- Full release of v1.0 - 5 February 2025
Today the game has finished its trip in Early Access and launched as a final game. Several new levels, monsters and challenges is added since the last update. With each level the challenge is harder and the likely-hood of needing to retry more than once to pass it is increased noticeably. Would like to thank those that have tried it and reported problems or given suggestions during the Early Access phase. Without you it would not have been 30 updates published. There is no planned content updates to the game, and absolutely no paid DLCs or any such nonsense, but if the game end up selling over a thousand copies there is a good chance for some additional candy to be introduced. For those that one day end up trying out the game - thank you!
- EARLY ACCESS BUILD 30 - 19 May 2024
Time to welcome in the warm weather with an important release - this adds floor level 06 in the dungeon and a new Monster - the soldier-version of the Gorgon. Full Changelog * Added Level 06 with enabled staircase down * Added ability to limit and set Frame Count Target to reduce stress on really fast graphics cards * Added new Monster Gorgon Soldier * Added dynamic light to Motion Mine * Adjusted light-effect range for Pulse mine * Improve light filter for Weapons and Operators * Several tweaks around up and down-stairs for overhead rendering cam * Fixed issue around particles for standing torch * Fixed some left-over issues with Mummy Monsters animation and colmesh heriarchy
- EARLY ACCESS BUILD 29 - 1 January 2024
This update to ring in the new year is aimed at improving performance. A lot of subtle changes has been done, trimming and optimizing effects, reduce items rendered in the overview cam and many other things, while the larger parts are noted in the changelog below. Full Changelog * Introduced Mipmap streaming to reduce memory loads of large textures * Repack all textures for streaming and improved compression, reducing build with around 25% in on-disc size * Re-worked torches and flashlights to improve performance * Tweaked performance-profile settings for Ultra, High and Low
- EARLY ACCESS BUILD 28.1 - 1 May 2023
Ice Mushroom's weapon now added, that they launch up to twice per round. It is a Ice Ball attack that launches 4x balls that each have an automatic 'Chilled' effect and also a chance for a second Chilled level impact depending on targets Willpower level. Each Applied Effect of 'Chilled' lasts for 2 rounds and gives -1 in Agility per effect. Two full blasts from an Ice Mushroom could in theory have a maximum impact of (2 launches x 4 balls x 2 impacts) 16x 'Chilled' Applied Effect entries. Enough Chilled entries that temporarily reduce a Character to 0 in Agility has the same effect as 'Frozen', as there is no Agility Points to spend in the round. Full Changelog * Added new Applied Effect 'Chilled', stackable, with impact of -1 AGI per * Added Ice Ball attack to Ice Mushroom * Adjusted some Resistance levels for Lava Golem, Metal Golem, Veteran Metal Golem, Ice (Blue) Mushroom and Poison…
- EARLY ACCESS BUILD 28 - 1 February 2023
The main headline of this release is the inclusion of the full Level 5, with ability to finish it. This level contains some new Monsters introduced not seen in earlier levels and extensive use of the breakable level props. Any feedback on the current difficulty would be highly appreciated. Full Changelog * Added new Monster variants Metal Golem, Veteran Metal Golem and Veteran Lava Golem * Added new Monster Spider Eggs, that can hatch spidelings * Added new Monster Poison Plant * Added third section to Level 05 with enabled staircase down * Added new breakable Actors; Large Barrel, Medium Barrel, Large Wooden Crate Open, Large Wooden Crate Closed, Medium Wooden Crate Open, Medium Wooden Crate Closed * Added support for Specials on TakeDamage for all Units * Added new effect for Hypno Applied Effect * Added support for visually cueing stackable Applied Effects * Added basic turn-IK for U…
- EARLY ACCESS BUILD 27 - 3 July 2022
What's new in this build is the support for Ranged and Close Combat weapons to have secondary damageType's, allowing for weapons that apply two kinds of damage - and optionally also apply Applied Effects, such as 'Poisoned' after being hit by the acid spit from Green Mushroom or striking a Monster using the 'Longsword - Flame of Nur' to apply 'Burning' on the target. The chance for the Applied Effect triggering the target, no-matter if from primary damageType or secondary damageType, is a straight roll of 'damage done' vs 'Willpower'. Another QoL improvement done - and inspired by a Youtube video of a play-through - is that any Attack Order done will now, if it is the last Order in the queue, automatically repeat if the Target is still alive. This came about after noticing that several players was applying 'aimed shot' and other Ranged Attacks only once even though they had Action Point…
- EARLY ACCESS BUILD 26 - 22 June 2022
In this update the framework is laid for more functionality in the engine with regards to coming usage intended for coming Monsters, with one of them shown - animation-triggered events - for example allowing for dynamic and flexible approaches to special events when some Monsters die, while they have multiple different die-animations etc. In this update the BomberBug has a 1/4 chance of playing out an animation when defeated that shows the Monster exploding in pieces flying apart and a toxic poison cloud pushed out in the near area. This will apply the Poisoned State (an Applied Effect) to any operators within 2.5m of the body. The poisoned state triggers a health-decrease every 30 ticks (every half second of Action phase time) at the rate of 3.5% of the Operators max health. Two Quality of Life additions was added this build; first of when an Operator is Downed, hovering over one when…
- EARLY ACCESS BUILD 25.1 - 31 May 2022
* Added support for Shields and Special Armour on Monsters, where projectile can penetrate and lose force without damaging the Monster * Added support for Shield-specific impact effects, separate from the Monsters defined blood * Added decals to Blood Red impact effect * Added physics material definitions to a lot of Actor probs * Added more tailored collision meshes to non-static non-convex objects * Increased power transfered when projectiles hit debree * Adjusted level up gain from 1 to 2 attribute spending points * Adjusted Standing Lever animation to avoid wall-clipping * Adjusted so any piece that is pre-removed from a dyanmically damaged object is de-coupled and no longer triggers Actor interactions * Fixed a bug with the physical distribution of pre-damage on some props not being pushed out of properly * Fixed a regression where floor-impact effect from projectiles was not showi…
- EARLY ACCESS BUILD 25 - 23 May 2022
We have reached 25 Early Access builds - which may be seen as some sort of a milestone. It is days short of 2 years since the game entered Early Access, after 1.5 years in private Alpha, and there is still improvements finding its way into the game. In this update we are introducing the first fully destructible environment items, such as tables, chairs, benches, barrels and so on, that will both appear in the levels at different levels of damaged (random for each playthrough within specified instance-unique parameters) but that can also be further destroyed by Operator or Monster interactions. The most direct way this will affect the gameplay is that this both allows for more 'level clutter' to be introduced, but also to allow for dynamic adjustments of cover and concealment, where an item that starts out giving good cover can be destroyed to such a degree that it no longer function as…
- EARLY ACCESS BUILD 24 - 19 April 2022
In this update the ability to pre-roll the D100 (two D10) roll has been added, for planning/snooping purposes. Currently the usage of pure D100-roll (lower is better, unlike a D20 roll in DnD) is limited to Close Combat attack-roll (miss, hit, critical) and for Ranged Weapons projectile's Damage-calculation (glancing hit, hit, critical). What has also been made, but not activated and usage is still under consideration, is the ability to actually roll 'physical' dice and wait for their roll to end to see the result. It was not added now since it didn't seem to add something really important in terms of value and it slowed down the process of making multiple rolls. So why add the option to see coming rolls for your Operators actions? The concept was to allow for some snoop-ahead and ability to try to 'play around' ones bad luck (if rolling high) or perhaps even force out bad rolls by perf…
- EARLY ACCESS BUILD 23.1 - 11 April 2022
* Adjusted skills for Dark Bat, Hairy Dark, BomberBug, Fishman, Mummy, Veteran Mummy, Frost Mummy, Green Mushroom, Blue Mushroom, Plant, Veteran Plant, Posion Plant, Small Snake, Snake, Small Spider and Spider * Added more alternative animations for Golem Slap attack * Fixed dynamic clothing and body-parts to be configurable per Monster * Updated new highresolution textures for Golem characters * Fixed a regression regarding buttons and secondary triggers
- EARLY ACCESS BUILD 23 - 3 April 2022
Perfect is the enemy of good. After months of trying to both build a level that could contain a concept that looked good on paper, and then many weeks trying to find a solution for an optional game-mode, the conclusion is that it is better to reduce scope and build in steps and improve as is needed. There is no rule that a level must be 'finished' to be released. That is self-imposed and frankly lead to a situation where the lack of feedback ended up delaying a do-over. And it shouldn't have to be this way. So in this release, is the current ongoing version of Level 5 -- it may change a little or a lot, but the stair-case down will not be unlocked until it is deemed ready, so no-one accidentally finishes it too early (missing XP and loot). Take note that the level is, as has been previously stated, is not finished and will change -- both due to actually being built out and changes based…
- EARLY ACCESS BUILD 22 - 5 September 2021
In this update there is two improvements, both the result of work done to improve things going forward. The first thing is a comprehensive handling of error-states and exceptions that may appear due to bugs, logical errors, timing-issues or driver-flaws -- the case is reported back with information about the game and the latest part of current log from the session to help tracing the root cause of the problem. You will know an error-state was entered as the game will instantly load back to the Main Menu, via a loading screen that informs about what happened. This also makes sure that even though the game didn't technically hard-crash we still ended the current session as continuing may risk creating more errors or in worst case impacting even the save-game. And we don't want that. The second change is on the surface a minor one but with the ongoing flawed gaming-press reports that loadi…
- EARLY ACCESS BUILD 21 - 22 August 2021
In this build a wish by player Tech-Priest posted in the forum was introduced: when a team is wiped the Operators still get to keep all XP and skill level progress made for all characters, the savegame is updated with the new values. This is also true if one need to quit mid-level -- all progress of XP gained or skill levels increased is saved. This will help any player that is having issues with a level and/or specific monsters and will help them overcome them with time invested. Full changelog * Added new 'TeamWiped' state, setting status for UI, Steam Overlay status and animated end-state of Level * All Experience gained for level and Skills aswell as Attribute additions are now stored post-TeamWiped * Exiting the game to Main Menu or to Windows also saves the Experience progression, as if TeamWiped * Added hot-air effect to all torches * Fix issue where Health and Action Points in S…
- EARLY ACCESS BUILD 20 - 28 June 2021
In preparation of the (slowly) approaching Level 5, containing new monsters, abilities and environmental effects, some improvements are being done to accommodate the new concepts and ideas - including none-damaging range-based weapons (abilities) that impact a targeted Operators sanity and mental resolve. During testing of these I found the Terror Impact to be in need of improvements. The perhaps most important change regarding this area introduced in this update is that Willpower has received a dramatic increase in importance of ones resolve and team-mate proximity buff has been reduced to a quarter (1/4) of the original level and can be further reduced to a comparable 1/20th of the original impact when a teammate is not in Line Of Sight anymore (but within range to give some buff). This balances things up a bit and removes the huge difference if the full 3-man squad stays together or…
- EARLY ACCESS BUILD 19 - 18 April 2021
The theme of this update is to look over and improve the Overwatch system and make it more usable to use. While the core mechanics of Overwatch remains (Operator holds their position, waits to attack any Monster observed using a Normal attack, repeat until round is over) the usage of having a single Operator act as a guard for an alternative path or doorway was always hampered by the fact that one had to re-set this each round and wouldn't actually know if the Operator being far away had observed any Monsters and attacked them. So to help with this and speed up the gameplay somewhat, any Operator that stands as Guard using Overwatch, but doesn't attack any Monsters in the current round, will carry over the order to the next round. This will continue until any Monster is finally observed and attacked, or the order is removed. If a Monster is observed and there is enough time in the Round…
- EARLY ACCESS BUILD 18 - 5 April 2021
This update does not really bring forward any content per se, but it does contain the actual implementation and usage of Stats and Achievements, that now has its internal components all in place. As a start there is currently 33 Achievements added, but more will come - there is already the starting-point of 'per Monster' and 'per Level'-related Achievements, and these will be expanded upon as more Monsters and Levels are added, but also other kind of challenges for achievement-hunters will be added going forward. Full changelog * Added usage of Stats and Achievements * Adjusted Mouse-pan speed to match key-pan * Fixed that mouse-pan can still occur when mouse cursor is hidden during Action phase
- EARLY ACCESS BUILD 17.1 - 22 March 2021
* Added BENCHMARK option for Main Menu for the new Benchmark Level * De-coupled FPS and Tick gathering for better resolution of information * Adjusted Quality level Medium to High, added level Low
- EARLY ACCESS BUILD 17 - 10 March 2021
This small update brings along something that came from a realization that being turn-(phase-)based, the intent is to be tactical. And having information is a positive thing, it allows the player to make informed choices. As such, all Monsters, either when an Operator is selected and a Monster is highlighted as being within their Perception range, or a Monster walks within range from a Light Flare and is highlighted, a Health Bar will be shown indicating from 0 to 100% the Monsters actual health. This also means that the Light Flare once again get a minor buff, to bring it in line with some other Special Abilities. In other news, development is, slowly, ongoing for the next level and the new monsters to find there. One of the important changes done to accommodate the current design, is to raise the theoretical max limit of the level by 4 times (double in both length and width). No date…
- EARLY ACCESS BUILD 16 - 17 January 2021
The main changes in this build is the re-introduction of Perma Death of Operators. While Operators still end up as Downed if their health reaches 0 healthpoints, they no longer automatically recover after Downed state is over -- a failure to revive your teammate manually or using the BoostInjection ability within 10 rounds will cause the Operator to Bleed Out. This causes them to die, and this is permanent. This will make sure that one cannot just leave an Operator to run off alone without any regards for their safety, because one may not be able to reach them and revive them before bleeding out. This should heighten the stakes somewhat again, even if the game is not as hard(core) as it was with the first builds. Changelog * Adjusted TTL for Downed Applied Effect, it is now 10 rounds * Adjusted the Downed state, where timing out now cause a Bleed Out * Added the Downed Icon to Team UI t…