as intended.
- Fixed an issue in the residential area where the roof of an enterable house would not disappear when players entered the area.
- Fixed seams in the ground in the residential area.
- Fixed an issue where a spitter could spit through a door in the residential area.
- Fixed an issue that showed false cover in the residential area.
- Fixed name labels on the map screen that were being cut short.
- Fixed issue where camera would sometimes focus on the location of the last cutscene when trying to use a dungeon entrance/exit.
- Fixed bug where gear that can't be upgraded would scrap for a big negative number.
- Fixed Healing Aura perk to work correctly in all situations and show particle effect when it is happening.
- Fixed Chemical Warfare tactic not properly affecting enemies.
- Fixed weapons stats in equipment menu not properly reflecting attachments on guns.
- Fixed pathing issues in the Residential scene.
- Scrap values for guns and gear no longer increase by way too much when upgraded.
- Fixed some save loading issues.
- Invalid port fix, random unable to connect fix, and a fix for when steamworks doesn't connect correctly.
- Fixed an issue where picking up a gun that had attachments overflowed inventory with duplicate items.
- Fixed a widespread item duplication issue in co-op.
- Fixed a critical issue in co-op that resulted in freezing on load screens.
[ 2015-08-01 15:44:13 CET ] [ Original post ]
Hey everyone!
Our first update is live. We're going for a policy of getting stable fixes out the door as quickly as possible (which is more than likely going to be weekly, every Friday). Whereas our updates were twice a week or more during Early Access, we're going to get things out with a bit more testing time on each build. That doesn't mean updates every other day, it means as soon as we're done (and that could mean a week, maybe two for major issues. I'm not going to lie to you, but I will be as upfront as possible to give you guys real and manageable expectations).
So, the big optimizations are going out the door hopefully in two weeks. This update isn't a fix-all, but we're working hard to get it out soonest!
We're pretty confident that resetting the server cleared up some of the co-op issues that players were running into. We've added some in-game help on the Main Menu in the Multiplayer section, so check that out if you have problems. As always, let us know of any issues that you run into and the steps you took to get them to occur. Post them up in our Bug Report sub-forum and one of the dev team members will respond asap.
Here's your change log, and as always post to our discussion boards, message us and tell us what you're seeing and liking as we continue to fix issues!
- Fixed a save game issue that would occur if you named two squads identically.
- Popup menus for fast travel and dungeon shortcut lists no longer spawn off-screen. (
- Fixed a pathing issue in the Stadium area of the urban district.
- Clamped floating loot crates in the caves safely to the floor.
- Fixed an issue with entering dungeons if you'd previously visited floor 20.
- Added online co-op connection help tips screen to the main menu.
[ 2015-07-24 21:50:29 CET ] [ Original post ]
Hey everyone!
Our first update is live. We're going for a policy of getting stable fixes out the door as quickly as possible (which is more than likely going to be weekly, every Friday). Whereas our updates were twice a week or more during Early Access, we're going to get things out with a bit more testing time on each build. That doesn't mean updates every other day, it means as soon as we're done (and that could mean a week, maybe two for major issues. I'm not going to lie to you, but I will be as upfront as possible to give you guys real and manageable expectations).
So, the big optimizations are going out the door hopefully in two weeks. This update isn't a fix-all, but we're working hard to get it out soonest!
We're pretty confident that resetting the server cleared up some of the co-op issues that players were running into. We've added some in-game help on the Main Menu in the Multiplayer section, so check that out if you have problems. As always, let us know of any issues that you run into and the steps you took to get them to occur. Post them up in our Bug Report sub-forum and one of the dev team members will respond asap.
Here's your change log, and as always post to our discussion boards, message us and tell us what you're seeing and liking as we continue to fix issues!
- Fixed a save game issue that would occur if you named two squads identically.
- Popup menus for fast travel and dungeon shortcut lists no longer spawn off-screen. (
- Fixed a pathing issue in the Stadium area of the urban district.
- Clamped floating loot crates in the caves safely to the floor.
- Fixed an issue with entering dungeons if you'd previously visited floor 20.
- Added online co-op connection help tips screen to the main menu.
[ 2015-07-24 21:50:29 CET ] [ Original post ]
Hey everyone playing and currently checking this game out. Launch day is here and we've hit a few growing pains. Our biggest issues right now are optimization and networking in Co-Op. We've overcome a lot of challenges during development, we'll surely overcome these as well over the coming weeks. One of the major Co-Op problems is that people are having a hard time finding games and getting things going. Our server needed to be brought down on launch day for a brief period of time account for all the new players, but unfortunately there were many players trying to connect while this ocurred. We've got a forum thread here that will hopefully fix you up if you encounter further problems with connections! http://steamcommunity.com/app/310890/discussions/0/530646715637823817/ As for those of you with optimization issues. The best we can do right this moment is to apologize and tell you that we're working on optimizations. We're a small team, a dedicated team and we woke up his morning to see the issues from an even larger group of players. You can be sure we'll do what we can to get you running smoothly as quickly as possible! You can definitely expect a new build on Friday that is focused on global bug fixes that affect the experience. Performance improvements need to be confirmed stable and could take a little longer to get to you, but rest assured that we want to deliver the best game possible. For those of you that have been with us, thank you so much for all your help! For those of you new to us, we look forward to working with you to ensure that you have an awesome time with Breach & Clear: DEADline! We love you all, positive and negative! Just know it makes us want to do better!
[ 2015-07-22 19:33:06 CET ] [ Original post ]
Hey everyone playing and currently checking this game out. Launch day is here and we've hit a few growing pains. Our biggest issues right now are optimization and networking in Co-Op. We've overcome a lot of challenges during development, we'll surely overcome these as well over the coming weeks. One of the major Co-Op problems is that people are having a hard time finding games and getting things going. Our server needed to be brought down on launch day for a brief period of time account for all the new players, but unfortunately there were many players trying to connect while this ocurred. We've got a forum thread here that will hopefully fix you up if you encounter further problems with connections! http://steamcommunity.com/app/310890/discussions/0/530646715637823817/ As for those of you with optimization issues. The best we can do right this moment is to apologize and tell you that we're working on optimizations. We're a small team, a dedicated team and we woke up his morning to see the issues from an even larger group of players. You can be sure we'll do what we can to get you running smoothly as quickly as possible! You can definitely expect a new build on Friday that is focused on global bug fixes that affect the experience. Performance improvements need to be confirmed stable and could take a little longer to get to you, but rest assured that we want to deliver the best game possible. For those of you that have been with us, thank you so much for all your help! For those of you new to us, we look forward to working with you to ensure that you have an awesome time with Breach & Clear: DEADline! We love you all, positive and negative! Just know it makes us want to do better!
[ 2015-07-22 19:33:06 CET ] [ Original post ]
Breach & Clear: Deadline is Now Available on Steam and is 33% off!*
A deadly new breed of human monster is on the rise, and its up to players to stop the infestation before it spreads. Breach & Clear: DEADline is the all-new follow up to Breach & Clear, the critically acclaimed and commercially successful hybrid tactical strategy game. The game gives players real-time control over a squad of four elite Special Forces tasked with tracking down information on the source of the infestation.
*Offer ends July 27 at 10AM Pacific Time
[ 2015-07-22 18:48:00 CET ] [ Original post ]
We've done it you guys!
Breach & Clear: DEADline has been a labor of love for the entire Mighty Rabbit team, and a lot of blood, sweat and tears has gone to make this game as good as it could possibly be. Tons of issues to fix, lots of tweaks and a lot of sleepless nights, but through working with the community this game has turned into something special!
While normal price will be $19.99, you can get a double pack (that's right, free extra copy for CO-OP with friends) right now until the 27th of July!
We can't wait to see what more we can do!
Our changelog for Gold Master release!
- Fixed bug where sometimes the player couldn't properly navigate the attachments list on the workbench.
- Improvements to the breeder's attack and revive animations.
- Fixes to encounter retry points in the Parks.
- Fixed some pathing and collision issues in the Utility Tunnels.
- Fixed certain enemies incorrectly not drawing with shadows.
- Various fixes in the Docks.
- Fixes and improvements and cover stuff in the residential, fixed insane cover volumes on the open door cars, changed some human skin materials to not be transparent anymore.
- Workbench gun menu popups can now be closed with the start button as expected.
- The gun workbench will now inform the user that scrapping a gun will unequip any attachments when scrapping the gun.
- Fixed an issue where the XM-25 wasn't working on particular enemies.
- Added the ability to shortcut to previously found dungeon safehouse floors, from the entrance or the elevator/ladder.
- Fixed preview soldier floating a little off the ground when setting movement in command mode.
- Fixed issues with trying to target crates in command mode.
- A message is now displayed to inform the user when they can’t enter the safehouse because they are in combat.
- Fixed a pathing issue in the docks.
- Further tweaks to enemy spawn groups in dungeons.
- Upgraded the MacOS binary to 64-bit for drastically improved stability.
- Added New Game Plus, which lets you carry over a squad with levels/skills/gear intact in a new campaign with tougher enemies. Added some sick loot to the bottom of every dungeon.
- Increased the variety of battle music across the entire campaign.
- Fixed an issue where saving was sometimes possible during encounters.
- Added medical and explosives crates to dungeons. (
[ 2015-07-21 15:05:24 CET ] [ Original post ]
Check out the trailer!: https://www.youtube.com/watch?v=MogisVd9mC4&feature=youtu.be Good news everyone! You're work and dedication to helping us has turned out to be a big part of getting us to where we needed to be! Breach & Clear: DEADline will launch to Steam Full Access on July 21st! Apocalyptic aficionados at Mighty Rabbit Studios and Gun Media, in association with Gambitious Digital Entertainment and platonic life partner and co-publisher Devolver Digital, collectively announce that the tactical top-down shooter, Breach & Clear: Deadline, emerges from its Early Access incubation on July 21st for $19.99. Breach & Clear: Deadline sweeps its way onto PCs featuring a new, robust co-op mode created at the behest of Early Access fans who love dropping zombies in pairs, because who doesn't?
[ 2015-07-07 15:07:40 CET ] [ Original post ]
You guys are stupid awesome, we can't thank you enough! We're in the final stretch here; a full release to Steam is coming very soon and the team has been working night and day to get this game as sexy and awesome as possible. We're a small team, we don't have the resources you get at the big studios, sure...but what we do have is a very dedicated group of fans that have been helping out since the very beginning!
You guys have been instrumental in making this Early Access run a positive one. We know the connotations with Early Access, and we're proud to be a team that is going to full launch. Without you guys, this would have been a much tougher road, and we are sincerely grateful for your help!
Today's build is a reflection of your bug reports, comments on the discussion pages and through our Facebook and Twitter pages. This was all about focusing on the things you've been asking for.
Hope you enjoy! We're almost there!
- Fixed flashbang stun particles not showing over top of enemies.
- Fixed bug when choosing none as a vest option when a soldier already has no vest.
- Grenade throws now come from soldier's hands.
- Fixed issue with the Use Item/Tactic screen sometimes not navigating correctly with moving between elements.
- Some progression fixes for urban district quests.
- Fixed regression where human enemies occasionally couldn't shoot.
- Removed unnecessary LOD models.
- Cutscenes are now set up to reset camera angles if necessary, placed in some bad spots already.
- Fixed the host game popup disappearing when trying to type in a custom port number.
- Fixed some issues with quests in Residential for multiplayer
- Fixed an issue with the client player trying to enter some dungeons
- Added random spawns that replace encounters a short while after they've been beaten.
- Fixed some issues with encounter checkpoints not loading additional scene assets.
- Fixed issues with dead bodies teleporting in multiplayer
- Fixed an issue that when using fast travel dead dudes would be in their idle animation if you went back to their death point
- Elements in gun lists now show an icon for the gun on the left side.
- Lists of guns are now sorted by gun type and damage per second.
- Fixed cover icon showing up in Command Mode at a little too far from actual cover.
- Fixed issue where sometimes cover icons would be stuck on the screen after scene transitions.
- Flashbang isn't blocked by half-cover anymore.
- Increased cooldown time for Satchel Charge.
- Fixed Tag Enemies not having a cooldown.
- Fixed cooldown times not being shown below the HUD soldier cards.
- Gear armor now increases your health
- Fix pathfinding in the docks
- Tweaks to the final nightmare boss
- Fixed some colliders in the docks
- Fixed a potential issue with having multiple main quests
- Fixed an issue with muzzle flashes appearing during a reload animation.
- Improved readability of the map for residential district.
- Numerous fixes to the urban and residential districts.
- Fixed an issue that soldiers sometimes wouldn’t follow after issuing tactics
- Fixed bug with some dropped items not working to pick up again.
- General fix that should prevent enemies from getting stuck in place.
- Item rarity is now reflected in menus with color changes to labels, as well as rarity info shown on the inventory screen.
- Tag enemies now displays some FX
- Animations on the player characters are smoother
- Exploding barrels now show target info similar to enemies.
- Can now travel between dungeon floors using Command Mode
- Fix some objects’ highlights and some bad colliders in the urban scene
- Gear weight now has some effect on your soldiers speed while they are not following you
- Fixes for parks and residential districts.
- Added The Philosopher somewhere in the game... good luck finding this wise man.
- Additional achievements are now functional and unlockable.
- Raised object culling distance to prevent collision issues during encounters.
[ 2015-07-01 14:18:00 CET ] [ Original post ]
We are drawing ever closer to launching out of Early Access for Deadline. The teams at Mighty Rabbit, Gambitious, Gun and Devolver are all both excited & anxious about this. We could use your assistance, and we would love for everyone to help us in our next big push on the game.
THE GOAL: Make Deadline the best it can be!
We want everyone to enjoy the game as much as possible once it launches. please play the game, try to break it, explore, try crazy stuff and have fun. While doing all that, also report any and all issues that you come across. It's that simple. Blow the forums up. Hell, rope your friends into playing some Co-Op with you, and let us know what you think. Basically overwhelm us with bugs and feedback! We're seriously asking for this... Right here. Right now.
For all you lapsed players, we would love to hear your thoughts as well. Come back, play, then tell us what has improved and what still needs work.
Thanks so much for all your support. If you enjoy the game and everything we've put into it, please tell your friends to consider joining the push in helping us launch out of Early Access as strongly as possible.
Changelog for this major update!:
- Trying to scrap weapons or gear now brings up a popup to confirm scrapping it, rather than immediately scrapping.
- Fixes for some multiplayer online menu related issues (
- Fixed issue with supplies for the safehouse mission in multiplayer
- Fixed the dropped item object size that was too large
- Skill Menu input revised to be much easier to navigate without a mouse.
- Revisions of gun stats and damage calculations.
- Fixed some pathing issues in Cave cells.
- Wood breaking SFX now consistently plays when the first reveal rusher breaks out of the building.
- Added limitation on certain spawn groups in dungeon cells.
- Added option to change the camera angle in command mode [Right stick click on controller, V by default on keyboard].
- Fixed an issue for the client player if the enemy was already dead when joining; was an issue for non-encounter enemies
- When equipping attachments, the preview stats now show before and after.
- Fixed smoke grenade not blocking vision.
- Increment and decrements options for dropping inventory options now only show when they can be used.
- AI no longer shoots at a perfect fire rate for non-automatic weapons. There is a delay to simulate the time a real person would take to think to pull the trigger.
- Grenades can no longer be targeted in command mode.
- Thrown grenades now rotate while traveling.
- Credits now can be closed by hitting confirm button, not just ESC or cancel button.
- Fixed some issues in docks involving dialogue and encounters for multiplayer.
- Added placeable enemy corpses for revival purposes. The Breeder is pleased.
- Fixed erroneously repeating gas station encounter.
- Fixed bugs that had to do with viewing a weapon that had less than 3 attachment slots.
- Grenade throw for soldier now doesn't move the soldier forward to do the throw.
- Moved over the dungeon floor UI elements on the loading screen to not overlap with the logo.
- The circle for selected non-tactic perks is now bloody.
- Defibrillator consumable added to the game. This consumable revives soldiers, similar to the Stabilize tactic.
- Now when soldiers die, a skull will appear over the soldier and fill with red.
- Once fully red, the skull disappears and the soldier can no longer be revived with Stabilize or a Defibrillator. They will still be revived when returning to the safehouse.
- Cover icon for the cursor doesn't show so far above the circle when at an angled view in command mode.
- Improvements to the docks for multiplayer, fixed some quests
- Improved the Reinforcements quest and made the trigger not able to be passed without triggering
- Fixed an area in the docks that could be fallen off of into the water
- Changed pistol idle and run animations
- Workbench now shows portrait on the list elements for equipped guns for the person equipped to.
- Item pickups now show the name in a color corresponding to the rarity.
- Fixed discrepancies with various explosives' damage.
- Fixed incorrect DPS readout for weapons on the workbench.
- Small fixes to Docks and Residential district.
[ 2015-06-28 01:01:50 CET ] [ Original post ]
Hey guys!
It's that time again, the Mighty Rabbit guys have a new major build out for all of you to play around with. Lots of improvements and tweaks have been implemented. You'll see better and better gaming experiences as we get closer to launch!
As always, let us know with feedback! We're loving hearing from you guys!
- Multiplayer stability improvements
- Fixed several encounters throughout Urban and Parks that had some issues in multiplayer
- Fixed layers on bridge in parks so the command mode cursor and character selection circle would show correctly
- Fixed several dungeon quest interactables to be able to be used in command mode
- Fixed issues with the client player triggering certain interactables
- Fixed an issue that could lead to invisible enemies for the client player
- Fixed some encounters in residential that did not work correctly in multiplayer
- Text chat system introduced for multiplayer! Press ‘T’ to bring up text entry, type your text and press Enter to send!
- Made wormpods collision box smaller to prevent them from spawning at the corners of walls.
- Simplified scrap to ammo conversion screen.
- Fixed possible issue with the first residential district quest where an objective may complete early.
- Fixed bug where exploding barrels and anti-aircraft placements weren't shootable.
- Fixed an issue with the multiplayer chat window displaying in single player.
- AI soldiers now rotate to follow the player when walking and aiming without a target.
- Cover icon is now offset if enemy becomes stunned, so you can see the swirl around the enemy's head.
- Fixed issue where "Purchase" would show over top of "Owned" for skills already owned on the skill menu.
- The Breach and Clear logo no longer shows when looking at options in the main menu.
- Fixed issue during the cemetery quest in Residential and police station quest in Urban that could cause the client player to get stuck in dialogue
- Movement line color now depends on soldier class, so it is easier to identify who a planned path belongs to.
- Made the LT and RT buttons not show when scrapping equipment while under keyboard controls.
- The start button now shows the appropriate icon for XBox One when viewing the popups for introducing the Workbench and Locker.
- Tweaked the look of selected hexagons and the stars in the After Action Report.
- Fixed Playstation controls that were showing XBox buttons when in Playstation settings.
- When using the keyboard, hitting E or Enter while a text input is selected goes into editing that text rather than showing a virtual keyboard.
- When typing text into an input field, pressing Enter now confirms the given input.
- Added more support and visual feedback for custom keybinding.
- The version information now fades back in correctly when leaving the credits on the main menu.
- Increased pick-up radius for scrap, so the player doesn't have to get as close to it.
- The camera now pans while choosing a direction for a soldier to look in command mode.
- Added a delay before setting a vision angle can be triggered by mouse/controller movement, so the player is less likely to accidentally do a sweep action.
- Fixed a major memory leak that was happening during scene transitions
- Fixes for more issues with some specific quests on multiplayer
- Tweaked the look of the main menu buttons to show the blood smear on the currently selected element, and to highlight buttons hovered on.
- Fixed some A* pathing issues in dungeons.
- Detect Enemies now no longer sometimes causes the whole screen to black out when the timer expires.
- Minor tweaks to UI to improve readability.
- More audio feedback for buttons when using a mouse.
- Fixed skull caps to show the correct icon.
- Fixed bug with workbench gear menu with headgear.
- Map screen can now be moved by clicking and dragging with the mouse.incorrect amount of separation between items in the list.
- Co-op games can now be hosted or joined from the main menu
- Map screen can now be moved by clicking and dragging with the mouse.
- Soldiers are now revived when using Fast Travel
- Fixed soldier portraits in squad creation appearing to be hovered over when they were not sometimes.
- Fixed an issue that a save starting in a safehouse could potentially not have fully healed soldiers on load
- Fixed some issues with sweeping/sprinting. It now works much smoother to sprint
- Tweaks to the tutorial.
- More achievements are unlockable.
- Steamworks now works correctly on OSX.
[ 2015-06-24 16:35:08 CET ] [ Original post ]
Alright everyone, we're ramping up even more on the bug fixes and a couple of hot patches have gone out over the past few hours. This is your complete patch note list for the weekend! You'll see a general improvement overall in performance, gameplay and feedback!
Tell us how you like the improvements in the comments and keep those posts coming! You're feedback and interaction with the team is being put to work and we're monitoring the forum every single day!
Getting close!
- Fixed an issue when the client player triggers going into the safehouse
- which would cause issues on the server player’s camera
- Tweaked the look of selected soldier block in the HUD.
- Fight Together achievement can now be unlocked
- Fixed an issue if a player joined a multiplayer game during an encounter and left during the encounter
- Tweaked visuals for Main Menu elements.
- Tweaked visuals for dialogue boxes.
- Fixed issue with human enemies sometimes getting stuck running in place.
- Fast traveling between scenes in multiplayer no longer breaks
- Fixed issues where sometimes human enemies will shoot at dead targets.
- Fixed an issue preventing an action mode player from opening loot crates if the other player is in command mode during multiplayer
- Fixed equipping of gear during multiplayer
- Fixed issues where sometimes Stabilize wouldn't work.
- Fixed if a client player joined a multiplayer game while that server player was on the game over screen
- Purchase button on skill purchase screen does not show up for remote players
- Fixed issue where hit particles would sometimes play at the previous location shot.
- Fixed issue with weird scrolling on the options menu for some resolutions.
- Added delay on the main menu taking input to reduce the chance of the player accidentally continuing.
- Fixed some enemy pathing issues in the Parks.
- Parks documents collection sidequest no longer triggers early.
- Fixed some issues with resolution selection in the options menu.
- Changed the button during squad creation that said "Continue" to say "Customize" to more accurately reflect what it is for.
- Start button icons for squad creation now show icon for Menu button when set to XBox One controls.
- The hover effect for buttons is now red.
- Fixed autotargeting for action mode sometimes targeting enemies who are blocked by obstacles.
- The Diver achievement can now unlock.
- Stability fixes for multiplayer for some rare situations
- Fixed pathing by the police station in the urban hub
- Fixed triggering the pharmacy encounter for multiplayer
- The mine is now an appropriate size
- Shooting worm pods now works again
- Exploding barrels work once again
- Better encounter management in multiplayer
- Fixed some pathing issues in the residential zone near the utility tunnels entrance.
- Virtual keyboards now have a confirm option in the bottom right, so user does not need to press start or use mouse to get past the keyboard.
- Fixed some issues with joining multiplayer if a soldier is already in cover before pressing join
- Fixed some location strings for multiplayer game room
- Fixed collider on a tree in the park that was missing a collider.
- Fixed issue where virtual keyboard remained active while using the real keyboard to enter text.
- Fixed some bugs with buffered input on loading screens (input is locked during loading).
- Encounters that occasionally don't start an ambient music track now don't break other things.
- Parks side quest doesn't trigger during encounters anymore.
- Fixed some blemishes in the Outskirts.
- Nightmare and associated worms no longer have broken localization strings.
- Fixed blemishes in the residential district.
- Added random variance to the idle animations soldiers start with
- Added collision to fast travel points.
- During the cultists vs. Callum fight, Callum shows up in command mode as Callum instead of Mercenary now.
- Fixed some controller unplugging and replugging issues.
- Fixed an issue that prevented the tutorial from being completed. Sorry!!
- Interact-able quest objects now hide their highlighter after usage.
- Worm pods have death sound effect now.
- Fixed flashy decals near Safehouse.
- Tweaked the water in the docks hub.
- Added a new enterable space in the Urban hub
- Fixed the enterable tents around the Urban hub
- Fixed more pathing issues in Urban hub
- Fixed some cover weirdness in the Urban hub
[/list
[ 2015-06-14 03:42:41 CET ] [ Original post ]
Over 200 bug fixes this week to get things playing even more smoothly for you guys. Here's the rundown!
- Human enemies now react and try to run from thrown molotovs and satchel charges.
- Fixed issue where player could tab between soldiers when selecting items to equip to a soldier.
- Made the inventory no longer show the stat bar to be consistent with the other menus.
- Fixed a problem that enemies sometimes wouldn’t play their run animations anymore in multiplayer
- Fixed issues with Nightmare Zombie, Heavy Zombie and Roamer Zombie movement syncing
- Boost critical no longer shows up as a tactic, since it is a passive perk.
- Fixed the final nightmare encounter to trigger teleporting all players in multiplayer
- Loot crates and ammo crates properly affect pathfinding
- Fix crawling enemies on multiplayer
- Fixed human enemies getting stuck sometimes and not moving because they are trying to rotate to follow their path while aiming.
- Fixed a bug that would render a dungeon floor unplayable if a wormpod spawned on it.
- Suppression issues resolved.
- Dungeons no longer display redundant floor objective.
- Fixed a bug that caused ambient enemy spawns to respawn much more frequently than intended.
- Can no longer name squads and soldiers using just spaces.
- Fixed an issue where the cursor wasn't visible if entering workbench/storage in command mode with keyboard and mouse.
- Soldiers are no longer considered in cover if they are teleported while in a cover volume.
- Minimap elements no longer shift around when panning the camera.
- Fast travel points are listed on the proper column now.
- Tabs on the pause menu now display correctly on non 16:9 resolutions.
- Fixed cover icon showing for invisible enemies
- Fixed cover icon showing for dead soldiers
- Popup buttons now darken when hovered over.
- Added the second round of French and German localization.
- Upgraded weapons and gear are now more valuable to scrap.
- The equipment screen now properly updates to reflect changes made from the shortcut skills menu.
- Tweaked visuals for helper text popup in tutorial so it won't obscure radial menu elements completely when on near-square resolutions.
- Fixed issue where soldiers would teleport in the tutorial.
- Inventory Menu now shows inventory count and limit.
- Fixed blank text when language is set to French.
- Exit To Main Menu text no longer extends out of the button in the pause menu under some languages.
- Fixed issue where sometimes pause menu would show soldier holding his sidearm when he should be holding his primary weapon.
- Fixed font sizes for soldier options on the soldier overview screen.
- Spitter vomit balls now play a correct sound
- Fixed shooting explosive barrels in the parks
- Satchel charge and frag grenades deal more damage to player characters and can hurt enemies behind half cover
- Soldiers don’t get stuck in the stairs in Jupiter Enterprises
- No more spammy quest accepting when joining multiplayer; only shows mainline quest get accepted
- Command mode now opens properly at the beginning of an encounter for multiplayer
- Fixed floating vomit pools
- Fixed broken stairs in the caves
- Opening a door while in action mode no longer causes your soldier to become AI controlled thus allowing him to trigger a reload
- The list of games to load is now scrollable if it gets too big.
- Improved command mode cursor syncing for when both players are in command mode - multiplayer
- Sewer B20 fixed!
- Cover shields no longer display during cutscenes.
- Added checkpoint before the final boss fight.
- Fixed misc bugs in the parks!
- Soldiers no longer start floating in the air in dungeons.
- Fixed an issue that would break updating to the new save format if you had two squads named the same.
- LMG icons are now LMGs instead of SMGs.
- Neighborhood labels no longer appear for old scenes after going to a new one.
- Added neighborhood labels to the parks.
- Reloads are now cancelled upon opening a door, fixing a strange animation bug.
- Shortcut menu no longer stays on screen when the button is not being held.
- Fixed tabbing between skills not working on certain resolutions.
- When a gun is scrapped, any attachments on that gun are now returned to inventory.
- Shortcut tactics can now be used when in command mode.
- Fixed issue where sometimes when placing squad movement in the tutorial, the circles would show red, even when in a valid location.
- Fixed issue where clicking on the popup confirm button for dropping an inventory item while the popup is already closing would lead to no item selected.
- When playing challenge mode, the character record now shows attributes that correctly reflect the stats for each soldier's class.
- Fixed animation glitches caused by reloading guns during other animations including opening doors, throwing grenades, satchel charge, etc
- Fixed issue where enemies and soldiers could see through parts of doors.
- Fixed issue where spitters would shoot at targets they can't see.
- Fixed issues with enemies not losing targets they can't see.
- Fixed issue where soldiers would stop following the leader after they take damage from a vomit pool.
- Fixed an issue with canceling the attempt to join a multiplayer game
- Multiplayer optimizations
- Fixed issue where the Breeder would try to run off to revive a zombie that didn't exist anymore.
- Fixed issue with grenades not being able to be thrown everywhere indicated valid, when trying to throw on a slope in the parks.
- Fixed issue where sometimes loot in dungeons would appear as a gun, even though it wasn't.
- Scrap will now disappear over time if not picked up.
- Fixed an issue that the teleports in dungeons to go to a new scene did not trigger correctly if the client player pressed them
- Reworked encounter for “Fear they neighbors” quest to not have distant waves of enemies.
- Fixed many level bugs in the urban hub (collisions, graphical issues, etc)
- Fixed many level bugs in the park hub (collisions, graphical issues, etc.)
- Fixed issue where camera could be moved off the world in the parks.
- Fixed a timescale issue in multiplayer if a player lost his characters while in command mode
- Fixed truncated outskirts quest.
- You are now freely available to manual save anywhere in the outskirts.
- Detect Enemies now works correctly.
[ 2015-06-09 10:44:39 CET ] [ Original post ]
Hey everyone!
Smaller build to get some tweaks were added this week, want to give you a small changelog that includes more fixes to the maps, more user interface updates and better AI pathing and awareness. You've got even more attentive and dangerous enemies to face ;).
Here's your changelog!
- Enemies can now hear and react to sound - this was broken before.
- Fixed some pathfinding calculation to better prevent getting stuck on corners
- Crawling zombies get up quicker and don’t turn around unnecessarily
- Cycling through soldiers now works correctly in multiplayer
- Nightmare should no longer be able to run off the cliff
- Strafing and aiming works significantly better
- Fixed some issues in the Parks and Residential hubs.
- Fixed an issue where occasionally non-localized strings would show up in the Load Game dialog.
- Changed object culling routine to ignore areas with a squad member present.
- Mouse wheel now scrolls the right direction on the equipment screen for squad members.
- Critical hits now show up in yellow text above the enemies
- Fixed issues remaining in retry from game over on multiplayer
- Fixed an issue that sometimes left the host player not gaining back control of soldiers after stopping hosting
- Fixed an issue that would cause enemies to not be able to spawn on the client after a retry in some situations
- Multiplayer no longer requires both players to be in command mode at the same time.
- When a single player is in command mode the other player may continue in action mode, but they both are playing at a slowed speed. If both players enter command mode time will pause.
- Fixed bug where sometimes human enemies would shoot at each other.
- Fixed many issues with enemy pathing and paths not updating.
- Human enemies will now move into the encounter during the ambush on the city safehouse
- When player soldiers are hit, they now display damage tickers.
- Added shield HUD icon above characters currently in cover.
- Fixed bug where some guns could fire with 0 ammo in the magazine.
- Can no longer save during challenge mode.
- Some environment fixes in the Residential district.
- Fixed miscellaneous issues with AI. They should be a lot less finicky now.
- Fixed a pathfinding issue that occurred in some rare instances that could prevent further pathing until a new scene is loaded
- Fixed a bug preventing some packets from being sent correctly on the network
- The join game screen now shows the connection speed to the server associated with the object
- Reload animations play for the correct amount of time for very fast and very slow reloads
- Fixed regression where XP wasn't being displayed properly and level-ups weren't being awarded correctly.
- Fixed numerous Docks related issues.
- Fixed a bug where mines and other placeables were not usable in Parks and possibly other areas.
- Added icon to the executable.
[ 2015-06-04 14:27:35 CET ] [ Original post ]
🎮 Full Controller Support
- Breach & Clear: Deadline Linux [3.01 G]
- Enthralling Action: Adds real-time strategy to a franchise already acclaimed for its tactical combat.
- New Modes: An all-new Command Mode gives total control over the entire squad for on-the-fly tactical planning.
- Deep, strategic gameplay: Plan and execute detailed strategies as players encounter a wide assortment of enemy types and combat scenarios.
- Detailed open world: Explore the secrets hidden deep within Harbor City via several districts, each with dynamically generated areas.
- RPG Elements: Countless side quests where players can grab experience and level up their squad’s core and tactical abilities, grab rare ammo, weapons and gear.
- Processor: Intel Core i3 or equivalent - 2.3 GHz or higherMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: nVidia GT 520. Radeon 5450. or equivalent
- Storage: 4 GB available space
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