Community Announcements - CombatJack
A very special thanks goes to Berserkr for all of his generous hard work to make this happen.

Also thanks for everyone's patience as we add more languages - we are not exactly sure when, but the next ones will be Russian and Spanish!
Oct 28, 2014
Community Announcements - CombatJack
New Features:
  • Italian translation has been added thanks to the generous help of MarcoCav!
  • Improved gamepad support:
    • Analog movement and strafe.
    • Sensitivity sliders added in Options > Controls for Look and Turn.
    • Map screen can be navigated with the D-Pad - no more tossing explosives
    • when trying to navigate. :)
    • Jump is properly bound to the A button.
  • Store and Inventory slight upgrade - pictures and icons added to make it easier to select what you want.
Community Announcements - CombatJack
The demo presents a brief journey through the Fort Henry region, giving the player a few mysteries to solve, weapons to wield and a bell. Enjoy!
Sep 10, 2014
Community Announcements - CombatJack
New Features:
  • Two new languages added thanks to some generous help from the community. A very special thanks goes to Julien Pons (Qwib-Qwib) for the French translation and Zsolt Brechler (lostprophet) for the Hungarian translation.

  • Key binding interface no longer jumps to the top of the list after selecting a key to change.
Jul 18, 2014
Community Announcements - CombatJack
Note that there are some very minor spoilers below.

  • Fixed a potential progression blocker when players die while reading a note.
  • Fix for the bell in Fort Hope not working properly at the end of the game in certain situations.
  • Fixed a message timing problem that could potentially cause a destination in Deep Forest not to count toward the Pathfinder achievement.
  • The key binding now shows on the Close button and functions as expected in all menus and screens.
  • Map rollovers now work correctly with a gamepad.
  • Numerous improvements in the menus and journal screens related to gamepad focus and selection highlighting.
Jun 22, 2014
Community Announcements - CombatJack
New Features
  • New enemy type! Spider-like creatures that swarm and spit harmful venom.
  • New hazard! Fungus-like growths that spew toxic mist when approached. Listen for their telltale sound and don’t get too close or you’ll regret it.
  • New equipment item! Throwable explosives! Scarce but powerful and highly effective against groups of enemies.

  • Option to show health bars for enemies.
  • Better enemy ranged weapon leading.
  • Better enemy pathfinding.
  • Better AI foot placement reduces cases of floating enemies.
  • Clarified the “Can’t carry” message.
  • Improved the Listen tutorial.
Community Announcements - Larry
We've added Steam Trading Cards for Betrayer. We hope you enjoy them!
Apr 13, 2014
Community Announcements - CombatJack
Thanks for supporting Betrayer! Please feel free to leave feedback on the Steam forums or email with your comments.

Recent changes:
  • Added archiving of save games every hour and every 15 minutes within the last hour.
Apr 8, 2014
Community Announcements - CombatJack
Thanks for supporting Betrayer! Please feel free to leave feedback on the Steam forums or email with your comments.

Recent changes:
  • Applied a fix for UI crashes.
  • Fixed an issue that could cause player loot drops to be invisible when loading from save game.
  • Fixed a case where a player loot could fall out of the world but not be given to the player. In order to avoid the issue of inaccessible loot, we're giving the player his loot if it falls through. One case was not handled.
  • Updated the Hunter's Longbow description to indicate that it's slower than the Champion's Longbow.
  • Made melee better at hitting targets beneath the crosshair.
Apr 1, 2014
Rock, Paper, Shotgun - (Alec Meer)

Betrayer is a pre-industrial, mostly monochrome first-person action game from Blackpowder Games, among whom number several ex-Monolith developers. It’s out now.>

The bloody red cross of an English flag flickers against the bleached horizon like arterial spray on snow. Brittle, near-dead pines rise from the grey-white ground, silent, skeletal giants forever threatening some terrible fate to those who dare approach. A bell tolls, endlessly, through the dark and fog of The Night, an funereal peal that sounds forever and brings madness, not comfort. A flash of scarlet amid the monochrome grass signals danger. A flash of scarlet amidst the colourless, low buildings of a long-abandoned colonial fort signals… well, not safety, but at least a link to something human. The colour red. The sound of that damned bell. A switch from white to black, and back again. So much from so little.

To think all these years, we’ve been crying out for more colour in first-person games (those tireless ambassadors of grey and brown), only for the most visually striking one in some time to neatly remove almost all colour. … [visit site to read more]


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