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Our Latest Update! [version 0.3]
Hi again to our Early Access Club! We've just now released our latest Update for Clandestine, v. 0.3 Hooray! Check out this quick summary video on youtube and read the detailed description of the update below: Video Link Here are some of the exciting things we have included in this latest update:
We’ve done some exciting things to visually improve Clandestine: -Rim Lighting has now been added to the character clothes as well as their skin (oooh shiny) -Character Eyes have an additional illumination to avoid the horrifying undead look in the dark -Blood decals on characters - if killed, enemies now display a blood spray decal on their face. -Increased screen-space ambient occlusion, meaning that the darker areas of the map have a bit more contrast and shadow definition, instead of just being generally dark.
-Wearing Armor as Katya now provides damage reduction as opposed to increasing health, this fixes an issue we had where spawning in the Low Profile outfit would start the player with “yellow” health.
-We sped up the animation and added a new crouched idle animation (Katya will take a knee when idle in crouch).
-Spy can now access the PC Login interface by using a PC in the game world. -Camera Shoulder Switch if you would like to have the camera switch shoulders while you are aiming - press “Climb” (Default “Spacebar”).
New AI Awareness System: There are three awareness zones that will increase awareness (based on visual stimulus) at different rates. Awareness is now sustained for 5 seconds after breaking line of sight and the detection meter is hidden when line of sight is broken. Each of the zones have a different effect on the rate of detection increase and these rates can be modified by various factors, but the basic rates are: Detection Diagram In Zone “A” The rate is slow In Zone “B” The rate is medium In Zone “C” The rate is fast There are various modifiers that can affect the rate of awareness including: AI behavioural states (patrol, investigate, combat) Player outfit Note: when wearing the low profile outfit in a public space, the AI will not pay attention to you unless you have your weapon drawn or attack them. Player stance and movement (idle, crouched, walking, running, sprinting, unholstered weapon, aiming weapon) There are some events in which the AI will become instantly aware of the player: seeing a player after lost target awareness and still investigating hearing a gunshot fired by the player seeing a friendly AI in combat with the player getting shot by the player Decreased investigation behaviour duration (from 5 mins to 1 min.) Added Look Ahead animations for AI, which are used by the AI to focus their attention in the direction of their curiosity. They also look in the direction they are walking when they hear a noise. Partial Awareness reaction: when the AI has 50% awareness they will turn in the direction of the player. Implemented AI pain sensor, this forces the AI into combat when they get shot (hopefully reducing the number of macabre body piles) AI spawn with the G17 instead of the Mk23 (less powerful, less accurate pistol than before) The AI can now hear Grenade explosions Changed AI reaction to “Alarming Noises” (gunshots). If a friendly AI fires their weapon, the listening AI will now respond to the location of the noise and then do a coordinated investigation of the area, if the player makes the Alarming Noise the AI will go straight to combat. General Noise reaction has changed so that that the AI will now turn towards the source of the noise and play a looking animation in that direction, this can be interrupted and updated in the case of a moving target (like a running player). Takedown time constraint, takedowns can only be performed if the AI has not seen the player for 3 seconds (time to get sneaky spies!). There is an animation added for the AI being shot when out of combat.
White: Patrolling/Idling Yellow: Investigating Red: in Combat
More precise aiming when throwing objects and players are now able to throw a higher arch while looking upwards.
Modified the AI patrol patterns and added some stationary guard posts. (Good luck!)
-Fixed a bug where the AI would be unresponsive if they had only 1 way point. -Fixed Katya being able to take down two guards with one takedown animation -Fixed non-lethal ammo from killing enemies -Fixed AI bug that caused them to shoot instantly when the player became visible -Fixed typed-out PC node passwords being rejected on Windows -Fixed the rotation of grenade explosion effects -Fixed fragmentation grenades -Fixed grenade networking -Fixed: Katya's name missing from overheard conversations -Fixed: When the E-mail client is visible controls are disabled
-Sometimes your magazines will be depleted after respawning. -Tutorial_1 network nodes sometimes flicker when playing in Coop. -Objective markers for Smash’n’Grab will sometimes be invisible after respawning in Coop. -Hacking E-mails as a Hacker in Coop prevents you from using Local Assets for the rest of the mission. -Interpol Map: The tactical map markers for PCs are all shown on the ground floor, although some PCs are still located on the 3rd floor.
[ 2015-01-06 15:20:06 CET ] [ Original post ]
Intro
Hi again to our Early Access Club! We've just now released our latest Update for Clandestine, v. 0.3 Hooray! Check out this quick summary video on youtube and read the detailed description of the update below: Video Link Here are some of the exciting things we have included in this latest update:
Visual Improvements
We’ve done some exciting things to visually improve Clandestine: -Rim Lighting has now been added to the character clothes as well as their skin (oooh shiny) -Character Eyes have an additional illumination to avoid the horrifying undead look in the dark -Blood decals on characters - if killed, enemies now display a blood spray decal on their face. -Increased screen-space ambient occlusion, meaning that the darker areas of the map have a bit more contrast and shadow definition, instead of just being generally dark.
Armor Improvement
-Wearing Armor as Katya now provides damage reduction as opposed to increasing health, this fixes an issue we had where spawning in the Low Profile outfit would start the player with “yellow” health.
Crouched Movement Improvement
-We sped up the animation and added a new crouched idle animation (Katya will take a knee when idle in crouch).
Email Client improvements
-Spy can now access the PC Login interface by using a PC in the game world. -Camera Shoulder Switch if you would like to have the camera switch shoulders while you are aiming - press “Climb” (Default “Spacebar”).
AI improvements
New AI Awareness System: There are three awareness zones that will increase awareness (based on visual stimulus) at different rates. Awareness is now sustained for 5 seconds after breaking line of sight and the detection meter is hidden when line of sight is broken. Each of the zones have a different effect on the rate of detection increase and these rates can be modified by various factors, but the basic rates are: Detection Diagram In Zone “A” The rate is slow In Zone “B” The rate is medium In Zone “C” The rate is fast There are various modifiers that can affect the rate of awareness including: AI behavioural states (patrol, investigate, combat) Player outfit Note: when wearing the low profile outfit in a public space, the AI will not pay attention to you unless you have your weapon drawn or attack them. Player stance and movement (idle, crouched, walking, running, sprinting, unholstered weapon, aiming weapon) There are some events in which the AI will become instantly aware of the player: seeing a player after lost target awareness and still investigating hearing a gunshot fired by the player seeing a friendly AI in combat with the player getting shot by the player Decreased investigation behaviour duration (from 5 mins to 1 min.) Added Look Ahead animations for AI, which are used by the AI to focus their attention in the direction of their curiosity. They also look in the direction they are walking when they hear a noise. Partial Awareness reaction: when the AI has 50% awareness they will turn in the direction of the player. Implemented AI pain sensor, this forces the AI into combat when they get shot (hopefully reducing the number of macabre body piles) AI spawn with the G17 instead of the Mk23 (less powerful, less accurate pistol than before) The AI can now hear Grenade explosions Changed AI reaction to “Alarming Noises” (gunshots). If a friendly AI fires their weapon, the listening AI will now respond to the location of the noise and then do a coordinated investigation of the area, if the player makes the Alarming Noise the AI will go straight to combat. General Noise reaction has changed so that that the AI will now turn towards the source of the noise and play a looking animation in that direction, this can be interrupted and updated in the case of a moving target (like a running player). Takedown time constraint, takedowns can only be performed if the AI has not seen the player for 3 seconds (time to get sneaky spies!). There is an animation added for the AI being shot when out of combat.
Tactical Map Enemy Icons Change
White: Patrolling/Idling Yellow: Investigating Red: in Combat
Improved Throw Aiming
More precise aiming when throwing objects and players are now able to throw a higher arch while looking upwards.
Interpol Challenge Map
Modified the AI patrol patterns and added some stationary guard posts. (Good luck!)
Bug Fixes
-Fixed a bug where the AI would be unresponsive if they had only 1 way point. -Fixed Katya being able to take down two guards with one takedown animation -Fixed non-lethal ammo from killing enemies -Fixed AI bug that caused them to shoot instantly when the player became visible -Fixed typed-out PC node passwords being rejected on Windows -Fixed the rotation of grenade explosion effects -Fixed fragmentation grenades -Fixed grenade networking -Fixed: Katya's name missing from overheard conversations -Fixed: When the E-mail client is visible controls are disabled
Known Issues
-Sometimes your magazines will be depleted after respawning. -Tutorial_1 network nodes sometimes flicker when playing in Coop. -Objective markers for Smash’n’Grab will sometimes be invisible after respawning in Coop. -Hacking E-mails as a Hacker in Coop prevents you from using Local Assets for the rest of the mission. -Interpol Map: The tactical map markers for PCs are all shown on the ground floor, although some PCs are still located on the 3rd floor.
[ 2015-01-06 15:20:06 CET ] [ Original post ]
Clandestine
Logic Artists
Developer
Logic Artists
Publisher
2015-11-05
Release
Game News Posts:
25
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Mostly Positive
(341 reviews)
The Game includes VR Support
Public Linux Depots:
- Clandestine Depot Linux [2 G]
Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.
Summary
Clandestine is a 2-player or singleplayer stealth/hacking game set in 1996. Asymmetrical co-op allows one player to take the role of the spy while a friend provides overwatch and assistance as the hacker, and unravel a post-Cold War espionage conspiracy.
The year is 1996, five years after the dissolution of the Soviet Union. A string of accidents and murders gone mostly unnoticed by the public eye have put the world of international espionage on high alert - veteran Cold War operatives from both sides of the former Iron Curtain are being assassinated around the globe. High-ranking officials of the CIA and the FSB secretly establish a joint task force to investigate the leaks. Codenamed The Kingbridge Executive, the group is funded with whatever money could be skimmed off of official projects and staffed by whoever could be spared from official operations. As field operative Katya Kozlova or hacker Martin Symborski, you will be deployed on dangerous missions across Europe and North America, chasing the source of the leaks.
Key Features
- Single Player & Asymmetrical co-op: Play as the spy while a friend guides you through the missions or take on the role of the hacker to crack infrastructure and defeat security systems.
- A return to hard-core stealth games where the enemies are lethal and combat is unforgiving.
- A deep hacking system built around core stealth game mechanics, rife with options to manipulate the game world and mess with your enemies.
- Use social engineering in cooperative dialogue sequences to bypass security checkpoints and gain entry to restricted areas.
- Your actions won't go unnoticed - the story will respond to how much evidence you leave in each mission and how many dead bodies you leave in your wake.
Playing as the Spy
The role of the Spy will be familiar to fans of stealth/action games. As the Spy, you will experience Clandestine as a 3rd person game, controlling the movements and actions of Katya in the game world. Katya is the boots on the ground, armed with weapons and gadgets that you can use to stay alive and evade your opponents. Katya is also well trained in hand-to-hand combat, and can use lethal or non-lethal stealth takedowns to take down enemies, leaving behind as little evidence as possible. During the mission, it also falls to the Spy to search for dossiers and intel to unlock new equipment and software for subsequent missions.
Playing as the Hacker
Martin operates in an entirely different way than the spy, which is reflected in the hacker player's interface and game mechanics. As the Hacker, players have access to four game windows and a toolbar. These game windows are: the Camera Feed, the Console, the Network View, and the Tactical Map.
Camera Feed
The Camera Feed allows the hacker to observe the game world and scout ahead for the Spy. By default, the Camera Feed displays the Operative Camera (a hidden camera worn by Katya), but you can also jump into surveillance cameras on the Tactical Map (see below) to look through them and scout the levels for enemies and other threats. The Camera Feed also displays the status of the Spy's health.
Console
The Console always displays game Objectives at the top of the window and prints important information in the Message Log such as cracked keypad codes. You can also use it to communicate with the Spy via the in-game text chat.
Network View
The Network View window is where Hackers can access the computer network(s) which run all of the electronic infrastructure in the mission area. This includes door keypads, PCs, Servers, Firewalls, and Hazards (steam pipes and electrical boxes which can be triggered to cause "accidents"). Hackers must be mindful of the Network Admin, an enemy AI which searches for changes in the Network and tries to correct them. Not only will the Admin kick a hacker from the Network if caught, the Admin will also reset firewalls and pass-codes. Hackers can unlock Viruses and DDOS attacks to keep the Admin busy when trying to escape or complete an objective.
Tactical Map
The Tactical Map is the window Hackers use to provide direct support to their Spy partners. This includes gaining access to cameras for scouting and observation, tagging enemies so the spy can track their location without maintaining line-of-sight, and use Local Assets to drop ammo or health, "clean up" bodies, cancel alarms before they sound, and even bribe enemies.
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