Eav 19.5.2, some features that have been long requested for in the past have finally made their way in! Though not perfect, I'm sure you Mortals will enjoy the changes.
Save & Quit , option is now available when chapter exiting. There are no mid-level check points or quick saves, though this is still undecided and may change in the future. Considering the game takes 3-5 hours to complete as of 19.5, I don't want to force players to complete the game in a single session. When save and exiting, you will see a 'continue' button within the main menu. Upon loading a previous saved game, file data will be erased until your next save. *
Resurrections, are awarded after disrupting omen rituals. Think of them as lives, the more you have the better. Upon death, an option for resurrecting will appear if you have accumulated any. Resurrecting will spawn you back at the start of the chapter with max health and any other items you may have looted.
Tomes Buff, tomes that increased max stats will now also refill the respective stat. (e.g. Healing tomes will increase max health + refill your health to the new max)
Developments on Eav 19.6 are still ongoing, I'll be sure to keep you Mortals informed. For now, Good Luck!
Eav 19.5.1, a small update addressing some QoL changes, bug fixes, and a new tutorial level! To see all changes, refer to the change logs discussion.
Tutorial Level, for fresh Mortals entering the fray, learn OM6N's fundamental mechanics to survive and progress on your journey. The tutorial will feature tool-tips as you venture forth through the environment.
Along with the short follow up to 19.5, I will be reinstating OM6N's free to play demo. The demo will only feature the new tutorial level and will receive general fixes. Curious Mortals that yet own the game, will be in for a treat with this bite sized level. I wanted to do something special to commemorate our fifth year anniversary, thank you to everyone that has made the journey!
Eav 19.5, my my Mortal, have we come far. From only a few levels for the first couple of years in early access release, to a competent dozen - two thirds of the way from completing our journey. With a final act to conclude our main adventure, we are a few more steps towards transitioning to a full release.
New Chapter XII, Act 2's finale is here! Fight off the hordes of hell as you explore a ravaged insane asylum in search of the next Prime Evil.
Shadows Return. previous versions had real time shadows disabled due to performance cost in rendering. With the introduction of quality settings now, I have reworked them back into the game. I felt it was necessary for the value it could have on the atmosphere per level. As you fight your way through, areas previously too dark will now be much more illuminated. Below are a few screenshots from various levels showing the enabled shadows. (screenshots are from the editor and may not accurately reflect in-game quality*)
Zombies Rework, our favorite cannon fodder demons have received some major changes. Before every zombie variant had the same animations that were... a little odd. All of the older animations have been completely replaced as well as various animator controllers have been created for each zombie variant. You will now see a variety of walking, running and attacking animations per zombie, hell even some crawling ones! I've also added in new functionality to all zombie variants + hell hounds to jump over or onto small objects when chasing the player.
Idle States, have been added to zombies, hounds, imps, butchers, and brutes. Now as they roam the environment, they may have a chance to just idle for a brief moment. Prime Evils, flying demons, and stalkers will never idle.*
Staggers/Bullet Reaction, demons will now react to being shot aside from just dying. You may use this to your advantage when being cornered by many demons, though it is chance. Some may stagger for a few seconds while others may just flinch it off.
More Settings, you may now select between 5 levels of shadow quality and 6 overall graphic quality settings. Ansiotropic filtering and vSync toggles have also been added. (cap of 60 fps) Expect to see more options and possible keybindings closer to full release.
Stalker Rework, previously the stalker was hiding behind a re-skinned imp placeholder, but now has its very own model. These terrifying creatures stalk the shadows looking for their next soul to consume. They will now feature a variety of attack animations, but it wouldn't be wise to experience them for yourself Mortal...
Flashlight Static, your flashlight now may enter flicker states 'for a short time when encountering demonic forces. This will further increase the tension when such encounters occur.
Weapon Holstering, short and simple equip animations will now play when changing weapons. Before your swapped weapon would just appear abruptly in your hand(s).
Quality of Life, tons of changes fixing some pesky bugs that have plagued the game for awhile now. Expect much smoother runs now, tailored to your preferred settings with the newly added options.
Development on Act 3 is underway and will feature the final six chapters in OM6N's main game levels. Update schedules may change with the next act, releasing two chapters per update instead of just one per each. (usual hot fixes will still occur if necessary) Plans for master levels, secret/bonus levels, and possibly an arcade mode (w/ Steam Leaderboards) are still on.
With OM6N's fifth year in early access around the corner, I've been working overtime to get us closer to a full release. I'm always open to any community feedback, criticism, questions or suggestions, please use our discussions section on Steam as there are no other platforms currently. To see a complete list of everything that has changed, it will be posted within our change logs discussion as always. Good Luck for now Mortal, for the blood shall flow!
Eav 19.4, is now live Mortal, upping the mayhem to eleven! Along with two new chapters, comes various quality of life changes, bug fixes, and new additions.
New Chapters 10 & 11, may now be unlocked within the select menu. Test your resolve against the hordes of hell in these new challenging environments.
New Mac 10 + Bolter, have been added in with 19.4. During testing phases, I had realized unarmed chapter starts needed yet another round of buffing. Dying on a run could be very discouraging, knowing you may not have the tools required to proceed. To help remedy some of these restarts, I have reworked the Mac 10 to make a glorious return, akimbo as well! This new workhorse of a weapon is being reintroduced to help keep those unarmed restarts in check. Expect to see a bit of them lying around later chapter starts from now on.
As for the Bolter, lets just say - this weapon will let slay heretics with ease. Chambered in .50 AE, this beast of a weapon will greatly please any Mortal who wields it. It currently can not be held akimbo, similar to the p99 silenced pistol as it can only be discovered from a secret. This may change in the future with the addition of harder chapters and the weapon may see regular use.
Weapon Changes, for various weapons have been made. Certain sounds, fire rates, and many other variables have been tweaked for quality of life. The Tommy's gunfire sounds have been drastically improved, making it a much more enjoyable option.
New Rejuvenation Tome, was added to our line of power ups. These tomes will permanently increase max hunger & thirst amounts by five.
Pickup Buffs, all food & drinks amounts have been increased by various amounts. Rarer items have significantly been buffed. (e.g. wilka bars, pies, beer etc.) Ammo pickups will now always provide a minimum of 10 rounds before rolling for more as well. To see all stat changes, they will be posted within our change logs topic in the steam discussions section.
Inventory Icons, were adjusted to make new weapon additions easier to add. It should also be much easier to see exactly which slot is selected.
Act 2's finale is still currently being developed. I want our next prime evil's fight to be more challenging and unique than the first. So prepare yourself Mortal, for the horrors that will lie ahead... and good luck!
Eav 19.3, has arrived reintroducing chapters 7 & 8 along with a new one! Continue your fight along the surface against the hordes of hell into the first half of Act 2.
Returning Acts, may now be selected again from the select menu. Saved progress from chapter 6 will now carry over into chapter 7 when exiting the level. Chapters 7/8 also received minor level balances and quest changes.
New Chapter 9, has a lot in store for you Mortal, show us what it takes to brave these legions of hell! Tons of demons, tons of space, what could possibly go wrong?
Crosshair Toggle, some may find it obstructive, so now you can turn it off.
Eav 19.3's development time doesn't reflect the bulk of what is being worked on behind the scenes. After updating all systems within Act 2's first chapters, I was simultaneously planning, creating and testing on future levels. This will explain the radio silence for the past four months - though not intentional, I'll be trying my best to keep you Mortals posted regularly. To see everything that has changed, update/patch notes will always be posted in our steam discussions.
Eav 19.2, oh my has it been some time Mortal. The Dead Simple update is here along with a variety of game play changes and tweaks...
Exp+Skills/Inventory Grid -Removed, no more menus to cycle through... just kill anything that moves! Items now will just be consumed upon pickup (if needed). The previous inventory/skill system slowed the game play to a crawl in the beginning and just broke later chapter balance. Demons will no longer gain health buffs per chapter since weapons now have a default base damage. All abilities that were once locked behind a skill requirement, have just been given to the player. (such as healing when full on food/water)
Updated HUD Icons was a must. The old ones were very...crude. Also stamina has been removed as a integer and turned into a bar indicator. You may also still strafe side to side, but sprint strafing has been limited to a forward motion, run or fight.
Simpler Inventory you now may pick up as much ammo as you want, no more caps. This also goes for keys & omen stones. You may also carry over unspent keys or omen stones to other chapters. Weapon swapping was a huge pain with the old system and has been simplified. Your 1-0 number keys are now used for weapon changing. What weapons you currently have are indicated by your weapons chart in your HUD, pictured below.
Weapons that have not been discovered remain grey. Weapons you have discovered will turn green while yellow is your current selection. Slots that are red indicate there is no reserve ammo for that weapon. The columns left from right goes 1-0, if you have more than one weapon discovered in a column, press the column's key to cycle it. If you discovered multiples of a certain weapon, swap to it and press the akimbo key. Clearance cards, door keys, and omen stone icons will appear on the HUD when you acquire them as well.
Melee Weapons -Removed, they were pretty much useless anyway. Lets be honest Mortal, you weren't coming in swinging a bat on chapter IV - and if you were... good stuff.
Reworked Pause Menu a clearer menu to work with, the old one was very small.
Chapter Balances/Buffs had to happen because of the skill changes. Demons will no longer be bullet sponges in later chapters due to skill offset balances from the earlier system. Extra weapons and ammo have been added around the starting areas of unlocked chapters to aid with unarmed starts.
New Omen Encounters have been added to up the chaos. You may notice new ritual markings scattered through out the chapters. These new optional additional challenges await for any Mortal willing to banish them..
New Stat Tracking has been added for the perfectionist out there. Chapter Kills along with completion Time and Omens Cleared have been added into the selection menu.
Tome Reworks tomes now activate on pickup since you can no longer equip them. Healing tomes will now increase your max health along with Swiftness tomes giving you a max stamina increase along with its temporary speed boost. Beserker tomes still greatly increase all damage type amounts while the new Power tome will increased max armour + flashlight battery life.
Reworked Interaction UI has been cleaned up a bit from the old interaction UI. All pickups, doors and certain trigger text will now pop up near the crosshair.
Damage Indicator Changes, various blood splatter UIs will now appear on the HUD when taking damage and slowly fade away.
Loot Containers -Removed all loot-able props/ crates have been removed. This in return has greatly increased performance in all chapters. Demons will no longer drop randomized items anymore as well. (e.g. medkits, food/drink items, ammo etc.) You will now have to budget known resources accordingly per level.
Chapters 7 & 8 -Removed temporarily. You may notice Acts have been removed from the select menu too. Chapter 7-8 might be reintroduced in the future as a sub-level set, but the base game will just consist of Chapter's 1-6. (some of these chapters may receive major reworks/expansions in future updates, any additional content added will be added into the base game)
I'd love to hear your Mortal experiences or opinions! Its been awhile since our last update and I'd like to get back on track with monthly updates. Good luck Mortal! We shall speak again very soon..
Eav 19, is finally here with a brand new chapter and some minor QoL changes!
New Chapter VIII, a dark forest crawling with the hordes of Hell, fight your way across Earth's surface in Act 2's second chapter. Beware Mortal, as it will be very easy to be surrounded in these more open end environments!
Flashlight Battery UI/Mechanic Changes, have been made to clean up the HUD. I felt the yellow bar and icon to be a bit too tacky and have simplified it. Now a thin white bar above your action slots will represent your battery power. I've also increased the flashlight battery to recharge 4x faster than before, enjoy slaying demons at break neck pace!
Imp Behavior Changes, have been made to help reduce performance loss with the old projectile system. For now until a new one is created and implemented with very few to no bugs/performance issues, imps will be melee based. Beware though, as ray cast enemies such as the death souls will remain intact.
Enlarged Menus, have been fixed at players request. The pause, options, stats, and control menu's have all been enlarged. The menus were a bit too small and may have been hard to read on some monitors/resolutions. Hopefully this fixes it for you Mortals, if not let me know! I do plan on reworking all menus in the future for a much sleeker look.
Next up in Eav 19.1 will be the addition of Chapter IX, New skills + updated ui icons, a new sub machine gun firearm. and more! Till then Mortal, good luck!
Eav 18.9, is here with some new QoL changes and additions!
New Recharging Flashlight Battery, introduces timed battery life on your flashlight - possibly culminating into tense fights in the dark! Being Om6n is a horror/shooter, I felt this needed change was an easy enough resource to manage but one that could easily be overlooked during hectic fights or looting sprees. The battery only drains when the flashlight is active, it'll recharge when the flashlight is off at 1.5x the speed of the drain rate. An new HUD resource bar + icon has been added along with the battery, though very simplistic to match the rest of the uis. Be careful now Mortal, you never know what lies waiting in the dark!
New Hurt Indicator, has been added this update. Before was just a plain red tint that glossed the player's screen. Now when being damaged, blood splatters have been added to the edges of the HUD. In the future I may animate this to drip off screen when resetting, but for now will be static during Eav 19.1's development cycle.
+Lighting Changes, have been implemented to give a more 'realistic' feel & much darker tone to lighting behaviors. Tv's, lamps, hanging lights all now emit from their respective light sources and direction. Ceiling screen lights now give off more light to middle/upper sections of rooms instead of the older point lighting that existed before. (generally emitting light from center mass of the room) These changes span all current chapters to compliment the flashlight battery implementation. This will surely be more of a priority aspect of mine in future chapter creation. Before the new lighting, I had experienced impacts of 50-100 fps in some cases test playing (i7 - 1660GTX), now you should be receiving +50 - 100 fps (or more) instead of losing frames.
Chapter IV Rework, to help improve performance. This chapter was insanely large and most quests were completed within the first/second story mainly. I've removed about 95% of the third floor's playable space to help cut down on draws & boost frame rate. Though it pains me to delete dozens of hours worth of work, I felt the first two floors still hold their weight in playtime and difficulty. (estimated about 30 - 60 minutes to fully explore/fight/loot)
New Weapon Dryfire, will now occur when no ammo is left when trying to fire. An assortment of different dry fires have been added to all firearms.
New Ammo Type Switching, has been re-added after sometime of being disabled. Only firearms currently with the function to switch are shotgun based. Future types are being looked into such as incendiary 5.56 or full metal jacket. Weapon unloading received a QoL fix for re-adding the extra rounds item back into your inventory, same will go for when swapping ammo types. (requiring a reload after unload)
New Ammo Type Slugs, have been added with Eav 18.9. A single, heavy lead shot that deals massive damage. Can be loaded into all shotgun based weapons. A change in Eav 18.8.2 added all shotgun weapons to fire 8 pellets primarily, before only firing multiple rounds in a single direction. From now on, all firing behaviors will change with their respective ammo types per firearm.
Chapter VIII is still currently in development, I estimate roughly a few weeks time until completion (Eav 19) but may always go on a bit longer during testing phases. Check out the change logs to get the full scoop on what has changed. Until Eav 19, good luck Mortal!
Eav 18.8, is here Mortals! This update brings forth the introduction to Act II with Chapter VII - an demon infested graveyard that is relatively smaller than previous chapters. This will be the first chapter free of the confines of an interior structure, giving the player much needed breathing room. Most of Act II will take place outdoors (with a few exceptions) on the surface with large demon counts. Beware though, as the demons hit a lot harder than Act I - hopefully you've stocked up on weapons, meds, and ammo! Below are a few screenshots from in-game of Chapter VII.
New Dynamite, has been implemented to aid you on your journey, express caution though as the explosion radius is quite significant. A homage to one of my favorite shooters, though doesn't act quite like said game. Hopefully in the future, you'll see changes to dynamite to include these behaviors. For now it does require a prime of 3 seconds before throwing, you may hold 'Fire' for the time and release to throw or just click twice to throw once the 3 second prime has passed. You also cannot blow yourself up - at the moment, so do enjoy Mortal while it lasts!
Explosive Fixes, have been made to all throwable explosive devices. There were certain QoL bugs that plagued F1's since their debut that have since been fixed with 18.8. Refer to the changelogs in our discussions to see the exact fixes.
Omen Stones, are a new quest item that has been added. These stones are primarily used for side quests in which they will need to be destroyed to dispel areas of demonic omens. Careful on doing so - you never know what you might trigger..
Though a short one Mortal, I mainly wanted to set the tone of Act II's first chapter rather quickly to help with future concepts for chapters VIII - XII. Please NOTE that older chapters may still face huge overhauls & additions in the future once most of the core game is completed.*
Eav 18.7, Act I's finale is now here Mortal. Everything you've learned will be put to the test in this final chapter to Act I. Fight your way out of the depths of the BAR corporation's subterranean facility as Act II will bring you to the surface. Below are a few screenshots from Chapter VI.
Akimbo Deagles, are now here! Lock & load as you fight through the hordes Mortal. Akimbo weapons last update had rare bugs that locked up your weapons when selecting akimbo. Fear not though, as this bug has been patched out with 18.7, enjoy your tools of choice!
New Weapon Bren, light machine gun has been added with 18.7. A strong, but low ammunition count light machine gun capable of dispatching some of the strongest demons in Om6n. Though the single weapon has no ADS function, it comes with it's akimbo variant this update. Uses 7.62.
Defiler, demon boss type has been introduced as your first boss you'll be encountering in Om6n. Beware as it has high health points and packs a serious punch! Unarmed starting Chapter VI is not recommended, but if you want to take the risks - go ahead Mortal!
Act II, Chapter VII's development will start in the coming week once all hot fixes have been applied (if needed) to Eav 18.7. Act II and beyond will now take place on the surface of Earth, many different notable locations will be added in with it. No more cramped corridors Mortal - but very high demon counts will plague the lands along with new puzzles to discover aside from the usual key/switch hunts. (Though they will still remain a core part) I'm looking forward to 2021's next half of development and can't wait to hear your thoughts!
Price Change, will be coming post Chapter VII so between now and then is the last chance to grab Om6n for it's 2$ price point! With over thousands of hours of conception and development time, I've felt this is the most appropriate decision to help continue Om6n's development. I've never had any sort of crowd funding to help with the creation of Om6n, its all been out of pocket for something I've truly enjoyed. Fear not though - the price will not exceed 30$ when all is said and done out of Early Access.
Until Eav 18.8, as always - good luck Mortal.. you may need it with this one...