- GAMEPLAY UPDATE: DIFFICULTY SETTINGS!! - 2 September 2026
Addressing some helpful player feedback, I have added a new difficulty system to the game! New difficulties added: 1.) Easy 2.) Normal 3.) Hard 4.) HUMANS ARE SUCH EASY PREY Each mode modifies the enemies' accuracy when shooting at the player, how many can exist on the battlefield at once, how accurate they are, and how quickly they spawn into the world. From playtesting, I can see a big difference in gameplay and I think players will find the gameplay more suitable for their various skill levels. 👍
- SMALL UPDATE - 5 July 2026
-Added nighttime noises -destructible wall now has randomized static edge pieces to make more interesting leftover exploded walls
- SMALL UPDATE - 22 June 2026
-Added four new environment / sky types selectable from the in-game menu! Cloudy, Sunny, Partly Cloudy, and Night!
- SMALL UPDATE - 1 June 2026
-Reworked fire/flammability system -The hang glider now closer resembles an actual glider, looks prettier -Added Armwaver speed multiplier to in-game menu so the max run speed can be set to be less...superhuman. -Greatly reduced amount of grass that spawns in grassy areas to be more performance friendly. Technical nerdy work on firearm class inheritance is still underway!
- QUICK PATCH - 24 May 2026
-Fixed enemy helicopter and tank damage where both would take lethal damage instantaneously.
- UPDATE: BETTER BULLETS - 21 May 2026
-C4 planting has been re-enabled after a dumb issue in the code where the inventory holstering and planting logic were conflicting. Now, you hold the C4 in front of the surface you wish to plant on, then pull the trigger on that hand. The C4 will snap to the surface and be ready for detonator linking.-Current in game bullet types (the 5.56 and 9mm) were remade using actual bullet diagrams of the real things!-Bullets fired have a random 50/50 chance of being a tracer. I know in real life, there is a method of loading mags with tracers between a normal rounds, so I would like to make it so every other 2 or so shots is a tracer, and not random. This may involve some work, especially if manual mag loading is to be added. This would entail recording the type and sequence of each bullet loaded.-The bullets now inherit from one class instead of a separate one for each bullet like before (noob…
- SMALL UPDATE: CODE CHANGES - 12 May 2026
-Code fixes, improvements, namely to damage systems. -Drivable truck, guard towers, and the ability to plant c4 bricks has temporarily been removed until they have their code improved.
- SMALL UPDATE - 8 May 2026
-Minor landscape visual tweaks-Gravel road material is now a new rocky dirt road material-other little internal code improvements to enemies, bullet object-Tank moves a little faster now-Removed the telephone poles...they were pointless! Next update: -New world bounds system to avoid going, well, out of bounds.-Destructible wall code tweaks-Enemy soldier hit reaction improvements
- SMALL UPDATE - 2 May 2026
-bullet overhaul: new tracer trail effects, big performance improvements that removed hard references from bullet objects that were slowing down the game. -Landscape has thicker 3d grass -Jet bombers now approach from different directions instead of just the one, also will now continuously attack over the course of the game! -new gore material for enemy innards (gross) I have identified a non-game breaking but performance impacting bug involving the helicopter, I am working to fix it.
- SMALL UPDATE - 26 April 2026
-Fixed floating enemy berets when their heads are shot at close range -Added grass across entire landscape! -Added bird sounds for better world ambience!
- PATCH - 22 April 2026
Fixed a problem where the navigation logic started a infinite loop error
- SMALL UPDATE - BAD GUY LOGIC - 21 April 2026
OLD BAD-GUY LOGICThe enemy "knows" where the player is at all times, heads in a straight B-Line for the player. This is boring and predictable.While they constantly scan for obstructions, if one was encountered, their only options were to either randomly turn left or right and hope they doesn't get stuck.NEW BAD-GUY LOGICUses the built-in navigation that ships with Unreal (the game's engine)Can intelligently maneuver the landscape, takes roads/paths instead of walking up the side of a steep mountain.DOESN'T immediately know where the player is, they start with a search area where the player is suspected to be. They then head to a random spot within that search area. If the player isn't found, they pick another location in the search area to check. The more they search, the smaller the search area becomes, and the closer they get to the player.If an enemy sees and shoots at the player, t…
- DEV UPDATE - 16 April 2026
Hey, wow, hello to the maybe 3 people that play this game!I said a while back I am improving the enemy NPC. And I am! But he won't be the handsome fella I showed in a post a few months back. Still a lot of animation and rigging to make that all happen, so for now, it's the bobble head baddies you know and love.So, in the meantime to prepare, I have been updating how the bad guys hunt you down! Have a look below.OLD BAD-GUY LOGICThe enemy "knows" where the player is at all times, heads in a straight B-Line for the player. This is boring and predictable.While they constantly scan for obstructions, if one was encountered, their only options were to either randomly turn left or right and hope they doesn't get stuck.NEW BAD-GUY LOGICUses the built-in navigation that ships with Unreal (the game's engine)Can intelligently maneuver the landscape, takes roads/paths instead of walking up the side…
- SMALL UPDATE - 16 August 2025
-Enemy bases now take damage on a basis of how the game now calculate shrapnel, so a bomb going off a few meters away will not contribute much of any damage, whereas ANY overlapping explosion spheres would contribute 50% damage. So this will make blowing up bases more difficult, direct hits or explosives detonated INSIDE bases are your best bet at destroying them quickly! -Enemy bases now show a cracked/damaged exterior as they incur damage! -Enemies can now see you through windows, so they will attempt to shoot through glass if they see you behind the window. This should've been in the game a long time ago.
- SMALL UPDATE - 30 July 2025
-added semi auto fire to submachine gun! -added smoking effects to all guns!
- UPDATE: GLOWING GUN BARREL AND FOOTSTEP SOUNDS!!! - 20 July 2025
-M16 Rifle barrel will now smoke and glow progressively redder as you fire, and it cools back down :) -player now has the first rudimentary footsteps! Currently the sounds aren't on a per-surface basis, having issues with that at the moment... BUT this also means I added footsteps to the enemies so now you can actually hear them coming!!!
- SMALL UPDATE - 21 June 2025
-connected detonator holster to utility belt, with the rest of the holsters -added hint to show where finger interact is -made barriers able to be destroyed by tanks -Max-11 now has two handed grabbing!!!
- SMALLYWALLY UPDATESYPOO - 2 June 2025
-Made hesco-style barriers destructable! -enemy sniper heli now flies away and despawns when the sniper is KIA
- SMALL UPDATE - 26 May 2025
-New Mud material -added back some missing gunfire effects -made muzzleflashes cast less light
- SMALL UPDATE: OFF HAND PISTOL GRIPPING - 10 May 2025
Got tired of my off hand floating where a shooter would have theirs pulled up against the other hand to brace against recoil. It isn't setup where the hand assumes a pre-determined pose, but rather will "freeze" in place when held up against the other hand, allowing the player to then grip and curl their fingers closed like they're actually off-hand gripping the pistol. It looks much better than before.