Hello, just a small crash fix. Bugs fixed:
- Game softlocked on open if you had no save file but had a settings save file with an incorrect loadout number (this makes sense I promise)
Hello, I'm here to drop another small update that fixes a few bugs and adds a feature or two. Check out the video below for a brief overview of the new features. It's pretty short: [previewyoutube=rvI7zSQaryA;full][/previewyoutube] Features:
- New Utility: Mirror -> Throw this object like a shuriken, and stick it to walls (or people). Shooting this utility will reflect your bullets toward the nearest enemy! Use this to kill enemies from behind corners, or chain them together to make a crazy shot. (Try pairing this with Smart Bullets)
- New smoke FX: now shooting a gun or killing someone will leave behind some subtle smoke. Gun and blood smoke! You can find a game option to disable this new FX in the menus.
- Enemies killed by knife or rapier now have a small force applied to ragdoll.
- Upgraded to Unity 6 -> Removed the Unity splash screen + small performance boosts!
- Versus mode: Tactical Bullet utility and Smart Bullets mod did not target players properly.
- Versus mode: If all players died simultaneously, time slowed so much that the next round never begins.
- Versus mode: "Cyan" text color was not displaying properly.
- Golden cube you pick up was not moving smoothly in slow-mo.
Hello, I'm here to drop a very small QOL change and some misc bug fixes. I have received some feedback about the chaser introduced in the 2nd difficulty. So I have changed it so that you can disable the chaser almost as soon as he is introduced. This is done by automatically unlocking the Chaser extra setting in the Extras menu. However, using this extra will make it so you cannot set a best time and therefore cannot earn any money for the shop. Small Changes:
- Extras: No Chaser extra is now unlocked sooner; as soon as you unlock the extras menu after completing the first level directory in the 2nd difficulty.
- The game would soft lock trying to complete the 1st level after deleting local save data
- Menu input got stuck up or down when toggling the "force keyboard" control option
- Random level selection and Random level section (any difficulty) game options could load locked levels
- An extra player spawn was in the 1st level of the 2nd difficulty
Hello, I'm here to drop an update inspired by some community feedback I received! Introducing: Versus mode! A 2-4 local player mode where you fight your friends! Settings include free-for-all or teams, last-group-standing or kills-for-points, starting health, slow-mo toggle, and changing score to win. Play on a handful of mode-specific maps with randomly generated loadouts. Access it in the Mode Selection menu where you can see the "Classic" and "Survival" modes. Along with the Versus mode comes some bugfixes and QOL! Features:
- New Versus Mode (read above for details)
- Extras: No Enemies extra now causes all doors in the level to open on start
- Extras: Added wording to the About menu to specify you can only unlock extras with 1 player
- Loadout number is now shown next to your loadout UI
- Added game option to hide loadout number
- Levels now support more than one player spawn point
- Player spawn point visual changed
- Ring around the player is slightly less opaque
- Level Editor: Right shift key inputs did not register
- Level Editor: Copying an object made the original object unselectable until map reload
- Level Editor: Inconsistent object selection behavior when selecting an object of the same type
- Extras: Horde enemies only triggered from Player 1
- Extras: Horde extra did not work if No Enemies extra was enabled
- Extras: No Enemies extra soft-locked the game on levels where there are enemy-linked doors
- Extras: Extras settings did not save if changed from the pause menu
- When switching modes, player loadouts did not reflect the correct mode
- Too many audio sources caused some SFX not to register
- Unhandled non-fatal error when player grappled another player and melee'd
- Level timer display bug if player 1 immediately died and others were still playing
- Loadout swapping SFX did not trigger in menus
- Player ring UI would not start at the player's location
Hello. Just fixing a level that has an unbeatable time. Bugs fixed:
- Sneaky difficulty level 25 had an impossible-to-beat time
Hello, back with a quick fix for the last larger update. I have only a few things: Bugs fixed:
- Game crashes when switching to a loadout with the Double Pistol weapon
- Game crashes when switching to a loadout with the Machine Pistol weapon
- Katana incorrectly referred to as "sword" in extra unlock requirements
I bet you thought I wouldn't be back... But here I am! For some reason. I'm trying to be more thorough with my notes for better changelogs, but there's still things I forget to write down The biggest changes to note are Steam Cloud saves are now enabled and more melee changes, along with some new items of course. Steam Cloud speaks for itself but the melee changes should make melee feel better along with opening up more ideas for the future Features:
- Melee rework: Building on the last update that allowed melee clashes, this update features more polish to the mechanic. These updates are my attempt at adding proper, counterable melee combat:
- - All melee weapons now lunge forward when used. The amount varies per weapon
- - You can now dodge using melee weapons. Right as you charge a melee weapon, if you walk backward you will dash in that direction
- - Melee clashes can now only happen if each party is facing each other. Before, it was possible to clash even if someone was backstabbing you
- - Melee detection has been tweaked to be more accurate but also slightly harder to execute
- - You can now grapple with an empty hand / empty hands
- New item: Rapier => An upgraded knife; one-handed and longer-reach
- New item: Charged Rifle => A laser version of the lever rifle, with 3 charge modes depending on how long you hold the fire button (semi-auto, stronger charged shot, and fully auto)
- New Mod: Explosive Parry => Reflected bullets explode when destroyed
- You can now flip tables for cover (as long as they don't have a TV or lighting on them)
- New Achievement: Tactical Table => Flip a table
- Steam Cloud saves feature enabled for save data and local level editor maps
- Set the default camera from 3D -> 2D camera (can change in options)
- Set the default camera zoom Normal -> Auto (can change in options)
- DOF VFX tweaked
- New graphics option: DOF
- New graphics option: Bloom
- Chairs are no longer an obstacle but will be pushed around by characters (this is a big deal, OKAY?)
- Arm spread is slowed down in slow-motion to look better
- Player movement slowed in slow-motion to look/feel better
- Explosions will now knock nearby characters back slightly even if they are not in the explosion radius
- New bullet impact audio FX for wood and bushes
- Melee weapon attacks can destroy books
- Item categories are separated in the shop to be easier to read
- Charge Pistol balance: clip from 6 -> 5, amount per reload 2 -> 1, slightly faster reload
- Particles added to Charge Pistol when charged
- Renamed sword -> katana
- Renamed for consistency: double_pistol => pistol_double
- Renamed for consistency: machine_pistol => pistol_machine
- Renamed for consistency: charge_pistol => pistol_charge
- Survival mode is automatically unlocked when added to the shop
- A shortcut to the shop and extras menu has been added to the unlock menu depending on what you just unlocked
- Up/down menu input can now be held
- Enemies no longer have lines beneath them showing their direction
- Force applied from grappled enemy to grappler changed from 1 -> 0.75
- Some item unlocks have been reordered. A main note is that some equipment points unlock later as I think there are too many too early
- Classic mode shop points could be unlocked in Level Editor mode
- A grappled character will sometimes die even if they melee deflect the enemy
- Bullets reflected more than once became to fast to detect collisions
- Unneeded timer elements were visible in Survival and Level Editor modes
- The warning circle around the grenade utility would disappear for 1 frame between cooking and throwing (literally unplayable)
- Changing the camera settings did not immediately apply until next level load
- Rain VFX glitched in 2D camera mode
- "NOT SNEAKY" text lingered if the next level is loaded right as you die
- Incorrect animation with katana when putting back to resting position
- Incorrect animation/physics when spawning in a grappled enemy
- DOF effect popped in and out when changing levels
- Tutorial arrow was not positioned properly in 2D camera mode
- Changing window mode using alt+enter would not reflect in the options menu / saved settings
Hello, I've been cooking up a new update for Definitely Sneaky and it's time finally releae it! This major update is focused on achievements, reworking melee combat, and adding some new items. But I haven't forgotten to remove (and add) some bugs, too! [previewyoutube=1I3J6ZeBLYU;full][/previewyoutube] Features:
- Melee combat rework - A melee clash can be defined as two people hitting each other with melee weapons at/around the same time. Before, when the player clashed melee weapons with an enemy, the player would always win. If two players collided, the one who swang last would win. Now, melee interactions are standardized to try and make them more understandable. Now, with melee clashes, both parties will get knocked back and will instantly get to melee again
- New weapon - Charge Pistol - The first laser weapon, this pistol is similar to the silenced pistol but differs in a few ways. The projectiles are lasers and travel slightly faster than bullets. You can charge the pistol by holding the trigger, allowing three differently-powered shots. Reloads ammo two at a time
- New utility - Tactical Bullet - Throw a bullet
- New utility - Mortar Strike - Remote-controlled explosions
- All achievement icons have been redesigned
- New achievement: Regal Prospect - Complete all Classic levels' challenge times in sneaky difficulty
- New achievement: Royal - Complete all Classic levels' challenge times
- New achievement: Mine's Bigger - Destroy a bullet with a bigger bullet
- New achievement: Clown Teammate - Get a kill with a grappled enemy
- New achievement: Dying Pan - Deflect a bullet with a frying pan in the rain
- New achievement: Extra! Extra! - Unlock an extra
- New achievement: Extra Cool - Unlock all extras
- New achievement: Party Time - Spawn some confetti
- New achievement: Extra Hot - Use the 'time' extra
- New achievement: Sleepy Time - Put another to sleep after grappling them
- New achievement: Restless - Survival 10 waves on map 1
- New achievement: Risen - Survival 20 waves on map 1
- New achievement: Hunted - Survival 10 waves on map 2
- New achievement: Hallowed - Survival 20 waves on map 2
- New shop purchase - +1 max equipment points (brings the total from 11 -> 12)
- All Classic mode challenge times have been redone to reflect the new changes and features
- Similar to a past update with bullet collisions, now all throwables interact when colliding mid-air
- Grappling is easier/more reliable
- Added controller inputs for previous/next level (hold d-pad left/right)
- Some levels have been edited and/or reordered to play better
- New melee animations for the Knife, Axe, and Sword
- Knife - New hitting SFX
- Blood footprints
- Survival mode has been optimized for better performance
- Survival mode purchase values have been tweaked
- Survival mode enemies now resemble zombies (removed knife and added outstretched arms)
- Sword - Move slightly slower, but sprint when holding down the trigger
- Sticky gun - Hold down the trigger on reload to detonate 1 pellet at a time instead of all
- Extras are now unlocked automatically instead of having to go to the shop to buy them after satisfying their requirements
- Re-colored extras menu slightly
- Added new control options to ignore the first controller plugged in (may be useful for some weird cases)
- The level timer would start immediately if the level was restarted
- Achievements would not be awarded for the first 59 seconds of the game
- Beating either classic mode difficulties would not trigger the award screen
- The following settings did not work: Show Tips, Menu Speed, Controller Vibration
- Reloading the last level in sneaky difficulty right after unlocking sneakier difficulty and then completing the level again resulted in winning the game
- Reaching wave 11 in survival map 1 would trigger the message that you have unlocked a new map every time
- Grappling right after meleeing an enemy would instantly kill the new graplee
- Killing a grappled enemy triggered doors twice
- Flamethrower was affected by Smart Bullets mod
- Sticky gun - Could not detonate pellets if switched weapons pair
- Bullets from guns became harmless if you swapped weapons before they impacted their target
- Bullets redirected using Smart Bullets could not hurt the person who shot them
- After adding doors in the level editor, they would not display properly when opening/closing them until the map is reloaded
- The extras menu was still temporarily selectable after deleting game save data
- Chopped-off arms fell through the map
- The first level for each difficulty's challenge times showed negative numbers
- Particles created by doors had physics colliders
Well, I really went and broke something didn't I..? This update should fix all those people unable to see the levels in the level selection! So sorry. If you would like to read about what happened, you can check out this post: Community Hub post Bugs fixed:
- Levels will not load if the computer's regional formatting is different than InvariantCulture
Some bugs slipped through the last feature update! They were quite small but very noticeable... Bugs fixed:
- Level 2 does not display correctly in level select
- Money UI at the end of the level does not increment properly
- Extras menu unlock available from the beginning of the game
Definitely Sneaky But Not Sneaky was just updated to version 1.3.0 for a major update! Recently I've been having the itch to push out another update for this game. So here we are, new items, features, and QOL settings! Please read the notes below if you are interested. Check out the update trailer, it features some new features such as the new camera angle and some items! [previewyoutube=kOVHNA5zkKE;full][/previewyoutube]
Major features added:
- Added Grappling; when behind another character, if you have a one-handed melee weapon, press in the right stick (or middle mouse) to grapple them. Grappled characters will be held in front of you and can be used as a shield. You move slightly (10%) slower when grappling. Press the grapple button again to release them or melee to... release them ;)
- Added level timer to keep track of best level time
- Added 4 rankings per level you can beat by getting faster times
- Reworked the shop costs and $$$ system by awarding 4 money per level rank
- Added setting: camera type - 2D. This camera type allows the camera to stay centered on some maps (I highly recommend trying this option! There is a hotkey [F3] in the controls)
- Bullets now collide with each other. Bullets have health equal to the number of objects they can penetrate. Bullets with higher penetration will beat smaller bullets
- Bullets can detonate active utilities
- Added the Extras menu. Extras are basically game settings you can change for different game modes/modifiers. You have to unlock extras by beating certain levels with specific loadouts:
- Added extra: gravity
- Added extra: time (this is my favorite extra)
- Added extra: horde mode
- Added extra: chaser
- Added extra: enemy off
- Added extra: player ammo
- Added extra: explode on death
- Added extra: blood type
- Made another pass through all levels to make them look nicer and play better
- New theme: stormy forest theme
- Added weapon: sticky pistol - shoot small sticky pellets onto surfaces then detonate them all when you reload
- Added weapon: frying pan - like the knife and sword had a baby; single kill melee weapon but can deflect and even block bullets!
- Added utility: temp shield - spawn and grapple a knife enemy
- Added mod: smart bullets - after a bullet kills a character, if it has any health left, it will redirect toward the nearest enemy
- Added mod: grapple master - while you grapple a character, they get armor (+2 health)
- Added mod: speed up - your movement speed is increased (+15%)
- Added new environment object: books - these will tank 1 bullet health and explode into pages
- Added new environment object: TV - some enemies might be watching the TV too closely
- Increased movement speed
- Removed sprinting
- Silenced pistol enemies now spawn with a grappled knife enemy
- Changed utility controls behavior: left/right inputs now strictly mapped to left/right utilities
- Utilities now have a L/R letter under them to display what side the utility is on
- When all players die, text saying "NOT SNEAKY" will now appear in large text and flash so it is extremely obvious you have lost. There is an option to turn this off in the settings
- Removed 1 level directory from each difficulty (24 levels total). Developer: I felt like there were levels that were either too similar to one another, or did not play well. Removing them hinders the difficulty curve from flattening out. The new features hopefully should be an even trade for this removal!
Small changes:
- Level editor - Added level objects to menu and rearranged for better use: books, TV, tile cover, arch, small table
- Updated how bullet spread for guns that shoot multiple bullets per shot to look/feel better (shotguns)
- Level themes have their own distinct footstep SFX
- Reload UI for weapons is smaller and over each weapon instead of over the character
- Keyboard shortcut for restarting now shown if using keyboard (before only showed controller)
- Bullets have FX when they collide with the wall/objects, are deflected, or hit the chaser
- Options menu has been split in two: game options and settings; one for game settings and the latter for system settings
- Added setting: fast text
- Sniper penetration amount changed from 15 => 999
- Added setting: toggle lightning
- Level # is now shown in CLASSIC mode during play
- $$$ is now shown in CLASSIC mode during play
- Door model and FX updated to look nicer
- Chaser shoots sparks on death instead of blood
- Circle around explosions and burn mark FX are now subtler
- The amount of loadouts you can have is now an unlock you buy from the shop in intervals of 2. You can now have up to 15 max loadouts instead of 10
- The current loadout will be highlighted when swapping to the select loadout menu. When swapping loadouts in the select loadout screen, the current selection will also be changed
- All themes have been tweaked to look nicer (objective)
- Game version now visible in game options menu
- Updated Unity Engine version to 2021.3.24f1
Bugs fixed:
- Quality level was not applied properly on load if value is 0
- Sword's use rate does not refresh when deflecting a bullet
- Laser pointer on guns goes through walls/doors
- Level editor - when deleting an enemy linked to a door, the door will not unlink the enemy properly causing the map to be corrupted
- If time is slowed on level load, level loading takes longer than it should
- Level selection menu shows two level selections highlighted
Definitely Sneaky But Not Sneaky was just updated to version 1.2.4 for a quick bugfix: Balance:
- Decreased shop price of Sticky Kunai from 8 -> 7
- When you beat the game, you would find yourself to be one point short in the shop...
Definitely Sneaky But Not Sneaky was just updated to version 1.2.3 with a small bug fix and feature addition: Feature:
- Added camera zoom option to 'Game Options' menu with 3 levels of zoom: close, normal, and far
- Game would not load properly with certain Linux OSes due to directory not found error
Definitely Sneaky But Not Sneaky was just updated to version 1.2.2 with small bug fixes: Bugs fixed:
- Changing the resolution now works properly (sorry...)
- Changing the monitor the game is running on allows you to set the resolution properly (also... sorry)
Definitely Sneaky But Not Sneaky has been updated to version 1.2.1. With this update comes a new utility, some bug fixes and changes for the editor, and a small balancing change. Features added:
- Added new utility: Invisibility; drink this potion to turn invisible for 1 second- attacking will disable the invisibility
- VSync toggle option in graphics menu
- You can restart a level with backspace and now: Left control; this button is easier to reach than the backspace key
- New level editor object: wall
- New sound for the flamethrower when throwing flames
- "Restart level pack" option added to pause menu when playing a level pack
- Ability to overwrite a level in a level pack; used for updating a level pack
- "Quick start" menu added to level editor for basic tips
- Doors are now rendered properly in level previews
- Chasing enemy is now rendered properly in level previews
- Level editor does not show enemies linked to doors
- When a hard-set loadout is available for a level, the loadout is not previewed in the level select menu
- Fixed a map in sneakier difficulty missing a door
- Fixed a light in the first survival map; before, the right side of the map had a dark spot
- Slightly decreased enemy knife distance; it should be harder for them to knife the player
- Big shuriken utility cost decreased from 2 -> 1 and the amount you get per equip decreased from 2 -> 1
- Slightly increased clip count of flamethrower while increasing fire rate to make it more reliable
Hello everyone, The level editor and Steam Workshop integration for Definitely Sneaky But Not Sneaky has just been pushed to the release branch! The level editor features have been in beta for the past few weeks- but now they are being pushed out to the main version of the game! The main focus of this update is to allow players to create their own levels, string them together in a pack, and share them with everyone to vote, comment, and receive general feedback on! Major features added:
- A level editor
- The level pack editor to string together levels, hard-set specific loadouts to use, change level themes, and upload to Steam Workshop
- Steam Workshop integration with the level editor packs
- VSync toggle added to game options menu
- When playing, if your loadout's utilities were the same and could be picked up (ex: using shurikens as both utilities) - the right utility could not be picked up and refreshed
- Doors would not appear in level previews
Hello! The beta version of the level editor for Definitely Sneaky But Not Sneaky has just been updated again! To use it, opt-in to the beta version of the game in the game's Steam settings. The level editor and Steam Workshop integration features are all still, as stressed by the branch name, in beta. So there's been a bunch of ugly menus added which will hopefully make sense to you all. And there are bugs of various sizes that will be getting patched out as they're found. This update comes with a bunch of bug fixes and QOL features for the editor. Features added:
- New level editor object: Chasing enemy
- Download a level from a Steam Workshop subscribed level pack to your local editor
- Set/change the level theme of a level in the level pack editor
- Open workshop button in level pack menu
- Select an individual level to start on from a Steam Workshop subscribed level pack
- Pause during editing / testing a level so you can switch/edit loadouts
- When playing, if your loadout's utilities were the same and could be picked up (ex: using shurikens as both utilities) - the right utility could not be picked up and refreshed
- When pausing and unpausing in the level editor, the level editor UIs would not reappear unless you used the "resume" option in the pause menu.
- Hard-setting loadouts in the level pack editor was bugged- when setting the loadout, the loadout UI would not update- giving the notion the level's loadout was not updated
- Level packs of length 0 could be uploaded
- Incorrectly loaded levels from a level pack would softlock the game
- When linking enemy(s) to a door, the links' UIs would not appear until map editor reload- they now appear as they should
- When linking enemy(s) to a door and switching to testing, sometimes the link UI would not disappear
- A quick and dirty "how to use" menu in the level editor main menu
- Better feedback for uploading workshop items
- Level editor enemy object: enable armor
- Multiple player spawns so more than once player can spawn in different locations
- Create survival mode levels (depending on feedback)
Hello! The beta version of the level editor for Definitely Sneaky But Not Sneaky has just been updated! To use it, opt-in to the beta version of the game in the game's Steam settings. You can make all variations of levels you can find in the Classic mode of the game and more. The ability to create and share Survival mode maps may come soon in the future, but finishing and polishing the editor for the Classic mode is the first priority. The ability to share and load level packs from the Steam Workshop has just been released! Subscribe to items from the game's Workshop tab in the Steam launcher to have them added to your game! Once subscribed, you can play the level packs going through the game's main menu (level editor -> level packs -> subscribed items). You can also upload level packs directly from the game by selecting the level pack in the level pack selection menu and selecting "Upload to Workshop", then choose to create a new workshop item or overwrite one of your existing ones. The ability to add a name and description in the game is there but limited. If you want to further customize the item in the workshop such as a better / longer description, add tags, or a screenshot, for now, you will have to do that through the Workshop in the Steam Launcher. These features may be expanded on if requested. Features added:
- Steam Workshop integration
- The ability to hard-set a loadout for a level when editing level packs- You can now set a loadout that the player will be forced to use per level in level packs
- Map saving in the map editor was bugged- it would overwrite the wrong files.
An early version of the level editor for Definitely Sneaky But Not Sneaky has just been released! To use it, opt-in to the beta version of the game in the game's Steam settings. You can make all variations of levels you can find in the Classic mode of the game and more. I will soon add a way to make Survival mode maps, but is not included in the editor just yet. You can share and load other people's levels via copy and pasting level data received from the editor. Features to be added soon: - a way to string together levels into "level packs" to make campaigns - a way to hard lock a specific load out per level. Such as only being able to use the knife - Steam workshop integration to easily share/browse level packs - a way to set the level theme - Survival mode objects Weird things that will also be fixed: - a proper way to resize the level - a proper way to change / edit loadouts in the editor Please post all questions, ideas, bugs, or general feedback to Steam community hub! Thanks and enjoy!
Hello anyone, Definitely Sneaky But Not Sneaky has just been updated to version 1.1.4 to address ANOTHER compatibility issue. This one, specifically, had to do with me not accounting for a parsing difference between floats and decimal places in non-US based Windows systems. If anyone is interested, they can read this post and this Microsoft doc and notice that I did the opposite of what I should've done. Changes:
- Fixed a bug that had to do with parsing floats incorrectly
Hello anyone, Definitely Sneaky But Not Sneaky has just been updated to version 1.1.3 to address some compatibility issues. Changes:
- Changed Unity scripting backend from Mono to IL2CPP. (Benefits can be read about here- mostly should be compatible on more devices + a bit faster)
- Added a second launch option for the game that uses Direct3D 11 graphics API instead of the default Vulkan API for users having difficulty launching the game. You will see the prompt on game launch.
- Fixed a crash caused by closing the game by right-clicking the game on the taskbar. This crash would not occur if the game is closed via the main menu.
Hello anyone! Definitely Sneaky But Not Sneaky has just been updated to version 1.1.2 to fix a small graphical glitch with bullets. Bugs Fixed:
- Fixed a visual bug when firing bullets that would sometimes cause a large streak to appear across the screen.
Hello everyone! Definitely Sneaky But Not Sneaky has just been updated to version 1.1.1 in order to address an issue with achievements. It looks like I messed something up when creating the demo of the game and somehow disabled achievements! Fret not for the issue is now resolved. Features:
- Added the flamethrower (this was actually done a few months ago but I never made an update log for it).
- Tweaked a few levels to be fairer / less of a bullet hell.
- Flipped a switch that was disabling achievements.
- Updated Unity project version to 2020.2.1f. Hopefully, this only breaks a few things...
Hello everyone!
A large feature update for Definitely Sneaky But Not Sneaky has just been released! Version 1.1.0 has many new game features and optimizations. This update focused on adding new items, a new loadout system, a new shop system, and a new horde mode!
I have been working on this feature update for about a year, now. I hope everyone enjoys the new features and QOL additions.
Before you read some of the features and other goodness, note that Definitely Sneaky But Not Sneaky now has a subreddit on Reddit! Come visit and share your content or ideas! Another more important, bleaker message: If you have this game before the current version (1.1.0), all of your save data will be unfortunately deleted. This is due to the way some elements were coded to save engine-wise. I apologize to any old players (if any exist).
Features:
- A new survival mode with 2 maps; survive endless waves of enemies. Earns points, buy weapons and upgrades along the way. Die and you have to start over! Unlock the second map by getting far enough in the first.
- Added new weapons: machine pistol, double barrel pistol, bolt rifle, lever-action rifle, DMR, sniper, crossbow, double shotgun, burst shotgun, grenade launcher, sword, and an axe.
- Added utilities. Utilities are things that you can equip and usually throw: grenade, impact grenade, C4, shuriken, big shuriken, explosive kunai, sticky explosive kunai, and the stop watch.
- Added mods. Mods are short for modifiers. Equip modifiers to affect your gameplay at expense of using less items: self-explosion resistance, explosions up, faster reload, max ammo up, laser sights, armor up (Survival only), and no slowmo.
- A new loadout editing system; create custom loadouts to beat the Classic mode! Find your preferred combination of weapons, utilities, and mods to beat the main mode.
- Added a shop for the Classic mode. Earn money by playing the game and buy weapons, utilities, and mods to make your desired loadout.
- A new stats menu to see some general kill / death stats. Along with the stats menu, you can see session stats in the pause menu during the game.
- A new tip system that will try to teach the player about various aspects of the game.
- A control menu that details what buttons do what action for controller and keyboard. This menu also details game mode-specific actions (Classic mode vs Survival).
- A better menu system.
- Reloading now takes time; for balancing reasons, all weapons have different reload times. Yes, you have infinite bullets, but can you reload before you run out of time?
- Updated Unity Engine to version 2019.3.4f1.
- Enabled the Vulkan graphics API for improved performance.
- Added a slight blur post-processing effect.
- Increased shadow / lighting, bullet, and blood VFX.
- Improved enemy AI (fewer weird behaviors like running away randomly)
- Level loading is faster and looks nicer.
- Most noises and sounds have had another polishing pass-over.
- Some weapons' bullets can kill multiple enemies. The bullets move faster and are bigger the more enemies they can penetrate.
- Some weapons have knockback that will influence your movement.
- Polished the player UI to show your health, current loadout, ammo count, and melee cooldown.
- Changed most TextMesh objects in Unity to TextMeshPro objects; allowing for better visibility of text in-game.
- Increased player / enemy movement speed
- Tweaked how running works to make it easier to use; press the run button once and you won't stop running until you stop.
- Changed the way you swap loadouts from L1 / R1 to Left / Right D-Pad.
- Slowed down knife use rate.
- Removed some level themes; some just did not look nice.
- Decreased the distance that enemies can knife you at to feel more fair.
- Removed the bat in favor of the Katana. Swords are cooler...
- Added small text tutorials for each mode to aid in player understanding.
- You can press Up on the D-Pad to switch the hand each weapon is in in-game.
- All colliders have been removed from player and enemy arms. This allows for more accurate and fairer bullet / melee collision detection.
- You do not have to press the reload twice to reload two guns now. There is a setting for both in the control options.
- Unplugging a controller or leaving the game window will pause the game in an attempt to keep you from dying.
- Added a small line in front of the player (on their ring) to help show player orientation.
- Controller vibration has been added when health is lost or death for better feedback on player status.
Hello everyone! Definitely Sneaky But Not Sneaky has just been updated to version 1.0.4. With this update comes the usual: some new features, bug fixes, and optimizations! The bulk of this update is for small polishing details and performance optimizations. Features:
- Added a new weapon: the AK-74. Unlocked in the second difficulty.
- Added seven achievements (On your way, Murderer, Die, Sneaky, Sneakier, Home run, Teamwork).
- Added a 'Social' menu to the main menu. It includes links to the boxedworks Discord, Twitter, and a link to the music used in-game.
- Merged two level menus into one. It should now be easier to choose which level you want to play.
- The first map loaded in a play session might have missing wall tiles. This was fixed by loading a map right when the game starts.
- Deflected bullets will miss their target and fly everywhere. The method the bullet uses to reach its destination after being deflected was updated to fix.
- Grenade enemies will not explode sometimes. This was caused by the explosion script trying to access a null joint (specifically, the hip joint if chopped in half).
- Ragdolls would change to a shade of black if near some lights. This was caused by the skinnedMeshRenderer's root bone being at the Base of the ragdoll instead of the Hip.
- All furniture meshes are combined into one at the end of level loading. This has dramatically sped up FPS and rendering times per frame.
- The Unity Job system is now being used for enemy physics-based raycasting.
- Changed enemy raycast count per frame from three to two. There was one for left, middle, and right; now there is just the left and right.
- Tweaked the colors of the themes for better visual appeal.
- All camera movements have been slowed slightly.
- Some levels have been tweaked; furniture added, enemies moved, etc.
- If the ragdoll is only holding one item, they will no longer stick both hands out (the empty hand would stick out before).
A new update was rolled out last night that should fix some issues you may or may not have noticed along with introducing a few new features! With this update comes a week-long sale of 30% on the Steam store from 4/22/19 - 4/29/19 so if you are looking to pick up the game, now is your chance. Features:
- The second difficulty has finally been completed; enjoy trying to beat those last few levels! The total level count is now at 288.
- Added a laser sight toggle to all firearms for more accurate aiming. To enable, press 'TRIANGLE' or 'Y' on your controller or press the 'F' key on the keyboard.
- A splash screen is now shown before the main menu that recommends using a controller.
- Many levels were given another coat of polish; objects were moved slightly and some lights were removed. This was done for aesthetic and performance reasons.
- Different monitor refresh rates no longer affect gameplay. Before, the different refresh rates would affect character movement, rotation, and animation speeds.
- The enemy that chases you with the bat no longer tries to infinitely chase your dead body after death. He now stands still and contemplates life as he should.
- Bullets do not collide with doors when they are closing. Before, a second collider was present on the door that would remove bullets if you shot while the door was opening.
- Raycasting for melee weapons has been tweaked so it should be easier to melee enemies. Before, it was harder to successfully melee an enemy.
- The noise that plays when your gun is out of ammo has been slowed down. Before, if you were out of ammo and held down the trigger, the noise would play very quickly and would get annoying.
- The Player UI (P1, P2, P3, P4) does not show itself until the main menu appears. Before, it would show itself during the splash screen.
- The VFX flickering of candles/light sources has been lessened. Before, some people complained about the intensity of the light flickering.
- The second main menu song's volume has been slightly lowered. It was slightly too loud before.
- Enemy colliders are properly removed after death. Before, some colliders were not removed because of an indexing mistake. This should improve performance as fewer physics objects need to be updated.
- Changed the mesh count of all characters from 11 to 1. This reduces the number of draw calls and should improve performance.
- Enabled GPU skinning for supported hardware. This should take some strain off of the CPU.
- Online P2P multiplayer (!).
- A 'How to play' menu for better instructions.
- A 'Social' menu for Twitter, Discord, and other social channels.
Hello anyone and everyone! A new update was just pushed out to address some issues I have been thinking about since the last update which includes new features and minor bug fixes. Features:
- The silenced shotgun has been added and unlocks in the harder difficulty.
- You can now select your character's color in the options menu between a selection of colors.
- A small UI indicator when you die to remind newer players how to restart the game without using the pause menu.
- Unity's new Input System has been implemented, fixing most if not all of the controller issues in the previous version. Multiplayer should not have any issues concerning controllers.
- Aiming has been improved significantly. Before, the character's arms were like 'jelly' and would bend; making it hard to aim. Now, your arms point perfectly straight, making aiming much easier and more precise.
- Enemies with ranged weapons would shake violently when they were supposed to be standing still.
- Barrels' heights were too tall and would cause a visual glitch when bullets passed over them.
Hello all, a shiny update was just rolled out to polish out some of the gritty details that got left out before release! Added POLISH:
- The 'BACK' button for menus ('CIRCLE' for PS4, 'B' for XBOX, or 'BACKSPACE' for keyboard) will no longer exit the game in the main menu. It will now place the selection to the 'EXIT' selection. It was too easy to quit the game by accident before.
- You can now speed up the splash screen and credits to get past them faster.
- After a music track is finished playing, it is unloaded from memory. This leads to a dramatic decrease in RAM usage over time.
- Hitboxes for chairs are smaller. Hopefully, you will stop getting stuck on them...
- Co-op colors have been updated for better contrast: 1st player stays blue, 2nd has been changed to yellow, 3rd has been changed to cyan, and 4th is now orange. Please give me feedback for better player colors if you have any.
- Minor optimizations with different maps such as moving some furniture, or adding/removing lights. (I will try to keep track of specific map changes for the future)
- Enemies with ranged weapons only shoot if within a certain distance. If they are not in that distance they become stuck and constantly shout '!' at you. (Caused by a check to see if an enemy is stuck which would revert the enemy back to an idle state infinitely)
- With redirected bullets, if the original shooter dies before the bullet returns, the bullet gets stuck in space; unmoving. It stays there until someone unluckily runs into it or the map reloads. (Caused by the bullet trying to return to sender even if the sender is dead)
- When the goal is picked up, even if the bat chasing-guy is dead, the 'slap' death sound effect plays as if they just died again. (Caused by lack of checking for the bat guy being dead)
- For a brief moment in co-op after a player other than player 1 dies, their ring turns red as it fades out. (Caused by the alpha in the color turning negative)
- When selecting the 'Force Keyboard' option in the Game Settings with a controller, the setting does not change. (Caused by the number players changing, causing the setting to be toggled twice, finally setting it back to its original state).
- The tutorial arrow does not disappear if the level is switched before the tutorial completes. (Caused by the tutorial loop breaking without hiding the arrow)
- Harder maps
- More settings to customize (Camera, controls)
- Better menus
- Steam achievements
- Player all-time stats such as deaths, kills, teamkills, etc.
- More (multiplayer) modes such as: Party modes, challenge modes, survival
- Level editor along with Steam Workshop
- P2P Steam multiplayer
Definitely Sneaky But Not Sneaky has finally launched on Steam! Please enjoy the game and good luck. Here are some tips for getting started in the game:
- Look at the controls menu!
- Play with a controller (optional)
- Aim your character with the right thumb stick
- Use both weapons!
- Play with a friend
Definitely Sneaky But Not Sneaky
boxedworks
boxedworks
2019-02-06
Indie Casual Singleplayer Multiplayer Coop
Game News Posts 29
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(61 reviews)
https://store.steampowered.com/app/954010 
Definitely Sneaky But Not Sneaky Linux [254.07 M]
Definitely Sneaky But Not Sneaky is a top-down action-stealth game consisting of a multitude of compact, difficult levels. Hack, slash, and shoot everything in your path using everything at your disposal. Throughout the game, earn points to unlock different weapons, items, and skills that you can combine into your favorite load-outs!
Action-Stealth gameplay
Most levels allow you to approach them in different ways. You can either sneak into each situation and slowly take out your opponents, or you can run in and try to beat the level as quickly as possible.
New survival mode
Need something else to do after playing the Classic mode? Try out the new Survival mode! Endure never-ending waves of enemies, purchase upgrades with kills, and explore the larger maps made just for the occasion!
Controller support
With both keyboard/mouse and controller support, you can play the game whichever way is more comfortable. May it be keyboard and mouse, a PS4 controller, or an XBOX controller, all you have to do is plug-and-play (..and go into the options menu)! However, it is important to note that the game will play better with a controller.
Local multiplayer
4-person local multiplayer is also supported with the ability for mixing different control types (one player on a keyboard, another on a PS4 controller, and a third on an Xbox controller, etc.) in order to get as many people playing as possible. Use Steam's new Remote Play feature to play with other Steam users with just one copy of the game! Play the entirety of the game with some friends or play solo, it's up to you!
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