v 1.2, a substantial update overhauling most of the weapons in the game, as well as adding in brand new ones to the mix. There have also been a handful of changes and fixes to the game play to hopefully improve every mortal's experience.
Weapons Overhaul, a significant change to just about all aspects of the weapons in the game has been made. Some being completely replaced and re-tuned, while others were greatly improved.
TEC-9 (replaced G17)
UMP-45 (replaced PPSH)
OTS-14 (replaced BREN)
Now with the inclusion of the Groza, to further expand on secondary weapon functions, the barrel mounted grenade launcher has been included as it's secondary firing mode. Vog-25 grenades are a new item that can now be found throughout the game, as well as rogue mode.
F2000 (New Weapon)
G36 (New Weapon)
Ammo Overhaul, ammo pick ups have been overhauled to now be more distinct from one another making it much easier to identify at a quick glance.
There were also quite a few changes +fixes made with 1.2 that will be listed below in the patch notes. I'll continue to iron out further issues or tweak things to improve the overall experience. If you have OM6N wish listed, you will not want to miss out during this year's Scream Fest. OM6N will be marked down for its lowest price ever!
Have a happy Halloween and Good Luck!
v 1.2 Patch Notes
mb
- Added new f2000 weapon
- Added new g36 weapon
- Added a mac-10 to the chapter 2 start room
- Added various props to chapter 18's final boss room layout
- Added ear ring sfx when being attacked by the soul harvester demon
- Changed knife weapon, increased attack range +damage output
- Changed g17 weapon to new tec-9 weapon
- Changed p99 weapon to new z99l weapon
- Changed ppsh weapon to new ump-45 weapon
- Changed bren weapon to new ots-14 weapon
- Changed m4 weapon to new famas weapon
- Changed m1 garand weapon to new m1a weapon
- Changed ak47 weapon fire sfx
- Changed the muzzle flash of all 5.56 type weapons
- Changed biohazard zones to now deal damage slowly over time
- Fixed an issue w/ demons attacking the player through thin obstacles/walls
- Fixed an issue w/ various weapons akimbo bullet shells not ejecting properly
- Fixed an issue w/ ranged demon target tracking
- Fixed an issue w/ weapon audio clipping when ranged demons/sentries fire/cease
- Fixed an issue w/ grunts not targeting destructible objects
- Fixed incorrect claymore price within the rogue shop
- Reworked all legacy weapons, exceptions for the minigun +explosives
- Reworked ammo pick-ups to be more distinct from one another
v 1.1, our first content update since release is now here mortals! A new champion chapter has been added for you to unlock on your journey through the game's campaign. The Claymore has also made an entrance, adding to the explosive chaos you may now unleash upon Hell's minions.
New Champion Chapter, encounter the onslaught in this new time-based survival level. Budget resources accordingly or you may find yourself in a bit of trouble...
Claymore Weapon, a proximity detonated mine that can be placed just about anywhere. Best used in difficult or tricky situations, be wary though as the blast may kill you as well.
I hope you puny mortals enjoy the new additions, I have been quite busy recently, so post-release development has taken a bit of a hit. My goals for the rest of the year will consist of filling in the rest of the bonus content, a weapons overhaul, performance optimizations, bug fixing, and possibly some new rogue content. As for now....
The Blood Shall Flow and Good Luck!
v 1.1 Patch Notes
413.6 mb
- Added new champion chapter
- Added new claymore weapon
- Added missing skyboxes to outdoor environments
- Changed rogue shop icon colors to red
- Fixed an issue w/ various wooden box mesh colliders
- Fixed an issue w/ explosive ammo types displaying incorrectly
- Fixed missing champion/secret chapter translations
- Fixed an issue w/ switches, secret chapter 1
- Fixed an issue w/ citadel door triggers, secret chapter 2
- Removed various performance costing assets, chapter 11/champion 2
v 1.05, a small update containing minor changes.
v 1.05 Patch Notes
29.1 mb
- Changed rogue rank icons + achievement icons
- Changed true rng spawners to now include missing demon classes
- Fixed true rng spawners from not correctly choosing demon tiers, 'full' boss waves will be less frequent now when achieving higher ranks
v 1.04, a small update fixing various bugs.
Patch Notes v 1.04
32.9 mb
- Changed akimbo ak47 reload sfx
- Changed akimbo m4 reload sfx
- Fixed launch splash screen execution order
- Fixed a border collider from blocking chapter 8's level exit
- Fixed an issue w/ item pick up notifications overlapping
- Fixed an issue w/ item highlight raycast being blocked by the player
- Fixed an issue w/ the player's deagle shadow
v 1.03, a small update upgrading Unity's game engine. Due to the changes, many game files will be re-patched resulting in a larger file update size than normal.
Patch Notes v 1.03
1.2 gb
- Changed mouse sensitivity to now be frame-rate independent
- Upgraded unity engine from 2020.3.1f to 2022.3.32f1
v 1.02, a small update containing some minor changes and fixes.
Patch Notes v 1.02
10.1 mb
- Added resource notifications when maxed
- Changed common item pick-up ranges from 1.3f to 1.35f
- Changed power tome's flashlight max battery increase from 5 to 10
- Changed rejuvenation tome hunger/hydration amount max increase from 5 to 10
- Changed resource pick-up amounts to be doubled on easy difficulty
- Fixed missing currency translations, rogue mode
v 1.01, a small update fixing a couple bugs.
Patch Notes v 1.01
11.2 mb
- Changed options data to wipe w/ controls hard reset(f10) instead of progression reset(debug reset keybind)
- Fixed an issue w/ scroll type +movement speed while in the controls/stats menus
- Fixed an issue w/ new player settings not setting correctly
v 1.0, is now here mortal! Embark on a challenging campaign across three acts as you fend off a malevolent omen that has taken hold. [previewyoutube=lW7_hKRVz7k;full][/previewyoutube]
CAMPAIGN
Journey across many unique locations as you encounter varying types of demonic foes. Staying true to classic design, enter into atmospheric, labyrinthine styled levels as you explore for the cause of this hellish omen. Discover and equip an entire arsenal designed for you to pierce into this heart of evil. Upgrade your stats with powerful tomes scattered throughout your adventure and most importantly, banish those omens! Your survival depends on it, expect the unknown mortal...
ROGUE MODE
Thirsty for more bloodshed mortal? Jump into this alternative game mode to fight the endless hordes of hell for as long as you can. Explore randomized, miniature hand-crafted environments with minimal quests - just kill everything in your path. Feeling competitive? Try to push your rank as high as possible on the leaderboard to be added into the Hall of Immortals. Use the shop to improve your chances of survival, buying and selling off gear for a slight edge over your foes. You only have one life here mortal, now put your skills to the test!
BONUS CONTENT
Unlock side content through discovery or specific challenges as you fight on through your campaign. Champion chapters will provide extra cruel level designs for the masochists out there, while Secret ones will offer fun shake ups to the general design. With the final price set into stone, any additional content updates for owners will be free of charge! This marks the start of a new chapter mortal... the slaughter is undying! Development will continue, so fear not for there will still be new things to look forward to! I will be stepping into the shadows for a much needed break, but in the meantime, you can still expect important hot fixes following full release. I'll be monitoring the first few weeks of launch closely, so if there is anything to report, please do so and I'll address it as soon as I can. I really would like to thank all the mortals who have stuck through the thick and thin of things, it sure does mean a lot! It has been quite an exhausting experience over the past seven years, and a lot of lessons have been learned. As for now.. Purge This Evil and Good-Luck!
Patch Notes v 1.0
70.2 mb
- Added new title unlock for rogue mode
- Changed rogue season
- Changed zombie run speed from 2.5 to 1.5
- Changed lesser demon idle time ranges to randomize
- Changed defiler demon earth shatter attack damage from 1 to 10
- Changed p99 damage from 50 to 90
- Fixed various weapon sprint animations
- Fixed a rare issue w/ tech soul stats not saving when exiting the tutorial
- Fixed an issue w/ weapon reloading while ads or firing
- Fixed an issue w/ bookcase trap room, chapter 1
- Fixed an issue w/ end game cinematic, chapter 18
Eav 20.7.4, our final update before release introduces new difficulty options and some minor bug fixes.
Difficulty Selection, can now be chosen from within the select menu. Tailor the challenge of your journey for something a bit easier, harder, or somewhere in between. For the month of January, I have been rigorously testing the three baseline difficulties to ensure each feels its own. Selecting difficulty will only affect the Campaign. Rogue, Champion, and Secret chapters will all have independent difficulties based on their modes.
Reminders, full release is just around the corner and I'd like to remind you on a few important changes up until then.
- Price Change - the base price will be changing one week before launch on January 30th from $7.99 to $14.99.
- Ladder Reset - the Rogue seasonal ladder will be resetting on February 5th, any exclusive unlocks to the season will become unobtainable.
- Full Release - is on February 6th @ 10 AM PST. The release trailer will be posted one day in advance to ensure it is ready for launch.
Patch Notes Eav 20.4.7
30 mb
- Added new difficulty options
- Added reset key for reverting in-game keybinds to default while in the main menu, set to F10
- Changed pit beast demon attack rate
- Changed suicide soul's movement speeds
- Changed grunt demons accuracy to a 50% chance
- Changed vats encounter event, chapter 16
- Changed various demon spawn locations, chapter 16
- Changed load/select screenshots, chapters 8/17-18
- Fixed an issue w/ demon soul float behavior
- Fixed an issue w/ ranged demon weapon sfx clipping upon death
- Fixed an issue w/ suicide soul explosion damage applying incorrect amounts
- Fixed an issue w/ clearance card enablers during rogue mode
- Fixed an issue w/ chapter 18 not loading when pressing continue
- Fixed resurrections to now respawn with full hunger and thirst
- Reworked demon spawns, chapter 16/18
Eav 20.7.3, a small update fixing many bugs introduced with recent updates and some other considerable changes. Tome Buff, Healing and Power Tomes have received buffs, doubling the amount of max health and armour when picked up. This will help immensely in the later chapters when demon damage begins to scale high, affording a few extra hits to those willing to discover their power. Ranged Demons, have been significantly buffed to relentlessly hunt down any Mortals unlucky enough to cross them. Minor issues with their aggression has been fixed as well, lending to the additional danger they may pose.
Patch Notes Eav 20.7.3
102.4 mb
- Changed ranged demon ai to be more aggressive
- Changed grunt +death soul weapon fire sfx
- Changed quest items to highlight when hovered over
- Changed healing tome max health increase from 10 to 20
- Changed power tome max armour increase from 5 to 10
- Changed bren magazine size from 20 to 50, akimbo to 100
- Changed pick up range of tomes from 1.2f to 1.4f
- Changed exit trigger area size, chapters 6/11
- Fixed locked container occlusion
- Fixed ranged demon ai tracking to be more responsive
- Fixed ranged demon ai aggression states
- Fixed missing rigidbodies, chapter 9
- Fixed biohazard sfx sources, chapter 14
- Fixed grunt cinematic animator state, chapter 14
- Fixed an issue w/ soul harvester damage application
- Fixed an issue w/ ui animations when resurrecting
- Fixed an issue w/ tomes being active upon resurrection
- Fixed an issue w/ omen resurrection rewards when dying
- Fixed an issue w/ flashlight static sfx looping when resurrecting
- Fixed an issue w/ quest item interaction behavior, no longer required to 'look at' to pick up
- Fixed an issue w/ selling akimbo rogue weapons, everything can now be sold down to 0
- Fixed an issue w/ enablers in rogue mode
- Reworked border colliders, chapters 7-12
Eav 20.7.2, a small update fixing various bugs.
Patch Notes Eav 20.7.2
16 mb
- Changed omen ritual stat rewards to trigger on disruption
- Fixed an issue w/ player explosions not affecting destructible props
- Fixed an issue w/ environmental kills not counting towards stats
- Fixed an issue w/ boss name texts not displaying after resurrecting
- Fixed an issue w/ weapon swapping becoming unresponsive during resurrections
- Fixed an issue w/ fire damage persisting after resurrecting
- Fixed an issue w/ defiler's cinematic animation state, chapter 6
Eav 20.7.1, a small update fixing bugs and adding a new options toggle.
HUD Icons Toggle, find the colorful icons a bit distracting? You can now disable them from the options menu, do note that weapon icons will still appear above the inventory.
Into The Shadows Mortal... Good-Luck!
Patch Notes Eav 20.7.1
57.9 mb
- Added hud icons option toggle
- Changed various weapon hold orientations
- Changed hud weapon icon anchor point to bottom middle, above the inventory
- Changed description of completed terminal quests
- Changed various environmental props, chapter 2
- Changed various demon spawn locations, chapters 4/6
- Changed atmosphere sfx, chapter 6/18
- Fixed an issue w/ ammo notifications displaying incorrectly for rifles and shotguns
- Fixed an issue w/ the player collider blocking shotgun fire points
- Fixed an issue w/ chapter 2's exit not functioning properly
- Fixed an issue w/ lift power quest trigger, chapter 4
- Fixed an issue w/ scripting in multiple quests, chapter 18
Eav 20.7, our final Early Access update with some new additions and changes. Any updates from now up until full release will either be minor balances or bug fixes.
New Secret Chapter, Deep in the chasm, a hellish crypt awaits you along with it's hungry inhabitants.. will you brave these depths Mortal?
Knife Weapon, a new Knife weapon can be found through out the Campaign and Rogue mode. The Knife will override your fists, (similarly to the flashlight and glow stick) and will be a much more efficient means in exorcising demons.
Anti-Aliasing Toggle, though labeled Anti-Aliasing, toggling this will disable all post-processing image effects including anti-aliasing, increasing performance.
Progression Tracking, has been added to the journal menu to help keep track of chapter kills, quests completed, secrets found, etc.
Deagle Rework, the Deagle has received a visual enhancement and some improvements to it's animations.
Removed Festive Props, festive hats will no longer be seen on demons when playing. For future seasonal events, they will run for about a week from their start dates.
To clarify, there will not be anymore content additions up until full release. I'll be focusing on many other aspects to ensure that things are working accordingly. I also would like to add that the full price increase will occur one week prior to the release, since the game already technically had it's 'release' into Steam EA.
Godspeed Mortal!
Patch Notes Eav 20.7
288.2 mb
- Added new knife weapon
- Added new secret chapter
- Added new anti-aliasing options toggle
- Added level progression trackers to the journal
- Changed various weapons hold orientations
- Fixed missing small explosion light
- Fixed various ui anchors, main menu
- Fixed explorative achievement from unlocking when completing an omen portal
- Fixed an issue w/ the player collider blocking the weapon firepoint in some cases
- Fixed an issue w/ hit particles when punching specific surfaces
- Fixed an issue w/ soul type demons floating to close to the ground
- Removed festive themed props
- Replaced various environmental props
- Replaced totem fire vfx, chapter 9
- Reworked deagle +akimbo
Eav 20.6.1, a rather small update introducing 70 new Steam achievements for you to unlock. What's this? The demon's have some brand new protection in the form of a... Santa hat?
Achievements, have been expanded upon as we prepare for full release. Achievement hunting Mortals will surely now have their work cut out for them. Older achievements have also been cleaned up to match the newest additions. I wanted to add many more, but for now 100 is a pretty good start.
Festive Items, OM6N will begin seeing various festive and seasonal props during the year. This Christmas marks only the beginning! I want to note that these will usually consist of mainly decorations, but may also expand to include unique seasonal game items or mechanics.
Rogue Preseason, Preseason 1 is almost concluded Mortal! Fear not - there is still plenty of time to climb the ladder and claim your spot, the season will be ending on 2/5/24.
The workshop has been quite busy Mortal... and there is still much to do. I hope you all had a Merry Christmas and have a Happy New Years!
Fear Is For The Weak... Good-Luck!
Eav 20.6.1 Patch Notes
40.7 mb
- Added 70 new achievements
- Added festive themed props
- Fixed an issue w/ zombie animator variant 5
- Reworked existing achievement icons
V1.0
It is finally here... gather around Mortals for a time of reckoning awaits you! OM6N's 1.0 full-release date has been set. Check out the newest trailer to see exactly when! [previewyoutube=OGLp9v8fmss;full][/previewyoutube] Pricing, the game will be fully released at a price point of $14.99. There are no plans for a launch discount, but you can still expect to see participation in Steam's sales and festivals! Time & Date, the sixth of February 2024 @ 10 a.m. PST, don't miss out Mortal! Post Release, I still have plans for OM6N once we do inevitably release -this will not mark the end of it's development. Some of the scheduled tasks involve;
- Rogue Mode Realm expansions
- More Champion & Secret chapters
- New weapon customization
- More Rogue customization
- Improved optimizations for x64-bit
Eav 20.6, brings another new Champion chapter for you to unlock and overcome Mortal. The game's core architecture has changed as well, hopefully improving the overall experience on most machines.
New Champion Chapter, a beacon of education, this campus housed some of the BAR corporation's brightest minds. Explore the grounds as you fight for survival in one of the largest levels to date that has been added.
64-Bit Architecture, with Steam's plans to no longer support 32-bit games, it was inevitable to change the core build architecture. OM6N will now only be compiled in 64-bit, with the additional RAM freed up, I'll be prioritizing ways to get the most from your 64-bit systems prior to full release. Performance may or may not increase/decrease with this change, any & all reports (Steam discussions) will be greatly appreciated to help diagnose and fix any issues that may arise.
Great news Mortal, a Full-Release date has been planned for! Get ready as we are nearing the completion of our Early Access cycle. I will post an announcement and trailer revealing the date sometime later this month including important details such as pricing and post launch content.
As for future updates prior to launch, you can at least expect more optimizations, new achievement additions/updates, more campaign balancing/final changes, and of course bug fixes.
No Rest for The Wicked... Good-Luck and Merry Christmas!
Eav 20.6 Patch Notes
152.3 mb
- Added new champion chapter
- Changed item pickup range-checks
- Changed core build architecture from 32-bit to 64
- Fixed an issue w/ secret chapter 1 load screenshot not appearing
- Fixed an issue w/ experience rewards, rogue mode
Eav 20.5.1, a small update overhauling the entirety of the tutorial/demo level. There have also been a few minor fixes and tweaks to follow up 20.5's changes.
Tutorial Overhaul, instead of the prototype aesthetic, I have completely changed the tutorial's layout and mechanics. Tip boxes have been considerably shortened to relay information quicker in the shortest amount of words possible. Before, it was a hassle trying to read a small paragraph while being swarmed by a horde of zombies - this has been changed.
The level's 'deadly' encounter has been changed to resemble the ones faced in the campaign.
Lore bread crumbs have also been added to tie in the level with the main story.
With the tutorial level also serving as the free demo, I had changed this sole task's priority to very high considering the first impression impact this level could have on newcomers. The previous level just didn't match the same standard as the rest of the game and needed to be corrected.
Eav 20.5.1 Patch Notes
339.5 mb
- Added water impact vfx
- Changed the range for which all soul-type demons detect obstacles
- Fixed an issue w/ player flashlight static not resetting properly upon resurrecting
- Fixed an issue w/ crawling zombie hitboxes
- Fixed a rare issue w/ powered wide doors
- Reworked tutorial level to include small lore crumbs +better tutor/demo experience
Eav 20.5, introduces secret chapters that can be unlocked from within the select menu. There have also been some QoL enhancements this update that I'm sure will please you Mortals.
New Secret Chapters, have made their way into the select menu for you adventurous Mortals out there. Special requirement(s) within the campaign must be met to access these secretive levels. However, unlike Champion chapters, they won't be designed to make you suffer... unless intended of course.
New Configurable Key-Binds, are now in, enjoy configuring your very own input setups when playing. At a downside, any controller support reliant on Unity's older Input System have been lost. Plans for controller/joystick support aren't planned, but if enough Mortals want it, anything is possible.
Resolution/OS Options, can now be found in the options menu. A list of all your possible monitor resolutions +refresh rates can now be chosen from. Mac & Linux users now have an option to help improve performance and their respective systems.
Dynamic Explosive Props, what's a first person shooter without exploding barrels? New explosive dynamic props can now be found through out the campaign that can certainly be used for something..
Akimbo For All, akimbo variants of the P99, Bolter, and Minigun can now be equipped.
With the addition of each a Champion and Secret chapter, I will be prioritizing a tutorial rework coming up for Eav 20.6. A complete overhaul is scheduled, raising it's quality to match the rest of the game. It was hastily built to quickly teach new players the fundamentals which for the most part worked. The fact that it is also the free demo level makes it fall short of expectations someone may be expecting when trying the game.
Once this is completed, further refinement of the core game will take place up until launch. A date is still being worked on but will be announced before the end of the year. Get ready to mark your calendars Mortal.... for Hell is coming.
Survive the Horror... Good-Luck!
Eav 20.5 Patch Notes
208.1 mb
- Added first new secret chapter
- Added new configurable keybinds
- Added new resolution dropdown option
- Added akimbo for p99, bolter, minigun
- Added dynamic explosive environmental props
- Changed sliders +options toggle ui
- Changed various chapter select screenshots
- Changed demon rotations to be smooth instead of instant
- Changed boomstick to consume and require a 2 ammo count when firing
- Changed pickup notification anchors to randomize when picking up multiple items
- Changed shadow distances to update in realtime when choosing shadow quality settings
- Fixed an issue w/ new explosion vfx colliders
- Fixed an issue w/key locked garage door lights not updating
- Fixed an issue w/ incorrect r870 inventory equip icon being selected
- Fixed an issue w/ jittery camera movement while riding elevators/lifts
- Fixed an issue w/ secret triggers, tutorial
- Fixed an issue w/ infernal machine quest, chapter 18
Eav 20.4, ready to prove your mastery Mortal? Champion chapters are now here to really test your mortality... though their requirements must be met before accessing. There have been also a host of changes and improvements to many other aspects of game play.
New Champion Chapters, cruel level designs to overcome, these master levels will surely test those Mortals wanting a bit more challenge. However, to access these chapters, special requirement(s) must be met that can be checked from within the select menu.
Load Screens, when loading campaign or bonus chapters, their respective screen shot will now fade into the background.
Horde Aggression, demons will now have a chance to attract more of their kin in their vicinity when being attacked. Greater demons will have a much larger call radius so be wary.
Suppressor Changes, suppressed weapons will no longer aggro demons when shot, this is especially useful for picking off foes at range without drawing too much attention.
New MP7S Weapon, equipped with a suppressor and drum magazine, this beast of a sub will make short work of lower tier hordes. With a built-in glow sight, aiming in dark situations just got a whole lot easier. You will find them scattered throughout the campaign and within the rogue shop. Oh, and did I mention it could be akimbo'd too Mortal? Enjoy!
Changed Hotkeys, the MP7S has been grouped with the PPSH (hotkey 6) instead of the Deagle. The Deagle has now been grouped with the rest of the pistols. (hotkey 1) There are plans for the addition of configurable controls, hopefully sometime before the end of the year.
Chapter I Rework, there were some pretty hefty performance issues within chapter I that I have fixed. Lighting being the main culprit, now when playing with shadow settings set to low/medium, you should see a much more stabilized frame rate throughout most of the level. I wouldn't suggest higher tier graphical options UNLESS you have the hardware recommended for it. I have also gone through and replaced most of the old dorm assets that didn't really fit aesthetically with the level.
Chapters VII - IX Rework, most of Act II has been reworked with new weather effects. Thunder, lightning, and rain can all be heard and seen as you explore the surface. Demon spawns for chapter IX have also been optimized and balanced, some encounters just did a bit too much and caused some severe performance hitches. I plan to carry these kind of optimizations across the rest of the campaign to further improve the experience prior to launch.
New Bullet Tracer/Impact Effects, with the addition of RNG recoil, it was kind of hard to keep track of shots landed vs missed mid combat, or especially at range. To improve the feeling and provide better feedback to the player, I have decided to add tracers to every shot. Impact VFX have also been improved, now displaying different effects based on the type of surface you have struck. Tracers have also been added to ranged demons (grunts, death souls), allowing the player to track these threats a bit easier.
Improved Explosions, explosion VFX have been drastically improved, along with audible changes depending on the type of explosion.
With our first Champion chapter completed and the systems in place for bonus content, it should be smooth sailing when implementing the rest of the bonus content. With much of the bonus chapters planned out earlier this year, expect a steady stream of bi-weekly or monthly updates up until full release.
With only ONE chapter left before a hypothetical 'Full Release' is ready, there are still some things that need to be fine-tuned. For all those who wish-listed and are waiting patiently for the day, I truly thank you for your patience and hope to deliver come launch next year. My eyes are set on a Spring release, but plans can always change. As for now Mortal..
Show No Fear and Good-Luck!
Eav 20.4 Patch Notes
728.5 mb
- Added first new champion chapter
- Added new weapon mp7s +akimbo, default hotkey 6(x2)
- Added new ladder climbing mechanic
- Added new bullet tracers
- Added new fire +steam vfx
- Added additional pickups, chapter 1
- Added new rain vfx +sfx, chapters 8-9
- Added new lightning vfx +thunder sfx, chapters 7-9
- Added additional lamps along gravel trail to help navigate the player, chapter 9
- Added additional environmental props, chapter 11
- Added demon horde aggression behaviour
- Changed player gravity from -20f to -15f when falling
- Changed death soul +grunt demons to now have bullet tracers when firing
- Changed defiler demon boss health from 25000 to 15000, normal variant from 7000 to 5000
- Changed soul harvester demon boss health from 18000 to 12000, normal variant from 4000 to 2500
- Changed doom knight demon boss health from 20000 to 18000, normal variant from 9000 to 6000
- Changed light grunt demon aggro range from 30 to 40, attack range from 20 to 30
- Changed medium grunt demon aggro range from 35 to 45, attack range from 25 to 35
- Changed heavy grunt demon aggro range from 40 to 50, attack range from 30 to 40
- Changed grunt demon +death soul 3D fire sfx volume range from 1-5 to 5-15
- Changed mac10 firerate from 0.1 to 0.08, akimbo from 0.1 to 0.07
- Changed boss demons +normal variants special attack chances from 15% to 33%, 50% for soul harvesters
- Changed most demon damage scales as you progress, exceptions for suicide +death souls, grunts
- Changed suppressed weapons to no longer aggro demons when shot
- Changed loadscreens to display their unique screenshot, except rogue +tutorial levels
- Changed the way rogue sell data is checked, you may now sell weapon counts to 0
- Changed deagle default hotkey from 6(x2) to 1(x3)
- Changed glass debris sfx volume from mn0.5-mx1 to mn0.25-mx0.5
- Changed total kill count from 672 to 553, optimized demon spawners, chapter 9
- Changed various barrels to be dynamic, chapter 9
- Fixed an issue w/ bullet impact vfx rotations
- Fixed an issue w/ bullet casings ejecting in view while ads
- Fixed an issue w/ ppsh pickup nameplate trigger
- Fixed an issue w/ bullet impacts on specific tag layers
- Fixed an issue w/ doom knight animations getting stuck after killing the player
- Fixed an issue w/ 2nd floor lighting, +major performance increases, chapter 1
- Fixed multiple issues w/ cabin in the woods trigger, chapter 8
- Fixed incorrect locked container animations, chapter 11
- Fixed missing fire damage colliders, chapter 11
- Replaced old makarov weapon model +akimbo
- Replaced old bullet impact particle vfx
- Replaced old explosion vfx
- Replaced old dorm furniture assets, chapter 1
- Removed various lights casting very high shadow counts, +performance increase, chapter 11
- Reworked all demon type ai raycast behaviours
- Reworked environment, chapter 1
- Reworked start location, chapter 7
- Reworked lightsources, chapter 9
Eav 20.3, Rogue Mode is finally upon us Mortal, take up arms to prove your worth... Introducing a new, endless game mode that you can casually enjoy or even competitively compete in!
Rogue Mode, Originally supposed to be locked for after the campaign, this mode is not be underestimated Mortal. The demons here will hit harder than Chapter 18 and prove to be a real thorn in your side until your begin to grow stronger. You can play Rogue mode whenever you want, but a recommendation will show if you have not completed the campaign. (Mode features every demon type + boss variant) When entering Rogue, a random "realm" will be selected alongside a random difficulty ranging from Beginner to Hell. (depending on rank) The loot is randomized and you may not always find what you need, this is when the shop comes in.
All possible Difficulty rolls:
[olist]
Ranks As you exorcise the demonic hordes, you will accumulate experience points. Once enough points have been earned, you will then rank up and your rank icon may change. Your experience is measured by the yellow bar located above your SteamID in the Rogue menu. Higher ranks will unlock access to new titles to display on your Rogue profile.
Titles Customization for your Rogue profile, equip unlocked titles to be displayed onto your personal profile. Unique titles will display custom colors and animations when selected. When hovering a locked title, it's requirements will be displayed below. I plan to expand this feature to also show up alongside your SteamID on the leaderboard ladder at some point.
Money When exploring, you may occasionally find money pickups scattered through out the realms. This meta currency will carry over through death, use this to your advantage to gain an edge when starting anew or to resupply at the shop. Many valuable weapons and items can be purchased from the shop to improve your circumstances. You may also sell unwanted items or extra weapons for more money.
Rogue Items Some new item pickups have been added exclusively for Rogue mode.
- Experience Tomes will increase your experience multiplier. The multiplier is reset upon death.
- Coins will give you a random small amount of money.
- Cash will give you a random average amount of money.
- Gold will give you a set large amount of money.
Seasons The competitive ladder will be broken up into separate seasons, each with their own unique reward challenges. Complete these challenges to unlock season exclusive content most of which will be cosmetic/profile items. Plans for weapon skins/customization are next, these will be added to the reward pools indefinitely. Make sure to play this season to claim the exclusive "O.G." pre-season title! Immortals Hall If season challenges aren't enough, how about being forever Immortalized into the game? The Immortals Hall will consist of each season's top slayer at the end of a season. This 1st place spot will be chosen when rolling out the next season, so be sure to check your position often if you wish to be Immortalized. Offensive or very derogatory SteamIDs will NOT be chosen and the next in ladder will be selected!*
New Statistics, have been added exclusively for Rogue mode. Though only a few to start, this category will eventually grow in time.
Sprinting Animations, have made a return after some time. I had disabled them due to many issues, but finally gotten around to fixing them. Simplistic yet effective, your weapon will no longer just 'float' along faster when sprinting and the general feel has been improved. Aiming down sights while sprinting is not possible anymore, so choose the right time when to engage. New Fading Weapon HUD Icons , will appear and fade when selecting weapons. Just a minor quality of life addition to weapon switching. A huge update, probably my largest thus far in terms of new content. I really hope you Mortals enjoy the new game mode as I did making it! It was a daunting challenge considering all of the moving parts to get it working- but we are finally here. I wanted to include so much more in terms of cosmetics and unlocks, but unfortunately have other aspects that need to be finished first. I will now be switching gears over to Champion and Secret content creation. This does not mean I will ignore Rogue mode! I'll be monitoring it closely, ensuring everyone is on a fair playing field and that things are not breaking down. Expect general fixes/balances and even possibly new realms in between work on the bonus content. Embrace Immortality... Good Luck!
Eav 20.3
Patch Notes
279.8 mb
- Added new rogue game mode
- Added 30 new rogue realms
- Added new weapon sprinting animations
- Added new fading weapon HUD icons
- Added new armour break sound indication
- Added new biohazard/radioactive ambient sfx
- Added ui detailing to act selections buttons
- Changed mac10 reload sfx
- Changed ppsh +akimbo weapon fire sfx
- Changed akimbo makarov firerate from 0.24 to 0.2
- Changed akimbo m1911 firerate from 0.19 to 0.15
- Changed HUD's weapon text color from grey to red
- Changed HUD's inventory numbers color from black to red
- Changed weapon sway from 5 to 50 to compliment ads changes
- Changed soul harvester demon choke to now damage the player
- Changed doom knight demon shockwave collider from knockback to area damage
- Changed imp demon attack range from 2 to 1.5
- Changed boss fight atmosphere sfx, chapter 18
- Changed ending cinematic sfx, chapter 18
- Fixed an issue w/ fire damage causing screen shake
- Fixed an issue w/ the last weapon hotkey not working for the ppsh +akimbo
- Fixed an issue w/ player gravity while resurrecting when the player had died mid-jump
- Fixed an issue w/ imp fire timers not resetting when out of range
- Fixed an issue w/ lights disabling during demon intro cinematic, chapter 3
- Fixed an issue w/ player y coordinate positioning during spawn
- Fixed a rare issue w/ player jumps not resetting, particularly in caves
- Resized inventory HUD numbers to be consistent
Eav 20.2.1, introduces some new quality of life changes to Combat along with some fixes for the Demon AI. An update to the live Demo version will also be made to incorporate these new changes. New Recoil System, no more laser beam accuracy Mortal. Weapons will still perform similar as before, but with a slight chance to miss off center. The recoil is random with no definitive pattern, though is not too exaggerated either. This will help create more diversity among the current weapons, with each having it's own unique accuracy chances based on the type. (More powerful weapons will have higher chances to recoil than weaker ones, e.g. Ak47 hi-power, Mac10 low-power) ADS Improvements, have been made alongside the new recoil mechanic. Aiming down sights will now focus in a tiny bit and eliminate all chances of the weapon missing, ensuring guaranteed accuracy. As for Eav 20.3, development is still ongoing and isn't expected to be completed until the end of October. This is an estimation, so plans may change and you could see an update sooner or later. Now Into The Abyss Mortal.. Good-Luck!
Eav 20.2.1 Patch Notes
79.3 mb
- Added new weapon recoiling mechanic when hip firing
- Changed doom knight demon's attack range from 2 to 3
- Changed doom knight demon's move speed from 3 to 1.5, run speed from 6 to 5
- Changed weapon ADS to focus/zoom when aiming, eliminates miss chance
- Changed demon attack ranges to increase slightly after the first strike
- Fixed an issue w/ armour decreasing below 0
Development on Eav 20.3 is ongoing, but much progress has been achieved Mortals! Below will feature a few screenshots of the Rogue menus, please note they are still a work-in-progress and are subject to change when the update goes live.
Global Ranks, with the integration of Steam's Leaderboards, Mortals may now compete among each other to see who truly is the greatest slayer. Earn experience when slaying any demonic presence you encounter and by completing events. Compete globally and see if you can make it to the top!
Rogue Mode, will now be available from the start, plans to originally lock it behind the campaign have changed.
Ranks & Titles, rank will be a measure of your total acquired experience, rank up by slaying demons and completing events. Higher ranks will unlock new titles to personalize on your Rogue profile. There are no resurrections in Rogue, if you die - your experience and rank will be reset, so tread carefully Mortal...
Currency & The Shop, depending on your language localisations, your in-game currency should reflect what your nationality uses. Earn money by collecting it or by completing events when exploring. This currency can then be used to purchase items within the shop. You can also sell unwanted items for extra cash to give you a leg up. Money will NOT reset on death and will carry over when starting anew, but all items will be lost.
There is still much work Mortal, I estimate 20.3's release sometime near the end of July, development may take a little longer to fully populate the realms list so it may even push into the beginning of August. I'll do my best to keep you informed though!
Purge The Evil.. Good-Luck!
Eav 20.2, gather around Mortals for the end is here! Experience the horror across 18 challenging chapters as the campaign is now finally concluded!
New Chapter XVIII, a vile sanctum for the wicked, it will take a true warrior to overcome this fortress of Evil.
New Pit Beast Demon, clad in thick armour, these beasts excel in close quarters combat and are a force to be reckoned with. Pit Beasts will serve as a stronger tank variant to the Brute, they will also be more heavily featured in end-game content rather than the campaign.
Persistent Blood, can now be toggled on or off. After a bit of profiling, I was able to pinpoint one of our performance woes to blood decals. Though not the main offender, calculating and rendering 1000's of blood splatters will definitely hamper frame rate, even on more powerful rigs. In some cases up to 8 decals could be instantiated with a perfect shotgun blast.
Credits, with the completion of the campaign, you will now see the end credits roll.
Major Fixes, there were many minor and major bug fixes with 20.2. There were a few of soft/hard progression locks through out the campaign, most of which have now been fixed. Balancing was another focus of this update, changing many unfavorable demon spawns and loot quantities per chapter.
End Game Content, I will now be shifting my focus over to prioritizing end-game content creation prior to full release. You can still expect general fixes and updates to the quality of the campaign's levels during this period though. There still is much work to do, so I estimate the game will not even be optimal for a full release until either around Q4 of this year, or Q1 of 2024. I will now cover some of the requirements to access this end-game content in the future below:
[olist]
Eav 20.2 Patch Notes
511.3 mb
- Added new chapter XVIII
- Added end-game credits
- Added new pit beast demon
- Added new doom knight demon
- Added new persistent blood toggle option
- Changed demon gravity from 14f to 8f
- Changed g17 +akimbo damage from 35 to 41
- Changed grunt demon's controller slope limit from 45 to 60
- Changed zombie demon's minimum audible range from 0.2f to 0.5f
- Changed zombie demon's max audible range from 0.5f to 1f
- Changed stalker demon's minimum audible range from 0.2f to 1f
- Changed stalker demon's max audible range from 2f to 3f
- Changed atmospheric track, chapter 10
- Changed various demon spawn locations for better balance, chapter 9-10, 14
- Changed suicide soul demon, removed fire particle system +point light
- Changed shotgun slug damage increase from 100 to 400
- Changed shotgun weapons +shells/slugs ammo pickup range from 5-20 to 10-30
- Changed rifle weapons +5.56/7.62 ammo pickup range from 10-40 to 30-60
- Changed minigun weapon ammo pickup range from 10-40 to 100-200
- Fixed hound demon drawpoints to prevent clipping
- Fixed incorrect player footstep sfx on red catwalks
- Fixed inactive omen portal, chapter 10
- Fixed locked dry door from being inaccessible, chapter 10
- Fixed incorrect environmental tags/layers, chapter 16
- Fixed milk +whole milk pick-ups incorrectly giving hunger points instead of thirst
- Fixed an issue w/ trigger colliders obstructing weapon raycasts
- Fixed an issue w/ demon attack animations looping after killing the player
- Fixed an issue w/ shotgun shell pellets creating too many blood splatter decals, up to 8 per shot in some cases severely impacting performance, this has been halved to 4 splatters now
- Fixed an issue w/ malicious deeds quest notification displaying the incorrect remaining amount
- Fixed an issue w/ subservient quest notification displaying the incorrect remaining amount
- Fixed an issue w/ resurrecting outside of the boss chamber during boss fights
- Fixed an issue w/ dry door trigger collider
- Fixed an issue w/ locked container door interaction range
- Fixed an issue w/ chainlink fence open sfx not playing
- Fixed an issue w/ chainlink fence spawners not triggering
- Fixed an issue w/ stalkers not being invisible upon spawning
- Fixed an issue w/ thrown tnt rigidbodies
- Fixed an issue w/ grunt miniguns not culling upon death to shotguns
- Fixed an issue w/ bren +akimbo ammo type text displaying 7.62 instead of 5.56
- Fixed an issue w/ switches not working correctly, chapter 14
- Fixed an issue w/ end chapter buttons not working properly, chapters 13-17
Eav 20.1, a small update introducing another new chapter for Act 3 and a few minor QoL improvements.
New Chapter XVII, only torment and death can be found deep in these mines, for a reckoning none could ever fathom has been unleashed..
Weapon Combos, are now possible with the newly created last + tag inputs. Instead of cycling columns for a desired weapon, you are now a single key press away from equipping it. [TAB] by default will select your last equipped weapon. [CAPS] by default will equip your currently tagged weapon. Tag weapons with the [Z] key by default.
Inventory Numbers, can now be toggled on or off in the options menu.
Restructured Controls Menu, I have reorganized the controls menu layout to be a bit easier on the eyes. Instead of a large wall of text, specific inputs have been grouped together into categories.
To see a complete list of all changes with 20.1, follow this link: https://steamcommunity.com/app/681000/discussions/4/
Let the bloodshed commence.. Good Luck!
Eav 20, is here with a bang. Explosives have received an overhaul to explosion physics now affecting blasts. In addition a new explosive weapon has been added along with a challenging new chapter for Act 3.
New Chapter XVI, we are approaching the end Mortal.. will you stop this Evil before it spreads to consume humanity? Continue your fight through the canal sector, but beware for what may lurk in the water..
New Tech Soul Demons, have been added with chapter 16 though will only mainly be featured at the end of the campaign. You will definitely encounter many more late-game demons during Rogue Mode. Tech Souls will buff nearby demon's run speeds and damage periodically for a short duration. They can not attack the player and will flee when engaged.
Armour Rework, I have finally got around to replacing one of our final placeholders, armour pick-ups now have a new model. The HUD armour icon has also been updated to reflect these changes.
TNT Bundles, dynamite has made a glorious return to compliment the explosions rework. TNT is now used as a bundle instead of a stick in prior versions. It can be timed to explode, but don't wait too long or you might be out on an arm...
Explosion Physics, have now been implemented. Before demons just kind of flopped over like a fish out of water, this has since been changed. Blast demons into the air or across the room with force now and assert your dominance Mortal!
To see a complete list of all changes with 20, follow this link: https://steamcommunity.com/app/681000/discussions/4/
Conquer the darkness Mortal, Good Luck!
Eav 19.9, is here with tons of bug fixes, QoL improvements, demon balancing, and a bunch more! Let's delve right in..
New Chapter XV, deep in the disposal site, you will find pain Mortal.. A hellish environment populated with many strong demons, a restart here may be unforgiving- but achievable.
C4, is now obtainable towards the end of Act 2. A powerful, new explosive that can be detonated by button press. The tutorial and controls menu have been updated respectively to account for the new detonation input key. C4 can be great for strategically laying traps during known sequences, or for assaulting head on.
Boss Health Bars, will now appear when encountering act bosses. These bosses will still appear in future levels as weaker variants, though with no health bars.
Player Footsteps, were removed in a previous eav, but have made a return. When sprinting, you will now hear various footstep sounds depending on the type of material your on. A new landing sound has also be added when jumping or falling.
Camera Shake, will now occur when taking damage, but more of a jolt than a shake. It also will help reinforce feedback when taking damage aside from fading blood splatters. I felt these were difficult to see and have been brightened a bit. An option to disable camera shake has also been added to the options menu.
Dynamic World Objects, to improve on immersion between chapters, I've added new dynamic sounds and physics to some environmental objects. Expect more of a focus on this aspect once the main story is completed.
Reworked Saves, the way save data is managed has been changed. All player save files aside from option preferences will be wiped with this update due to these changes. I apologize for any inconveniences this may cause for some Mortals. File manipulation will at least be a few steps harder now, and keep most players on a level playing field when leader boards are implemented.
To see a complete list of all changes with 19.9, follow this link: https://steamcommunity.com/app/681000/discussions/4/
Purge the wickedness Mortal.. Good Luck!
Eav 19.8, foreign Mortals rejoice for language localisations have arrived! Item highlights have also been revisited and tweaked along with minor chapter reworks.
New Language Localisations, though not full regional localisations. I have translated the bulk of the game's text from English into six different languages; Spanish, German, Russian, Chinese, Turkish, and Japanese. Everything from menus to item pick ups will now be translated, somethings such as environmental details or decals will remain in English to not interfere with the game's story and setting. You may only change your language in the main menu with the newly added 'translation' button.
New Item Highlights, have been implemented in addition to the existing hover text. Hovering over items should now display them with a transparent, red tint. Spotting items against the darkness should be a little easier now for those speedy Mortals.
Chapter Reworks, another minor pass has been made at refreshing up our beginning act. I've redone lighting for chapter's 4-6 along with various environmental changes. New decals have been created, replaced old props, tweaked audio sources - the spring cleaning every Mortal deserves.
To see a complete list of all changes with 19.8, follow this link: https://steamcommunity.com/app/681000/discussions/4/
Go out in a Bloodbath Mortal...Good Luck!
Eav 19.7 brings an additional chapter to Act 3 along with a new enemy to encounter - the Grunt.
New Chapter XIV, step into the ravaged barracks of the corporation as you inch ever closer to containing this Evil. A challenging chapter that will test even the most battle hardened Mortals.
New Possessed Grunt Demon, aside from dealing with Death Souls, Grunts will pose a new threat being heavily armored and ranged. There are 3 variations of Grunts, each being slightly more armored than the last. Be careful Mortal, getting caught in the open when these soldiers move in may result in death!
What's Next?
I initially wanted to include much more with this update, but ran out of time for this month's update window. I still want to stay true to my promise of monthly updates for this year and will strive my best to do so. Plans for language localisations, custom keybindings, a new weapon type, improved item hover highlights, new ammo types, and a restructured, safer save system have been moved to future updates.
To see a complete list of all changes with 19.7, follow this link: https://steamcommunity.com/app/681000/discussions/4/
The blood thirsty hordes await you Mortal... Good Luck!
Eav 19.6.1 includes many bugs fixes, QoL changes, and a detailed player statistics overhaul. A small update, but a much needed follow up to 19.6's release.
Detailed Player Stats, I have added a scroll window into the player stats menu to account for all of the newly tracked stats. This will lay the ground work for creating new achievements in the future.
Food+Drink Buffs, most foods and drinks were significantly buffed. Most values were changed to be multiples of five to keep it simple. Lowest values being 5 and highest being 25 points, check the change logs to see a complete overview of all the item changes.
Hope you had good new years Mortal, for now the blood shall flow. Good Luck!
Eav 19.6 is here Mortals, introducing Act 3's first chapter, new features, bug fixes, and QoL changes.
New Chapter XIII, prep thyself Mortal, for the caverns will test your resolve in the introduction to the final Act. I hope you enjoyed your time on the surface, because we are now venturing into the Heart of Evil.
New Rag-doll Deaths, the first iteration of rag-dolls has finally arrived. After much chatter about them in previous updates, I have finally got around to rigging up each of the demons. Though not perfect, this first pass on it really adds to the feel of combat and will be returned to in the future. To prevent body pileups in doorways or tight space, I have added a short cool down before colliders disable on corpses.
Reworked Blood Splatters, slaying hordes feels better than ever with the newly implemented blood mechanics. Blood will now behave more like a liquid, squirting onto surfaces in real time when demons are shot or hit. Though a bit exaggerated, its all for fun.
Explosive Behavior, will now affect destructible environmental props. It was a bit odd a grenade couldn't break a wooden barricade.
Battery ON Toggle, an always on option for your flashlight's battery bar has been added to the options menu. I have also doubled the recharge rate of the flashlight's battery to keep game play moving forward.
Enjoy painting the halls red this Christmas with 19.6! Much of 2022's Q4 was spent drafting level concepts for Act 3 and revisiting many older systems to see what could be improved. I am carefully trying to balance all areas of development, so if updates seem to stop suddenly, do not lose hope! I am still very actively working on OM6N so that it can see it's release sometime in 2023. Some development cycles may take a bit longer than others, I plan to keep posting regular updates monthly for much of next year.
As for now, I hope you Mortals enjoy the new additions and changes, good luck out there, and Have a Merry Christmas and a Happy New Year!
Eav 19.5.2, some features that have been long requested for in the past have finally made their way in! Though not perfect, I'm sure you Mortals will enjoy the changes.
Save & Quit , option is now available when chapter exiting. There are no mid-level check points or quick saves, though this is still undecided and may change in the future. Considering the game takes 3-5 hours to complete as of 19.5, I don't want to force players to complete the game in a single session. When save and exiting, you will see a 'continue' button within the main menu. Upon loading a previous saved game, file data will be erased until your next save. *
Resurrections, are awarded after disrupting omen rituals. Think of them as lives, the more you have the better. Upon death, an option for resurrecting will appear if you have accumulated any. Resurrecting will spawn you back at the start of the chapter with max health and any other items you may have looted.
Tomes Buff, tomes that increased max stats will now also refill the respective stat. (e.g. Healing tomes will increase max health + refill your health to the new max)
Developments on Eav 19.6 are still ongoing, I'll be sure to keep you Mortals informed. For now, Good Luck!
Eav 19.5.1, a small update addressing some QoL changes, bug fixes, and a new tutorial level! To see all changes, refer to the change logs discussion.
Tutorial Level, for fresh Mortals entering the fray, learn OM6N's fundamental mechanics to survive and progress on your journey. The tutorial will feature tool-tips as you venture forth through the environment.
Along with the short follow up to 19.5, I will be reinstating OM6N's free to play demo. The demo will only feature the new tutorial level and will receive general fixes. Curious Mortals that yet own the game, will be in for a treat with this bite sized level. I wanted to do something special to commemorate our fifth year anniversary, thank you to everyone that has made the journey!
Eav 19.5, my my Mortal, have we come far. From only a few levels for the first couple of years in early access release, to a competent dozen - two thirds of the way from completing our journey. With a final act to conclude our main adventure, we are a few more steps towards transitioning to a full release.
New Chapter XII, Act 2's finale is here! Fight off the hordes of hell as you explore a ravaged insane asylum in search of the next Prime Evil.
Shadows Return. previous versions had real time shadows disabled due to performance cost in rendering. With the introduction of quality settings now, I have reworked them back into the game. I felt it was necessary for the value it could have on the atmosphere per level. As you fight your way through, areas previously too dark will now be much more illuminated. Below are a few screenshots from various levels showing the enabled shadows. (screenshots are from the editor and may not accurately reflect in-game quality*)
Zombies Rework, our favorite cannon fodder demons have received some major changes. Before every zombie variant had the same animations that were... a little odd. All of the older animations have been completely replaced as well as various animator controllers have been created for each zombie variant. You will now see a variety of walking, running and attacking animations per zombie, hell even some crawling ones! I've also added in new functionality to all zombie variants + hell hounds to jump over or onto small objects when chasing the player.
Idle States, have been added to zombies, hounds, imps, butchers, and brutes. Now as they roam the environment, they may have a chance to just idle for a brief moment. Prime Evils, flying demons, and stalkers will never idle.*
Staggers/Bullet Reaction, demons will now react to being shot aside from just dying. You may use this to your advantage when being cornered by many demons, though it is chance. Some may stagger for a few seconds while others may just flinch it off.
More Settings, you may now select between 5 levels of shadow quality and 6 overall graphic quality settings. Ansiotropic filtering and vSync toggles have also been added. (cap of 60 fps)
Expect to see more options and possible keybindings closer to full release.
Stalker Rework, previously the stalker was hiding behind a re-skinned imp placeholder, but now has its very own model. These terrifying creatures stalk the shadows looking for their next soul to consume. They will now feature a variety of attack animations, but it wouldn't be wise to experience them for yourself Mortal...
Flashlight Static, your flashlight now may enter flicker states 'for a short time when encountering demonic forces. This will further increase the tension when such encounters occur.
Weapon Holstering, short and simple equip animations will now play when changing weapons. Before your swapped weapon would just appear abruptly in your hand(s).
Quality of Life, tons of changes fixing some pesky bugs that have plagued the game for awhile now. Expect much smoother runs now, tailored to your preferred settings with the newly added options.
Development on Act 3 is underway and will feature the final six chapters in OM6N's main game levels. Update schedules may change with the next act, releasing two chapters per update instead of just one per each. (usual hot fixes will still occur if necessary) Plans for master levels, secret/bonus levels, and possibly an arcade mode (w/ Steam Leaderboards) are still on.
With OM6N's fifth year in early access around the corner, I've been working overtime to get us closer to a full release. I'm always open to any community feedback, criticism, questions or suggestions, please use our discussions section on Steam as there are no other platforms currently. To see a complete list of everything that has changed, it will be posted within our change logs discussion as always. Good Luck for now Mortal, for the blood shall flow!
Eav 19.4, is now live Mortal, upping the mayhem to eleven! Along with two new chapters, comes various quality of life changes, bug fixes, and new additions.
New Chapters 10 & 11, may now be unlocked within the select menu. Test your resolve against the hordes of hell in these new challenging environments.
New Mac 10 + Bolter, have been added in with 19.4. During testing phases, I had realized unarmed chapter starts needed yet another round of buffing. Dying on a run could be very discouraging, knowing you may not have the tools required to proceed. To help remedy some of these restarts, I have reworked the Mac 10 to make a glorious return, akimbo as well! This new workhorse of a weapon is being reintroduced to help keep those unarmed restarts in check. Expect to see a bit of them lying around later chapter starts from now on.
As for the Bolter, lets just say - this weapon will let slay heretics with ease. Chambered in .50 AE, this beast of a weapon will greatly please any Mortal who wields it. It currently can not be held akimbo, similar to the p99 silenced pistol as it can only be discovered from a secret. This may change in the future with the addition of harder chapters and the weapon may see regular use.
Weapon Changes, for various weapons have been made. Certain sounds, fire rates, and many other variables have been tweaked for quality of life. The Tommy's gunfire sounds have been drastically improved, making it a much more enjoyable option.
New Rejuvenation Tome, was added to our line of power ups. These tomes will permanently increase max hunger & thirst amounts by five.
Pickup Buffs, all food & drinks amounts have been increased by various amounts. Rarer items have significantly been buffed. (e.g. wilka bars, pies, beer etc.) Ammo pickups will now always provide a minimum of 10 rounds before rolling for more as well. To see all stat changes, they will be posted within our change logs topic in the steam discussions section.
Inventory Icons, were adjusted to make new weapon additions easier to add. It should also be much easier to see exactly which slot is selected.
Act 2's finale is still currently being developed. I want our next prime evil's fight to be more challenging and unique than the first. So prepare yourself Mortal, for the horrors that will lie ahead... and good luck!
Eav 19.3, has arrived reintroducing chapters 7 & 8 along with a new one! Continue your fight along the surface against the hordes of hell into the first half of Act 2.
Returning Acts, may now be selected again from the select menu. Saved progress from chapter 6 will now carry over into chapter 7 when exiting the level. Chapters 7/8 also received minor level balances and quest changes.
New Chapter 9, has a lot in store for you Mortal, show us what it takes to brave these legions of hell! Tons of demons, tons of space, what could possibly go wrong?
Crosshair Toggle, some may find it obstructive, so now you can turn it off.
Eav 19.3's development time doesn't reflect the bulk of what is being worked on behind the scenes. After updating all systems within Act 2's first chapters, I was simultaneously planning, creating and testing on future levels. This will explain the radio silence for the past four months - though not intentional, I'll be trying my best to keep you Mortals posted regularly. To see everything that has changed, update/patch notes will always be posted in our steam discussions.
OM6N
CJWorks
CJWorks
2017-08-21
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 35
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Mostly Positive
(14 reviews)
https://store.steampowered.com/app/681000 
Experience a challenging, full-length campaign spanning across unique locations as you fight to uncover the source of this malevolent omen.
Arm yourself with over a dozen different weapons as you fend off the hordes of Hell.
Collect powerful tomes to increase your chances of survival against the onslaught.
Encounter numerous types of demonic foes thirsting for your mortal blood.
Thirsting for more mortal? Slaughter Hell's minions endlessly in this alternative game mode.
Gain experience, rank up, and conquer the leaderboard to prove you are truly the best.
Purchase supplies from the shop to keep the bloodshed flowing.
Discover and unlock bonus side content naturally as you progress on your journey.
Enjoy free future content updates including new levels, modes, customizations, and more!
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