Eav 20.7.1, a small update fixing bugs and adding a new options toggle.
HUD Icons Toggle, find the colorful icons a bit distracting? You can now disable them from the options menu, do note that weapon icons will still appear above the inventory.
Into The Shadows Mortal... Good-Luck!
Patch Notes Eav 20.7.1
57.9 mb
Added hud icons option toggle
Changed various weapon hold orientations
Changed hud weapon icon anchor point to bottom middle, above the inventory
Changed description of completed terminal quests
Changed various environmental props, chapter 2
Changed various demon spawn locations, chapters 4/6
Changed atmosphere sfx, chapter 6/18
Fixed an issue w/ ammo notifications displaying incorrectly for rifles and shotguns
Fixed an issue w/ the player collider blocking shotgun fire points
Fixed an issue w/ chapter 2's exit not functioning properly
Fixed an issue w/ lift power quest trigger, chapter 4
Fixed an issue w/ scripting in multiple quests, chapter 18
Eav 20.7, our final Early Access update with some new additions and changes. Any updates from now up until full release will either be minor balances or bug fixes.
New Secret Chapter, Deep in the chasm, a hellish crypt awaits you along with it's hungry inhabitants.. will you brave these depths Mortal?
Knife Weapon, a new Knife weapon can be found through out the Campaign and Rogue mode. The Knife will override your fists, (similarly to the flashlight and glow stick) and will be a much more efficient means in exorcising demons.
Anti-Aliasing Toggle, though labeled Anti-Aliasing, toggling this will disable all post-processing image effects including anti-aliasing, increasing performance.
Progression Tracking, has been added to the journal menu to help keep track of chapter kills, quests completed, secrets found, etc.
Deagle Rework, the Deagle has received a visual enhancement and some improvements to it's animations.
Removed Festive Props, festive hats will no longer be seen on demons when playing. For future seasonal events, they will run for about a week from their start dates.
To clarify, there will not be anymore content additions up until full release. I'll be focusing on many other aspects to ensure that things are working accordingly. I also would like to add that the full price increase will occur one week prior to the release, since the game already technically had it's 'release' into Steam EA.
Godspeed Mortal!
Patch Notes Eav 20.7
288.2 mb
Added new knife weapon
Added new secret chapter
Added new anti-aliasing options toggle
Added level progression trackers to the journal
Changed various weapons hold orientations
Fixed missing small explosion light
Fixed various ui anchors, main menu
Fixed explorative achievement from unlocking when completing an omen portal
Fixed an issue w/ the player collider blocking the weapon firepoint in some cases
Fixed an issue w/ hit particles when punching specific surfaces
Fixed an issue w/ soul type demons floating to close to the ground
Eav 20.6.1, a rather small update introducing 70 new Steam achievements for you to unlock. What's this? The demon's have some brand new protection in the form of a... Santa hat?
Achievements, have been expanded upon as we prepare for full release. Achievement hunting Mortals will surely now have their work cut out for them. Older achievements have also been cleaned up to match the newest additions. I wanted to add many more, but for now 100 is a pretty good start.
Festive Items, OM6N will begin seeing various festive and seasonal props during the year. This Christmas marks only the beginning! I want to note that these will usually consist of mainly decorations, but may also expand to include unique seasonal game items or mechanics.
Rogue Preseason, Preseason 1 is almost concluded Mortal! Fear not - there is still plenty of time to climb the ladder and claim your spot, the season will be ending on 2/5/24.
The workshop has been quite busy Mortal... and there is still much to do. I hope you all had a Merry Christmas and have a Happy New Years!
It is finally here... gather around Mortals for a time of reckoning awaits you! OM6N's 1.0 full-release date has been set. Check out the newest trailer to see exactly when!
Pricing, the game will be fully released at a price point of $14.99. There are no plans for a launch discount, but you can still expect to see participation in Steam's sales and festivals!
Time & Date, the sixth of February 2024 @ 10 a.m. PST, don't miss out Mortal!
Post Release, I still have plans for OM6N once we do inevitably release -this will not mark the end of it's development. Some of the scheduled tasks involve;
Rogue Mode Realm expansions
More Champion & Secret chapters
New weapon customization
More Rogue customization
Improved optimizations for x64-bit
Oh boy.. where to begin. There are many emotions I am feeling whilst typing this post. The long awaited time has come, from the first steps of development back in 2014, to it's rocky Early Access launch in 2017, and now -the Full Release transition in 2024.
From excitement to uneasiness, the light at the end of the tunnel shines brighter with each passing day. Will your work over the past nine years even be noticed? Even be played? Even be worth it? Well I sure hope so, my passion for gaming is unwavering and I'm confident you will see.
Truly thank-you to everyone that has entered it's dark halls and has faced the horrors head on during Early Access! At last -a new Era of Evil will commence, will you be strong enough to contain it Mortal?
Eav 20.6, brings another new Champion chapter for you to unlock and overcome Mortal. The game's core architecture has changed as well, hopefully improving the overall experience on most machines.
New Champion Chapter, a beacon of education, this campus housed some of the BAR corporation's brightest minds. Explore the grounds as you fight for survival in one of the largest levels to date that has been added.
64-Bit Architecture, with Steam's plans to no longer support 32-bit games, it was inevitable to change the core build architecture. OM6N will now only be compiled in 64-bit, with the additional RAM freed up, I'll be prioritizing ways to get the most from your 64-bit systems prior to full release. Performance may or may not increase/decrease with this change, any & all reports (Steam discussions) will be greatly appreciated to help diagnose and fix any issues that may arise.
Great news Mortal, a Full-Release date has been planned for! Get ready as we are nearing the completion of our Early Access cycle. I will post an announcement and trailer revealing the date sometime later this month including important details such as pricing and post launch content.
As for future updates prior to launch, you can at least expect more optimizations, new achievement additions/updates, more campaign balancing/final changes, and of course bug fixes.
No Rest for The Wicked... Good-Luck and Merry Christmas!
Eav 20.6 Patch Notes
152.3 mb
Added new champion chapter
Changed item pickup range-checks
Changed core build architecture from 32-bit to 64
Fixed an issue w/ secret chapter 1 load screenshot not appearing
Eav 20.5.1, a small update overhauling the entirety of the tutorial/demo level. There have also been a few minor fixes and tweaks to follow up 20.5's changes.
Tutorial Overhaul, instead of the prototype aesthetic, I have completely changed the tutorial's layout and mechanics. Tip boxes have been considerably shortened to relay information quicker in the shortest amount of words possible. Before, it was a hassle trying to read a small paragraph while being swarmed by a horde of zombies - this has been changed.
The level's 'deadly' encounter has been changed to resemble the ones faced in the campaign. Lore bread crumbs have also been added to tie in the level with the main story.
With the tutorial level also serving as the free demo, I had changed this sole task's priority to very high considering the first impression impact this level could have on newcomers. The previous level just didn't match the same standard as the rest of the game and needed to be corrected.
Eav 20.5.1 Patch Notes
339.5 mb
Added water impact vfx
Changed the range for which all soul-type demons detect obstacles
Fixed an issue w/ player flashlight static not resetting properly upon resurrecting
Fixed an issue w/ crawling zombie hitboxes
Fixed a rare issue w/ powered wide doors
Reworked tutorial level to include small lore crumbs +better tutor/demo experience
Eav 20.5, introduces secret chapters that can be unlocked from within the select menu. There have also been some QoL enhancements this update that I'm sure will please you Mortals.
New Secret Chapters, have made their way into the select menu for you adventurous Mortals out there. Special requirement(s) within the campaign must be met to access these secretive levels. However, unlike Champion chapters, they won't be designed to make you suffer... unless intended of course.
New Configurable Key-Binds, are now in, enjoy configuring your very own input setups when playing. At a downside, any controller support reliant on Unity's older Input System have been lost. Plans for controller/joystick support aren't planned, but if enough Mortals want it, anything is possible.
Resolution/OS Options, can now be found in the options menu. A list of all your possible monitor resolutions +refresh rates can now be chosen from. Mac & Linux users now have an option to help improve performance and their respective systems.
Dynamic Explosive Props, what's a first person shooter without exploding barrels? New explosive dynamic props can now be found through out the campaign that can certainly be used for something..
Akimbo For All, akimbo variants of the P99, Bolter, and Minigun can now be equipped.
With the addition of each a Champion and Secret chapter, I will be prioritizing a tutorial rework coming up for Eav 20.6. A complete overhaul is scheduled, raising it's quality to match the rest of the game. It was hastily built to quickly teach new players the fundamentals which for the most part worked. The fact that it is also the free demo level makes it fall short of expectations someone may be expecting when trying the game.
Once this is completed, further refinement of the core game will take place up until launch. A date is still being worked on but will be announced before the end of the year. Get ready to mark your calendars Mortal.... for Hell is coming.
Survive the Horror... Good-Luck!
Eav 20.5 Patch Notes
208.1 mb
Added first new secret chapter
Added new configurable keybinds
Added new resolution dropdown option
Added akimbo for p99, bolter, minigun
Added dynamic explosive environmental props
Changed sliders +options toggle ui
Changed various chapter select screenshots
Changed demon rotations to be smooth instead of instant
Changed boomstick to consume and require a 2 ammo count when firing
Changed pickup notification anchors to randomize when picking up multiple items
Changed shadow distances to update in realtime when choosing shadow quality settings
Fixed an issue w/ new explosion vfx colliders
Fixed an issue w/key locked garage door lights not updating
Fixed an issue w/ incorrect r870 inventory equip icon being selected
Fixed an issue w/ jittery camera movement while riding elevators/lifts
Fixed an issue w/ secret triggers, tutorial
Fixed an issue w/ infernal machine quest, chapter 18
Eav 20.4, ready to prove your mastery Mortal? Champion chapters are now here to really test your mortality... though their requirements must be met before accessing. There have been also a host of changes and improvements to many other aspects of game play.
New Champion Chapters, cruel level designs to overcome, these master levels will surely test those Mortals wanting a bit more challenge. However, to access these chapters, special requirement(s) must be met that can be checked from within the select menu.
Load Screens, when loading campaign or bonus chapters, their respective screen shot will now fade into the background.
Horde Aggression, demons will now have a chance to attract more of their kin in their vicinity when being attacked. Greater demons will have a much larger call radius so be wary.
Suppressor Changes, suppressed weapons will no longer aggro demons when shot, this is especially useful for picking off foes at range without drawing too much attention.
New MP7S Weapon, equipped with a suppressor and drum magazine, this beast of a sub will make short work of lower tier hordes. With a built-in glow sight, aiming in dark situations just got a whole lot easier. You will find them scattered throughout the campaign and within the rogue shop. Oh, and did I mention it could be akimbo'd too Mortal? Enjoy!
Changed Hotkeys, the MP7S has been grouped with the PPSH (hotkey 6) instead of the Deagle. The Deagle has now been grouped with the rest of the pistols. (hotkey 1) There are plans for the addition of configurable controls, hopefully sometime before the end of the year.
Chapter I Rework, there were some pretty hefty performance issues within chapter I that I have fixed. Lighting being the main culprit, now when playing with shadow settings set to low/medium, you should see a much more stabilized frame rate throughout most of the level. I wouldn't suggest higher tier graphical options UNLESS you have the hardware recommended for it. I have also gone through and replaced most of the old dorm assets that didn't really fit aesthetically with the level.
Chapters VII - IX Rework, most of Act II has been reworked with new weather effects. Thunder, lightning, and rain can all be heard and seen as you explore the surface. Demon spawns for chapter IX have also been optimized and balanced, some encounters just did a bit too much and caused some severe performance hitches. I plan to carry these kind of optimizations across the rest of the campaign to further improve the experience prior to launch.
New Bullet Tracer/Impact Effects, with the addition of RNG recoil, it was kind of hard to keep track of shots landed vs missed mid combat, or especially at range. To improve the feeling and provide better feedback to the player, I have decided to add tracers to every shot. Impact VFX have also been improved, now displaying different effects based on the type of surface you have struck. Tracers have also been added to ranged demons (grunts, death souls), allowing the player to track these threats a bit easier.
Improved Explosions, explosion VFX have been drastically improved, along with audible changes depending on the type of explosion.
With our first Champion chapter completed and the systems in place for bonus content, it should be smooth sailing when implementing the rest of the bonus content. With much of the bonus chapters planned out earlier this year, expect a steady stream of bi-weekly or monthly updates up until full release.
With only ONE chapter left before a hypothetical 'Full Release' is ready, there are still some things that need to be fine-tuned. For all those who wish-listed and are waiting patiently for the day, I truly thank you for your patience and hope to deliver come launch next year. My eyes are set on a Spring release, but plans can always change. As for now Mortal..
Show No Fear and Good-Luck!
Eav 20.4 Patch Notes
728.5 mb
Added first new champion chapter
Added new weapon mp7s +akimbo, default hotkey 6(x2)
Added new ladder climbing mechanic
Added new bullet tracers
Added new fire +steam vfx
Added additional pickups, chapter 1
Added new rain vfx +sfx, chapters 8-9
Added new lightning vfx +thunder sfx, chapters 7-9
Added additional lamps along gravel trail to help navigate the player, chapter 9
Added additional environmental props, chapter 11
Added demon horde aggression behaviour
Changed player gravity from -20f to -15f when falling
Changed death soul +grunt demons to now have bullet tracers when firing
Changed defiler demon boss health from 25000 to 15000, normal variant from 7000 to 5000
Changed soul harvester demon boss health from 18000 to 12000, normal variant from 4000 to 2500
Changed doom knight demon boss health from 20000 to 18000, normal variant from 9000 to 6000
Changed light grunt demon aggro range from 30 to 40, attack range from 20 to 30
Changed medium grunt demon aggro range from 35 to 45, attack range from 25 to 35
Changed heavy grunt demon aggro range from 40 to 50, attack range from 30 to 40
Changed grunt demon +death soul 3D fire sfx volume range from 1-5 to 5-15
Changed mac10 firerate from 0.1 to 0.08, akimbo from 0.1 to 0.07
Changed boss demons +normal variants special attack chances from 15% to 33%, 50% for soul harvesters
Changed most demon damage scales as you progress, exceptions for suicide +death souls, grunts
Changed suppressed weapons to no longer aggro demons when shot
Changed loadscreens to display their unique screenshot, except rogue +tutorial levels
Changed the way rogue sell data is checked, you may now sell weapon counts to 0
Changed deagle default hotkey from 6(x2) to 1(x3)
Changed glass debris sfx volume from mn0.5-mx1 to mn0.25-mx0.5
Changed total kill count from 672 to 553, optimized demon spawners, chapter 9
Changed various barrels to be dynamic, chapter 9
Fixed an issue w/ bullet impact vfx rotations
Fixed an issue w/ bullet casings ejecting in view while ads
Fixed an issue w/ ppsh pickup nameplate trigger
Fixed an issue w/ bullet impacts on specific tag layers
Fixed an issue w/ doom knight animations getting stuck after killing the player
Eav 20.3, Rogue Mode is finally upon us Mortal, take up arms to prove your worth... Introducing a new, endless game mode that you can casually enjoy or even competitively compete in!
Rogue Mode, Originally supposed to be locked for after the campaign, this mode is not be underestimated Mortal. The demons here will hit harder than Chapter 18 and prove to be a real thorn in your side until your begin to grow stronger. You can play Rogue mode whenever you want, but a recommendation will show if you have not completed the campaign. (Mode features every demon type + boss variant) When entering Rogue, a random "realm" will be selected alongside a random difficulty ranging from Beginner to Hell. (depending on rank) The loot is randomized and you may not always find what you need, this is when the shop comes in. All possible Difficulty rolls:
Beginner
Easy
Medium
Hard
Expert
Master
Hell
Ranks As you exorcise the demonic hordes, you will accumulate experience points. Once enough points have been earned, you will then rank up and your rank icon may change. Your experience is measured by the yellow bar located above your SteamID in the Rogue menu. Higher ranks will unlock access to new titles to display on your Rogue profile.
Titles Customization for your Rogue profile, equip unlocked titles to be displayed onto your personal profile. Unique titles will display custom colors and animations when selected. When hovering a locked title, it's requirements will be displayed below. I plan to expand this feature to also show up alongside your SteamID on the leaderboard ladder at some point.
Money When exploring, you may occasionally find money pickups scattered through out the realms. This meta currency will carry over through death, use this to your advantage to gain an edge when starting anew or to resupply at the shop. Many valuable weapons and items can be purchased from the shop to improve your circumstances. You may also sell unwanted items or extra weapons for more money.
Rogue Items Some new item pickups have been added exclusively for Rogue mode.
Experience Tomes will increase your experience multiplier. The multiplier is reset upon death.
Coins will give you a random small amount of money.
Cash will give you a random average amount of money.
Gold will give you a set large amount of money.
Events There is currently only one event that can randomize throughout all of the realms, that of course being the Omen portals. However, instead of being rewarded with resurrections, you will now earn experience and money for each one you complete. They still will require a Omen Stone and might be quite sketchy for lesser geared Mortals. Expect new events in the future with new seasons.
Steam Leaderboards Want to prove you are the best slayer? Conquer the ladder and claim rewards exclusive to the current season. The score for this leaderboard is experience, the more you accumulate - the higher you will climb. Death will reset this though, so tread carefully Mortal...
Seasons The competitive ladder will be broken up into separate seasons, each with their own unique reward challenges. Complete these challenges to unlock season exclusive content most of which will be cosmetic/profile items. Plans for weapon skins/customization are next, these will be added to the reward pools indefinitely. Make sure to play this season to claim the exclusive "O.G." pre-season title!
Immortals Hall If season challenges aren't enough, how about being forever Immortalized into the game? The Immortals Hall will consist of each season's top slayer at the end of a season. This 1st place spot will be chosen when rolling out the next season, so be sure to check your position often if you wish to be Immortalized. Offensive or very derogatory SteamIDs will NOT be chosen and the next in ladder will be selected!*
New Statistics, have been added exclusively for Rogue mode. Though only a few to start, this category will eventually grow in time.
Sprinting Animations, have made a return after some time. I had disabled them due to many issues, but finally gotten around to fixing them. Simplistic yet effective, your weapon will no longer just 'float' along faster when sprinting and the general feel has been improved. Aiming down sights while sprinting is not possible anymore, so choose the right time when to engage.
New Fading Weapon HUD Icons , will appear and fade when selecting weapons. Just a minor quality of life addition to weapon switching.
A huge update, probably my largest thus far in terms of new content. I really hope you Mortals enjoy the new game mode as I did making it! It was a daunting challenge considering all of the moving parts to get it working- but we are finally here. I wanted to include so much more in terms of cosmetics and unlocks, but unfortunately have other aspects that need to be finished first.
I will now be switching gears over to Champion and Secret content creation. This does not mean I will ignore Rogue mode! I'll be monitoring it closely, ensuring everyone is on a fair playing field and that things are not breaking down. Expect general fixes/balances and even possibly new realms in between work on the bonus content.
Embrace Immortality... Good Luck!
Eav 20.3
Patch Notes
279.8 mb
Added new rogue game mode
Added 30 new rogue realms
Added new weapon sprinting animations
Added new fading weapon HUD icons
Added new armour break sound indication
Added new biohazard/radioactive ambient sfx
Added ui detailing to act selections buttons
Changed mac10 reload sfx
Changed ppsh +akimbo weapon fire sfx
Changed akimbo makarov firerate from 0.24 to 0.2
Changed akimbo m1911 firerate from 0.19 to 0.15
Changed HUD's weapon text color from grey to red
Changed HUD's inventory numbers color from black to red
Changed weapon sway from 5 to 50 to compliment ads changes
Changed soul harvester demon choke to now damage the player
Changed doom knight demon shockwave collider from knockback to area damage
Changed imp demon attack range from 2 to 1.5
Changed boss fight atmosphere sfx, chapter 18
Changed ending cinematic sfx, chapter 18
Fixed an issue w/ fire damage causing screen shake
Fixed an issue w/ the last weapon hotkey not working for the ppsh +akimbo
Fixed an issue w/ player gravity while resurrecting when the player had died mid-jump
Fixed an issue w/ imp fire timers not resetting when out of range
Fixed an issue w/ lights disabling during demon intro cinematic, chapter 3
Fixed an issue w/ player y coordinate positioning during spawn
Fixed a rare issue w/ player jumps not resetting, particularly in caves