- End of Summer Benefit Sale Now Available! - 21 September 2017
Hey there again you lovely people! The next few days are going to be really special for us, as we’ve teamed-up with the amazing folks from One Gamer Fund and have put our entire library of Good Shepherd Entertainment published titles on sale for the lowest prices each respective title has ever been available for here on Steam to benefit the One Gamer Fund during its inaugural charity weekend. The One Gamer Fund is a new philanthropic initiative comprised of seven gaming nonprofits: AbleGamers, Child’s Play, Games for Change, Global Game Jam, the IGDA Foundation, Stack-Up and Take This. Between 10 a.m. PT on Sept. 21 to 10 a.m. PT on Sept. 25, half of all proceeds generated by purchases of Good Shepherd games after Steam’s share of revenue is factored will be donated directly to the IGDA Foundation on behalf of the One Gamer Fund and subsequently dispersed among all partnering nonprofits…
- End of Summer Benefit Sale Now Available! - 21 September 2017
Hey there again you lovely people! The next few days are going to be really special for us, as we’ve teamed-up with the amazing folks from One Gamer Fund and have put our entire library of Good Shepherd Entertainment published titles on sale for the lowest prices each respective title has ever been available for here on Steam to benefit the One Gamer Fund during its inaugural charity weekend. The One Gamer Fund is a new philanthropic initiative comprised of seven gaming nonprofits: AbleGamers, Child’s Play, Games for Change, Global Game Jam, the IGDA Foundation, Stack-Up and Take This. Between 10 a.m. PT on Sept. 21 to 10 a.m. PT on Sept. 25, half of all proceeds generated by purchases of Good Shepherd games after Steam’s share of revenue is factored will be donated directly to the IGDA Foundation on behalf of the One Gamer Fund and subsequently dispersed among all partnering nonprofits…
- Breach & Clear: Deadline Receives Massive New Update - 17 November 2016
Hey there guys, We know that it's been awhile, but we've been closely listening to all of your feedback and have been hard at work implementing your requested changes/improvements. We've combined all of the changes that we've made over the last months into one big update, and we're really happy to bring you a whole new improved version of the game that we're calling Breach & Clear: Deadline Rebirth This new version strives to improve almost every single element of the game, and deliver the experience that we believe players would like to see. There are far too many changes introduced in this update to cohesively document all of them in this space, but here are the most important ways this new version improves the game: Overhauled Gameplay: Statistics for enemies, player characters, weapons, and gear have had a huge balance pass and a more enjoyable and consistently challenging experienc…
- Breach & Clear: Deadline Receives Massive New Update - 17 November 2016
Hey there guys, We know that it's been awhile, but we've been closely listening to all of your feedback and have been hard at work implementing your requested changes/improvements. We've combined all of the changes that we've made over the last months into one big update, and we're really happy to bring you a whole new improved version of the game that we're calling Breach & Clear: Deadline Rebirth This new version strives to improve almost every single element of the game, and deliver the experience that we believe players would like to see. There are far too many changes introduced in this update to cohesively document all of them in this space, but here are the most important ways this new version improves the game: Overhauled Gameplay: Statistics for enemies, player characters, weapons, and gear have had a huge balance pass and a more enjoyable and consistently challenging experienc…
- Patch #7: Overworld Shroud/Fog of War Addition and Dungeon Improvements! - 24 November 2015
http://i.imgur.com/7UnoKCB.jpg Back again to kick off the week with a new Deadline Update! Big changes for the overworld areas and some improvements to the Office and Cave Dungeons... Shroud/Fog of War has been brought to the overworld areas, and this definitely increases tension, difficulty and makes for more tactical encounters outside of dungeons. You'll also find that exploring the Caves in the Parks Hub is more difficult with the Infested crawling out from the crevices around the walls of the caves. Enjoy! Added Fog of War to the overworld sections of the game The map for dungeons now only shows explored areas Fog of War now reveals more when a soldier leans from full cover Fixed issue where sometimes ammo pickups would stick around on the map when switching dungeon floors. Revamped enemy spawns in dungeons Added more roaming enemies to the Park Some layout changes to dungeons Fixe…
- Patch #7: Overworld Shroud/Fog of War Addition and Dungeon Improvements! - 24 November 2015
http://i.imgur.com/7UnoKCB.jpg Back again to kick off the week with a new Deadline Update! Big changes for the overworld areas and some improvements to the Office and Cave Dungeons... Shroud/Fog of War has been brought to the overworld areas, and this definitely increases tension, difficulty and makes for more tactical encounters outside of dungeons. You'll also find that exploring the Caves in the Parks Hub is more difficult with the Infested crawling out from the crevices around the walls of the caves. Enjoy! Added Fog of War to the overworld sections of the game The map for dungeons now only shows explored areas Fog of War now reveals more when a soldier leans from full cover Fixed issue where sometimes ammo pickups would stick around on the map when switching dungeon floors. Revamped enemy spawns in dungeons Added more roaming enemies to the Park Some layout changes to dungeons Fixe…
- Patch #6: Huge Unity 5 Update - 14 November 2015
http://i.imgur.com/M4XysJP.jpg?1 We're sorry this took longer than planned. Unity 5 had some memory leaks that needed to be resolved before we could get our update out. Unity fixed the issue, and now we can get back to releasing more updates. Check the update log below as there are tons of fixes and improvements listed below. Game upgraded to Unity 5 engine. Should have performance improvements. Fixed some pathing issues in the Parks Fixed ground in the Residential scene that soldiers appeared to hover over. Fixed inventory menu showing stat categories it shouldn’t for guns and gear. Fixed inventory menu not showing the weight stat for gear. Fixed issues where human enemies might react to being shot at by walking backwards. Fixed a series of events that could break the quest to obtain the keycard in the Docks. Fixed pink steering wheel in the Docks. Fixed pathing issues on the boat in t…
- Patch #6: Huge Unity 5 Update - 14 November 2015
http://i.imgur.com/M4XysJP.jpg?1 We're sorry this took longer than planned. Unity 5 had some memory leaks that needed to be resolved before we could get our update out. Unity fixed the issue, and now we can get back to releasing more updates. Check the update log below as there are tons of fixes and improvements listed below. Game upgraded to Unity 5 engine. Should have performance improvements. Fixed some pathing issues in the Parks Fixed ground in the Residential scene that soldiers appeared to hover over. Fixed inventory menu showing stat categories it shouldn’t for guns and gear. Fixed inventory menu not showing the weight stat for gear. Fixed issues where human enemies might react to being shot at by walking backwards. Fixed a series of events that could break the quest to obtain the keycard in the Docks. Fixed pink steering wheel in the Docks. Fixed pathing issues on the boat in t…
- PATCH #5: A big change is coming! - 22 August 2015
We're back with our 5th post-launch update! We have some bug fixes and improvements we think everyone will appreciate. You can now use some cars to trigger car alarms that will attract the nearby infested when they are set off, distracting them. Look around Harbor City and the Parks for cars with blinking dashlights. http://i.imgur.com/fWMNeUo.png We are now working on some more in-depth improvements and optimizations that are going to take a bit more time to complete and test to ensure stability. What that basically means is that we'll be skipping next Friday as far as updates go, and we will return in September with some more updates for everyone. As always, we want to thank all of you in the community for all the feedback and bug reports in the forums. Keep them coming! Changelog! Fixed police cars in the docks that weren't being treated as cover. The player can now choose to skip th…
- PATCH #5: A big change is coming! - 22 August 2015
We're back with our 5th post-launch update! We have some bug fixes and improvements we think everyone will appreciate. You can now use some cars to trigger car alarms that will attract the nearby infested when they are set off, distracting them. Look around Harbor City and the Parks for cars with blinking dashlights. http://i.imgur.com/fWMNeUo.png We are now working on some more in-depth improvements and optimizations that are going to take a bit more time to complete and test to ensure stability. What that basically means is that we'll be skipping next Friday as far as updates go, and we will return in September with some more updates for everyone. As always, we want to thank all of you in the community for all the feedback and bug reports in the forums. Keep them coming! Changelog! Fixed police cars in the docks that weren't being treated as cover. The player can now choose to skip th…
- PATCH #4: Steady as she goes, more improvements! - 15 August 2015
Hey all! More improvements this week! We've got bug fixes out the wazoo as well as steady gameplay improvements. You should start to notice even more streamlined gameplay! http://i.imgur.com/DsZ1R6q.png As always, be sure to post in our Community Discussion area for things you are running into, be they issues or ideas! We're always on the hunt for bugs, so please be sure to speak up! Love you guys, thanks for all your support! Fixed issue with the camera sometimes not being positioned correctly when choosing for suppression or provoke using the mouse. Fixed issue with enemies sometimes floating. Fixed issues where Breeder was not using root motion and sometimes falling through the floor. Fixed stairs that soldiers could get stuck in at the motel in the parks. Fixed doors at the motel in the parks not flying off when kicked. Fixed issue in parks where encounters would set the player to l…
- PATCH #4: Steady as she goes, more improvements! - 15 August 2015
Hey all! More improvements this week! We've got bug fixes out the wazoo as well as steady gameplay improvements. You should start to notice even more streamlined gameplay! http://i.imgur.com/DsZ1R6q.png As always, be sure to post in our Community Discussion area for things you are running into, be they issues or ideas! We're always on the hunt for bugs, so please be sure to speak up! Love you guys, thanks for all your support! Fixed issue with the camera sometimes not being positioned correctly when choosing for suppression or provoke using the mouse. Fixed issue with enemies sometimes floating. Fixed issues where Breeder was not using root motion and sometimes falling through the floor. Fixed stairs that soldiers could get stuck in at the motel in the parks. Fixed doors at the motel in the parks not flying off when kicked. Fixed issue in parks where encounters would set the player to l…
- PATCH #3: Optimizations and Bug Fixes Galore! - 8 August 2015
Alright everyone, this has been a major update for the team; a lot of time spent on getting the game running faster, in addition to hammering out bug fixes. http://i.imgur.com/hYOKZD4.png That being said, we're still hard at work. This is definitely an ongoing process and the game will continue to be updated with more tweaks, fixes, optimizations, improvements and additions. We'll be looking to you guys in reviews and comments in the forums for more bugs and feedback. Post up, let us know, and we'll do everything we can! Here's your changelog for the new update, going live soon! Fixed Breeder that was set to level -251 in the parks Made it so the user can't manually save during cutscenes. Fixed bug Where Dead Men Tell Tales quest could be broken by taking a certain path to get the documents before the proper quest step. Fixed floating bottle in Pegram's pub. Fixed some sidewalks in the…
- PATCH #3: Optimizations and Bug Fixes Galore! - 8 August 2015
Alright everyone, this has been a major update for the team; a lot of time spent on getting the game running faster, in addition to hammering out bug fixes. http://i.imgur.com/hYOKZD4.png That being said, we're still hard at work. This is definitely an ongoing process and the game will continue to be updated with more tweaks, fixes, optimizations, improvements and additions. We'll be looking to you guys in reviews and comments in the forums for more bugs and feedback. Post up, let us know, and we'll do everything we can! Here's your changelog for the new update, going live soon! Fixed Breeder that was set to level -251 in the parks Made it so the user can't manually save during cutscenes. Fixed bug Where Dead Men Tell Tales quest could be broken by taking a certain path to get the documents before the proper quest step. Fixed floating bottle in Pegram's pub. Fixed some sidewalks in the…
- PATCH #2: The Improvements Keep on Rolling! - 1 August 2015
We have another week of fixes and improvements ready for you. We've been watching the forums, interacting with all of the players, and working with them to resolve issues. http://i.imgur.com/oJjOFVG.jpg We read every post and look into every issue reported, and we're working through them at the moment. If you don't see a fix for something you reported in the notes below, check back next week. Our goal is to give you the best support we possibly can. Thanks for all your assistance so far! Keep it coming and Deadline will keep improving. Change Log begins now! Fixed bug where a new game started would be in new game plus if a new game plus file was previously loaded. Fixed issue where dropped clothes wouldn't show up correctly to be picked up again. Fixed the way soldiers hold the AA-12 and also fixed the sight positioning for it. Fixed hand position when holding the M60. Anti-Aircraft bat…
- PATCH #2: The Improvements Keep on Rolling! - 1 August 2015
We have another week of fixes and improvements ready for you. We've been watching the forums, interacting with all of the players, and working with them to resolve issues. http://i.imgur.com/oJjOFVG.jpg We read every post and look into every issue reported, and we're working through them at the moment. If you don't see a fix for something you reported in the notes below, check back next week. Our goal is to give you the best support we possibly can. Thanks for all your assistance so far! Keep it coming and Deadline will keep improving. Change Log begins now! Fixed bug where a new game started would be in new game plus if a new game plus file was previously loaded. Fixed issue where dropped clothes wouldn't show up correctly to be picked up again. Fixed the way soldiers hold the AA-12 and also fixed the sight positioning for it. Fixed hand position when holding the M60. Anti-Aircraft bat…
- PATCH #1: Getting Things On the Right Path - 24 July 2015
Hey everyone! http://i.imgur.com/Om4rylp.jpg Our first update is live. We're going for a policy of getting stable fixes out the door as quickly as possible (which is more than likely going to be weekly, every Friday). Whereas our updates were twice a week or more during Early Access, we're going to get things out with a bit more testing time on each build. That doesn't mean updates every other day, it means as soon as we're done (and that could mean a week, maybe two for major issues. I'm not going to lie to you, but I will be as upfront as possible to give you guys real and manageable expectations). So, the big optimizations are going out the door hopefully in two weeks. This update isn't a fix-all, but we're working hard to get it out soonest! We're pretty confident that resetting the server cleared up some of the co-op issues that players were running into. We've added some in-game h…
- PATCH #1: Getting Things On the Right Path - 24 July 2015
Hey everyone! http://i.imgur.com/Om4rylp.jpg Our first update is live. We're going for a policy of getting stable fixes out the door as quickly as possible (which is more than likely going to be weekly, every Friday). Whereas our updates were twice a week or more during Early Access, we're going to get things out with a bit more testing time on each build. That doesn't mean updates every other day, it means as soon as we're done (and that could mean a week, maybe two for major issues. I'm not going to lie to you, but I will be as upfront as possible to give you guys real and manageable expectations). So, the big optimizations are going out the door hopefully in two weeks. This update isn't a fix-all, but we're working hard to get it out soonest! We're pretty confident that resetting the server cleared up some of the co-op issues that players were running into. We've added some in-game h…
- Dealing with Those Awesome Launch Issues - 22 July 2015
Hey everyone playing and currently checking this game out. Launch day is here and we've hit a few growing pains. Our biggest issues right now are optimization and networking in Co-Op. We've overcome a lot of challenges during development, we'll surely overcome these as well over the coming weeks. One of the major Co-Op problems is that people are having a hard time finding games and getting things going. Our server needed to be brought down on launch day for a brief period of time account for all the new players, but unfortunately there were many players trying to connect while this ocurred. We've got a forum thread here that will hopefully fix you up if you encounter further problems with connections! http://steamcommunity.com/app/310890/discussions/0/530646715637823817/ As for those of you with optimization issues. The best we can do right this moment is to apologize and tell you that…
- Dealing with Those Awesome Launch Issues - 22 July 2015
Hey everyone playing and currently checking this game out. Launch day is here and we've hit a few growing pains. Our biggest issues right now are optimization and networking in Co-Op. We've overcome a lot of challenges during development, we'll surely overcome these as well over the coming weeks. One of the major Co-Op problems is that people are having a hard time finding games and getting things going. Our server needed to be brought down on launch day for a brief period of time account for all the new players, but unfortunately there were many players trying to connect while this ocurred. We've got a forum thread here that will hopefully fix you up if you encounter further problems with connections! http://steamcommunity.com/app/310890/discussions/0/530646715637823817/ As for those of you with optimization issues. The best we can do right this moment is to apologize and tell you that…