Dear Earthlings Exciting Update on the Game Development!
I’ve got some great news to share! I’ve fixed most of the bugs in the current version, and I’m confident that the game is now fun and fully playable until the Crew Update is released.
Speaking of the Crew Update, development officially started about a week ago. One of the biggest challenges I faced was reworking the AI and pathfinding system. Currently, AI movement is grid-based, each spaceship has its own grid, and moving an enemy from point A to B requires an enormous amount of trigonometry. However, for the Crew Update, it's essential for NPCs to move seamlessly between ships, so I needed to find a better solution.
After some deep problem-solving, I’ve started completely revamping the AI system, transitioning it to a node-based system. This will make the AI feel more dynamic and alive instead of being rigidly confined to a grid. It also unlocks tons of exciting possibilities for future gameplay mechanics. I’ve been experimenting with decompression and other fun features, and the early results are really promising! I’ve even put together a small test video below, it looks great, and I’m excited to see how it evolves.
While overhauling the AI, I also decided to revamp the NPC sprites, making them more natural and visually appealing.
Once these changes are implemented, I’ll start shaping the Crew Update itself. I’ve received tons of fantastic suggestions from the official Discord server, many of which I’d love to incorporate. If you have any ideas, feel free to join the conversation on Discord!
My main goal is to categorize crew members into different ranks and roles. Each crew member will have a unique role on the spaceship. You’ll also be able to recruit new members and command them in battles against other spaceships.
I will be announcing a giveaway in a few weeks on TikTok, so follow me there to stay updated and get a chance to win a free copy of the game!
That’s all for now! I’ll keep you guys updated as development progresses. Stay tuned for more exciting news!
Also, if not already, please link yourself up to all social media platforms to stay up-to-date.
We got our friend Iiro to play the Finnish Cottage 8 Demo and provide (kind of) unbiased commentary.
Finnish Cottage 8 is an anomaly hunting horror game, set in a classic Finnish summer cottage. With our free demo (available only during Steam Next Fest February), see what kind of experience you can expect; though it only features a small selection of the anomalies we have prepared. To see all 37 anomalies, you'll have to wait for the full release (soon)!
There are now more crates scattered around the wilderness. Small crates can also be found around the centre of the map (read more about them under ‘Events’).
The buildings in the wilderness now contain a bit more loot.
More systems have been added to make sure that all teams have a minimum amount of content in the immediate areas around their base. Exactly how much, what the content is, or exactly where it is mixed up each game.
Events
Loot chests around the map have been reworked. In this build, they are just using a placeholder mesh but will be given a proper update in the next update, but their behaviour has already changed.
There are now small crates scattered around the map (mostly in the forest). They can be opened with an instant interaction or by shooting out the two lights on the front.
The larger crates now have two levers that need to be pulled to open them, instead of a timer. The total time is less than what the timers used to be, but they obviously require you to stand still for a short while.
The drop pods from the earthtree have been given a new appearance but are still timed.
Pulse generators have been added around the forest. If you activate them and stand on the platform, they will launch you through the air.
Some of the flatbed trucks that can be found around the map can now contain different types of cargo match-on-match. They can carry loot chests, enemy threat scanners, shield regeneration boosts, quads, turret vehicles, and pulse generators.
A new drill event can appear in the deadyard. If you activate the drill, it will spew forth various loot over a period of time. However, it may break down, in which case you need to restart it.
Weapons & Consumables
Weapons now have a gentle sway in ADS.
The hyper cannon projectile audio has been slightly tweaked but should retain its signature sound even in the new mix.
Small med kits now restore 35 health (up from 25).
The pistol appearance has been given a complete rework.
The pistol ADS zoom amount has been reduced.
The tracers from sniper rifles have been made a bit thicker and the initial yellow streak behind the bullet lasts a bit longer.
The ‘Hex Blaster’ shotgun has been renamed to ‘Hex-7 Jawbreaker’.
The ‘Nano-Arc’ and ‘Nano-Destroyer’ energy bombers have been renamed to ‘M3S Mender’ and ‘HM5 Mender’; names that more clearly convey that they can be used for healing.
Battle rifles, plasma rifles, and shotguns have had a visual uplift to their ammo counters. (The pistol will get one later.) We are aware of a few outstanding issues with these during certain animations.
The ‘Toxic II’ plasma rifle ammo’s residue cloud now has a diameter of 6 metres (up from 5). It (as well as the cloud from ‘Toxic I’) now also spawns a few more particles to make it clearer how big the area is.
The ‘Heat Absorber’ sniper rifle barrel now adds 5% damage per shot (up from 3%), still to a cap of 15%.
Movement & Animations
Sprinting with a pistol and beam gloves is once again faster than with other weapons.
The overall max sprint speed has been increased as a result. Most weapons sprint at 6.9 m/s but pistols and beam gloves sprint at 7.6 m/s.
Regular walking speed has been increased to 5 m/s, up from 4.4.
While shooting, you now slow down by 20% (except pistols which only slow by 10%).
The time this lingers for is different on different weapons (where heavier weapons such as shotguns have the slow linger for a bit longer). These slows don’t apply if you’re crouched or sliding.
The slowdown from getting shot (as opposed to doing the shooting) has been increased to 30% (up from 20%).
Sliding speeds have been increased and you now accelerate faster while sliding down hills.
Letting go of W (or whichever key you have bound to ‘forwards’) now instantly stops you sprinting, instead of having to wait for the character to come to a full stop first.
The player deceleration has been reduced a bit to make stopping less sudden.
Crouching and uncrouching is now a bit slower to make crouch spamming less good of an ‘avoidance tactic’.
Weapon recoil feedback has been adjusted further to fix some issues with how it felt to fire guns while crouched or close to detailed objects.
Weapon inspect animations have been updated.
Different weapons now react differently when landing from a jump to avoid that they all feel like they weigh the same.
A lot of ‘impact effects’ (explosions, gorlizard slams, chests blowing open, lightning strikes, etc.) have been given subtle camera feedback to improve the visceral feel of action.
Movement animations have been tweaked; the character should now take faster steps to generate a better sense of urgency in movement.
Abilities & Perks
‘Thundercall: Rapid’ now summons its lightning strike 10m in front of the user instead of right on top of them.
Creatures
Cattermaws now take increased damage from electricity.
The Biocore gorlizard now has 8,000 health (up from 5,000).
Cattermaws, gorlizards, burrowers, and juvenile burrowers now take more damage from the player controlled gorlizard’s melee attacks.
Vehicles
Vehicles now benefit from the same ‘burst protection’ against cluster ammo that players do; after being hit by one cluster bomb, they are immune to further ones for a short time.
The engine sound for quads has been completely reworked.
The turret vehicle is now a bit faster.
Vehicle explosions now reach further and do more damage.
Environment
The game map has undergone more lighting adjustments.
Simplified a few cliffs that were annoying to climb.
If a door fails to close due to something being in the way, it will keep on trying automatically (to make it easier to close doors as you’re running through them).
Open doors have been given larger interaction areas to make them quicker and easier to close in a hurry.
Lobby
The lobby has undergone more lighting adjustments.
UI
It wouldn’t be another update without a completely new HUD. As such, the HUD has been reworked again. (This is a much bigger change than what this single bullet point may imply, and it’s not quite finished yet.)
The HUD has been made smaller.
Multikill celebrations have had a visual uplift. They also trigger on ‘down’ instead of just ‘kill’ (to avoid the bleedout delay detracting from the satisfaction), including when assisting a down. They now also come with audio callouts.
Killstreaks have had some visual uplifts and now also get called out in matches (not just in the Thunderdome). Like multikills, killstreaks also trigger on ‘down’ and includes assists.
There is now a little dot at the base of a ping so you can see where to move the aim to if you want to cancel or confirm a ping.
The lobby menu, character customizer, and vendor screens have been given a new camera treatment to present the character more nicely.
Other Updates
The Biocore now has an amber loot beam.
The hangar lift unlock cost has been reduced to 20 power (down from 50).
Bug Fixes
Fixed some layout and sorting issues with the Biocore Streak column on the scoreboard.
Fixed a few places where old currency icons were still used.
Destroyed doors will no longer appear as sealed but open if you disconnect and rejoin.
Firing animations will now play if firing mid-jump in ADS.
Made the ‘down’ VFX flourish play more reliably if you get lots of downs in quick succession.
The voice call-outs from pinging doors ‘that aren’t double doors’ were wrong and have been corrected.
Fixed a variety of IK issues that caused players and NPCs to sometimes clip through the ground.
During a Firesale event, you no longer need to have the original cost of a custom weapon in order to pick them up for free.
Changed a few instances of British spelling into American spelling.
Fixed a few assets that had collisions notably larger than the visual appearance.
Fixed some issues that caused hit indicators to sometimes play the wrong sounds.
The interaction prompt should now disappear when you take control of the gorlizard.
If a player is overkilled while pulling a lever, the lever will no longer carry on on its own.
Enemy bots should now be able to be highlighted if they block a base for too long.
The ‘Pyro - Standard’ plasma rifle ammo module now sits next to the other Pyro modules in the crafting list.
Using a hacking device on a Biocore capture point should no longer trigger a VO clip saying it’s ready for collection.
New Mechanic. Daily Missions. You will now get 3 randomized missions to complete for extra XP and money daily ranging from using different tools, fulfilling conditions, playing maps, and more!
New Difficulties. Unknown 2 Modifiers, Unknown 3 Modifieres. You can now choose up to 3 Unknown modifiers at once for an extra reward modifier on your exorcism.
You can now see your own revival doll as a spectator
Made dog a little more reliable by having it still search during haunts
Balanced some values for item limits gasoline amount, cursed sensor range and ghost cooldowns
Removed lobby doll easteregg annoying sound
Localization fixes
Fixes
Fixed revival doll difficulty limits not working
Fixed the exorcism summary white icons bug
Fixed major FPS drop problem with the Lantern tool
Fixed breaker being turned off at start of higher difficulty games not working
Fix for blue fire sometimes not triggering haunt, may not be fully fixed for Stalker
Fixed a bug with protective charms disappearing or going to a random location in the map if you try to place them in the air
Fixed bug with the voice chat sliders on pause menu being very broken for dead players
Synced up Nyx threat sense sound with the visual effect
Fixed item disppearing if it was in dog's mouth and you enter the car. Now it drops
Fix second suitcase disappearing when delivering the first
Fix correct difficulty not being shown
Fix luther immunity duration increase nodes not working
Planned
Reworking some tree nodes
Zay Hound will have a strong rework to a new type of mechanic (stay tuned)
Nyx Seer will remove Demonologist (see circle) and change it to a better node such as allowing allies to see marked threats
Nyx Occult Collector will be nerfed to only work on last item or two, and will have demonologist merged
I am aware of a bug in the game where you need to hold down a mouse button to look around. Unfortunately this was not happening on my final playtest so I'm currently working on a fix. Sorry for the inconvinience for the people who have played it. Working on a fix now
*It might not be evening for everyone who reads this
New Area - Crossing the Street
Theme: General
This area can appear early in a society run but not later. Cars are the main danger here, you have to run back and forth collecting relics from the other side. Cars do not obey the crosswalk or the crossing button.
New Feature - Discoveries
On the start menu is a new button labeled Discoveries. This tracks everything new you find in Society. Originally called this Bestiary but that didn't work because it tracks areas and items, was also going to call it a Wiki but ehhh
To 'discover' an area you just need to travel there. For items and relics you need to hold on to them and for Entities you need to look at them. When you discover something a message will appear on the bottom right corner of your screen. Will prob add a sound effect later.
This isn't final yet. Have more ideas to add to this.
Also descriptions aren't final and probably have spelling/grammar mistakes cuz their ant no spel chek in da code editor
For Example: Completely misspelled 'eliminates' on the screen above
New Weapons - Wooden Bat and Pistol
You can sometimes find these weapons in society. Guns have limited ammo and melee weapons have durability, once they're used up they gone!
Some entities are impervious to these weapons.
NOTE: YOU CAN ATTACK OTHER CLOWNS, FRIENDLY FIRE IS OFF AHAHAHA
Bug Fixes
Fixed the cat in the cat litter area not appearing for clients.
Fixed brightness setting not working sometimes.
Player Ragdolls shouldn't fall through stuff anymore.
Fixed error for hosts crashing when disconnecting.
Fixed flashlight talent not unlocking for everyone.
Fixed most small bugs relating to Talents and Cosmetic things.
Lastly
Still need to add a few more things for normal runs, will start on harder runs next.