NextFest
Out of Sight is featured in Steam's NextFest October 2024! This is a big moment for us as we are nearing our planned launch date of 5th March 2025. This demo update includes bug fixes and improvements as we work on the full game. We hope you enjoy the demo and we look forward to seeing you in March for our full release.
Change Log
- Cut scene art updated
- Airlock: Fixed the enemy getting stuck
- Enemy patrol improvements for door open/close logic
- Inventory UI improvements
- Audio improvements
- Improvements to room transition animation
- Refactored grid system reducing AI bugs
- Improved pause state to enemy/crate drone
Demo 0.2.19
Just a small patch fixing a couple issues we found.
- Added sneaking under the camera FOV
- The horizontal door didn't align with grid perfectly
- Adjusted the north spawn entry points so that the player will be fully visible on screen after scene transition
Demo Update
This will be our final demo update as we work towards an Early Access release we're hoping to have ready by the end of 2024. It's been a long road working on this demo and it has changed so much since the original concept but we are incredibly proud of what we've accomplished. A massive THANK YOU to those that have played the demo and given us feedback to help us make the best stealth action game we possibly can.
Release Notes
Visual Improvements
There has been a lot of improvements with this release. We've made some slight changes to the backwalls, making them taller and offsetting the top walls helping create more depth to the scene and refining the perspective.
- Tile map now has the backwalls taller and offsetting the top walls helping create a lot of depth to the scenes.
- New The Feared enemy art.
- Enemy airlock animations (when they get sucked out into space.
- Enemy visors now change colour based on expression state.
- The Feared enemy has an animation when they pull the player out of lockers.
- We've made the demo shorter, now finishing when the player meets the NPC. Don't worry, the full game is not too far away :)
- Added more dialogue audio (AI generated voices for now).
Under The Hood Improvements
- Performance improvements to FOVs of the enemies.
- Improved performance of Astar pathfinding.
The Future
We're only going to be working on the Early Access release now. Any demo patch release will only be bug fixes as they are noticed. We've got heaps of new content that we're excited to have in your hands, including a new boss! If you want to get your hands on the alpha builds of the full game come join our Discord and drop us a message!
Other Games
Checkout our other games as well! https://store.steampowered.com/app/2202980/Buy_My_Snake_Oil/ https://store.steampowered.com/app/2294250/Speed_Golf_Royale/
Numerous bug fixes and improvements. Special thanks to MagickalessBreton from Reddit for your constructive feedback.
Patch Notes:
- Refactored enemy AI behaviour code
- Fixed NREs in orders ability when no npc to control.
- Fixed issue with FOV only seeing player if all of the collider is visible
- Fixed enemy stationed FOV not looking in the correct direction every time after search/chase states
- Added player breaking free from feared attack when obstructing the line of sight
- Set camera hacked cooldown to 30s (from 15s)
- Added being able to sneak under higher lasers
- The shortened slide button held time significantly
- added fill background to the enemy reactions '?'
- Added light event for enemy/camera fovs to listen to
- Added 2s delay when turning off lights and enemy reactions
- Added only can throw device in sinew mouth when open
- Removed input prompt for scene triggers. Can now just walk off screen
- Added toggling between laser colors to boss
- Added roll/slide dodge type to boss laser
- Added variable hack times to hackables. Sped up sinew/boss antenna hack times
- Added normalizer to voice-over channel so it can stand out over music more
- Fixed exiting hide state from scene trigger
- Added enemy attack animation for switching off light
- Added skin changes in the character screen
- Added alarmed enemy spawning at teleports as well
- Added UI prompts to the popup window
- Added keybindings to pause menu
- Hid floating laser base in Room 13.
- Fixed enemies being unpaused after closing the settings menu
- Added input prompt standard to tutorial popups
Linux build is now available!
Patch Notes:
- Fixed terminal highlight being over top of card swipe animation
- Removed steam DRM check
- Added linux build
- Fixed already completed tutorial prompts queueing again and double queueing
- Multiple errors and warning logs cleanup
Patch Notes:
- Added occlusion silhouette
- Improvements to scene triggers
- Added eyes to vents when inside
- Added highlight effect to interactable objects
We're rolling out the new enemy art and animations as we finish them for demo 2.0. The new Titan is now in, the north-facing animations are still to come. The new Feared art and animations are coming soon. Notes:
- Added wall pipes to roll and slide room.
- Moved taser crate forward on Escape Pod Platform so that player could reach it.
- Improved enemy flipX
- Fixed feared visor coloring issues. now accesses the spine slot
- Added new titan animations to behaviour
- Fixed player imput prompt showing when respawning
- Added player slo-mo while being mind controlled
Fixed issues with the boss antenna not being hacked. Notes:
- Fixed issue with antennas when scanning both player/enemy grids (fixes boss issue)
- Fixed tutorials persisting levels
- Added animation to the player getting airlocked
https://store.steampowered.com/app/1622570/Out_of_Sight/
Demo 2.0
Our latest demo was back in November 2023. Since then, weve been giving our art a complete overhaul. And what better occasion to reveal our progress than at the Steam Remote Play Together Fest 2024!
We've been hard at work not only revamping the art but also making tons of other improvements. We've upgraded animations, enhanced the overall user experience, fine-tuned audio and music, and added new game features like rolling, sliding, and collecting abilities.
This Is Just The Beginning
While Demo 2.0 isn't complete yet, we're committed to continuously updating it. We'll keep rolling out new art and animation updates and general improvements to enhance the demo experience. Still To Come For Demo 2.0:
- Updating enemy art and animations
- Adding more music variations and sound effects
- Refining player animations
- Addressing general bug fixes and user experience improvements
Towards Early Access Release
With the completion of the demo content, our focus now shifts towards preparing for an Early Access release. Early Access Road Map:
- More gadgets
- Set piece scenarios, saving your crew members
- Many more levels with different themes
- New interesting puzzles
- More enemy types
- More bosses
- Character Customization
- AI Improvements
- Speed Run Mode
- More Achievements
More Annika Animations
Gareth is fine-tuning Annikas animations, especially with the player's use of gadgets. The latest update allows players to push against the wall, revealing a different angle for the character. This enhances the player's movement, adding a great overall feel. As previously mentioned, for now, it's primarily an aesthetic feature, but it may evolve into practical abilities like shimmying along thin edges or making the player less visible to certain enemies, providing a strategic advantage.
Titan Character Redesign
We've updated the Titan enemy's appearance to match the style of the new 'Annika' player design. This involves using bold shapes, removing outer strokes, and avoiding detailed shadows. We added the visor from the Feared character to the Titan, creating the impression of horse blinders. Accompanied by a suit of armour, this emphasizes the creature as a formidable foe, highlighting the Titan's domestication and control under the Feared.
Player Ragdolling
We've introduced ragdolling to the main character to create funny death animations. The fun factor increases when the ragdoll animations are over-the-top and exaggerated. Getting a visually appealing ragdoll for top-down 2D required some tweaking, but adding it was generally straightforward, thanks to Spine's ready-made components. Ragdoll animations contribute to death animations, eliminating the need for numerous keyframed variations.
New Enemy AI Feature
Certain enemies have gained the ability to open specific doors obstructing their path, showcasing increased intelligence. This ability occurs both during their standard patrol route and when in pursuit, making it challenging to evade by moving into another roomthey will locate you! The addition of AI features enhances the enemy's intelligence, contributes to a livelier gaming experience and elevates the overall replay value.
Save Slots
In the save slots screen, players can utilise different slots to keep their co-op run with a friend separate from their solo run. Each slot shows the time stamp of the save with a screenshot of the level to help give more context and remind you where are in the game at a glance.
Character Customisation Screen
The character customisation screen has undergone some comprehensive UX improvements, addressing issues related to adding and removing controllers. These enhancements aim to seamlessly transition from the main menu to the game, ensuring a more intuitive and user-friendly experience. Moving forward, we plan to implement additional features that allow players to customise their characters more extensively, such as the ability to personalise various elements such as hairstyle, colour, outfits, skin tone, and accessories.
Support Us
If you want the latest on Out of Sight and any of Mainframe Games projects make sure to follow us on Discord and X.
CODE Application Completed
In October, we focused on our application for the CODE Kickstarter Grant. It is always hard to pull yourself away from active development, take a step back and look at your game objectively from a higher level. However, it is always a very productive thing to do to help align your goals and milestones. We further established our target audience, a go-to-market strategy, and what we could do to make Out of Sight feel like a highly polished game. Now that weve done that with the application, we can make a start towards the polished body of work for our demo. Were calling it Demo 2.0. This demo will be a high-quality 30-minute vertical slice of gameplay, which we will then use as a proof of concept to pitch to publishers.
Player Animations and Features
Maneuverability
Out of Sight is a Stealth Action game, and we're eager to lean into the action. We've introduced new animations and features to make players feel like nimble ninjas. These additions include animations like sliding and rolling, enabling players to slide under and over lasers. We're also exploring how pressing up against walls, which enhances the game feel, can be integrated as a gameplay feature, such as shimmying along ledges or evading enemies when players find themselves in a 'squeeze' (pun intended).
Verticality
Out of Sight is a top-down 2D game, and adding verticality to the levels can be tricky. However, we understand that verticality is fundamental in stealth-level design, offering the player more freedom in their approach. We're still working on the technical aspects of this, but we're committed to including height in our level design to keep the game engaging.
This image shows how adding verticality helps to make the room designs more complex and gives players additional options. For instance, players can knock or push objects from ledges to temporarily incapacitate enemies or escape from enemies who cannot climb ladders.
Ragdolling
We've recently integrated ragdoll physics into our player's death sequence to inject humour and diversify the death animations without handcrafting an extensive range of keyframed variations. We still plan to include incorporating keyframed death animations, such as the player turning into a pile of ash when burned by a laser or revealing the player's skeleton and 'frizzed' hair when electrocuted, among other possibilities. However, we don't intend to implement these animations immediately; they will be part of our polishing phase for the new demo, as our current focus is on enhancing the overall game feel.
Discord
Join us on Discord to get access to our early prototypes and have a say in the development process. Your voice matters!
Out of Sight
https://store.steampowered.com/app/1622570/Out_of_Sight/ We're in the process of applying for CODE funding, aiming to secure a $40,000 seed fund. This financial support will be instrumental in enhancing the quality of our demo, making it more marketable when we approach potential publishers. We're making good progress on incorporating player art and animations into the game. Our goal is to have this ready in time for the Remote Play Together Fest on Steam in February 2024.
Narrative
Some time ago, Out of Sight was purely a co-op game. This proved challenging for development and market viability. Stealth games are niche, and requiring a partner added an extra barrier. So, we added a single-player mode, transforming it into a single-player first experience. As a result, we've adjusted the game's narrative to align with this change. We've been experimenting with AI text-to-speech in Unity, utilizing this asset from the Unity Asset Store as a placeholder to help us refine the game's dialogue and assess its overall pacing faster. Ultimately, our goal is to have a voice actor for this part; however, this depends on our studio's resources. We are also taking precautions to avoid any copyright licensing issues associated with using AI in games.
Demo Beta Builds
If you've read this far, it's clear you're interested in our progress. We greatly value your input and thoughts. To try out the current demo and provide feedback on gameplay mechanics or anything else, please join our Discord community. We look forward to hearing from you! You can access the latest content in the "Beta" channel by going to the properties menu of the game in Steam. Please refer to the screenshot below for guidance:
https://store.steampowered.com/app/1622570/Out_of_Sight/
Overview
August was all about art in Out of Sight. We've been wanting to give it an artistic overhaul for a while. Tilemap perspective posed challenges, and characters/enemies lacked fidelity, resulting in blurriness when zooming in for trailers/screenshots. Additionally, the protagonist's design didn't feel "mascoty" enough. Many of these realisations dawned on us while working on our new project, "Buy My Snake Oil." With a fresh start, we got to play around with different techniques and smoothly integrate high-quality Spine characters into Unity. The lessons we picked up from "Buy My Snake Oil." can now directly benefit "Out of Sight."
CODE
With the nationwide expansion of CODE funding, we've expressed our interest in the $40,000 Kickstarter fund. This marks an initial step in the larger application process. We're optimistic that in next month's newsletter, we'll be able to share positive developments on this front. Securing this fund would enable Gareth to dedicate six months to full-time art development, resulting in significant visual improvements in Out of Sight. Our goal is to enhance the quality of our demo, making it more appealing for pitching to potential publishers. This would set the stage for obtaining further funding to transition Out of Sight into a full-scale production phase, targeting platforms like Steam, Switch, and Xbox.
New Tile Map
The enhanced 4K tilemap design now features a classic top-down view. This replaces the previous 'angled/slanted' wall approach, which led to perspective issues, with square-edged wall ends for improved consistency. However, due to this redesign, we did encounter a situation where we lost a tile on the vertical/y axis of each room. This prompted us to tighten up some levels while staying faithful to their original layouts. Importantly, players and enemies can now go behind walls. To enhance visibility when players and enemies are obstructed by walls, we're planning to implement silhouettes or outlines.
New Player Art
We're fully embracing Out of Sight's 'action-stealth' theme with the new protagonist design. Shifting from the original character models' simple and vulnerable look, we're embracing a sleek and sci-fi-ninja aesthetic to amplify players' sense of empowerment as they outwit the enemy. To make the player feel more agile, we're considering animations like rolls and slides, and we're also contemplating the addition of a Metal Gear Solid-inspired ability that allows players to press their back against walls for strategic manoeuvres. The character model in Spine has been upscaled to double its in-game scale, ensuring high resolution and visual fidelity when zoomed in. This added flexibility sets the stage for potential in-game camera zooms and streamlined footage editing for our upcoming game trailer.
Support Us
You can help support us tremendously by wishlisting our other games as well. It's free for you and helps us a lot :) https://store.steampowered.com/app/2202980/Buy_My_Snake_Oil/ https://store.steampowered.com/app/2294250/Speed_Golf_Royale/
Stealth Fest
Stealth Fest just finished, and our sprint to polish the demo was very successful. During this phase, our primary focus was on the final boss encounter. However, the analytics indicate that only a few players made it that far, and we remain proud of what we achieved within the two-week timeframe. This experience has bolstered our confidence as we continue to develop Out of Sight.
Boss Improvements
Previously, our boss scene lacked excitement, urgency, and music that accurately reflected the gameplay occurring on the screen. Introducing a proper introductory sequence allowed us to experiment with FEEL and utilize Unity's Timeline, amplifying the boss's impact.
The boss music has now been made dynamic, adapting to match the boss's stages and gameplay intensity. The transitions are synchronized with the beat, and while some improvements can be made to smoothing, it is still a significant enhancement from the previous version.
Wishlists
During the festival, we gained 77 more wishlists, bringing our total to 1235. Although we expected higher numbers based on previous festivals, it's possible that the Stealth genre might not be as popular. Nonetheless, we are content with the current amount of wishlists, although we still have a long way to go before launch. Our focus now shifts to preparing for Steam Next Fest in September, hoping it will attract more interest and wishlists.
Future Plans for Out of Sight
Exciting news! We have planned our Early Access launch for Q1 2024, specifically in March. Due to the constraints of not being able to work on the game full-time, we have become even more committed to completing phase 2 of the game and proceeding with the Early Access launch as planned. Phase 1 is the currently released demo. Phase 2 will involve a series of rooms after the demo content, leading up to the second boss. Players will have the opportunity to obtain more gadgets during this phase, and we are designing set pieces where they can save more NPC crew members. We are aiming to have at least 2.5 hours of playtime and to sell the game for $9.99 USD. After the Early Access release, our plan is to continue creating more content for Phase 3 and ultimately conclude the full game. However, to achieve this, we need to start generating funds, and releasing to Early Access will hopefully help us towards that goal.
Art Overhaul
In our April article, we mentioned an art redesign, and we are now fully committed to the process. We have started rolling in new assets, focusing on the Tile Map first to ensure proper room scale. After rebuilding the demo rooms with these new tiles, we will move on to playtesting. Next, we'll work on the character design, which involves redoing all animations. The game's visual improvements are taking shape as we roll in the new assets!
https://store.steampowered.com/app/1622570/Out_of_Sight/ We've been polishing and juicing up Out of Sight's demo for Steam Stealth Fest this week!
The event goes live on 24-31st July.
Unleash your stealthy skills at the Steam Stealth Fest and experience an improved, action-packed demo of Out of Sight!
New content highlights:
- Improved Boss: Face a tougher Main Boss with new cinematic sequences and an adaptive music soundtrack.
- Shared Inventory (co-op): Gadgets and other pickups are now shared across all players in couch co-op sessions.
- New Rooms and Puzzles: Test your wit with fresh puzzles and explore new rooms.
- Revamped Room Designs: Enjoy updated room designs.
- Overhauled Menus: Streamlined menus for easy navigation.
Join us on Discord as we work towards our full release in Q1 next year!
[url=https://discord.gg/pap4Jjr]
We're making a monthly progress update on Mainframe Games as a studio and we've just posted our February update:
Subscribe to our newsletter on our website to stay up to date.
Or even better, come join our Discord and get updated with progress as it happens. Be a part of the development progress and play the game early before anyone else!
[url=https://discord.gg/pap4Jjr]
General Update
It's been a few months since our last demo update mainly because we're now working towards the full game production. As we only work on this game in our spare time we're currently applying for funding via government grants as well as a private investment so we can move into a full-time production cycle.
Testers Wanted!
We'd really appreciate people helping us out by testing our new material and giving feedback on our Discord. If you're interested come join us on Discord and we can give you a Steam Key. [url=https://discord.gg/pap4Jjr]
Future Games
We've also been conceptualizing new game ideas, one of which Buy My Snake Oil, is already in the early development phase and is available to wishlist on Steam https://store.steampowered.com/app/2202980/Buy_My_Snake_Oil/
Out of Sight Demo Update
This update is probably a bit boring as we've really only been working on post-demo material and features. However, there have been some fixes that do apply to the demo version of the game e.g improvements to player selection and controller support. We're very much looking forward to next year and the future of Mainframe Games! Have a great Christmas and New Year and we'll see you in 2023!
Full Change Log
- Fixed end of demo ending. Stops player from going to full game now.
- Added hacking/distraction trajectories turning green when locked onto target
- Added helper text to tell people to connect a controller if none connected at player select screen
- Fixed gamePad controlling both players in selection screen.
- Added analytics id to custom slack post
- Added FMOD builds to source control
- Added `roomEvent` for unity analytics
- Added Steam Signin. Probably wont use it.
- Turned Unity Audio back on. Just using FMOD for music for now.
- Updated engine
- Updated Photoshop package
- Added FMOD components to start menu and cutscene
- Added FMOD studio session to source control
- Added FMOD Unity plugin
- Improved connector click behaviour in room graph scene
- Removed unused packages
- Updated build config
- Fixed radial menu issues in co-op
- Updated engine
- Added some wait time to Sparrows in room 15. Improved look angle when waiting.
- Hooked up Door networks in room 16.
- Hooked up airlocks to buttons.
- Updated jetbrains package
- Added colliders to GardenPots. Added lightswitch. Modified Feareds waypoints.
- Improved waypoints for Feared and Sparrow in room 16.
- Added TheFeared and Sparrow waypoints.
- Further changes to room 16.
- Removed sparrow attacking player
- Removed itchio from build process
- Removed demo target from build process
- Added door to left side of escape pod room.
- Removed sparrow from room 14. Now just single sparrow.
- Added sparrow to room 15. Rearraged room slighly to have exit on left.
- Added patrol animation to sparrow behaviour
- Improved sparrow animation logic
- Fixed sparrow material
- Worked on room 16 layout.
- Added Sparrow Patrol animation.
- Updated build script to latest unity version
- Added flashing lights to sparrow nest when alarm is activated
- Fixed radial menu going off screen
- Added UI cooldown to invisibility
- Improved logic for penalty while invisible
- Added gravity trap pickup to Room 14
- Extending on more complex behaviour of the sparrow enemy
- Added Sparrow Nest PSB. Added to Sandbox.
- Fixed sparrow not picking up distraction device
- Fixed sparrow not getting trapped in gravity trap
- Added sparrow to new room
- Added timer UI to gravity trap
- Added scene conntectors to more rooms
- Forgot to save scene commit
- Added airlock release behaviour
- Added alirlock audio
- Added airlock particle effects
- Fixed player respawn if caught in airlock
- Added airlock sucking things out into space behaviour
- Added AirLock behaviour
- Added first pass on new Sparrow enemy behaviour
- Fixed issues connecting via steam remote play
- Added 'gameName' to build script
- Updated project settings
- Fixed argument out of range exception in player select screen
- Changed invite modal to use SteamRemotePlay specific one
- Removed Steamworks.Facepunch
- Added Steamworks.Net
- Fixed wrapper compile errors
- Fixed camera hacking exploit when moving away as hacking
- Added disabling mouse cursor when both players using gamepads
- Moved cut scene file into scenes root folder
- Added cut scenes to scene graphs
- Spaced out skip prompt buttons for cutscene.
- Increased font size on cutscene dialogue. Made square behind dialogue more opaque to help readability.
- All cutscenes fixed. Turned off compression for all cutscenes.
- Fixed cutscene 4.
- Update to cutscene 2.
- Fixed Cutscene 3.
- Fixed Cutscene 2 and reimported cutscene PSBs.
- Updated project and packages to latest
- Updated build scripts
- Fixed remaining things to hook up scenes to new scene graph system
- Improved position of new room graph node
- Added scene spawn index to save data
- Changed room graph node settings to show on double click
- Cleaned up all the scene connectors in the scenes
- Added bounds offset for incoming spawn position away from scene trigger
- Further work on Room 16.
- Further changes to syncing scene changes
- Starting piecing the room graph data into the scene play time logic
- Cleaned up room screenshots for room map graph
- Got basics down of room mapping scene graph.
- Added airlock release PSB and worked on room 16 level design.
- Added clamping room connectors to screenshot rect
- Added SetDirty and SetClean for save dirtying
- Started redesign of airlock room.
- Removed capturing exceptions. Gets annoying from Editor
- Added pot plants to project. Add WallPotPlant to Airlock scene.
- Tidied up some odd tiles across two rooms.
Single Player Mode
https://store.steampowered.com/app/1622570/Out_of_Sight After much discussion about the accessibility of Out of Sight, we have decided to include a single-player mode. This wasn't an easy choice as we only work a few hours a day outside our day jobs towards development. However, with some early experimentation, it turned out it was going to be a little easier than we thought to implement. Well worth our efforts as now you can enjoy the game without the barrier of needing a partner to join.
MacOS
What it says on the tin. We now support macOS M1 and Intel. However, we only have an M1 MacBook to test on so Intel may not be as reliable.
Future Plans
Mobile Ports
Since the single-player mode is now available this has opened up more opportunities for us. Since the game was co-op only and we sadly can not dedicate enough resources to online co-op, mobile ports were out of the question for us previously. Thankfully this is no longer the case and we have already put in motion demo builds for iOS and Android.
Full Game
This release announcement concludes the production of our demo. We will no longer be adding any new features or providing updates. However, some updates may be backported as we work towards the full game. We feel the vertical slice communicates the hook of what we are trying to achieve with Out of Sight. We are also ready to move on and start introducing new enemies, player abilities, and room puzzles.
Console
Currently, we have our eyes set on releasing Out of Sight on Nintendo Switch and Xbox. So far the only update on this is that we have applied for and been accepted as developers. The next phase is to gain access to development kits and start testing on those platforms.
Help Wanted
Discord
If you would like to be a part of the development process and help us playtest the full game come and join our Discord. Steam keys will only be given out to active Discord members so be sure to join us!
Patreon
If you really love what we do and want to help financially, consider becoming a Patron. We're not 100% sure what to do for our Patreon supporters but you will definitely have a more direct influence on the future of this game. https://www.patreon.com/mainframegames
Wishlist
Wishlisting our game really helps us. It tells the Steam algorithm that people are interested in our game and when it comes time to launch it gives us a better chance of being featured on the front page! https://store.steampowered.com/app/1622570/Out_of_Sight - Happy Gaming Mainframe Games https://mainframe.games
Patch Notes
- Added transform as default listening pivot if no overrides are set
- Fixed area issues with enemies
- Fixed a part of the time problem with grid area issues for sinew.
- Removed x86 version of steamworks
- Fixed ios app id
- Prepared project for mobile builds
- Improved (hopefully) throwing device into Sinew when its on a back wall
- Fixed area issue when trying to hack sinew
- Moved RoomGraphData to streaming assets folder
- Multiple improvements to room graph scene
- Removed UIFlippable for UI Extensions version. Fixed prefab instances where it was used.
- Made a start on room graph scene
- Removed discord sdk. Wasn't actually using it
- Missed a thing from discord sdk
- Fixed issue with discord sdk
- Added mobile controls placeholders
- Adjusted camera FOV length in Room 11
- Improved device trajectory clamping logic.
- Added save slots for supporting multiple saves. co-op/solo
- Fixed stage 2 sinew not chasing player
- Cleaned up MG_Steam class
- Fixed player select screen not showing steam invite in co-op
- Fixed discord sdk build issues for mac and linux
- Fixed issue with radial menu reference after changing scenes
- Fixed input issues with controlling mutliple radial menus in co-op
- Fixed bug in radial menu defaulting to north button.
- Updated Discord SDK
- Fixed issues with boss due to bug in debounce method
- Fixed issue with red door already being opened in NPC room
- Fixed radial menu showing when Y button pressed
- Removed leaderboard button from start menu
- Tidied up new cables in NPC room.
- Changed NPC room a bit to suit solo/co-op
- Removed unused properties on IFloorController
- Added new tutorial prompt to player prefab for network cards
- Fixed ability menu prompt showing after already completing
- Fixed change of animation names
- Implemented new radial menu asset into game
- Added new radial menu asset
- Fixed male throw device animations. Added two animation variants for aiming while walking and idle.
- Made it so invite button always shows for co-op when steam is valid
- Fixed not being able to switch input devices for solo mode
- Added ability input prompt tutorial after second ability is obtained
- Improved feel of selection from radial menu
- Fixed player footstep glitch when aiming ability
- Fixed debug save issues for sandbox scene
- Updated full screen asset
- Fixed opening cutscene subtitles being overlapped by Skip prompt
- Fixed game saving on opening cut scene
- * Fixed issues with ability index for co-op play
- Stopped error on steam sdk already inialised
- Fixed player ability index persistence
- Added scale to selected ability
- Made ability icons larger.
- Visual improvements to ability selector
- Added darkener behind ability icon to help it try stand out more
- Added debug bool to set all abilties on
- Updated app bundle id for mac
- Added all screen ratios to settings
- Fixed tutorial input prompt showing after non-player destroyed in solo mode
- Fixed dialogue UI scale
- Put custom achievement card to bottom left of screen
- Fixed issue with tutorial window
- Speed up player animation mix durations
- Fixed issue when debugging without controller connected
- Fixed getting under desk in room 5
- Added new ability icons to radial menu
- Moved all art assets into Art folder
- Fixed player inventory issues in co-op
- Added gadget icons for radial menu.
- Fixed getting unique skin when debugging
- Added UniTaskEx for easier delays in seconds
- Fixed controller vibration time.
- Fixed issued with player controller connection
- Optimised getting all players
- Added macos to steam vdf files
- Reverted PSB importer packaged. Was messing with cutscene stuff.
- Fixed font sizing for cut scene subtitles
- Set up mac build config json
- Added rider idea to ignore
- Added build/deploy configs to repo
- Removed ignoring the ignore conf
- Fixed discord sdk double up
- Put co-op button at top in main menu.
- Added co-op button disabled for mobile.
- Set better orth camera size target
- Improved screen orth size value setting based on screen ratio
- Fixed issues with Facepunch for mac/linux
- Updated Unity and Packages. Because this version uses apple silicon
- Fixed ability key ids for distraction and hacking device pickups
- Removed the runtime IS_DEMO check in favour for pre-processor #ifdef
- Updated dialogue system asset
- Updated dialogue system asset
- Updated Packages
- Added Fullscreen editor asset
We now have achievements
We have implemented a few achievements for you to try and conquer! More will come in time so keep an eye out for future updates. If you have any cool ideas for achievements come and let us know on our Discord server https://discord.gg/pap4Jjr
Future Plans
In future, we will also add a Speed Run Mode with Leaderboards for the demo. However, this will be a wee ways off yet. Stay tuned.
Change Log: 1129
- Added first pass on steam achievements
- Added crouchidlehack, crouchhackequip, and crouchhackloop animations. Added MG Spine animation mixer componenet to SpineTests Unity scene.
- Added boss swallow and laser prewarm animations to game
- Redid scene 3 cutscene animation.
- Added prewarm into lasers Boss animation.
- Potential fix for when player is downed in locker and you cant get back in it.
- Fixed floor switches not triggering when entering from one to another on same frame.
- Fixed lasers in room 10 so you cant hide in the corner
- Improved text wrapping in UI Speech Prefab. Cable Connector is now layered behind player.
- Added Boss Stage 2 Swallow animation.
- Fixed resetting initial states for achievements when restarting game from player select screen
Out of Sight Demo Is Live!
After 3 years of playing around and dabbling with ideas then a solid focus for 15 months of getting up at 6 am every day to work on the game for a couple of hours before work, we finally have a demo out! Many more tweaks and bug fixes to come for the demo but now it's time to start working on the full game! Be sure to help support us on our journey to our first commercial game by wishlisting Out of Sight. Wishlisting the game helps let the Steam algorithm know that people are interested in our game and give us a better chance of being on the front page of Steam for launch. You can wishlist Out of Sight here https://store.steampowered.com/app/2092500
We Are Finalists!
We are so super excited to announce that we are 1 of 3 finalists for the Kiwi Game starter Fund. This alone is a massive achievement for us! I've heard there were A LOT of really high-quality submissions so for us to be finalists is already so very humbling. What this means is we're one step closer to a $25,000 grant for first, or a $10,000 grant for second, plus mentoring and other things. The winner will be announced on 19 August at NZGDC. We'll definitely keep you posted and share some images on our socials of the event. Check out the original announcement post here Keep playing our PlayTest lunar2019grinningpig - Brogan
Play Test Available
Hello players! We are gearing up for Steams Next Fest in June and now have a good build pipeline working which means we can get bug fixes out faster than ever! We would really appreciate it if you could help us make this game the best experience it can be. Since we are a two-person team working part-time on Out of Sight the only way to make this game the best it can be is help from our community. So please head on over to our store page and press the "Request Access" button (image below). This will give you access to the current state of our demo.
If (more likely when) you experience any bugs or you just have some general feedback come join us and our growing community over on Discord Looking forward to seeing you all there! Happy gaming - Brogan King
Out of Sight
Mainframe Games
Mainframe Games
Yes
Indie Strategy Singleplayer Multiplayer Coop
Game News Posts 22
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
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https://outofsightgame.com/
https://store.steampowered.com/app/1622570 
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- OS: Linux 64 bit
- Processor: 64 Bit
- Graphics: DedicatedAdditional Notes: Tested on Ubuntu 20.04 LTS but it should run on any Linux distro.
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