- PRB 2025 0.1.1 Patch Notes - 14 March 2025
Hey there everyone! I am here to list the fixes this update offers: Server Settings menu disabled when in lobby as that menu is still under development Void doors and missing textures are no longer an issue in the intro You can no longer freeze the game while attempting to pause during a cutscene Battle-mode now works when playing against other players With that, I hope you all have an amazing weekend, and I will be back for the next update later in the month! -Joseph L.
- The planned 4 month roadmap - 14 March 2025
Hello there everyone, As mentioned prior, here is the planned roadmap for the game for the next 4 months. ːDː Things may change depending on various factors, but this is the most accurate roadmap so far. Hopefully things go smoothly and each roadmap marker is met proper. I will also be releasing a hotfix today to fix a handful of the bugs from yesterday (sadly the native linux build's graphical bugs are still ongoing, but I am still actively looking for a way to fix that). With that, I will see you all later for the hotfix patch notes when the build goes live! -Joseph L.
- PRB 2025 0.1.0 Patch Notes - 13 March 2025
Hey there everyone, long time no see! I hope things are all going well for everyone! As stated in the previous post, I am going to try to start updating stuff on the public branch again. ːDː So with that being said, here is the patch notes: Changed parts of the main menu Started work on re-implementing the campaign again (woo!) Overhauled the weapon system to now use animations as well as projectiles and melee weapons Overhauled the codebase once again Redid Research Labs (for a final time) Known bugs: Graphical bugs on the Linux build Bots are acting kinda... wacky... (not really moving, their models are not being updated, etc.) Server Settings menu on the lobby screen is broken (the menu goes haywire and it's best to let it be for the time being ːwinter2019surprisedsnowmanː) There are void doors in campaign, please disregard them, the engineers are working hard to close up the (suppos…
- The status of Sector 452 and it's future - 13 March 2025
Hello everyone, It has been quite a long time since I have made an announcement like this. First and foremost, just gonna clear the air here, the game is still in active development. Secondly, I wanted to apologize for the lengthy lack of communication on my part. Keeping everyone informed and in the loop is kind of one of my weakpoints but communication still should've been made nonetheless. Where have I gone and what has happened? So to answer this, basically personal life stuff and overall priorities taking over. When it comes to personal situations, it's one thing no one can control. The past 3 years has been definitely crazy to say the least. Burnout was also one of the big factors that slowed down progress. I have also had to turn this project primarily into a hobby for those 3 years in order to keep stuff running. Aside from that, you are all caught up on the last 3 years of wher…
- Beta 1.11.2 Patch Notes - 2 November 2021
Hello everyone, I am here once again to provide you with a small update that addresses some bugs and some additional quality of life changes. I hope you all have enjoyed the halloween event so far (you only have a few hours left to enjoy it). But on that note, I am making the mansion map a permanant map to use! No more worrying about it disappearing, however the Ghost Chase gamemode will disappear until next year. With that, here is the changelog: Fixed a ton of potential memory leaks Fixed a bug where the boss in Ghost Chase couldn't jump Expanded the mansion map Removed limited time date on the mansion Added HUD notifications Fixed voice chat glitch Crouching and switching weapons no longer lift weapons in the air Fixed a bug where at the end of a match, a player will still have their weapons floating Fixed a suggested change where the healthbar doesn't disappear when dying Investigat…
- Halloween event & Beta 1.11.1 Changelog! - 25 October 2021
Hey there everyone! I hope you all have been getting into the spooky season, cause I know that I have! As such, I have made a small halloween event to have some fun! I also added a new outfit and hat. Sometime this week I may push another update that adds more items. These items can be unlocked with the new shop! The items in the shop can be purchased with coins you unlock by playing the multiplayer! It was something I have been wanting to do for a while and now I can add more items such as seasonal or limited time accessories. Speaking of limited time events, there is now a limited time map that was added to the game, say hello to mansion! Its an old abandoned home inhabited by a freightning ghost. You will be able to battle them with the brand new gamemode "Ghost Chase"! This is also a limited time event where the ghost of the mansion takes over one of the players and it is up to you…
- Beta 1.11 Patch Notes - 8 October 2021
Hello everyone, Beta 1.11 finally released after all this time! It took a while, but I am glad to have the update available to everyone. Speaking of updates, the Halloween event update is planned for October 22 and if all goes well, you are all in for a treat! No pun intended, haha. I am also aware of some minor bugs and glitches that are present in this update, they will be addressed in the Halloween update. I hope everyone has some fun with this update, but I think the next one will be the true trick! I will make an announcement on what will be included soon! With that, here is the changelog for Beta 1.11: Finished the Options Menu Backend Lobby Menu Overhaul Improved air control when Jumping Began work on adding a ton of weapons Began work on improving existing weapons Improved Multiplayer Replication systems Fixed a bug where weapons would jitter when switching between them Fixed a…
- Beta 1.11 Release Date! - 4 October 2021
Hello everyone, I am back from a lengthy hiatus, just wanted to let everyone know that Beta 1.11 will be releasing on Friday, October 8th, 2021! This update will feature some multiplayer maps textured as well as detailed, quite a bit of bug fixes, and redesigns of the menus as well as user interfaces. There will also be steam inventory support once again, as well as the reintroduction of Deathmatch, Team Deathmatch, & Capture The Flag! IMPORTANT INFO With this update, the game's price will be raised to $14.99 as I feel that the game is ready enough to finally have it's price increase (plus it needed to when beta first came out, but felt I would wait until I felt it was ready to). That being said, the game is getting closer to being finished, I will say that the game will most likely leave early access at the end of this year! There is also plans for a halloween update sometime soon, so…
- Dev Log (4/17/2021) - 17 April 2021
Hello everyone, I am back once again to show what I have been working on this month and what is planned for the future. More multiplayer maps As Beta 1.11 nears its official update release, I need to make sure that all of the multiplayer maps are re-added. So I started work on blocking out San Heights Mall. I currently have the entrance fully 3d modeled (minus detail of course) and am already starting to blockout the rest of the map. Added Steam's Controller Support What this means is that it will now read steam's controller names and assign the button mapping accordingly. Not all controllers will have custom buttons made for them but the support is now there. Added more options to the options menu One of the things that I added back was the default settings button as well as the ability to switch monitors again. I also fixed a few bugs relating to the options menu, there are still some…
- Dev Log (3/12/2021) - 12 March 2021
Hello everyone, I am here to present what I have been working on over the last month or so with the game. Now most of what I have been working on has been coding related but there is still some visual stuff to show. Host Server menu revamped Compared to the original host server menu, I feel that this looks a whole lot better. Space Deck remade This map is finally getting remade after all of the other classic maps got the special redesign treatment. Misc Made it where weapons are now smoothed when switching between them Finished programming support for custom maps in multiplayer Added smoothing on network clients which should reduce the jittery movement of other players That wraps up everything done thus far. I plan on getting more backend stuff finished before I work on more visuals/3d models. I hope you all stay safe and have a great weekend! See you all for the next dev log! ~Joseph
- Dev Log (2/12/2021) - 12 February 2021
Hey there everyone, I am back to present another dev log update. Since beta 1.10 released, i have been working on getting a lot of the multiplayer stuff finished for this update. Here is some of the progress that has been made so far: Weapons So as of writing this, all of the weapons in the game have been fully remodeled. There are now a total of 21 weapons Options Menu So one of the things that have been re-added back into the game was the options menu. It now looks a whole lot better and there has also been some optimization improvements added to the menu. The background menu style is still subject to change. A few other things Bot support has been re-added with improved AI logic. Along with that there have also been network improvements with the addition of a replication graph to handle what needs to be ran around each client. I also fixed the jitter that was happening to weapons in…
- Beta 1.10 Patch Notes - 28 January 2021
Updated Engine to 4.26 Main Menu Overhaul Exploding Barrels Character Overhaul Added Shrimp Pump Separate Weapon FOV from the Camera FOV Fixed weapon clipping through wall Made it easier to build a demo version of the game Arctic Blockout Research Labs Blockout Sublink Metro Station Blockout Main Menu Controller Support Voice Chat Support Added a Title Screen to the game Facility Blockout SectorC Blockout Server Loading Screen Disable voice chat on ServerTravel Integrate the HUD fully Port old framework to the new project Added the ability to modify reload duration for custom weapons Original Weapons Added Improved Mod Tools Weapon Projectiles Options Menu Overhaul Add Respawning back Custom item drops in maps
- Dev Log (1/15/2021) - 15 January 2021
Hello everyone, I am back to show another dev log update. These past 2 weeks, a lot of stuff has been worked on. As such lets get right in and show the progress: Maps, maps, and more maps: So I have been blocking out more maps recently and I have made a total of 4 maps so far. Sublink Metro Station SectorC Facility Research Labs Interface Design I have also started designing some more user interface items. Some things are rather helpful and others don't really have a full use. One of the big things is that now when loading into a multiplayer match, there is now a loading screen interface that displays important info about the server. It can also be used to display tips, custom backgrounds, or anything in between. A title screen has been added to the main menu as well. Not only that but I managed to code back in the player HUD so as it stands right now, the health can currently be displa…
- Dev Log (1/1/2021) - 1 January 2021
Hello everyone, I hope last week was great for you all! Firstly I wanna say happy new year to all of you! I wish I could've gotten the game finished within 2020, but I think it is a whole lot better now as I am taking my time to finish it. That being said I have a big announcement about the game. I am cleaning out the game entirely. So what I did was I started a new project and I will be updating all of the models, maps, sounds, etc. Not only that but I am updating all of the old code to ensure that everything is kept to the highest quality. So, most would assume that the game would take a long time to finish due to this, but on the contrary. Within this week I have been working on this new version and I have already blocked out 2 maps as well as concepted 1 for multiplayer. Instead of me just explaining it, let me just show some screenshots :) Here is a picture of Arctic in it's new fo…
- Dev Log (12/18/2020) - 18 December 2020
Hello everyone, I am back once again to show what has happened in the last 2 weeks. So within these two weeks I mainly focused on bug/stabilization fixes. This is because before I push the update, I wanna ensure that everything runs smoothly. Currently the build should be out sometime late Sunday night! This update will have singleplayer/multiplayer improvements and will be the stepping stone for modding. Once the documentation is ready I will post how to mod the game. That being said, there will most likely be bugs in Sunday's update, but I will make hotfixes as quick as I can. As it stands right now, the singleplayer saving is still not locked down, so that means there maybe a chance that saves in this update will not work in future updates. I will try to ensure that doesn't happen, but there are still some things I have to add to the saves. If I can get them all in before sunday, the…
- Dev Update (12/11/2020) - 11 December 2020
Hello everyone, I just wanted to post a little update regarding the dev logs. So as I was making todays dev log, I noticed that once a week might be pushing it too much as I can't get as much done within a week as I can in about 2 weeks/month. So I just wanted to post a little update that the new plan for dev logs will be every 2 weeks (that is if any holidays or anything else does not fall under that time). The being said, this will not affect next week's dev log. I am merely combining this week's dev log with next weeks due to not much progress being made this week. I hope you all understand and any future changes to the dev logs will be notified in advance. I still may try doing something on the weeks where there are no dev logs just to keep the community active. The next update, is currently on the roadmap for sometime next week or the week after. That's not to say that it is confir…
- Mini Dev Log (12/4/2020) - 4 December 2020
Hello everyone, I am back to show this weeks round of changes. Technically it has only been 4 days of work so as such, this time its a mini dev log. Anywho, let's get into the changes: Physics and Movement are no longer tied to frame rate Yep, you heard that right. I finally got around to fixing that so now no matter how high or low your frame rate is, the movement should still run with no issues. I know this is pretty big and is a must for all games, so I am glad that I managed to fix it! Weapon Improvements So some improvements I have done is that now the weapon rotates based on the direction your player moves in. Along with that, I added in the ability to zoom certain weapons. Here is a gif showing both features in action: I should also mention that the weapon zoom can be controlled on a per weapon basis and will allow modders to change the amount of zoom as well as show an overlay w…
- Dev Log (11/25/2020) - 25 November 2020
Hey there everyone, Joseph here to provide a lot of info as well as a lot of things that have happened this year and beyond. So lets start with the elephant in the room. Where is the game, when is it coming out, and what happened? The game was slated for early 2020, but with "current world events" and personal events, that could not be done. That is to say that I cannot put the full blame on those things. It boiled down to me and my development process. I was not upfront, nor was I keeping the community as a whole updated in the game's development. I take full responsibility for the lack of communication and no matter what I say, I cannot make up for that. It sounds like a broken record, and it kind of is because I did this before. Needless to say though, I have been working on the project constantly and the biggest downside was that I kept remaking things. The game has gone through num…
- Sector 452's Release 1.0 Release date and its developement! - 1 January 2020
Hello everyone, I just wanted to quickly make a post on when the release date for release 1.0 is. So firstly I want apologize for the 4 month radio silence, that was a mistake on my part as I kind of didn't know that 4 months had already flown by. Secondly the game's release is expected to be in January! One thing to note, if you would like to see progress on Release 1.0, be sure to check the trello as that is the best place to keep up to date with the game's progress. Now I do have some pictures that I would like to show of the progress within the game: Anyways, I got some more programming as well as polishing to do, I hope you all have a happy new year and see you all in 2020!
- Beta 1.9.1 (Hotfix) Changelog! - 31 July 2019
Hello there, Just wanted to post a quick update, I had to fix two major issues that had showed up in the game in beta 1.9. Here is the changelog, apologies for any issues: *Fixed a bug where the singleplayer maps would not let the player spawn above ground *Fixed a bug where the hud would not spawn