SOS - Valve
SOS is Now Available on Steam Early Access!

SOS is an interactive game show where 16 entertaining performers are dropped onto La Cuna Island with one simple goal – get off La Cuna Island. Players must find a relic, signal for extraction, and grab a spot on the rescue chopper while out-thinking opponents and fending off monster hordes. Survivors will be rewarded with fame and fortune, not to mention their lives.
SOS

A game of SOS typically ends with a violent showdown between improv groups armed with guns and skulls, like a prop comedy workshop gone terribly wrong. It's framed as a reality survival show in which 16 players have to avoid monsters, find 'relics,' and escape on a helicopter—but there are only a few seats on the chopper, so conflict is inevitable. The real goal, though, is to be more entertaining than everyone else, to attract stream viewers and get emoji reactions. Mics are always on.

It can be an absolute disaster, but probably fun with the right people—if you can find them when SOS releases in Early Access tomorrow. In the meantime, James and Tyler got to play a few early rounds today and last week. Here's how they felt about being on the big stage.

Coming up with a character

Tyler: I sure love coming up with an improv character on the spot!

James: It’s a nightmare, Tyler. During that pre-match sequence where everyone gets a few seconds to say something and wiggle their digital avatar around, I clam up. I’m worried about what the hell I’m going to say, but my bigger problem is watching everyone else fumble to come up with something.

Tyler: It can be awkward. You have to have a desire to perform and be liked, or at least be notorious in some way. You have to want attention. I can be that person—not to the degree a popular streamer is, but to some degree. It's exhausting to be a part of at times, though. You can tell who's thinking, 'Oh God, what did I do? Why am I here?' and sometimes that's you, too. 

James: Yeah, I don’t want to write it off as bad just because I’m uncomfortable with it, but it’s tiring as hell. The cartoonish reality show island motif might be too wide of a starting point for me. Maybe some prompts for characters to play as or secret goals to set for yourself would be helpful. 

Tyler: Yeah, a more specific motive than 'escape' could help. I mostly went with 'friendly Canadian man who wants some Timmies,' but I had a harder time trying to be cruel or flippant, or really pursuing the goal I was supposed to. I didn't want to kill anyone. Even though I'm acting, it feels more like it's 'me' in the game than it does with PUBG. And the prompt is basically: 'Be funny. Now.' That's probably the hardest task a game has ever given me.

James: Yeah, it’s like a hardcore flight simulator, but for comedy. 

Meeting other players

Tyler: One guy noticed I was infected, said, "You have AIDS," gave me a syringe and then shot me in the face. That wasn't a great experience. How'd it go for you?

James: I didn’t meet anyone quite as rude, but my time with SOS hasn’t been too surprising. Most of the people I meet are either as naturally quiet as I am or they’re just doing an impression, mostly bad Russian and Italian caricatures. No grand betrayals or tense standoffs so far. Some YouTube-sounding guy pulled me aside and told me I was beautiful, after which we starting making kissing noises for a minute. 

Tyler: That last thing actually sounds pretty great.

For every bizarre and cool interaction I have, I experience a dozen more awkward misfires.

James: It was funny! But it was also totally random. I had fun playing along, I just think everyone is trying to find their improv legs, even people who would otherwise never dabble. For every bizarre and cool interaction I have, I experience a dozen more awkward misfires. That’s to be expected—not everyone is natural comedian, including myself. It’s just painful to be a part of.

Tyler: I like the challenge of making our own fun, the game acting as a framework for social comedy—but that framework is going to determine a lot about the comedy. It's not just the players. I loved Friday the 13th for a while because I was playing with funny, giddy people, but I think the violent, predatory structure invited a lot of assholeish behavior as it grew, and it became less fun. SOS could be a real shitshow depending on who it attracts, and the behavior it encourages. For now, I wish it were a bit sillier.

James: Yeah, I mean the only expressive tools are your mic, a few emotes, and the objects you can carry. And the majority of those objects are weapons and healing items, which communicate cooperation or death. I want more pointless props, but pointless in that their only purpose is to be played with.  

Tyler: I'd love that too. I threw a piece of fruit, and then a knife at my partner while pretending they were just slipping out of my hands. But I couldn't think of many other jokes to make with what's provided. We're not professional comics. We need prompts, scenarios and objects that naturally create opportunities for comedy.

James: Skulls are one exception, I suppose. You bet I roleplayed Hamlet for a bit, pausing over the corpses of dead players to consider whether I knew them once or not, Horatio.

Tyler: I wish I'd been there for it. My best moment was throwing skulls and papaya at some unsuspecting targets. I died pretty quickly in most of our matches, but I followed you for a bit. Looked like you were in a squad of dancing streamers. I watched you guys declare my former teammate the most beautiful man in the world before slaughtering him. That was kinda funny. Again the props and premise didn't really lend themselves to anything but violence. When it gets to the end of a match, you've got to start killing if you want to 'win.' You got pretty close, actually.

James: Yeah, it was pretty startling. We had two relics and the chopper was just about to come down, so we started dancing. Well, I didn't have the dance emote equipped so I just held down the OK emote. Then, right before we’re about to dip out, gunfire rains in from all directions. I died right away, too surprised to react properly. Most matches climax like that, but I wish they were less inclined to. With only three seats on the plane, bashing someone over the head is a quicker route to victory than bartering. Then again, the audience can ‘react’ to your performance, which has the potential to propel you into first place, even if you die. I got second after that match. That time I said hello to my teammates must’ve put me over the top. 

Tyler: Dang, was I trying too hard? I goofed off for a bit with a guy because we couldn't figure out how to get into a base, and we were punching locks, trying to climb over each other, and all that. But eventually you have to go, 'OK, for real, we're not getting anywhere. We need to progress here.' The urgency can undercut the comedy.

James: The urgency is always there too. It makes pulling a trigger a much easier choice than spending anymore time than you have to with some guy doing a bad Rocky Balboa impression.

Being streamed to the world

The first moments in a match remind me of those awkward workplace icebreakers, where you need to wander the room in search of a partner for some goofy game.

Tyler: In a bad round of PUBG, you land, find nothing good, get sniped after wandering alone for 10 minutes doing nothing. But having a bad round of SOS is worse. It means not clicking with whoever you run into, not enjoying their sense of humor or finding any rapport, or being uncomfortable around them—like a guy who made a homophobic joke when I ran into him. We just disconnected right there. We couldn't be friends. A bad round can be humiliating, because you know nearly every player is streaming and you become complicit in their jokes, a prop for their audience to laugh at. Even if you try to outshine them, you're just helping them and their stream. So I just retreated. The highs of SOS are probably real high—a perfect comedy rapport—but the lows are disappointing as hell.

James: The first moments in a match remind me of those awkward workplace icebreakers, where you need to wander the room in search of a partner for some goofy game. Who you end up with likely determines how much fun you’ll have. Except there’s no immediate penalty for being an asshole, and the viewers at home might actually reward those assholes for toxic behavior. How the ‘humor’ is moderated will be a big task for Outpost Games, and the team will need to set a strong precedent early on. 

Tyler: There is a well-written set of rules that appears when you first launch the game, so hopefully those are enforced. For now, I'm still looking for that brilliant moment when I get someone and they get me, and we make it amazing. I think it can happen in SOS, but I expect it to be a pretty wild scene which it launches wide tomorrow—you know every streamer is going to be picking it up. It's perfect stream material.

James: And therein lies the hope. With enough of the better Twitch performers showing their audiences how much fun simple roleplaying can be, I would like to think that SOS can find an audience that wants to play along rather than throw cold joke spaghetti at the wall. It’s on Outpost Games to enable and encourage more ways to roleplay than loud ethnic impressions through garbage mics—not everyone should feel like they have to be funny—and our time with the Early Access build feels like a promising dress rehearsal.

Tyler: At least anyone who isn't sure about it—and I'm not sold—should have plenty of streams to watch. If it can be anything like Steven's experiences roleplaying in ARK, then it'll be a delight. That's my benchmark.

SOS - bvandusen
SOS is entering Steam Early Access on January 23rd. Finally, Contestants can join us on La Cuna Island without limitation beyond their ability to survive. Here is just a taste of the new content that's in store for you upon returning to La Cuna Island once again.

Contestant Contract

Upon booting SOS for the first time after purchase, players will be asked to agree to our Contestant Contract. This is a shortened version of our Code of Conduct, highlighting the pillars of good behavior that will lead to the most entertaining experiences for all Contestants.

Evidence-Based Reporting

We remain committed to enforcement of our Code of Conduct. SOS is a game that challenges players in new ways, and that meant new challenges for moderation. We teamed with one of the makers of OBS and current member of Lightstream to develop technology for SOS that would allow for the game to clip the preceding 20 seconds of footage and submit it every time a Contestant reports someone.

This will allow our team to strictly crackdown on inappropriate behavior while at the same time  reduce the amount of false reporting that goes on, as all reports will be backed by some form of video evidence. With SOS, we aim to foster an inclusive and welcoming environment for all Contestants and to do that we need to be ahead of the curve regarding moderation.

Ghosts No More

Dead teammates in Duos will no longer be able to spectate Contestants other than their partner. Once both members  of a team are dead, they will be free to spectate any Contestant in the match. This should prevent dead teammates from “ghosting” and passing along tactical information to their still surviving partners.

New Character - The Scoundrel

Fans with good memories may remember the sneak peak we gave of this character some time ago, but the Scoundrel is finally here. Looking for the perfect character to live out your swarthy deserted island fantasies? Look no further than this unscrupulous individual.

Landmarking

Each starting beach has a defining characteristic to it now to help players easily identify when they spawn and to better navigate to each other in Duos. We’ll let you discover each of the unique spawn landmarks for yourselves, but we’re going to continue to use landmarking on La Cuna Island to help players navigate more fluidly.

Axe Me No Questions

The Wood Axe has been modified to reduce exploits with its swing animation. It’s also easier to aim and more accurate when busting through doors and other obstacles (living or inanimate).

Map Update

The map of La Cuna Island is now updated to match all the changes that have been made over the past year of development. You may notice that some of the names of major locations have changed or that each beach now has a number associated with it. This new map might just be your best friend as you are setting out on La Cuna.

Body Hair

It may not seem like much of an alteration, but body hair was the piece to The Slacker puzzle that you didn’t know was missing until right now.

It’s Coarse and Rough

Thanks to our new materials artist, we have been redoing the surfaces on La Cuna Island. The first of these to get this update is the sand across the island. Those of you not spending their time staring down at the ground may not notice the change, so stop and smell the sand when you return to La Cuna.

Intro Video

The lead-in to the intro of each match has been updated to further bring the reality show that is SOS to life.

Though we are happy to finally be launching in Early Access, this is just the beginning of the next step of our development journey with SOS. We remain committed to absorbing feedback from each and every one of our valuable Contestants to continue making SOS the best game it can be.


These are just the changes that made it in for Early Access launch on the SOS side. To see what we’ve been cooking for you over on Hero, check out our blog post.
SOS

What sets SOS apart from other multiplayer survival games is its built-in social element: Players can talk to one another freely through a proximity-based chat (a microphone is required to play) and spectators can listen in on those conversations and throw out emotes in response. It's not the last player standing that counts, then, but the most entertaining—although as we learned in our December preview, a creative killer instinct is obviously a plus. It's been in closed testing for awhile now, but Outpost Games announced today that it will go into Early Access release on Steam on January 23.   

It's not just the ability to communicate that makes SOS different from games like PUBG or Fortnite. As we noted in our preview, it's purposely designed to put less pressure on players to kill everything they see. Guns and ammunition are relatively rare, there's a 30-minute match timer but no ring of death forcing players into contact,  and kills aren't tracked.

"There's a streamer who tends to win more than the average, and almost purely through social engineering. She just sort of makes friends, turns people against one another," creative director Ian Milham said. "She had two people who were both infected and needed the antidote that she had. She made them have a rap battle to decide who was going to get the antidote."   

The Early Access release of SOS will sell for $30. Further launch details will be revealed over the coming week.

Update: The post originally indicated that the Early Access release was set for January 29. It is in fact January 23.

SOS - bvandusen


Papaya fever has broken out across the world, and we know our Contestants are eager to find out when they can set foot back on La Cuna Island again. Outpost Games is happy to announce that SOS will be launching into Steam Early Access on Tuesday, January 23.

You can purchase SOS for $29.99 beginning on launch day, so start packing your bags and sharpening your knives in preparation.

We’ll be going into more detail about our launch plans over the coming week, so check here and follow us on Twitter @playsosgame for all the latest info!
SOS

Update: All 10,000 keys have been distributed! Enjoy the beta, gang.

SOS is pretty and promising, and I've got a few thousand beta keys to give away today. The first project of Outpost Games, SOS is an interesting take on the battle royale genre. 16 players compete not just to stay alive, but for fame and the adoration of real viewers watching via livestream. Here's an official description:

Players are tasked with retrieving a valuable relic in order to claim one of three seats on an escape helicopter. Survival is key, but winning isn’t as simple as outlasting the competition. In order to escape the island, players will need to use the power of both voice and personality to build bonds with other contestants and navigate the dangerous terrain. Scheming, strategizing and even backstabbing are commonplace and the contestants who do them most skillfully often have the best chance to escape.

It's like a mock reality TV show mixed with PlayerUnknown's Battlegrounds. From my article last week: "You've probably seen clips of clever roleplaying and acts of social engineering in sandbox games like DayZ, or GTA 5 roleplaying, or our very own Steven Messner being drugged and forced to sing karaoke in ARK. SOS' pitch is that it explicitly encourages and designs for the sort of pretending that players are already getting up to in these games."

Get a key

Keys are available through the widget above—simply use the enter your email and look for an email shortly thereafter. We won't distribute this information elsewhere, it's purely for this giveaway.

Here's instructions on how to redeem the key on Steam, if you need help.

For more info on SOS, visit the game's website at www.sosgame.com.

SOS - bvandusen
SOS Closed Beta is finally here and we have been hard at work on a number of improvements (big and small) to La Cuna Island for this Beta Season. Upon arrival on the Island, some changes will be immediately apparent, whereas others may call for a little digging to discover. Soon the time for digging will be upon us.

Environmental Activism

Although there are many out there that call La Cuna Island home, our staff has been hard at work on a near complete renovation of the Island. We have already and will continue to add environmental polish to La Cuna Island, making each and every area on the Island into the perfect location to film your best performance. We have scattered more loot temples around the Island and have brought new life to some of the environmental details.




That’s So Random

In our efforts to make the flow of matches of SOS less predictable, we have continued to increase loot randomization. If you thought that you knew exactly where each and every Item spawned on La Cuna Island, guess again.

Most loot containers can now spawn in a variety of locations. You’ll have to search like never before for medical cabinets, ammo boxes, flares, and other weaponry.

Bullet Slowing

While intended to help balance out melee and ranged combat, bullet slowing was in great need of an update. Just in time for the SOS Closed Beta, we have decreased both the duration of the bullet slowing and the amount of slowing that occurs.

Character Updates

Not only have we added a new suite of distinct facial animations to accompany our gestures, our animators have been hard at work creating three all-new gestures for you add to your repertoire.

As always, we are also continuing to add polish to the facial sculpts and hair of all of our characters. We have also added support for Faceware to allow for even more dynamism in our facial expressions.


Time To Say Goodbye

We’ve seen it happen all too often — the lone surviving contestant in a match grabs onto the rope with relic in tow and only seconds to spare and… the time runs out. This had the tendency to diminish some of the feeling of accomplishment for surviving so all the way to the end of a match.

In the SOS Closed Beta, the game timer will now pause if you are on the rope with fewer than 15 seconds left on the clock. This allows Contestants one final shot at survival.

Follow the Leaderboards

Leaderboards have gotten a complete overhaul for the SOS Closed Beta. The most immediately visible of these is that we removed the Survival Leaderboard altogether. Instead of having a survival ranking weighted against other players, you will have a Rating that will go up and down depending on the results of your matches. . You’ll be able to see how your Survival Rating changes at the start and end of each match.

Not only will you have a Survival Rating, but also a Fame Rating. Contestants will have to finish five matches before they receive their Fame Rating. This will allow us to evaluate skill level before throwing new players in with other experienced Contestants.

The Fame Leaderboard still exists. In fact, we’ve added a Trending Leaderboard that is also focused on Fame, but only displays the Top Performers from the last 24 hours. On either of these Leaderboards, you will only ever see the top 100 Contestants, so you won’t know your rank unless you make it into the upper echelon of performers.

There’s also been some other minor improvements accompanying the new systems. Feedback that you or your viewers give to other Contestants will never cause them to surpass you in Fame, so Spectate away without fear!


Live Grenades

Grenades were newly introduced in our previous Alpha, and after reviewing the results of that playtest, a number of changes have been implemented:
  • Grenades will now spawn on the Island
  • Grenades can now be thrown with left-mouse in addition to middle-mouse depending on your preference.
  • New VFX have been added to the Smoke Grenades
  • Activation animation has been polished.
  • Mosquito Grenade duration increased.
  • Poison Grenade radius increased.
  • Poison Grenade duration increased.
  • Smoke Grenade duration increased.
  • Smoke Grenade radius increased.
  • Poison Gas damage changed so it is more predictable.
Other Changes
  • Load times improved.
  • Helicopter supply drops improved so they don’t land on inaccessible areas as often.
  • Poison damage will no longer knock players off the helicopter rope or detach relics.
  • Footsteps are now louder. Players should be able to hear, track, and follow other players more easily and naturally.
  • - New first-person pistol animations for jumping, landing, and sprinting.
  • - Removed the delay before sprint would become available after throwing an item.
  • Slightly reduced base bullet spread and bullet spread while moving.


Bug Fixes
  • Fixed a bug causing look inversion not to work.
  • Fixed an issue where using the antidote wouldn’t cure  infection.
  • Fixed an issue with outro camera when spectating
  • Fixed a bug with green reticle for teammates not displaying at long distances.
  • Fixed an issue that caused infection sound to continue playing through outro ceremony.
  • Fixed issues with metallic footstep sounds in locations where planes can spawn even when planes aren’t present.


Want to see what changes we’ve been working on for Hero? Check out our blog update!
SOS

SOS is a survival game where surviving isn't the only way to win. You're on a dangerous tropical island with 15 other players, and three of you—at most—will escape. But you're also on a fictional reality TV show called SOS. If you're more entertaining than your competitors, the real-life audience watching you on Twitch can help you win. Even if you die.

It's a clever crack at the booming battle royale genre—what if social skills and showmanship mattered as much as fragging ability? A microphone is required to play SOS, and all players can talk freely through proximity-based voice chat. A counter at the bottom of your screen continually tracks how many people are spectating you, and another panel surfaces which emote viewers are sending you. When you die, you become one of these spectators. 

In other words, this SOS isn't interested in being the next PUBG. It wants to be something closer to PlayerUnknown's Gilligan's Island. 

How well can goofy, extroverted roleplaying can coexist with cutthroat tactics?

The studio making it, Outpost Games, is led by industry veterans who have worked on stuff like Dead Space, Battlefield Hardline, and EA's 007 series. Outpost's vision is to "imagine what a game might look like if it was built from the beginning to be as fun to watch as it is to play," according to studio CEO and co-founder Wright Bagwell. "We formed Outpost Games with the mission to turn every player into a performer, and every game into a stage."

You've probably seen clips of clever roleplaying and acts of social engineering in sandbox games like DayZ, or GTA 5 roleplaying, or our very own Steven Messner being drugged and forced to sing karaoke in ARK. SOS' pitch is that it explicitly encourages and designs for the sort of pretending that players are already getting up to in these games.

"We've seen online a lot of games where people are sort of trying to create something, maybe they're roleplaying in GTA, or doing things in other games that are not exactly what the original game intended," creative director and SOS 'showrunner' Ian Milham tells me. "And the game, it kind of allows for it, but not really. And players are like 'We want to do this,' And the game's going, 'No, you should go capture the flag right now, or you should go get inside this circle for two minutes.' We believe that we can make a game that is not only cool with [what those players want] but is adding to it, and suggests things."

Milham gives an example of the type of behavior SOS has inspired in its alpha. "There's a streamer who tends to win more than the average, and almost purely through social engineering. She just sort of makes friends, turns people against one another. She had two people who were both infected and needed the antidote that she had. She made them have a rap battle to decide who was going to get the antidote."

Lord of the Televised 

The $19 million question—the level of funding Outpost has raised so far—is how well goofy, extroverted roleplaying can coexist with cutthroat tactics. SOS steps into the genre with original ideas, but it also inherits battle royale's kill-on-sight mindset. Will an average match of SOS fall apart if most of the competitors aren't willing roleplayers?

I'm the furthest thing from an entertaining streamer, and I greatly enjoyed the matches of SOS that I played. I think SOS has the potential to be an excellent story generator. It doesn't hurt that it's also a comfortable, aesthetically clean first-person game with expressive animations and character models. It's pleasant just extending a held item in your hand to another player (the T key) and seeing them take it. Movement, too, is smooth and forgiving, making SOS' Hollywoodized, lush island fun to traverse.

Propelling the fun I had, though, were several of those aforementioned charismatic roleplayers. The matches I played were populated by a handful of experienced alpha testers picked by Outpost to play alongside members of the press. I had a great time running with Classypax, who roleplayed as a supportive Christopher Walken in the video embedded at the top of this page. Going relic hunting with him, evading and fighting the deadly ape-like monsters that populate the island, and then being escorted to helicopter freedom by a convincing, quirky Walken is one of my gaming highlights of the year. 

One more standout moment from that session: in an abandoned temple, Mr. Walken suggested that we play dodgeball with the skulls we'd collected on our journey so far. Later, when we encountered a major enemy that held a relic, he simply yelled "Skull dodgeball!" to cue our ranged attacks, and we both knew what to do. 

One thing that could insulate SOS from 'kill-on-sight culture' is that it doesn't exude the macho, competitive intensity of games like PUBG or CS:GO. Matches have a 30-minute timer, but SOS otherwise doesn't exert much pressure. There's no ever-shrinking 'circle' to corral the action. Guns and bullets are pretty rare, and Outpost has deliberately omitted anything resembling a rifle for more intimate pistols and hatchets. Kills aren't tracked on any kind of mid-match scoreboard. 

There also isn't a wide spectrum of loot to lust after (backpacks aren't worn, and players don't carry body armor or other defensive items), so taking someone out doesn't really leapfrog you up the food chain. One exception is the infection, a mechanic that stimulates betrayal and bargaining. If you absorb a hit from one of the AI monsters on the island, there's a chance you'll become infected. An infected character will exhibit visible signs on their skin before eventually turning into an AI-controlled rage zombie. Eating the neon mushrooms that dot the island will keep the infection at bay, but what you're really looking for is a rare antidote to fully cure the disease. 

SOS is a bet on the idea that rap battling in front of a live internet audience is a lot more fun than just shooting someone to get that antidote. It'll be interesting to see how that idea holds up as players with a variety of preferences and personalities try SOS' beta next week (sign up here) ahead of a full release early next year.

SOS

SOS is a survival game with an unusual twist. 16 players head to an island on a mission to recover and escape with an ancient relic, but the helicopter sent to make the pickup only has three seats. Complicating things further, there are no teams; instead, players are free to talk to one another, as well as members of the audience watching online, to try to make deals and alliances on the fly. It sounds very Survivor-like, and the sosgame.com website plays on that show's slogan, saying that players must "out-think, out-run, and out-fight" their opponents. 

"In order to escape the island, players will need to use the power of both voice and personality to build bonds with other contestants and navigate the dangerous terrain," developer Outpost Games said. "Scheming, strategizing, and even backstabbing are commonplace and the contestants who do them most skillfully often have the best chance to escape." 

It's been in alpha testing for awhile, and the first round of closed beta testing is set to begin on December 11. To kick things off, the developers are holding a "Vets vs. Threats" event ahead of that, that will pit 100 "popular influencers"—the Vets—against 100 up-and-coming performers—the Threats. The Vets have already been selected, but the Threats have not. Unlike the closed beta, however, where you sign up and hope for the best, people who want to join the Threats team must get through a "competitive auditioning process," not to determine the best players (especially since you can't actually play it yet) but rather "the most entertaining personalities." 

"First and foremost—we’re looking for contestants with clear audio. The ability to coherently communicate with other players is essential in SOS, so make sure you have a quality mic," the developers said. "Aside from that, we’re just looking for people who want to put on a good show! This can be through role play, or simply by being your bubbly self." 

The SOS: Vets vs Threats event will run from 1-5 pm PT on December 9 and 10, and will be streamed on Hero.tv. Details on how to audition are up at sosgame.com/vetsvsthreats. The separate closed beta will follow on December 11 and go until December 17, with servers scheduled to be online 9 am PT to 9 pm PT—you can sign up for that (with just your email address) here

SOS - bvandusen
Outpost Games is happy to announce that Contestants will soon be headed back to La Cuna Island for the SOS Closed Alpha 2 which will take place over the course of three weekends: Sept 30-Oct 1, Oct 14–15 & Nov 4–5. Servers will be open from 9am-9pm PT (4pm-4am GMT) on those dates. While server support will be limited, we are working to steadily expand our player concurrency and geographic availability to accommodate more Contestants worldwide.

In the months since the June Closed Alpha , we’ve been hard at work improving SOS based on your feedback and the data we gathered from your time with the game. Here’s a glimpse of what you can expect to see when you return to La Cuna Island.

Enter the Intro
Consistently throughout the June Closed Alpha, Contestants dazzled us and their audiences with their antics during the Intros. The Intro sequence already made for a great show, but we knew we had to give Contestants the ability to express themselves fully.



Along with a brand-new setting and presentation, we have added a host of animation improvements including head tracking based on cursor movement, a suite of gestures, and expanded facial animations. Our hope is that this newly revamped Intro should allow every Contestant the chance to shine during the Closed Alpha 2 weekends.

And We’re Outro
To help bring the reality show presentation full circle, we realized that we had to expand the end sequence of each match. We never want to waste an opportunity to give facetime to an eliminated contestant or a triumphant victor. Our new outro sequence now includes confessionals where a few lucky Contestants get the chance to tell audiences what they really thought about each match.



As with many of the alterations and developments that have made their way into SOS since the June Closed Alpha, this Outro sequence aims to make player performance the focus and to deliver on the promise of putting Contestants center stage. Stick around through the end of the match you might get the chance to get in the final word.

Vote for Papaya
The final big addition to the game since the June Closed Alpha is a feature that’s been oft-requested (and for good reason): Audience voting. In our effort to always put the focus of the game on our Contestants’ performances, we felt that it was essential to create ways for our players to interact directly with their audience and for that audience to interact with them.



Starting now, whenever a flare is fired and the helicopter is able to see it, a vote will be initiated. This allows for spectators (both in-game and on Hero.tv) to choose between a series of positive and negative gameplay trade-offs. The winning selection will be air-dropped onto La Cuna Island to either help or hurt the remaining Contestants. So be kind to your audience; you might need their help!

Quality of Life
In-Game Reporting
We have added functionality to the game that will allow for reporting of players who are seen violating our Code of Conduct. Enforcement of this Code is imperative to our efforts to promote a positive and welcoming community, which will in turn make for more entertaining episodes of SOS.



Please remember that abusing this reporting system is itself a violation of the Code of Conduct, so refrain from making false reports of your fellow Contestants.

Audio Settings
We’re happy to announce that for our Closed Alpha Weekends, players will be able to adjust in-game audio levels to suit their needs. This feature was heavily-requested and we’re glad to support it in time for your latest trip out to La Cuna Island.

Keybinding
Keybinding is in place now, so feel free to make every button on your keyboard ‘Throw’ if that’s what you’re into.

Odds and Ends
Extractions
We made some small changes to some of the extraction points on La Cuna Island since the last time you may have played. Our aim is to make each extraction point offer balanced trade-offs, so we made some changes in layout and geometry based on data we collected during the June Closed Alpha. Your favored extraction point may no longer be such a sure thing, and one you may have ignored in the past could prove its mettle.



Visual Language
In our June Closed Alpha, many Contestants noticed the trails left by other players (footsteps, blood, grass, discarded items, etc.) and used them to make interesting decisions. However, we also saw that some Contestants missed these visual cues. We believe that this kind of in-game information is really important in bringing players together and creating interesting, dynamic scenarios, so we wanted to see what small changes we could make to increase awareness of these trails. Since then, we have:
  • Lightened color of sand
  • Darkened color of footsteps
  • Increased prominence of sap trail from Relic
  • Modified flag colors and designs
  • Differentiated player blood from Hupia blood
  • Increased noticeability of player blood trails
  • Optimized grass trails to make them more visible



These changes touched on a number of different elements of the game, but in the end, the aim was the same: Inform our Contestants about the state of a match purely through the game’s visual language.

Throwing
Throwing was something that we added to the game close to the release of the Closed Alpha in an effort to provide Contestants with a combat option that wasn’t strictly melee or guns. However, after reviewing the data, we found that throwing didn’t seem to be competing well enough with other combat mechanics. It just didn’t seem to be representing a large enough percentage of kills.

Going into our Closed Alpha Weekends, we have increased the damage of thrown Items by 19% and their speed by 40%. We have already seen that this change has caused hits per match to increase significantly. Try lobbing some Papayas around this weekend and let us know what you think.

Temple Architecture
Some of you may notice that the layouts of our temples have changed slightly due to some changes on our end to how we construct our temple architecture. We have steadily been moving towards an architectural style that allows us to create structures with more chambers and cover along hallways between them.



Characters
As with the rest of SOS, our characters are a work in progress. Currently, we are still in the process of finalizing our cast of characters, but already you may spot some distinct improvements over their last outings.



We are in the process of updating the hair of each of our characters. Not everyone has been follicly blessed just yet, but here’s a glimpse of the progress we’ve made.



And it wasn’t just a facelift for some of our characters. They also were fitted with facial expression systems that can allow for them to display a wide range of emotions. In turn, we hope this brings out even more dynamic performances from our Contestants.



The Future
We have come a long way since our June Closed Alpha, but there is still a long way to go. We’re excited to share what we’ve been working on all these months with everyone over the coming Closed Alpha Weekends. Our goal is and always has been to offer every player the chance to put on their best performance. As always, please offer us feedback in our feedback portal and be sure to follow us on Twitter and Facebook for the latest SOS news and updates.
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