Wow, so this is a big one. If you've been following the quick fixes for the last 4 updates, I have really focused on addressing refund notes for the game. (If any were left at all.) The big takeaways from those notes were, lack of enemies/combat & lack of optimization. Introducing a new Wave Based Gamemode Sector Breach! 1 new wave based survival map. Start with only the icepick and find loot boxes. Added loot boxes that spawn random items. Added new achievement, character, and dialogue for new mode. Access the new mode from the main menu. I will expand on this mode with new levels and features in the future. With adding over 200+ more npc encounters to the game, adding weapons, new animations, massive level overhauls, improving enemy types, adding in new ones, and the new wave based gamemode, I think it's fair to say the first complaint is addressed. So with the rest of this update I really wanted to focus on the other complaint. Godot and optimization. I've pretty much taken the first half of November to rewrite every script of code in the game. Yes, every single line. Taking everything I've learned in my prototypes for other projects, scouring forums, and watching hours of youtube videos. I've tried every public trick in the book to get GPU usage down and FPS up. First step was going through every single scene and optimizing meshes and surface materials. I played around with each scene's baked lighting & fog. Typically games have one viewport for the player, but there are some multimedia elements and live camera views from ripples in reality. These effects are brief but demanding on the GPU, so I've done everything I can to simplify these images. Not just lowering their resolution but putting restrictions on the camera updates, cull updates, draw distance, and disabling out of range. Then I went into every single enemy script and reworked a lot of the AI scripts to call functionalities less often and under more discrete circumstances. Disabling and hiding them at certain distances away from the player. Or in some cases preventing AI from accessing player data if not currently being interacted with. Next was updating to the newest version of Godot so I could replace the default physics engine for Godot with Jolt. Jolt is the superior physics engine for Godot. It allows the exact same physics calculations and interactions to occur but for less cost. I've reduced the file size of every single level in the game. I've done this by preloading chunks and segments of repeated level geometry. This allows level file sizes to be smaller by having pre-defined versions of elements reused in each level. I hope these changes improve overall performance. I'll be doing some playthroughs on the Steam Deck to further evaluate bottenocked levels and continue to work on squeezing every bit of performance I can out of those bits. https://www.youtube.com/watch?v=8R_VMDg3isc If you get lost in your playthrough refer to the walkthrough guide or reach out on the Steam forums : https://steamcommunity.com/sharedfiles/filedetails/?id=3312249014
[ 2024-11-16 00:27:44 CET ] [ Original post ]
Happy Halloween to all! Added more enemies to the mall Fixed incorrect color palette used on Eevi Uzi and badger sprites. Added canceled live action tv show episode that I recorded for the game but hadn't finished. I reshot the video for halloween today. You can view the entire episode in the intro of the game when you first enter the mall. It will play on a tv at the bar if you approach it. Otherwise you can watch it on youtube. Enjoy Minimum Pain! Made progress on laser tag section of Red Zone Made progress on wave survival based gamemode Pinky promise some video of that progress coming in november!
[ 2024-10-31 18:52:38 CET ] [ Original post ]
Fixed bug where AI attacks that instanced player damage would ignore God Mode
Fixed reload times for Mac10
Made a couple of secrets more noticable.
I've received a significant amount of refunds for the game with the only reasoning being there wasn't enough combat. I'm not sure if that's not enough enemies per level, or not enough enemy types. The refund notes weren't clear. I just wanted to state it here though, that if you have a minor inconvenience with the game please reach out on the Steam forums here. More often than not, I'll end up patching the issue or changing the game to accommodate the player experience. So with this update I just added more enemies. About 50 more enemy npcs are scattered throughout the game. I'll continue to improve on this as I retouch levels.
I also added a new enemy type in this update as well. The Bride, which other than the Shadow, it is the fastest enemy in the game.
Still working on the Holster item Mechanic, keyboard rebinds, and a free DLC laser tag level.
In the meantime while you wait for the holster item, I've added a basic attack for the Flashlight that I'll keep working on in the future. Overall the flashlight was a net negative to have in your inventory, so now you can at least attack while you have it out.
I added air vents in the floating platform room of the Red Zone. A lot of players struggled with the pattern of the platforms and incorporating rolling as a mechanism to reach platforms. So I changed this room to have the air vents to always allow a no fuss method of escaping the room if you cannot solve the pattern.
Added an achievement for a secret I think a lot of people missed or just never got to see.
[previewyoutube=1xkbuW5U_OE;full][/previewyoutube]
[ 2024-09-26 17:01:26 CET ] [ Original post ]
Added new weapon Mac10
Added Mac10 spawns in the mall
Improved navigation in the sewer section to improve platforming. (Still more work to do here)
Fixed broken dialogue
Fixed broken geometry in Red Zone
Fixed broken teleport in Red Zone
Fixed potential error that wouldn't give players Chapter 2 achievement
Added 4 more frame ticks for dropkicks to make it more responsive
Working on finishing a Laser Tag section of the game that was cut and will be including back into the Red Zone after chapter 2. I'd like to include the holster item in this update which is why it might take some more time. Might be ready in time for the halloween update, we'll see. I appreciate the continued support for the game post launch that players have given and just want you to know I am still making improvments for the game and working on requested features. Thanks again for all the support and have a great weekend!
[ 2024-09-13 23:16:18 CET ] [ Original post ]
Added master volume slider to options Fixed Music slider not saving changed value Fixed gamepad sensitivity not saving changed value. Realigned Sprite for Glock weapon because it looked like Eevi was clipping into walls Fixed bug where Inverted Y look would only enable on loading or reloading a scene Added tutorial popup in first cutscene to signify to the player to cycle dialogue with interact key Added missing colliders in post game Fixed bug where Tomb dialogue wouldn't display correctly Dev Note for Non Vulkan Users : If your hardware cannot support Vulkan drivers but can support Opengl 3.0 or higher you can switch the game's renderer by setting a launch option in the game's properties in your library. Just set launch option to --rendering-driver opengl3. This prevented crash on startup for one player. Give it a go if you're experiencing any compatability issues while playing. Here's the walkthrough guide if anyone gets stuck or needs a hint : https://steamcommunity.com/sharedfiles/filedetails/?id=3312249014
[ 2024-08-26 18:09:55 CET ] [ Original post ]
Integrated Steamworks API with the project
Added Achievements!
Basic achievements for playing the game and one for finding Ivee
Added Cut Weapon the Badger LMG
I will use these quick fix updates in the future to add some previously cut content back into the game.
Replaced AK spawn from Oscar supply drop with the Badger LMG
Added Badger LMG spawn in mall open world before Shadow fight
Added more Raiders to the open world parts of the mall
Fixed bug that would spawn a black box in every scene
Friendly reminder to everyone I added a walkthrough guide to help those who might get lost:
https://steamcommunity.com/sharedfiles/filedetails/?id=3312249014
[ 2024-08-22 20:30:56 CET ] [ Original post ]
Added a walkthrough guide to help those who might get lost: https://steamcommunity.com/sharedfiles/filedetails/?id=3312249014 Fixed Broken Colliders in Theater Chapter Fixed Broken Geometry in Theater Chapter Fixed Broken Geometry in Red Zone Added Eevi Dialogue on first destructable barricade that lots of players missed they could interact with Added more direct dialogue for Todd to tell you to break that barricade in question. Added missing characters to words in two cutscenes with Todd Fixed typo Fixed issue in final cutscene where dark heart crystal cover spawned destroyed before it was destroyed in the animation Fixed bug where picking up key and opening door associated with that key would cause a crash Corrected door colliders and sizes in first half of theater section. Fixed bug where keycard were translucent Fixed bug where most item sprites were translucent Fixed incorrect textures in sewer Fixed bug where sewer pressure doors wouldn't play animation but just instantly open. Fixed bug where interact icon would stay enabled while changing scenes
[ 2024-08-19 16:32:37 CET ] [ Original post ]
Fixed bug where Ivee's backpack wouldn't display in red zone. Locked camera degrees value for Y and Z to 0 to prevent camera tilt. Removed script that was causing error in intro scene. Removed random garage door in intro before shadow fight and in endgame open world segment. M9 damage buffed from 14 to 20. P90 damage buffed from 10 to 13. VP70 burst damage buffed from 6 to 8. VP70 single shot damage buffed from 12 to 14. Vector short range damage buffed from 12 to 13. Vector long range damage buffed from 6 to 9. Glock damage buffed from 13 to 15. Ak5 fire time reduced from 0.2352 seconds to 0.19 seconds. Fixed bug where KSG shotgun was outputing same damage value as M870. Fixed missing floating platforms in red zone. Fixed missing texture in red zone. Fixed navigation issue in menu where sensitivity sliders were locked to 1 step per slider change.
[ 2024-08-16 16:22:56 CET ] [ Original post ]
Increased bandage spawns in intro and first chapter. Disable joystick look input while mouse input is detected. Reenabled mouse look left and right while in the dying state. This is to prevent unwanted camera rotations. Fixed broken doors in theater and sewer sections. I'll try to pump these quick fixes out for the next couple of weeks, so if you have any issues please feel free to reach out in the steam forums.
[ 2024-08-15 21:46:13 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
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Fight the monsters of the mall in thirdperson. Manage a small inventory to traverse different sectors of the mall and survive their various monster encounters. Take a dive into this mall’s shifting corridors. The Red Silhouette haunts these walls. Appearing to Eevi as warnings. These calls from distant memories open the door for her to explore the mall’s many non-euclidean passages. Experiencing what the mall remembers about us, Eevi is whirlpooled into our cycle of violence.
- OS: SteamOS. Ubuntu. Mint. and CentOS 7
- Processor: 2.5 ghzMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: 6 GB Video Memory
- Storage: 3 GB available space
- Processor: 3.0 ghzMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: 10 GB Video Memory
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