During August 25th - September 12th, Demo is back for various activities! For those who have missed the last Demo, join us this time!
Check it & let us know what you think!
[ The demo will be the same contents as last time, but we're using all your feedback for the final version of the game! ]
- About the Demo -
The Demo features some gameplay where you can explore one of the many cities in the game, meet and interact with the NPCs, experience the thrill of battles, and get a glimpse of the story and mysteries (as well as some easter eggs, check them đ). Join our protagonist Ann and Ayane to explore this 2D â 3D cyberpunk world, unraveling the story behind it!
ËsteamhappyËCheck out some gifs from the Demo!
Now it is time to get your hands on the demo, and enter the world of ANNO: Mutationem, Enjoy! We look forward to hearing your thoughts!
The game is still under development, the demo is not representative of the final build, sorry it is not perfect and there might be some bugs and problems. Therefore all feedback and suggestions are very important to us!
- Fixed armor not breaking properly when shooting with the hand cannon - Fixed zombies standing around uselessly in dungeon rooms - Fixed "Stick Up to compare" to switch to the other hand when using alternate stick binding - Upgrading your Level 1 weapon should not make it worse anymore - Improved pathfinding for some enemies - A few balancing adjustments
New lists for worlds and avatars are drag scrollable in VR by holding the trigger and dragging up or down. (feedback would be nice)
Sessions page has been merged into Worlds tab.
Second click for switching avatar no longer needed, will perform the switch when ready.
Refactored content loading for worlds and pre loading.
If an avatar switch fails it will give the reason now
Changed input method for vr triggers to use trigger axis threshold for click instead of engines pressed and released actions. This is to resolve issues with triggers value rapidly switching back and forth causing repeated clicking. These thresholds are exposed to console with "i.TriggerClickThreshold 0.75" and "i.PrintTriggerClick 0 - 1"
Added F10 as a console button for keyboards that don't have a tilde ~
Known issues Japanese localization needed for new UI sections.
Weâre excited about our latest game update and hope that youâll enjoy the upcoming changes for Scavengers.
To prepare for the update, there will be downtime on August 25th, starting at 8 AM PT / 4 PM BST and it is expected to last for 2 hours.
Hereâs whatâs coming with our Rush & Attack update tomorrow!
Stamina System Tuning
Weâve done a pass on the stamina system tunings to make melee and stamina feel more meaningful:
Light attacks are now far less costly on stamina, while dodge and heavy attacks use more
Running no longer zaps stamina and the exhausted run has been removed from the game
All melee weapons have had a tuning pass for the new system
There is now a periodic hunger drain
Hunger drain on abilities has been decreased
Talents that affect stamina have been tuned
The stamina HUD will change colors based on your ability to do a dodge/heavy attack
Camera shake while using a melee weapon has been reduced
PvE Horde Mode
Updates to Horde Mode:
Weâve introduced a new flow for extraction. Explorers will now extract after the 10th wave
Data uploading grants match rewards, such as extra life, extra Data Uplink health, and better chests
The R.A.S.P can be destroyed
New Veteran difficulty mode and difficulty mode selector. Veteran mode can be unlocked and played after winning a match in Normal difficulty
Better support for 1 and 3 players
Various improvements and bugs, based on player feedback and data
New Salvage types to acquire for Research in Horde Mode, such as a Heavy Outlander
Controller Improvements
Improvements to aim assist and the general experience on controllers:
The dodge roll and crouch buttons have been swapped in the default controller layout
The default controller sensitivity has been slightly lowered
UI Improvements
EXP boosts now show their remaining duration in the lobby menus
Weâve improved the Battle Pass page to better inform players on how to gain Season Points, and advance through the Battle Pass tiers
Rewards & Challenges
We have done a pass on the number of Season Points awarded for completing Daily Challenges. Overall, the amount of Season Points earned will increase
Adjusted the difficulty of some Challenges based on player feedback
The initial player level up rewards and challenges have been adjusted to introduce the loadout to new players more quickly
General Gameplay
New Resurrection Kit item that allows you to resurrect fallen teammates. Resurrection Kits have a chance of dropping from supply camps
When there is only one team launched into a match, the session will no longer move into the Dropship phase after a few minutes. Now, players can experience a portion of the complete session before the Dropship will come down
Shotguns now have tracers and smoke trails for better visibility
Ammo crates now drop explosive ammo
Executions can now be interrupted if you attack the executor
Backend Improvements
Weâve improved our backend to create a more responsive and faster friend-finding system
Ongoing improvements to performance
Weâve done a pass on characters, character skins, and backpacks to improve the visual quality
Audio Improvements
Voice chat activity is now shown in the draft and other screens outside of the match
Improvements to Outlander and Scourge sound effects
Improved bear sound effects
Weapon audio updates
Bug Fixes
Fixed: Multiple client crashes
Fixed: The UI still shows +1 life for uploading at Data Uplinks
Fixed: Cazador Cheetah was not properly zapping stamina from targets
Fixed: Multiple issues with the environment including floating assets, clipping, and items placed partially under the ground
Fixed: Time Survived includes spectating time when dead
Fixed: Minor typos in the Explorer subtitles
Fixed: Players can sometimes reload while dodging
Fixed: Players can preserve slide momentum by continuously jumping and sliding
Fixed: The flashlight doesnât always turn on in dark interior environments
Fixed: Player cannot interact with several berry bushes on the map
Fixed: Jumping while sliding causing jitter
Fixed: Aiming down sights gets cancelled while taking continuous damage, like bleed
Fixed: Players are sometimes unable to revive their teammates
Fixed: Players can receive Career & Daily challenges that they cannot finish
Fixed: Unfinished challenges cannot always be refreshed at the time challenges roll over.
Fixed: Several buildings do not provide shelter from storms
Fixed: The Retchâs vomit projectile sometimes does not show until it lands
Fixed: Game Mode selector shows âPlay 3 PVE Matches to Unlockâ, regardless of how many PVE matches youâve played
Fixed: Text chat sometimes stays on screen after leaving a match
Fixed: Teammate respawn time does not always show on the HUD
Fixed: Daily challenge rollover time is not properly displaying
Fixed: The Bloatbile leaves collision in its place for a short while after exploding
Fixed: Some environment assets are entirely white with snow
Fixed: Lettyâs Rosie Packrat drops too much scrap from elite enemies and Warlords
Fixed: Some words were not being caught by the profanity filter in chat
Fixed: AI arenât dropping their grenades when you interrupt their throw
Fixed: Shield bars show as partially full as you begin to level them up, despite being entirely full
Fixed: The scrap indicator on the HUD shows 0 when you die and respawn
Fixed: Enemies getting stuck in Horde mode
Fixed: The controller vibrates while spectating a player who is shooting
Fixed: Some Explorersâ eyes look off on low-end machines
Fixed: Vehicle sound effects sometimes continue looping endlessly
Fixed: Teammates do not animate while interacting with a chest or item
Fixed: Spectated players sometimes show the wrong firing state while using a weapon, e.g., showing as reloading when they are shooting
Fixed: Several bugs with localization across all supported languages
Fixed: If items are used while changing weapons, the use item animation never plays
Fixed: Ravagebears sometimes ignore rock collision
Fixed: Firing a weapon sometimes breaks dodging such that the upper and lower body do not match
Fixed: Mother incorrectly prompts players to use the Data Uplink together for faster uploading
Fixed: Research stations do not always show as unlocked after acquiring a new one.
Fixed: Some buildings prevent tall characters from moving through due to their height
Fixed: The cold meter continues to flash red after using a Thermal Boost.
Fixed: Kali invisibility issues while spectating her
Fixed: No whizzbys (sound of a bullet whizzing by your head) for Outlander weapons.
We look forward to working with you as we continue to refine and improve Scavengers together. Please share your feedback and chat with fellow Explorers!
Hey everyone, in this update, we are going to be talking about our newest gameplay mechanics and introduce you to two more SCPs as well as a concept for implementation into singleplayer that will fundamentally change gameplay.
SCP - 745:
The image above is SCP - 745, a pack-based predator that will be making its way into SCP: Fragmented Minds as a class of enemy you will have to carefully assess when making your plan of attack. These enemies will nearly always have a numerical advantage on you when encountered, so it is critical to take one out from a distance to prevent getting damaged from multiple angles. These creatures will primarily lurk in very dark sections of the facility and will launch attacks at very high speeds so using your environment to your advantage to evade these attacks is highly advised.
These enemies will be very interesting to play against since weak points on them will be fairly obvious, so ensuring your aim is up to par to take on the challenge will make for a fantastic battle in the darkest areas of Site-113!
SCP - 439 (Concept):
Because we have rather morbid tastes, we love horrifying scenes of mutilation and disfiguration (No, we have not gotten professional help for this). It was decided that SCP - 439 would be the perfect candidate to include as an environmental hazard in the game, as it allows for some fantastic horror but also poses a threat as a tiny creature that needs to be carefully dispatched to prevent getting infected and ending up petrified.
The homes for these creatures will be spread across the facility and may well house other SCPs that will combine to make an extremely deadly hazard that you will need to take great care (or use the flamethrower) to clear out.
New Gameplay Mechanics:
Down below, we are going to discuss three new gameplay mechanics that will be making their way into the game. Remember, these are WIP, and the animations, SFX, and environment will be massively upgraded before the actual public launch (which is coming shortly!!)
Cutting Torch:
Located around the facility will be various paths through levels. These include vents and other doors that you will be able to cut your way through to get to different areas, discover new things, or get the drop on any enemies that you may have come across and want to get the advantage over. With your trusty cutting torch, you will be able to cut these various objects open to enter what they cover and to enable a higher level of interaction with your environment while also opening the door to a wide array of puzzle opportunities.
Welding:
Quite literally the exact opposite of the above mechanic, welding will give you the ability to close off certain sections against enemies so you can take a breather and even repair some sections of the facility that are otherwise damaged. Welding doors while being chased by an SCP is a good idea if you can make it work -- but be warned they will be able to break the welds over time so it's never a good idea to rely on it. Welding will also open the door to some cool puzzles and tasks for you to do around the facility and will be a mechanic we will be consistently refining throughout development to get it just right depending on playtesting.
Door Control Panels:
Whoever said violence isn't the answer was dead wrong. Some doors located around Site-113 will have control panels that will be visible to you in specific areas (think in terms of puzzles!) and these will be vulnerable to bullets or melee attacks. These panels, when shot, will allow the lock on the door to be broken and the door will then be available to open. There is also an idea we had to take this mechanic to the next level, but we will go over that when we have a WIP version of it so we can give a clear idea of what the mechanic will do.
All of these mechanics will be critical in your journey through the facility and will play a key role in how the game will play as a whole. All the mechanics and SFX will be continually improved as we travel through the development process and will come out clean and polished.
Next Week: Next week, we are going to be discussing some new concepts of new areas in the facility as well as an insanely cool new equipment piece that will literally have you off your feet. We will also share some gameplay clips of the new weapon and target systems and what exactly those will entail and what their usage will be within the game and closing with a look at the September weapon skin!
We're excited to reveal that we will be releasing 7 Girls War by StudioDobby on August 28! Don't forget to add it to your wishlist to get ready for the release!
We're excited to reveal that we will be releasing 7 Girls War by StudioDobby on August 28! Don't forget to add it to your wishlist to get ready for the release!
We're excited to reveal that we will be releasing 7 Girls War by StudioDobby on August 28! Don't forget to add it to your wishlist to get ready for the release!