- We are no longer in active development - 21 December 2022
We are no longer in active development. Our team basically dissolved after we did not get enough funding (We were self-funded with our own private money). We are working on other projects with different people in our free time (But the primary expertise for this game's game development is no longer with us so we need to discontinue it. Real life, harsh Covid19 conditions, and the loss of family members, and with self-funding we can no longer work on this game. It was our passion and dream project but it failed... We tried to deactivate the store page but this is not that easy so we put a warning on the page for now). I post this to clarify our current state and to keep reminding you to purchase at your own risk (Since the game is not finished and will properly never receive any update). If our private projects gain some money we may get back to this game again - and let it resurrect lik…
- Current development status - 25 November 2017
Hello everyone. This post will be on the longer side, so we’ll preface the TL:DR version upfront. The game is still in active development, but our resources and the time we can commit to it are severely limited at the moment. Expect this to take a while. Sorry. We are reworking large sections of the game because we didn’t like where we had ended up with it. Levels and characters will no longer be procedurally generated, we will instead focus on bringing compelling, handcrafted gameplay and characters to the forefront. We’re currently testing the new systems while building the early story levels. With that out of the way, let’s get into some specifics. First question, why the change? If we’re so diminished in our capacity to work on the project, why restructure it at all instead of just finishing what we had? A valid question for sure. But we came to agree that our focus on finishing wha…
- Current development status - 25 November 2017
Hello everyone. This post will be on the longer side, so we’ll preface the TL:DR version upfront. The game is still in active development, but our resources and the time we can commit to it are severely limited at the moment. Expect this to take a while. Sorry. We are reworking large sections of the game because we didn’t like where we had ended up with it. Levels and characters will no longer be procedurally generated, we will instead focus on bringing compelling, handcrafted gameplay and characters to the forefront. We’re currently testing the new systems while building the early story levels. With that out of the way, let’s get into some specifics. First question, why the change? If we’re so diminished in our capacity to work on the project, why restructure it at all instead of just finishing what we had? A valid question for sure. But we came to agree that our focus on finishing wha…
- State of the Game 2.0 - 23 December 2016
Hello everyone. In our last update, we mentioned that we were currently reworking the game a bit, going back to what we thought worked, what didn’t and how we got to that place. This process took some time, but we are finally able to go on with a new, streamlined and greatly improved vision for the game. We re-examined what we wanted to accomplish and what kind of game would best fit that purpose, and the result we arrived at feels like the game we always should have made, without all the baggage that we picked up along the way of the development so far. Going forward, the game will focus a lot more on a concrete story and fully fleshed out characters, backed by hand crafted levels and challenges. While we still like the idea of a procedurally developed dungeon with unique and dynamic problems to solve, we simply cannot deliver on it in the way we want to with the resources we currently…
- State of the Game 2.0 - 23 December 2016
Hello everyone. In our last update, we mentioned that we were currently reworking the game a bit, going back to what we thought worked, what didn’t and how we got to that place. This process took some time, but we are finally able to go on with a new, streamlined and greatly improved vision for the game. We re-examined what we wanted to accomplish and what kind of game would best fit that purpose, and the result we arrived at feels like the game we always should have made, without all the baggage that we picked up along the way of the development so far. Going forward, the game will focus a lot more on a concrete story and fully fleshed out characters, backed by hand crafted levels and challenges. While we still like the idea of a procedurally developed dungeon with unique and dynamic problems to solve, we simply cannot deliver on it in the way we want to with the resources we currently…
- State of the Game - 27 August 2016
Hello everyone. As some may have noticed, we have not updated the game in a while. This does not mean that we are not still working on it. So what's going on with it then? Let's talk shop for a moment. We are not very happy with the current state of the game. For reasons long and complicated the game as it is right now does not accurately represent the vision we had when we began development. Game development is hard and you are often faced with difficult choices and problems along the way. In our case, a these accumulated over time, and since we were very involved with the process, it took us some time to realize what was happening. But through the feedback we received, we were forced to take a step back and re-examine what we set out to do and what we ended up doing. The result is that while we are still working on the game, we have stopped development on the current build and will in…
- State of the Game - 27 August 2016
Hello everyone. As some may have noticed, we have not updated the game in a while. This does not mean that we are not still working on it. So what's going on with it then? Let's talk shop for a moment. We are not very happy with the current state of the game. For reasons long and complicated the game as it is right now does not accurately represent the vision we had when we began development. Game development is hard and you are often faced with difficult choices and problems along the way. In our case, a these accumulated over time, and since we were very involved with the process, it took us some time to realize what was happening. But through the feedback we received, we were forced to take a step back and re-examine what we set out to do and what we ended up doing. The result is that while we are still working on the game, we have stopped development on the current build and will in…
- Patchnotes 0.8.2 - 10 May 2016
!Fixed broken savegame system! =Early Access - Release 0.8.2= Released: 2016-05-10 == Changes == -Changed a some room layouts -Changed the tutorial text for the control room == Bug Fixes == -Savegames where not working correctly sometimes - Fixed -Fixed fire in a room -Fixed nondestructable passages -Hanging caused some weird behavior - fixed
- Patchnotes 0.8.2 - 10 May 2016
!Fixed broken savegame system! =Early Access - Release 0.8.2= Released: 2016-05-10 == Changes == -Changed a some room layouts -Changed the tutorial text for the control room == Bug Fixes == -Savegames where not working correctly sometimes - Fixed -Fixed fire in a room -Fixed nondestructable passages -Hanging caused some weird behavior - fixed
- Patchnotes 0.8.1 - 9 May 2016
=Early Access - Release 0.8.1= Released: 2016-05-09 == Changes == -none -> just minor fixes == Bug Fixes == -Room graphic bug fixed -Language Switcher -> German fixed -Tutorial Fix -> Skip was not working sometimes -Tutorial reset fixed
- Patchnotes 0.8.1 - 9 May 2016
=Early Access - Release 0.8.1= Released: 2016-05-09 == Changes == -none -> just minor fixes == Bug Fixes == -Room graphic bug fixed -Language Switcher -> German fixed -Tutorial Fix -> Skip was not working sometimes -Tutorial reset fixed
- Patchnotes 0.8.0 - 7 May 2016
=Early Access - Release 0.8.0 - Alert System Updated = Released: 2016-05-06 == Changes == -New Pathfinding -Added Linux build -Food drop chance lowered in crates -Abort and Leave only avaible via ingame button(No UI Button anymore) -Operator Skills UI improved -Added more Charges to operator skills to make them more useful -Windup Times for Enemys and Turrets (Most enemys/turrets need some time to fire at your characters) -New Movement Modes (Reckless=Ignore Traps|Careful=Dont move on Traps) -If a character can't find a way they will call "Operator?/Help?/NeedAssistance"=for orders -Alert System (5 Levels wich trigger different security protocolls) -Alert Beacons removed and replaced through security cameras -New Camera traps added -Room Changes (Improved layout / Gameplay) -Hang in there! (Characters will not fall to their death anymore! They will hang on edges and wait for help) -Live…
- Patchnotes 0.8.0 - 7 May 2016
=Early Access - Release 0.8.0 - Alert System Updated = Released: 2016-05-06 == Changes == -New Pathfinding -Added Linux build -Food drop chance lowered in crates -Abort and Leave only avaible via ingame button(No UI Button anymore) -Operator Skills UI improved -Added more Charges to operator skills to make them more useful -Windup Times for Enemys and Turrets (Most enemys/turrets need some time to fire at your characters) -New Movement Modes (Reckless=Ignore Traps|Careful=Dont move on Traps) -If a character can't find a way they will call "Operator?/Help?/NeedAssistance"=for orders -Alert System (5 Levels wich trigger different security protocolls) -Alert Beacons removed and replaced through security cameras -New Camera traps added -Room Changes (Improved layout / Gameplay) -Hang in there! (Characters will not fall to their death anymore! They will hang on edges and wait for help) -Live…
- Update 0.8 - Alert System Update - 6 May 2016
Important Notice: We've been made aware that our discussion board was closed. This was not intended. We have reopened it and apologize for the mistake http://snapjawgames.com/images/update_headers/update_08.png Hello everyone. Here we are with the second content update for The Fifth Expedition. This time around we've done a lot of things under the hood. Most importantly, the alert system. The game now keeps track of the alert level within each map. Destroying parts of the security system or getting spotted by cameras will increase the alert level. If it goes to high, new enemies will emerge into the map and complicate matters. Also of note: an overhaul to the movement system that gives every character a bit more of an self preservation instinct. Characters will now try to avoid traps they can see and, unless ordered to be reckless, refuse to cross obviously harmful areas, asking for new…
- Update 0.8 - Alert System Update - 6 May 2016
Important Notice: We've been made aware that our discussion board was closed. This was not intended. We have reopened it and apologize for the mistake http://snapjawgames.com/images/update_headers/update_08.png Hello everyone. Here we are with the second content update for The Fifth Expedition. This time around we've done a lot of things under the hood. Most importantly, the alert system. The game now keeps track of the alert level within each map. Destroying parts of the security system or getting spotted by cameras will increase the alert level. If it goes to high, new enemies will emerge into the map and complicate matters. Also of note: an overhaul to the movement system that gives every character a bit more of an self preservation instinct. Characters will now try to avoid traps they can see and, unless ordered to be reckless, refuse to cross obviously harmful areas, asking for new…
- Update 0.7 - Map Interactivity - 6 May 2016
http://snapjawgames.com/images/update_headers/update_07.png Hello everyone. We're excited to bring you the first content update for The Fifth Expedition. In this update, we're adding several quality of life features that were requested by players, such as the game starting in the camp phase and character corpses being lootable to retrieve lost items as well as many other small changes. http://snapjawgames.com/images/retrieve_equipment.gif We're also adding several of new items, such as the Ghost Armor, Kinetic Barriers and EMP Grenades. http://snapjawgames.com/images/emp_vs_lasers.gif Lastly we're adding more interactive objects in the environment and adding a couple new character animations. http://snapjawgames.com/images/generator_overload.gif We're hoping you'll enjoy the new additions while we work on the next batch of improvements and new content. - The Snapjaw Games Team
- Patchnotes 0.7.2 - 26 April 2016
= Early Access - Release 0.7.2 = Released: 2016-04-26 == Changes == -Machines will spawn later in game now -Added Flashlights to all units -First levels are now easier -Changed ration distribution (You can't give units more then they need) -Added additional info elements to unit selection -Sudden-death Timer now a lot higher -Description "Recharge Equipment" changed to "Recharge battery" -Description "Overload" changed to "Overcharge (Blow up)" -Description "NEW" changed to "FOUND" -Description "BUILD" changed to "CRAFTED" -Added Colors to bridges if they switch -Added new Blocker traps -Changed the time of some blocking traps to be less annoying -Added Colors to machines if they change states -Changed bossroom spawns to be less frequent == Bug Fixes == -Tutorial text fixes -Door Emission fixed (Will stay visible in Fog of War) -Continue button press able through tutorial text fixed -Do…
- Patchnotes 0.7.2 - 26 April 2016
= Early Access - Release 0.7.2 = Released: 2016-04-26 == Changes == -Machines will spawn later in game now -Added Flashlights to all units -First levels are now easier -Changed ration distribution (You can't give units more then they need) -Added additional info elements to unit selection -Sudden-death Timer now a lot higher -Description "Recharge Equipment" changed to "Recharge battery" -Description "Overload" changed to "Overcharge (Blow up)" -Description "NEW" changed to "FOUND" -Description "BUILD" changed to "CRAFTED" -Added Colors to bridges if they switch -Added new Blocker traps -Changed the time of some blocking traps to be less annoying -Added Colors to machines if they change states -Changed bossroom spawns to be less frequent == Bug Fixes == -Tutorial text fixes -Door Emission fixed (Will stay visible in Fog of War) -Continue button press able through tutorial text fixed -Do…
- Patchnotes 0.7.1 - 25 April 2016
= Early Access - Release 0.7.1 = Released: 2016-04-22 == Changes == -Added schematics to lootcrates == Bug Fixes == -Doublicated schematics in crafting =================================== = Early Access - Release 0.7.0.0 = Released: 2016-04-22 == Changes == -Game Start switch to Campphase -Changed Patchnotes beta to Early Access -Corpses are now lootable -You can now Charge a other characters battery with yours -Added new Items into the game(Example:Ghostarmor) -Added Tutorial text to campphase first start -New Indicators added to items "New" and "Build" -Added Bullet physics to some weapons and traps -Rebuilded all Rooms with the new Tile set -All Areas are now distinguished through textures and colors -Added Hiding places -Added Heal and Charging stations -Added new Hints -Added Secret passages -Added Event rooms -Added Overload action to some objects -Added warning Signs to explosive…
- Patchnotes 0.7.1 - 25 April 2016
= Early Access - Release 0.7.1 = Released: 2016-04-22 == Changes == -Added schematics to lootcrates == Bug Fixes == -Doublicated schematics in crafting =================================== = Early Access - Release 0.7.0.0 = Released: 2016-04-22 == Changes == -Game Start switch to Campphase -Changed Patchnotes beta to Early Access -Corpses are now lootable -You can now Charge a other characters battery with yours -Added new Items into the game(Example:Ghostarmor) -Added Tutorial text to campphase first start -New Indicators added to items "New" and "Build" -Added Bullet physics to some weapons and traps -Rebuilded all Rooms with the new Tile set -All Areas are now distinguished through textures and colors -Added Hiding places -Added Heal and Charging stations -Added new Hints -Added Secret passages -Added Event rooms -Added Overload action to some objects -Added warning Signs to explosive…