Hey Enforcers, We’re back with a fresh patch update that improves gameplay stability, polishes audio feedback, enhances controller support, and fixes several in-game issues. Thanks for all your continued feedback — here’s what’s new: 🛠️ Bug Fixes Rush Gamemode: Corrected UI label — "Points to Win" now properly reads as "Respawn Lives."
Vote Screen Glitch: Fixed an issue where players could vote multiple times in online mode after pressing Tab.
Support Drops (Ammo / Medic / Explosives): Resolved a bug in First-Person View that caused weapons to freeze after using drops.
Menu Quit Glitch (Controller): Addressed a controller input bug that caused the menu to freeze or glitch when attempting to quit.
Drone Spawn: Fixed an issue where drones could occasionally spawn inside walls.
Climbing into Rocks: Prevented players from getting stuck inside rocks during climbing actions.
Controller Menu Navigation: Fixed missing sound effects when navigating certain menus using a controller.
🔊 Audio Improvements Search and Destroy Mode: New sounds added for key actions — including picking up and planting the bomb.
Louder Pickup Feedback: Enhanced sound effects when picking up medkits, ammo, and explosives — now with clearer audio cues for better acknowledgment.
UAV/Drone Perks: Activation of UAV/Drone perks now includes dedicated audio for improved battlefield feedback.
🖼️ UI / Visual Updates
New Loading Screen: Introduced a new loading screen featuring gameplay tips. More visuals are in the works — this is just the beginning!
Thanks for playing and helping us make Enforcers Revolt the best it can be. More updates are coming soon — stay sharp out there! — The Enforcers Revolt Dev Team 🔧💥
Explosive Odds will be having a free demo during Steam next fest from June 9th - June 16th! Share this around with friends, family, and maybe some random strangers and get ready to go head to head in this explosive game. 🤯 🧨 🤖 💰
We are very excited to have you all check out the game, we think you will have a lot of fun with it. Remember that this demo is an early look at the full version of the game and will be missing content, features and likely have a few bugs. Once the demo goes live I will be adding a new forum channel in the discord for feedback and ideas. The EO steam discussion board is also open to make posts as well. We would love to hear your thoughts on the game!
Join the discord to stay up to date when the demo drops, find other players, and provide ideas and feedback: https://discord.gg/y7guXuWJqP
We've just dropped a major update featuring a brand-new Execution Mechanic — allowing you to finish enemies in style with devastating close-range takedowns. Stagger your foes, move in, and unleash a cinematic, bone-crushing finisher.
What’s New:
⚡ Execution Finishers – When enemies are weakened, get close and trigger a brutal animation-based kill. It's fast, bloody, and satisfying.
Aand it gives you health,so game is made easier for those who still find game difficult😁😎
💀 Stagger Thresholds – Enemies now enter a stagger state when damaged heavily, giving you a window to execute.
🎥 Cinematic Touches – We've added camera shake, time-slow effects, and dynamic angles to make every finisher feel impactful.
🩸 New Blood FX & SFX – More gore, more grit. You asked for it.
This is just the start — more executions, enemy reactions, and polish are coming soon. Feedback helps us improve, so let us know what you think!
Stay sharp — and get ready to tear it up.
🎮 Easy Mode Added We want everyone to enjoy the mayhem — at their own pace.
Introducing Easy Mode:
🩹 +50% Health
🎯 Built-in Aim Assist
💸 -50% Score Penalty
Perfect for new players or anyone who just wants to rip through enemies and enjoy the chaos without the pressure. High scores will still require skill and survival in the standard mode.
This update is also only accessible by switching to our Experimental branches (instructions on how to do so here) - although please be aware they have slower load times and worse performance than normal builds due to the extra logging they contain!
Bugfixes:
Fixed a very complicated bug where explosions could indirectly reveal areas of the shroud that the player should not be able to see (this bug has been responsible for quite a lot of strange behaviour in Milestone 5).
Fixed the displayed TU costs for the medikit / melee weapons incorrectly not including soldier rotation costs if the soldier was already adjacent to their intended target.
Fixed a common 2x1 alien console prop not correctly disappearing when destroyed.
Fixed the ARES heavy armour variants incorrectly using the MARS movement sound.
You’ve probably noticed the updates for *Let’s Get Loot* have been a bit irregular lately. That’s because I’ve been taking a step back to reflect on the direction of the game. As I’ve made balance changes over time, I’ve realized that some features have drifted away from the original vision—some for the better, others not so much.
It’s time to realign *Let’s Get Loot* with its core identity.
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## 🚧 **Current Pain Points** Here are the immediate issues I believe are holding the game back:
- **Lack of Clear Goals**: New players often feel lost without a clear sense of purpose. - **Unhelpful Leaderboards**: Current leaderboard implementation doesn’t meaningfully reflect player progress. - **UI Inconsistencies**: Vital information is scattered or unclear, making the game less accessible. - **NOT ENOUGH LOOT**: The current loot variety is lackluster—items feel uninspired. - **Artifact Confusion**: Artifacts don’t offer a clear or worthwhile benefit for the effort it takes to obtain them. - **Class System Fatigue**: Classes don’t feel unique or exciting enough to encourage experimentation. - **Underwhelming Seasons**: Seasonal resets don’t feel rewarding or impactful. - **Flat Element System**: Elements lack depth, synergy, and game-changing mechanics. - **Map Progression Imbalance**: Power scaling between maps is uneven, with little to differentiate each one beyond visuals.
These issues have led me to pause regular updates and instead focus on building a solid roadmap forward.
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## 🛣️ **Roadmap Sneak Peek** While the full roadmap isn’t ready for release just yet, here are some major changes I’m planning:
### 💎 Loot & Item Overhaul - Full rework of the item system. - Introduction of **item set bonuses**, **new item types per slot**, **consumables**, and **crafting materials**. - Revamped item rarities and expanded item pool.
### 🌀 Season System Redesign - Moving away from pure leaderboard climbing. - Focused on **seasonal objectives**, with milestone rewards like new classes, permanent upgrades, and exclusive item unlocks.
### 🧰 UI & Information Cleanup - Simplified and more intuitive UI. - Key game information will shift from Help menus to **tooltips and in-context prompts**.
### 🔨 System Consolidation - Streamlining systems like the Forge and Artifacts into a more cohesive crafting ecosystem.
### 🧬 Class & Progression Revamp - Permanent account progression tied to class usage and resets. - Enhanced Fusion system with new, meaningful rewards.
### 🌟 Elements & Synergy - Element system will be rebuilt for deeper impact and multi-element synergies.
### 🗺️ Map & Enemy Redesign - Maps will offer **unique enemies, mechanics, and rewards**, giving players reasons to revisit different zones. - Enemy rework to include **distinctive behaviors, abilities, and stats** based on their environment.
### 🤝 Community Events - Introducing large-scale, cooperative events like global boss battles and community stat goals.
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## ⏳ **Season 3 Delay** Season 2 will end on **May 31st** as scheduled. However, **Season 3 will not begin immediately.**
Instead, I’ll be focusing on: - Finalizing and publishing the full roadmap. - Beginning implementation of these larger changes.
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## ❤️ Thank You, Looters! Your feedback and support are what keep this project going. While this will take time, I’m confident the changes will breathe new life into *Let’s Get Loot* and help it become the engaging, exciting, loot-filled experience it was always meant to be.
In the meantime, keep sharing your thoughts, and stay tuned for the upcoming roadmap reveal!
Hey, I forgot to click deploy yesterday, so this weekend's build is actually only public on Monday. But it's a holiday weekend, so if you don't tell, I won't either - deal?
Over the course of the last few weeks we have started working on our biggest update yet, 0.7.0. With this update, we have rewritten a lot of code, and have redone a lot such as the map, gunplay, UI, crafting, and more. We are also planning on adding a ton of features such as swimming, fishing, more Ai's, more in depth weather, a horse riding system, and more. We have also upgrade to Unity 6 HDRP, for a more immersive feel in the game with upgraded graphics.
We have taken all feedback into account and have been seeing the best ways to approach all of these features and we want to bring you a lot of the features we have promised in one big free update.
We have currently start testing for this update, and we plan to do more testing phases for this update until release. We don't have a release date for this update, nor do we want to set one. We want this update to be perfect and fun for all, and do to that we want to take as much time as we need to deliver. We are hoping for a summer release, but no promises!
Along with the release of this update, we will be publishing a free demo for The Lost where people can try and test out the features of the game in a small map.
With this update, we also plan on raising the price of the main game from $9.99 up to $12.99.
Below are a few screenshots of the upgraded graphics, new weapons, and a peek at the swimming system.
We will be back in a few weeks for another update on this big beautiful update, see you all then!