Halloween Hunt!
This update took a while and I hope it was worth the wait! This update adds the Gas Station, a new contract taking place at a roadside convenience store and gas station. This contract plays differently though, as the Gas Station premiers the new Hunt Mode.
Hunt Mode
In Hunt Mode the player finds themselves tracking down entities to try and prevent their manifestation. Failing that, a holy-water-filled spray bottle can be employed to send these malevolent spirits back to where they came from. Each time you're attacked by an entity you'll gain some anxiety, and at 100% will call off the night and fail the contract.
EMF Reader
Holding the EMF Reader will let you track down where things may soon try to appear, reading an EMF Level 5 means you've found the spot and should drop a crucifix.
Crucifix
Drop it at the spot of a potential manifestation and, assuming you're in the right spot, it will glow. After a time, it will crackle and the glow will fade. This is the signal that you have prevented the manifestation and are safe to retrieve the crucifix.
Spray Bottle
This is a spray bottle filled with holy water. It can be used three times before needing to be refilled. Spraying entities will damage them and once they've been sufficiently damaged they will leave.
Pumpkin Head
Pumpkin Head are rather hostile and fast. They always know where you are and their attack gives plenty of anxiety. They also take three sprays of holy water, so make sure to keep your bottle topped up!
Mannequins
These enemies were downright obligatory. Mannequins move very quickly but only when you can't see them. They're rather shy and won't even show you their face. They only take one spray but deal a fair amount of anxiety if they catch you in the plastic arms.
Flying Top Hats
Truly silly little guys, they wander aimlessly until they have a player in their sights. Once they can see a player they'll rush at the player and, if they catch them, force themselves onto the player's head. This attack does not deal much anxiety and they, too, can be taken out with a single spritz.
Re-bindable Controls
I've finally added the ability to remap controls, if the control scheme I like doesn't suit your fancy, you can change it!
Hello again! We've been hard at work on new things, but in the meantime we want to send out a good 'ol bugfix update. There were some issues that needed fixed and so here's the changelog! Added: + First-person player model + Unstuck button, returns player to their office no questions asked. + Flashlight cookie, looks less flat now + Ambiance! Changed: * New flashlight models * New door prefabs, they have handles now! Fixed: * Having a report going when a contract ends no longer locks the game in an endless reporting state. * Performance. I could go on about this one, but long story short the game should run considerably better now. * Rendering issues! Previously, for compatibility, we offered the ability to force the game to use OpenGL. This was a mistake. OpenGL had heaps of rendering issues, and while they're mostly fixed we also have the option of offering DirectX12 instead, which is what we'll be doing. * The options screen now has descriptions for most options, giving the user a better description of what they're changing * Fixed some bugs in the resolution selector, letting it select all available resolutions instead of just some of them
The previous announcement is a more informal introduction of this update, this will be a changelog.
Additions:
+ New Contract "Small Warehouse" unlocked after beating Offices in the new version
+ Footstep sounds + Audio settings + "Report Helper", a floating arrow that highlights the object being reported when you make a report, this is to compensate for the fact the disturbance system does not limit disturbances to one per camera, so the helper will remove ambiguity. (This can be toggled on and off in gameplay settings)
Fixes:
* Fixed an issue where the office bounding box in Offices was too large, letting the player get locked out of the security office * Fixed Credits & Attributions possibly not showing up * Fixed a lot of bugs with the camera implementation I was just apparently really lucky to not run into earlier
General Changes:
* Completed the Lobby's surrounding buildings, the place now no longer feels so empty
* Removed a redundant camera in Offices that was being pesky
Hey, guards! In the coming weeks we'll be pushing out a new update with some nice Quality-of-Life (QOL) improvements and a new contract to play!
New Contract: Small Warehouse
The Small Warehouse is one of the smaller, newer office / warehouse buildings in charge of handling distribution for Rockfordshire Paper. Thanks to a bit of cheaping out on their part, the security systems are building specific. So you only have to take care of this one place instead of the entire complex.
This doesn't mean it'll be easy though! With 10 cameras, and three entryways for thieves; it'll be a challenge to keep on top of everything, but I'm sure you've got it!
QOL
There's now a toggleable "report helper" that, once you've made a report, highlights what is being reported. I know fans of this genre may not like this kind of change, but ambiguity in what's being reported made it seem very helpful to me. There's now audio settings! Whoops! Those should have been there on release! The player now has footsteps, I scrapped the idea during development but went back to it and found out I was 98% of the way there, just was being silly and doing it wrong.
Other Changes
The lobby's actually done now!
So uh, yay!
Security Simulator: Nightshift
Metype
Blue Dragon Games
Coming soon
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Game News Posts 4
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
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https://store.steampowered.com/app/3055550 
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