A fairly small update, addressing some important issues. I've also reworked the Attack Area orders (and their corresponding scheduled orders). When issuing Attack/Suppress Area orders, you can now hold and drag the right-click button to create an area to suppress. The units selected will select random tiles within the area to attack each tick, although they will not move to attack tiles out of range. This behaviour extends to scheduled orders over an area of interest.
Previously, units would select a random tile in the area of interest and fixate on that one area for the duration of the order. Now they will rotate valid positions automatically.
Bugfixes/Changes:
Tweaked tile "painting" during offensives again, to allow the defenders to more easily retake tiles.
Adjusted idle AI during offensives, so there are fewer instances of units standing next to each other idle.
When assigning units to a scheduled Suppress Area order over an area of interest, they will now change attack targets within the area of interest each turn.
Fixed bug in which artillery bombardment orders showed up as Attack Area instead of the shell type.
Attack Area orders can now be dragged, covering a larger area than the actual attack area of the unit. This works for both the right-click context menu and the scheduled order screen. If the area is larger, a random target within the area will be attacked each turn. Note that the unit will not move to attack the area - it will only attack tiles that it is in range for, and will reset to idle if no tiles are found.
Updated line of sight logic for attacking areas. Units with theoretical line of sight but not true line of sight can still fire upon tiles to suppress them, but will not do any damage. True line of sight is line of sight in which terrain and weather is taken into consideration. Theoretical line of sight is the same logic used for artillery - tiles can be fired upon regardless of terrain or weather, and only elevation is taken into account.
Fixed potential crash bug during unit rotation when opposing rear supply line tiles were captured.
It’s been a while since we launched our demo and participated in the October Steam Next Fest, so we wanted to share an update on our development progress. We've been working hard to finalize all 15 rooms and add even more content to make the game engaging, fun, and, of course, spooky.
We're now approaching the finish line for room development! Once all rooms are fully playable and meet our quality standards, we’ll be ready to set a release date. After that, our focus will shift entirely to polishing the game and preparing for launch to ensure the best possible experience.
Here are some of the features we’ve been working on:
Proximity Voice Chat – Communicate with your team just like in a real escape room.
Voice Lines – More immersive audio to enhance the atmosphere.
Electrocution Controller – A shocking new gameplay element!
More Encounters – Expect even more terrifying encounters.
We're incredibly excited to bring this game to life and can’t wait to share more with you soon! We’ll be updating our Steam page and trailer in the near future. In the meantime, follow us on YouTube, TikTok, and Instagram, where we’ll soon start posting more about the game.
We’re getting closer to launch, and we can’t wait to share more with you soon!
Lots of action is currently happening in the land of Superstore Rush, tons of new content to share. But first off, if you aren't on my Discord? Why? But seriously, you can find all the latest and greatest news on everything I'm cooking up for the game!
With that out of the way, work is underway on the final level design for the game! What are some of the things you can expect I hear you ask? I got you!
Rough block-out of the music department
Sporting department
The clothing department
And of course the real reason you're here - we found the pants.. Most of the shelves have been created and are ready to use in game.
Tech department
Most of these new departments have been blocked out and are ready for the shelving states to be created ready to include in the game. Things are getting much closer to being complete ready for early access.
Still lots more I plan to add to the game over time so watch this space for more updates coming soon!
I'll leave you with a few final screenshots of the level in its current state. Enjoy!
Friends, we want to inform you that the second phase of testing is coming to an end. Access to the game will be closed on Monday at 5:00 GMT. This means you only have 2 days left to jump in, play, and share your feedback!
After testing closes:
- It will no longer be possible to request access to the game.
- The game will become unavailable for download and play.
If you haven’t had a chance to join the testing yet, now is the time! Make sure to enjoy the game this weekend and leave your feedback.
A HUGE THANK YOU! ❤️ We are incredibly grateful to everyone who participated in the testing. Your feedback, bug reports, and support have helped us improve the game. Thank you for being part of this journey!
WHAT’S NEXT? 🔧 After testing closes, we’ll focus on refining the game based on your feedback. Stay tuned for updates—there’s still a lot of exciting stuff ahead!
Happy gaming, and may this weekend be filled with unforgettable moments! — The Cyberhead Team �
P.S. Don’t forget to share your thoughts on social media, streams, or discussions. Your opinion matters to us!
Bug Fixes: • Fix LOD on archways in external wall. • Fix LOD (colours) on top of boiler house. Corrections: • Correction to lintel above large external doors. Improvements: • Eve after the Fall by Raffaele Monti is now a 3D model. • Several engravings replaced with better quality copies. Additions: • Chains and manacles added to Greek Slave by Hiram Powers. • Image of model of a proposed restoration of the monument to Philippa of Hainault (queen of Edward III) in Westminster Abbey. • Awning added to boiler house. • Add 4 photographs of agricultural implements around boiler house and Richard Coeur de Lion statue (now they are in correct positions & orientations and awning added to boiler house, it is possible to correctly align these photographs).