If you have questions or suggestions regarding the update, please join the Discord: https://discord.gg/Xw7dHKt
Update 1.62 introduces Steam Leaderboards into the game. Right now it's on two of the Survival maps due to them being among the hardest in the game. If you would prefer to see leaderboards added to other maps as well, please join the Discord to leave your feedback.
Update Features/Changes:
-Leaderboards added to City:Night and Tunnels maps -Difficulty increased in both levels the longer you stay in them -Added the PC player to the tutorial(if co-op is turned on) -Assault rifles have been changed somewhat. They now have a cone that they spray in. One handing them increases the size of this cone. Holding them with both hands reduces it significantly(and improves accuracy) -All end game menus updated to the new loading screen standard. Game end screen follows the players view and animates. -Advanced mutant health changed from 275 to 325 -Advanced mutant health scales up if the game is being played in co-op -Fixed PC player not being able to pickup katana upgrade -Fixed potential screen fade issue in main menu -Fixed a few hit animations not playing in environments -Fixed SMG laser not appearing
If you have questions or suggestions regarding the update, please join the Discord: https://discord.gg/Xw7dHKt
Just a small quick update that includes some bug fixes and a few new features:
New Assault Vest(This new vest replaces the old orb holster system) Added PC player to the tutorial Fixed some tutorial text that shouldn't have been plural Fix a issue where the PC player was not seeing headshot blood due to layer difference Reduced texture resolution in PC Level select scene on unseen items Fixed an issue with some text not displaying the appropriate message in the main menu Fixed PC players 9mm pistol slide animating farther back than it should have Fixed an issue that cause abnormalities when loading shells into the shotgun
New Map: Checkpoint The new map is a scavenge map, but serves to introduce the first elite enemy into the game that can't be killed through conventional means. This map is very dark but has a generator that must be kept on if you want to see the zombies before they get to you. The checkpoint consists of a few explorable buildings and contains lots of underbrush that conceals zombies when they approach you if you leave the center of the map. This map has two of it's own objectives as well.
New Advanced Mutant This mutant is a boss that can't be killed by bullets alone. You must explore the map in order to figure out it's weakness. He can be stunned but will eventually run away if you are unable to kill him. Killing him nets you $250 and the objective.
New Main Menu Since the game released into early access back in 2016, the main menu has never been touched up. Now I've introduced a much higher quality version of the cargo helicopter.
New Tutorial The tutorial has also only had minor changes since the game first released three years ago. The old tutorial has been completely thrown out in favor of a much more hands on one. Each step will guide you through the process of reloading your weapon and make sure you know how important it is to hit the extract button BEFORE you get overwhelmed.
New Loading Screen Transitions Maps are now loaded in smoothly with a fade in/out and a loading screen animation.
Plans going forward: I have an additional defense map planned for release and then I'm going to switch over to focusing on building out multiplayer. The scavenge maps will be the first to be ported over for the online co-op.
Full notes: -New map Checkpoint -New boss Advanced Mutant -New tutorial -New main menu -New loading screen transitions -Players can no longer drop their weapons unless they are placing them back in the holster -Memory optimizations -Fixed a bug with save file corruption preventing the game from loading -Tutorial is now the first map selected by default for new players
First, I want to announce that Containment Initiative now has an official Discord server. If you have questions about the game or want to voice your opinion on future content and would like to take part in the development process, then come stop by!
There are a few features I'm working on that I'm going to be rolling out to beta this weekend(Some are already live in the devbranch right now). They should be available in the default branch within the next week or two.
-New Loading Transition Screens The game will now feature smoother transitions between maps with an animated screen and fade in/fade out upon loading a new level.
-Revamped Tutorial As the game has increased in complexity, I feel that the original tutorial isn't holding up these days. I'm working on a step by step guide to introduce players to the main gameplay elements. -New Main Menu The original model for the main menu was less than ideal. It's now been replaced with a much larger, updated helicopter, that has much higher resolution textures.
Upcoming content:
After these three features are in place over the next few weeks, my next goal is to start adding more maps to the game. I'm shooting to have another locomotion enabled map that takes place outside the city in the woods added to the game soon.
-Added a comfort locomotion mode that restricts peripheral vision while moving. -Modified the main menu to support non-roomscale setups.(Options menu has been moved and the deploy button no longer requires a physical press)
-Modified default Oculus bindings within Steam. Magazines can now be ejected with the A or X buttons.
Fixes:
-Fixed the slide on the .45 and 9mm not registering touches depending on position. -Fixed buttons not responding to touches while holding items. -Fixed the magazine falling slowly out of certain weapons.
New Weapon: Semi-Auto Shotgun The new shotgun is a departure from the usual play style in the game. Each round needs to be loaded individually and it only holds six. You have to keep in mind how many you have left, otherwise, you can find yourself in a bad situation. In exchange, this weapon provides the highest burst damage in the game. Letting loose a volley of six shots one right after another can take down entire hordes with ease.
New PC Player Weapons .45 Pistol: Strong single bullet damage with a lower ammo capacity. 7.62 Rifle: Higher damage potential than any other PC player rifle. Large magazine capacity and quick follow up shots mean you can churn out serious damage.
New Loot Drop System In scavenge levels, all enemies have a chance to drop items now. These items include money, ammo for the PC player, and rare upgrades and skins.
Blood improvements The blood reaction that a zombie produces when they are shot has been vastly improved. The blood will now eject towards where the bullet was shot from and also has a mist effect that accompanies the blood spurts. Zombie parts and blood drips will now leave blood that pools on the ground.
Zombie Deformation Zombies can now have their legs/arms blown or cut off.
New Skin: Red Zebra Stripe This is a new skin that is being added as a potential drop to the loot system. It cannot be bought.
New Weapon Stat Mods Double stack magazines and different types of ammo that either buff damage to zombies or mutants are possible drops from the loot system.
New Melee Weapon: Katana Does more damage and has a longer reach than the axe. Also is much better at taking heads off.
City Scavenge Redesign The City: Scavenge map has undergone a fairly massive redesign. All environmental assets have been replaced with completely new, higher quality versions. The layout has undergone a few minor changes, but is largely the same.
General Improvements Bug fixes Locomotion has been improved Better menu navigation for Oculus users Improved snap turn for Oculus users
Full patch notes:
-New blood/gore effects on zombies. Mist now erupts when you shoot them. When you blow a head off, the dripping blood will splatter on the ground as well -Zombies arms/legs are now capable of being blown/cut off. -New Loot system. On Scavenge maps, zombies will sometimes drop money/ammo for the PC player. Rare drops include damage upgrades for weapons, better magazines, a new skin, and a new melee weapon. Note that this is the only way to obtain the new melee weapon and skin. -New melee weapon(Katana). Does more damage and has a longer reach than the axe. Much better at slicing heads off. -City Scavenge has been completely rebuilt to use better looking textures/environments. -New weapon(Semi-auto Shotgun). This is more of an advanced weapon. It has the best burst damage potential in the, game requires manual reloading of each shell. Requires the player to plan ahead and know how much ammo they have. -New Skin(Red Zebra Stripe) -New PC Player Weapons(1911/Semi Auto Sniper) -VR player locomotion has been refined. Controller position no longer affects acceleration -Fixed a bug where Oculus players weren't able to easily select items in the menu -Improved snap turn for Oculus users. Now the joystick on the right controller can be flicked in either direction to turn the camera 90 degrees in that direction -Weapon follow delay added for PC player when looking around. -Made slight grip adjustments to a few weapons to better support the Index controllers. -Improved haptic feedback when shooting weapons -Removed two of the older zombie models(one has been replaced with a new version) -Multiplayer stability improvements -Improved startup logo animation
-PC Sniper has been completely revamped. Now has the capability to zoom in or out with the sniper, full animations -Major texture and lighting facelift throughout the whole game -New menu system for the PC player -Two new weapons for the PC player(7.65mm Auto SMG, .45 Pistol) -Compatibility with the PC standalone version of CI(Releasing next week)
PC Standalone
The PC standalone version of Containment Initiative will be releasing next week for $0.99. You will be able to earn money in single player on nearly all of the existing CI levels. Users will be able to play in the sniper role on Survival: City(Day) and Defense: Bridge in online multiplayer with VR users.
This is going to be a quick post, but I just wanted to take a moment to share some of what's in store for the game in the next month!
1.4 Update
New Sniping system for the PC player
The biggest change in 1.4 will be that the PC player's sniping position has been remade from scratch. Now the player has the ability to zoom in using their scope, or stay zoomed out for closer range shots. Full animations have been added for both the starting bolt action, and the upgrade .50 cal rifle.
New menu system for the PC player
The boring green and black menu has been thrown out in favor of a new one that looks far more interesting. Quick camera pans and a more pleasing UI design make this a huge visual upgrade over the old menu system.
Preview:
(Apologies for the thrown together nature of the video. I cut this pretty quickly..just wanted to give some idea of what's in store for the PC player)
With the help of community member cmaldonado7, I've been able to spice up a lot of the environment and enemy models for this update. Now the supply crates have a nice glow to them that will allow you to spot them much easier(especially in the Factory map). Glow sights have also been added to all of the pistols to make them easier to aim. All of the camflouage weapon skins have been remade by him as well. (And they look way better than before!) We are still hard at work on some of these additions, so there will be more added to the update before it releases.
PC Standalone Release Info
Most of the changes being added to 1.4 are to get the game ready for the PC standalone. It will share all of the updates listed here.
In it's current state, it's getting fairly close to release. I'm shooting for a late February to mid-March release date. (This could changed, so don't hold me to this!)
While I haven't settled on a final price for the standalone PC version, I can promise that it won't be more than a few bucks. I want to make sure people that have friends without VR can join in on the fun without paying much more than a couple dollars.
The PC version will include pretty much all of the content that the PC player can play in the regular version of the game. They will be able to play this all in singleplayer mode.
For multiplayer, they will be able to provide sniper support to owners of the original VR game on both the Survival: City map, and Defense, Bridge map.
Lastly, I plan on giving some beta keys out for testing, so if you have a friend who doesn't have VR and would like to help you shoot zombies in CI, then feel free to post on the forum requesting a key, and I'll try to send a few of these out.
This is going to be a quick post, but I just wanted to take a moment to share some of what's in store for the game in the next month!
1.4 Update
New Sniping system for the PC player
The biggest change in 1.4 will be that the PC player's sniping position has been remade from scratch. Now the player has the ability to zoom in using their scope, or stay zoomed out for closer range shots. Full animations have been added for both the starting bolt action, and the upgrade .50 cal rifle.
New menu system for the PC player
The boring green and black menu has been thrown out in favor of a new one that looks far more interesting. Quick camera pans and a more pleasing UI design make this a huge visual upgrade over the old menu system.
Preview:
(Apologies for the thrown together nature of the video. I cut this pretty quickly..just wanted to give some idea of what's in store for the PC player)
With the help of community member cmaldonado7, I've been able to spice up a lot of the environment and enemy models for this update. Now the supply crates have a nice glow to them that will allow you to spot them much easier(especially in the Factory map). Glow sights have also been added to all of the pistols to make them easier to aim. All of the camflouage weapon skins have been remade by him as well. (And they look way better than before!) We are still hard at work on some of these additions, so there will be more added to the update before it releases.
PC Standalone Release Info
Most of the changes being added to 1.4 are to get the game ready for the PC standalone. It will share all of the updates listed here.
In it's current state, it's getting fairly close to release. I'm shooting for a late February to mid-March release date. (This could changed, so don't hold me to this!)
While I haven't settled on a final price for the standalone PC version, I can promise that it won't be more than a few bucks. I want to make sure people that have friends without VR can join in on the fun without paying much more than a couple dollars.
The PC version will include pretty much all of the content that the PC player can play in the regular version of the game. They will be able to play this all in singleplayer mode.
For multiplayer, they will be able to provide sniper support to owners of the original VR game on both the Survival: City map, and Defense, Bridge map.
Lastly, I plan on giving some beta keys out for testing, so if you have a friend who doesn't have VR and would like to help you shoot zombies in CI, then feel free to post on the forum requesting a key, and I'll try to send a few of these out.
This update was pushed earlier in the week, but I wanted to hold off on this announcement until the game was on sale. So just be aware, you may have already seen these changes in game!
Update changes:
All new hit effects
All of the old bullet hit debris effects have been replaced with much higher quality versions. The way they spawn in has been reworked so that now many more instances of them can be called at once. This will result in much more debris flying around when firing at zombies and missing them. It's especially noticeable with automatic weapons.
Axe bug fixes
The axe got a major rework for this update. There were instances in the past where it would not activate at certain points. It used to require big long swings from the player to ensure a hit. It now feels much more refined and is much easier to use. If you have any additional feedback regarding it, please feel free to shoot me a message on the forums.
Happy Holidays!
As another year winds down, I want to again thank the community for their support and interest in the game over the past year. I would also like to wish everyone a safe and happy holiday, full of great food and great (VR) games! Don't forget, the best way to play Containment Initiative is with friends and family over the break!