The first chapter of Exit the Abyss is here! You can now experience the eerie, nightmarish hospital filled with 6 rooms of unsettling puzzles, psychological horror, and ever-growing tension. But this is just the beginning...
The story doesn’t end here! Development continues, and deeper layers of the hospital hold even more terrifying challenges. Stay with us and prepare for what’s next!
CHANGES - New ability: Boomerang - Changed how projectile size is calculated, to allow smaller projectiles (e.g. minigun) to have a greater effect - Minimap: Press tab to toggle the minimap - Replacement for chest arrows to reduce visual clutter
Fixed (newly implemented) the method for determining rank reward claims. As a result, players who have already received their rewards will be able to claim them once more, but after that, duplicate claims will no longer be possible.
Additionally, the winning range has been expanded to the top 12 places.
1. Fixed a bug where some prompts were not correctly translated into the relevant language. 2. Fixed a bug where you could fall off the map in a certain room.
Week 1 of Season 26 of USL starts tomorrow, Sunday March 9th with matches scheduled for the following times.
Cocaine @ Macrodata Refinement - 8:45pm EST Darkslayers @ K Dude - 9:30pm EST K Dude @ Cocaine - 10:15pm EST Francotiradores @ Evolution - 11:00pm EST
All matches will take place on Elsdragon Compound
Watch the season 26 preview hosted by Rogue aka Eric with guests Angelus, Easoe, Grump, Fausto and Splittah as they breakdown each squad and their match predictions heading into week 1.
If you're interested in participating in the Unified Skirmish League or want to learn more information you can join the official USL Discord or visit the Uslzone website.
New PvP map: 'Too Much Volcano' (with lots of lava in case you're feeling cold this spring!)
Destructible tiles (added only on the 'Too Much Volcano' map for the time being)
Difficulty levels for campaign
Visual text indicator for vehicle interaction in PvP
Changes:
Replaced one Gas Canister ammo with Flamethrower ammo on the PvP 'Textile Park' map
Bug Fixes:
Removed visible grey background on the PvP 'The Shrine' map while jumping too high
Hope you enjoy the changes! If you want to request any new features, report any bugs, or just tell me how much you loved the game - feel free to hit me up on Discord! ^ ^ https://discord.gg/T9eCDeRCu5
Development has been going quite smoothly. Internal playtesting started a few months ago and is going well, the game will be out this year.
Most of the content for the game is completely done, currently I'm working on polishing existing content so I can deliver the best game possible for you to enjoy.
For more updates on work being done for the game follow us on Twitter/X and YouTube!
I've been tinkering away with building this inventory screen, it was pretty complicated as Unity doesn't support GIFs out of the box, and I wanted it to download the images only for the ones you own, so I don't have to keep patching in the new items every time.
This was a bit of a journey! It downloads them and brings them up from local storage if they are already downloaded, but it will load them all up every time you enter the inventory screen. I had it working where the images were loaded much faster, but the program goes into a 'not responding' state as it thinks too hard and overloads the thread, the way it is set up currently it does them one at a time slowly and just gets it done --- I like it this way since you can still navigate away once it's started to load.
Since we are decoding the gifs and playing them back, the system is basically breaking them apart into individual frames, and since we have tons of frames and if you have lots of items, your RAM usage might get incredibly high during the loading of that screen currently. This situation may not scale well as we keep adding items, so I might even make a toggle switch for different approaches of how the inventory screen loads or behaves, but for people with just a few items it's not a big deal, and when you navigate away from that page, it unloads all the memory so I think it's better that we don't have the images preloaded if it's that nuts on the memory already.
I will make pages with the details and tools of the items and I still need to do the tooltips, but lets just see how this goes so far!
We want to add more value to game overs. Instead of just losing money, we are considering introducing additional elements that can be carried over. Additionally, instead of implementing direct farming countermeasures (which often come with drawbacks, as seen in the recent difficulty adjustment), we plan to introduce alternative benefits that indirectly discourage farming.
Elements Acquired During Adventures That Can Be Carried Over Even After a Game Over Materialized Objects or Concepts = "Ultra Souls"
Defeating a boss every 10 stages within a set number of rounds grants a powerful item called "Ultra Soul," which can grow when special items are obtained.
"Ultra Souls" can be carried over even after a game over.
Multiple "Ultra Souls" can be selected and brought along on adventures (the carrying limit is yet to be determined).
Additionally, the more "Ultra Souls" are taken on an adventure, the more they absorb the wizard’s magic power, growing and improving their performance.