A month of hard work after launching in Early Access, UNDYING now has it’s first major update!
SURVIVAL MODE aka Endless Mode is here!
- Unlock Survival Mode after completing the story mode (30 days) - Main features of Survival Mode: - Map locations are unlocked in random order. New experience every playthrough. - Challenges such as power outages, rain, zombie hordes, Anling’s symptoms and declines, etc., come earlier than in Story Mode. - Every few days, the enemy's HP and attack power will increase slightly. - Survival mode exclusive NPC the night merchant. Appears every few days, take advantage if you find him! - You only have one life in Survival Mode, if you die Game Over and you have to start over. - There are plenty more changes in Survival Mode to discover, so try it out and experience it for yourself!
Please note: Survival Mode is currently in an Alpha stage of development so we are still working out kinks! We would love to hear your feedback on this mode.
Mom! A zombie horde!!
-The zombie hordes will appear around Day 20 in the Story Mode and Day 7 of Survival Mode. -Try to use terrain and the new megaphone system to distract and avoid zombies!
AMD FSR frame rate optimization tech
-Low-end PCs and laptops can use AMD FSR to increase frame rates by 10%-30%. It’s effective with integrated, NVIDIA and AMD graphics cards.
Story content has been expanded in the Farm, the RV Camp, and the Underground Lab. Expect more content to be added in the next few weeks in December.
Other bug fixes and experience optimization!
We are now about to enter development for our second major update (end of December). We would like to thank you for your support and we hope you continue enjoying Undying!
Operation III released recently and with this update came our first implementation of year-based loadouts and faction uniforms. As the Great War saw advances in technologies, the armies of the time had to develop better protective equipment and more effective weapons that had a direct impact on the factions involved. From changing colours for camouflaging to redesigned weapons, the soldiers of WW1 saw one of the largest and wide spreading advancements of war.
With a priority to deliver experiences from multiple years from the war it was important we established foundations to deliver these differences and variety. From the early engagements in our 1914 gameplay layers to the massive late war advances on the Meuse-Argonne, players will be deploying with differing equipment loadouts and weapons. For update 0.13 we have worked to have initial early uniforms for all factions which will be revised and improved upon with coming updates. Early war models for the French showcase the famous red and blue uniform with kepi hats with the Adrian helmets not being issued till the middle of the conflict. Improvements were also made to backpacks and webbing allowing the soldiers on the frontline to carry more and be better equipped for the long months on the front. The German Empire deployed with the iconic gaede and picklehaube helmets in early war, with full helmet and cloth cover alternatives available. The famous M14 tunic with red piping is still to be crafted, but the distinguishing features of the uniform are taking shape. Each faction has their own differences, with the divisions of the British Empire picking up the Brodie helmet over time as well. In addition to uniform changes factions saw updates to their weapons as well. With the lethality of modern combat demanding better firearms, and the environment demanding reliability rifles such as the Ross Mk III were eventually replaced by the SMLE during the conflict and our new year designations reflect these changes.
Development will continue work to accurately represent the evolution of armies over time with authentic character models present across the years of the Great War. With the new customization and progression system breaking down factions by year this work to introduce early and late war variants will stand the development team in good stead for the updates and expansions ahead.
We've got some great news. The #3 content update (or as we like to call it, version 0.931b) for Dread Templar is out. It brings a new Game+ mode and expanded in-game settings so that you can customize your playing experience to the fullest.
Here's what's new:
A New Game+ option
New crosshair settings
Damage Indicator settings
Blood Screen settings
Screen Shake While Shooting settings
Let's have a closer look at the newly added features:
New Game+
New Game+ (Alpha) is now available in the game. However, the second chapter is not the final chapter of the game, therefore it's likely to undergo some changes with the full release.
How to activate the New Game+ option?
For the players who have previously completed the game, the toggles for NG+ will be activated on the New Campaign selection menu.
What to do in case that the NG+ option doesn't show up?
Just interact with the final portal in E2M5 again. The system will save your data and show the NG+ options now.
New In-Game Settings:
New crosshair settings
A new Damage Indicator option and its customization
A new Blood Screen option and its customization
A new Screen Shake While Shooting option for a more immersive experience
Here is a discount opportunity for you! The discount will start today at 9:55 PDT and last until the 1st of December. Also, on the 26th of November (In 2 days) a surprise event will be held. This surprise event will be triggered by a major update. This means a new playable skin is on its way ːsteamhappyː.
Get ready for those cozy holiday vibes -- and cozy holiday SAVINGS! ✨
Button City is 20% off for the Steam Autumn Festival! We'll be streaming for the whole sale, from today through the 30th! Check out our reel of let's plays, developer interviews, and more!
So grab your scarf and cocoa and join us for an extra cozy sale-stravaganza! 🤎🧡💛
💥The Black Friday CRAZY DEALS have arrived to GOP3!😵 Don't miss out! The best deals of all time are waiting for you!🌀🤑 Black XL Spin packs at unbelievable prices and much more! Take advantage of these unique offers while you can!💰🏃♀️🏃♂️
Flashing Lights' new map update is out now for you all to play!
This is a substantial update which expands the new map with new props and buildings, plus new areas: 2 suburbs, 2 rural towns, marina, hill, desert and farm fields! We've also introduced a new vegetation system and a new gas station model/design, which you can find at 11 locations around the new map.
This update also ports all remaining callouts from the old map to the new, adds a night time mode to the new map and fixes a bunch of bugs.
With the new map now expanded, more optimised and up to date on callouts, we've removed the original map*. Finally switching over fully to the new map is a major milestone for Flashing Lights, and we wouldn't be here today without you all. We also want to give a special shout out to those of you who tested this update on the unstable branch and offered valuable feedback and bug reports.
*The original map has been removed from the main version of the game - however, the previous version of the game with the old map remains available on a separate Steam branch. If you wish to access this, simply head to your Steam Library, right click on Flashing Lights, select 'properties', click on the beta tab and select 'Old_Map' from the drop down menu.
While we're happy to offer the old map as an additional option, we sadly will not be supporting and updating it from now on - instead we will be focusing entirely on the new map.
Dev Vlog
To celebrate the release of this exciting update, we have a brand new dev vlog for you. Hear from Flashing Lights developer Nils Jakrins on where the game is at the moment and what he has planned for the future:
New - New map expanded with new props and buildings + new areas - 2 suburbs, 2 rural towns, marina, hill, desert and farm fields - Traffic on highways - Highway signs with directions - Night time added, toggle in menu before launching session - AI EMS, tow pick up and AI police van prisoner transport re-added within city limits - Graphics settings updated with resolution and quality level options - New gas station models and design introduced with a total of 11 locations around the new map - New vegetation system for the new map - Locations added to the new map ready for future additional city expansion - Full map texture updated with grid numbers - New clouds and volumetric light (adjust in Settings>Graphics) - Old map removed
Callouts Ported to New Map
Police Department 1000 = Shoplifting 1001 = Armed Robbery 1002 = Person with Gun 1003 = Mugging 1004 = Fight in progress 1005 = Suspicious Activity 1006 = Reported intoxicated persons 1007 = Missing person 1008 = Aggressive Driver 1009 = Drunk Driver 1010 = Officer Needs Assistance 1011 = Bring suspect to Court 1012 = Escaped convict vehicle incident 1013 = Arsonist 1014 = Vehicle parked without permit 1015 = Vehicle blocking driveway or access
Fire Department 2000 = Structure Fire 2001 = Dumpster Fire 2002 = Vehicle Fire 2003 = Structure Fire with Possible Entrapment 2004 = Road blocked 2005 = Cat in tree 3000 = Motor Vehicle Collision 1013 = Arsonist
EMS 3000 = Motor Vehicle Collision 3001 = Unconscious person 3002 = Hit and Run, Possible Bone Fracture 3003 = Gunshot wound 1012 = Escaped convict vehicle incident
Fixes
- Frame drop spikes reduced which was caused by CAD and pedestrians - More optimizations for the new map: texture compression adjustments - CAD fixes for registering players joining/leaving missions - Pedestrians can be hit by vehicles - Grid loading system improvements - EMS players no longer get stuck when interacting with downed NPC who were hit or shot, not related to EMS missions - CAD adjustment for join/leave function - AI traffic obstacle detection and braking adjustments - AI traffic now adjust their speed for different speed zones - Sedan FTA interior dashboard icons - Fuel nozzle location for sedan FTA updated - Emergency lights brightness increased - Fire department garage doors and interior lights added - Loading screen images - Role menu screen images - Voice chat adjustments - Texture optimizations - Language system updated
We're aiming to release some bug fixes before the end of the year. Watch out for the next roadmap, which will be revealed in January.
Thanks again for all of your support, and we hope you enjoy playing on the new map!