HorrorDungeon - HaoGe
We are finally ready for you to experience this intense and thrilling first-person survival horror game!
In HorrorDungeon》, you'll enter a dungeon filled with monsters and puzzles, exploring every corner, searching for essential items, and solving obstacles that block your escape. Each level is full of challenges, and you'll need to stay alert to monster attacks, making smart decisions to survive!
Customizable difficulty is one of the standout features of our game. You can adjust resource generation, enemy damage, enemy movement, and more to create a horror experience tailored specifically to you.
Thank you all for your patience! If you haven’t added HorrorDungeon》 to your wishlist yet, now is the time! By adding the game to your wishlist, you'll be the first to know when it launches. Get ready to face the most immersive and terrifying challenge!
Parkour Assassin: Sprint Run 2 - Liquid Meow Games

*Parkour Assassin: Sprint Run 2* now has its Steam page live~ The first game launched a year ago. Although the PC version never went viral, it still managed to gather almost 2,600 players in the weirdest ways!
Inspired originally by *Ghostrunner*, we realized the concept could be pushed further, so *Episode 2*—infused with roguelike DNA—was born!


https://store.steampowered.com/app/4064600/_2/The real-gameplay trailer is already up~ What do you all think? Hit “Follow” or toss it on your Wishlist if you like what you see!


https://www.youtube.com/watch?v=pPd_LDnZgmYCompared with the first entry, we’ve polished the visuals, ditched the single straight-line maps, and added procedurally stitched levels that crank up the challenge every run.



Combat stats have been overhauled too: every stretch you sprint gives you the classic “pick one of three” power-ups. Looks familiar, right? They juice your abilities on the fly—parkour and brawling blended into one!



Oh, and ultras & skills are finally here! Yep, screen-clearing ultras—perfect for when you’re mobbed. The payoff feels *so* good.



We’ve thrown in a bunch of new weapons as well—this roguelike build packs way more “oomph” into every fight!



-----divider-------


If you never tried the first game, give it a shot! It’s on discount right now—perfect time to take it for a spin.


https://store.steampowered.com/app/3399700/_/?curator_clanid=45136175

Nov 4
A Dream About Parking Lots - Interactive Dreams
  • The game has been updated to a newer Unity version to avoid a possible security breach.
  • Achievements have been added.
  • Visual tweaks.
  • Audio fix.
Goblin Goopmaxxing - Bugfight Studio
Sandbox Mode

Every item is instantly accessible, so you can torture and maim goblins until the end of time, without any restrictions.

New Item - Magic Wand

Is your dungeon a stinky smelly disorganized mess? Do you have hundreds of teeth, hair, potions, and poop lying on your floor? NO LONGER!!

The new magic wand item sucks up every item of the same type, letting you organize your room more efficiently. Or you can use it to crush a goblin with a pile of radios! Up to you...

There's also of course a new potion that comes with it, you'll just have to find out what that does yourself.

Changelog
  • Added Sandbox mode

  • Added magic wand item to help you clean up your dungeon

  • Added magic wand potion

  • Decreased Remote button press interval

  • Fixed Bullet Casing potion not doing anything sometimes

Summoners War: Chronicles - lovesiru

Greetings from the <Summoners War: Chronicles> team!

We would like to inform you about the Nov. 6 Update Note.

Check out the Update Note on the Official Forum:

■ Nov. 6 Update Note (No Maintenance)

https://community.summonerswar.com/chronicles/eng-gb/board/16/64790

Thank you.

Decktamer - Horizon Edge Studio
Hello Tamers!

Here’s a small patch with a few tweaks and fixes.

Changelog:
  • You can now see upcoming rewards during battle by opening the pause menu.

  • Food icons are now visible in the draw and discard piles.

  • Fixed Black Hole allowing armor to stack beyond 99 and occasionally making the creature invincible.

  • Attempted to fix an issue where Silver Beetle could cause cards to disappear from the deck.

  • Fixed Life Drinker not restoring limited uses when a limited-use move was used to kill an enemy.

  • Fixed cloned creatures sharing the same Talent ID, which caused talents that trigger once per battle to activate for both the clone and the original.

  • Fixed an issue where the Undo button could re-enable a move disabled by Impediment.

Thank you again for your support!

See you in the abyss
– Horizon Edge & Assemble Entertainment
Blade & Soul Heroes - dbarton

Our new event series continues: Hero of the Week! In this series we’ll shine the spotlight on a randomly selected hero through a mix of in-game and out of game community events. During CM Milo’s Twitch stream, we had quite the intense random Hero selection and the next Hero of the Week is…Gwihan!

 

Check out the list of events and rewards below, and choose which ones you’d like to join in on — both in-game and out of game. Let’s give our Hero of the Week the celebration he deserves!

 

Who is Gwihan?

Dark | Tactician | Ranged

A high cleric for the Tyrian Cult who established a vast Wraithbloom Meadows in the Tomun Range. He uses the addictive properties of the Wraithbloom plant to turn local villagers into slaves. General Han Sirang has tried to put a stop to his crimes, but his cult continues to grow.  

In-game Gwihan Events

Duration: November 4 - November 11 at 3PM PT 

Reward Distribution: November 12

Limits: 1 Per Account

 

How to Participate

 

  1. Complete 3 out of the 4 missions below during the event duration.

  2. The Heroes team will then check the internal game list of which players completed the events. Only Heroes Team staff can see this.

  3. If you completed 3 out of the 4 missions, rewards will be delivered on November 12 via mail!

 

Missions

 

Complete 3 out of the 4 missions below.

 

  • Exploration Task 

    • Complete one Exploration Task with Gwihan in your team composition.

     

  • Field Boss

    • Use Gwihan as your Leader and defeat any field boss. 

       

  • Requests 

    • Complete 5 requests using Gwihan as your leader. 

     

  • Underground Dungeon 

    • Complete Underground Dungeon at least once with Gwihan as your Leader. 

 

Rewards

  • \[Choice] Entry Ticket Supply Chest I x5 

  • Common Guardian Chest x5 

  • Hero Recruit Plaque x3

 

Community Gwihan Events

Duration: November 4 - November 11

Limits: 1 Per Account

 

How To Participate

 

  1. Join our Discord here: Blade & Soul Heroes Official Discord Server

  2. Navigate to the CREATIVE category

  3. Search for #gwihan channels related to each contest

  4. Follow the rules for each contest below

 

Screenshot Contest

Take a creative screenshot of Gwihan that showcases him as a great Hero! Try to make the composition interesting by incorporating a unique location, poses or skill use in your image.

 

The top three screenshots will be chosen by NCA staff as the winners. 

 

How to Take Photos in Blade & Soul Heroes 

  1. Navigate to the 3-line menu in the top right corner. 

  2. Select the camera icon at the bottom.  

     

 

3. Use the various settings and effects to style your photo!  

* Displaying clan name, logo, etc. can be toggled off and on in the settings. 

 

 

 

Submission Guidelines

  • Screenshot must have Gwihan as the main focus. 

  • Must submit your screenshot on Discord in the #gwihan-photo-contest screenshot channel

  • Label your photo with a fun title.

  • Include the following information about your character: Clan Name and Server.

  • Screenshot will be judged on composition, creativity, and background.

  • This is not a group photo contest. For this contest, please submit a photo submission only of yourself. However, natural combat or players in the background are accepted. Stay tuned for other group photo contests soon!

  • Manipulating the photo outside of the Blade & Soul Heroes game is not allowed. Please only use the tools found inside Heroes to take a photo. Manipulated photos using outside software will be disqualified.

     

Reward (Top 3)

  • \[Choice] Entry Ticket Supply Chest I x5

  • 30 Day Custom Discord Server Role: Fancy Photographer

 

Meme Contest

All limits are removed in this fun meme contest! Let your comedic talent fly and use whatever meme tools you would like. The only limitation is to not post inappropriate content and to still abide by the rules of the Discord. Please use your best judgement when posting. Inappropriate content will be removed.

 

Submission Guidelines

  • Meme must be of Gwihan. 

  • Photo and video memes accepted. (Must be a format compatible on Discord)

  • Must submit your artwork on Discord in the #gwihan-meme-contest and must include your Clan Name and Server. 

  • AI generated submissions will not be accepted.

  • No inappropriate posts

  • All memes must still abide by the rules of the Discord server.

 

Reward (Top 3)

  • 1x Costume of Choice from shop

  • 30 Day Custom Discord Server Role: Meme Lord

SWAPMEAT - reset
An Update from Game Director Jamie Stormbreaker

Over the last two weeks since we entered Early Access you have generated a lot of data for the One More Game team to pour over. We’ve used these last two weeks to interact with you in Discord, Steam forums, and read Steam reviews to help correlate the qualitative feedback (written) with quantitative feedback (metrics generated from play) to determine what our priorities are as we assemble our roadmap to launch.

We’ve been testing SWAPMEAT publicly for the last two years by opening the doors to testers for a few weeks every two to three months. Now that we’re in Early Access, we have no plans to close the doors and we’re going to increase our cadence to every two weeks.

Patch Tuesday

Starting today, every other Tuesday you can expect an update to SWAPMEAT that includes improvements, new features, and bug fixes based on feedback from the community. We wanted to commit to this schedule so you know as a player that there’ll be something to play solo or your friends and discuss with each other or the team here at One More Game on a regular basis.

Our goal at this phase of Early Access is to ensure that players purchasing and joining us believe “This game is fun and promising but needs more content” and not “This game is buggy and unfinished”. The commitment we try to stand by is “We can promise you that its not broken, but we can’t promise you that its fun until it is”. We will continue to release updates, sometimes daily, between these larger updates to fix crashes and address bugs.

Replacing the Temporary

When we entered Early Access we knew that we would need to identify a new watermark for what is acceptable to ship to players. In play testing, we always fall back to the motto above – if it’s not broken and impenetrable to understand, we can test it with players for feedback.

We try to call out in the “known issues” section of our patch notes things in the game that are temporary. Usually these are bits of our UI, music, sound effects, voice overs, and cinematics because these are the things that typically get made last while you’re developing a game.

Some of the more critical feedback we’ve received has helped us identify what that watermark should be, so we’re going to endeavor to not ship components that have UI, music, sound effects, VO, or cinematics that are work in progress. Additionally, over the next few months these pieces will be replaced with their permanent pieces – we just wrapped our first VO session in the studio yesterday so you’ll have some more fun banter with Carl coming really soon.

On the same level of temporary audio, the UI (user interface) and UX (user experience) of a game stands out to most players when they’re incomplete. The former because it’s quite literally always in your face and the latter because, well, if you can’t understand something how are you supposed to interact with it? Here’s a message from OMG_DirigiblePlums, our Principal UI/UX designer:

I know that incremental changes can feel weird, so first I’d like to thank our community for your patience while we’re in early access! I read all the feedback and use it to inform decisions while designing features.

We update things as we go, which means that rather than completing a full UI overhaul in a single sweep, some things will be more polished than others. With that in mind, I’d like to keep everyone updated on some of the things that are in progress right now:

  • Post stage (this entire flow is going through some major changes and I’d love to hear what you feel is most important info to display/compare here)
  • Bolt Burger UI (a visual update to starting a run and selecting your load out)
  • Meat Lockers (changing cosmetics, viewing employee rank details, and more!)

We’re also working to polish the areas that have received some UI updates already:

  • Carl Quests and Upgrades
  • Trader Mike
  • System Select
  • Weapon Terminal

– OMG_DirigiblePlums, Senior UI/UX Designer

We’ve still got a way to go to complete SWAPMEAT, but we’re thrilled to finally be at this stage of development. Today’s patch notes will contain some commentary of why we decided to focus on some changes in addition to what has changed. We’ll be sharing a public roadmap with the community before our next update to more clearly outline where we are and where we’re going.

Thank you for playing SWAPMEAT. Please join us in Discord and let us know what you think about the changes!

– Jamie Stormbreaker, Game Director

Patch Notes

Gameplay

  • Paired cave paths to pathdecks to improve navigation on Mount Dangus
  • Eyeclops now take 80% extra damage to their eye weak point
  • Eyeclops are now considered more difficult, so they will spawn on later difficulties/stages and in smaller numbers
  • Reduced base health of Highbeam by one third

Difficulty Adjustments

A lot of the feedback from Early Access has been around uneven difficulty even on the easiest difficulty level (casual). Getting this right will take a number of iterations, but today we’re pushing out a number of changes to try and make the easiest difficulty more manageable.

  • Gobble Gazers call fewer dropships than before, and when they do it reduces the dropship population more than before
  • Gobble gazers will now spawn in smaller groups, but spread out more frequently
  • Disabled enemy scouts on Easy difficulty. Most noticeably, this disables Gobble Gazers

We found that scout type enemies, like the Gobble Gazer, were a bit too much to manage for stage one of solar system one on the easiest difficulty level. In SWAPMEAT every enemy has multiple “tiers” that have additional behaviours and stats that will spawn as you opt into higher difficulty levels. We’re going to continue to keep an eye on the behaviours of enemies on easy to ensure that things are more manageable as you ramp into the game.

In next week’s patch we’re aiming to add scaling difficulty for boss encounters by removing mechanics on easier difficulties and adding them in gradually over advancing difficulty levels. We want players to be able to “push a boss over” by ignoring mechanics on easier difficulties while needing to understand them as they begin to play on higher difficulties. This strategy should feel familiar to players from MMOs like World of Warcraft or Final Fantasy XIV.

It’s our goal that the majority of players can experience SWAPMEAT’s campaign on the easiest difficulty while providing a challenge to more experienced players and modes to keep you wanting to play for hundreds of hours. “Hardcore” mode in Diablo isn’t everyone’s cup of tea, but it certainly is for some players (like me).

Weighted Random Meat Drops

We’ve had a “true random” system for Meat Drops since the very beginning of internal testing – we would roll on a “loot table” for an enemy to determine which part, or no part, to drop when they were defeated. The problem with true random is that it “streaks” and can give the perception to the player that things are broken because we’re dropping too many things or not enough things.

The feedback that we’re trying to squash here is being “meat starved”, which often sounds like “I killed X enemies and got no drops and died”. This feeling was particularly present in new players that may take longer to kill enemies and take more damage, leading to less chances of meat to drop while they’re getting overwhelmed by enemies.

Today we’re shipping a “weighted random” system for Meat Drops. It basically works like this:

  • The drop chance for a given meat type increases slightly over time since an enemy last dropped that type for you
  • The drop chance for a given meat type increases drastically over time when you lack that meat type

So if the player hasn’t had a Head drop for them in a while, it’s more likely that it will on their next kill. If a player is missing a Meat part, over time it’s much more likely that will drop on their next kill.

With this change we’ve also removed the 45-second buff that you would receive that increased your chances of a drop after spawning.

Hunters

One of the changes we made before going into Early Access was to spawn the Hunters towards the end of the Harvester Escape event (Stage 1 of Solar System 1). This felt bad to some players because we were removing time you earned by starting the Harvester event and also was too challenging during the Sattelite Smoker Harvester event (Stage 2 of Solar System 2).

Additionally, players could abuse the system by increasing their Hunter timer by completing other events while the Harvester Escape event was active. So we added difficulty and feel bad and didn’t actually accomplish what we wanted.

Today when you start the final event of a planet (eg. Harvester Escape), you will no longer be able to increase or decrease the time on your Hunter Threat Meter. For events with Bolt Burgers that you need to interact with, the Hunters will spawn after they have arrived in their enraged state.

The goal of these changes is to push the player off of the planet once they’ve completed the final event and allow players that earned a time buffer to use it.

Elemental Interactions

If you’ve played with Ice Elemental weapons you may have discovered that enemies will eventually become Frozen when dealt enough Ice Damage and then they can be shattered by melee damage or abilities that deal melee damage (eg. Wheelie Legs, Squat Daddy Legs).

We’re aiming to add additional behaviours between elemental accumulations and damages, and today we’re adding a cross between Kinetic and Ice.

  • Dealing Kinetic damage to a Frozen target will now trigger Shatter

We’ll roll out additional interactions in future updates. If you have some ideas on how, say, Slime and Fire interact with each other, join us in Discord and let us know!

Weapons

There are 54 Elemental variations of the 9 different weapons in SWAPMEAT. When we launched into Early Access we had still been replacing the artwork and behaviours of many of these weapons, but weren’t able to finish the lot in time.

In today’s update a number of weapons have had their artwork replaced and behaviours updated. Rocket Launchers, Grenade Launchers, Plasma Guns, and SMGs now have updated versions. Below is an exhaustive list of those changes.

  • Reworked the Kinetic SMG (Shredder) into a nail gun
  • Increase speed and distance of Electric Grenade Launcher projectiles
  • Reduced damage of Electric Grenade Launcher 55/60 -> 50/54
  • Reduced Explosive Impulse of Electric Grenade Launcher projectiles making it easier to connect multiple projectiles on a group of targets
  • Reduced damage of Fire Grenade Launcher 90/95 -> 85/90
  • Reduced Muzzle Climb and Muzzle Wobble of Fire Grenade Launcher by 50%
  • Reduced Explosive Impulse of Fire Grenade Launcher projectiles making it easier to connect multiple projectiles on a group of targets
  • Fixed a bug where Ice Grenade Launcher projectiles were not having their speed scaled with Grenade Launcher unlock bonuses
  • Reduced damage of Ice Grenade Launcher 35/40 -> 26/32
  • Increased damage of Kinetic Grenade Launcher 110/115 -> 120/125
  • Increased speed of Electric Plasma Gun projectiles 30 -> 40
  • Increased damage of Electric Plasma Gun 32/36 -> 54/40
  • Explode Electric Plasma Gun projectiles after 2s
  • Reduced Attack Delay of Fire Plasma Gun 0.15s -> 0.1s
  • Explode Fire Plasma Gun projectiles after 2s
  • Increased damage of Fire Plasma Gun 22/26 -> 28/32
  • Reduced damage of Ice Plasma Gun 22/26 -> 16/18
  • Reduced explosion radius of Ice Plasma Gun projectiles 1 -> 0.5
  • Increased elemental accumulation of Ice Plasma Gun 1.5 -> 2.5
  • Reduced speed of Kinetic Plasma Gun projectiles 30 -> 10
  • Increased size of Kinetic Plasma Gun projectiles 3x
  • Explode Kinetic Plasma Gun projectiles after 2s
  • Increased damage of Kinetic Plasma Gun 22/26 -> 36/40
  • Increased radius of Kinetic Plasma Gun explosions 1 -> 1.25
  • Increased damage of Plasma Gun 22/26 -> 28/32
  • Reduced Max Spread of Rangus, Fire, Electric, and Slime SMGs from 2 -> 1.5
  • Reduced Spread Decay Rate of Rangus, Fire, Electric, and Slime SMGs from 2 -> 1.5
  • Reduced Muzzle Climb per shot of Rangus, Fire, Electric, and Slime SMGs from 0.6 -> 0.3
  • Reduced Muzzle Wobble per shot of Rangus, Fire, Electric, and Slime SMGs from 0.3 -> 0.15

We’ll continue to roll out new weapons each update until we’ve run through the lot of them

Meta Progression

  • Replacing UI and improving UX
    • Players not aware that they can unlock additional difficulties
    • Players not aware that they unlocked a new solar system
    • New Lobby layout
  • We’ve made some changes to how Difficulties and Ascension Ranks are unlocked:
    • Ascension Ranks are now unlocked globally, instead of per-Solar System.
    • Solar Systems now track and display the highest difficulty and ascension rank you have completed them on.
  • Added new side quests at Carl for collecting one of each mineral, ancient tech, and fish.

Art

Updated ROX-1 Layout

  • We’ve updated the layout of ROX-1 (Lobby/Ship) to streamline the user experience of spawning, collecting and completing quests, unlocking new things, equipping costmetics, and then launching a mission. We’ll continue to update the visuals of ROX-1 but we’d love to hear feedback on the new layout
  • Unlock terminals will now always be visible within ROX-1, but will be locked until the player has progressed their Quest Chain with Carl. Previously they were hidden which made the space feel empty and the unlock possibilities were invisible to new players
  • Added exterior Mothership model into the lobby to help players understand this is the ship they see in the extraction event

Animation

  • Added a new set of animations for Hair Force One when hitting him with the chair and when he is downed on the ground

AI

  • Reduced Eyeclops AI’s preference for attacking structures over players, from 10x to 3x

UI / UX

  • Added
    cheat.ToggleUI
    cheat to disable the UI for immersion or screen capture
  • Critical Damage numbers will now always be grouped separately

Bug Fixes

  • added platform for smaller events on Calypso map so they don’t hang over the edge
  • Fixed bug that cursor wasn’t locked to game window after late-joining multiplayer game
  • Fixed a bug where the player could interact with the “Cooked Meat Core” on the Satelite Smoker event
  • Fixed an issue where some attributes of the Kinetic Pistol was not scaling with upgrades

Known Issues

  • No significant performance tuning has been done yet. If you are graphics bound, you can try lowering the quality settings in the Esc menu via Options → Video, but systems with more constrained hardware may struggle
  • Not all input buttons and keys have icons in the UI yet. Text descriptions (eg. “J”, or “Button West”) will show up for things that do not yet have an icon in the input glyph map
  • When observing other players, some UI bits such as the reload HUD don’t show accurate information for the observed player
  • All cutscenes and voiceover dialogue are WIP (and most lines aren’t in at all yet)
Beyond the Grove - Neurodivergent Studios

Hello Current and Future Grove Keepers!

Beyond the Grove is now available for purchase! Fight back against a mysterious corruption! Set markers to gather your troops. Summon mighty elemental Golems to turn the tide of battle. And rush back into the fight after facing defeat with abilities more powerful than before. The goal to stop the corruption is clear, but how that goal is met is up to you!

Game features in early access:

  • Mix and match 7 elements to create 50 golems

  • Journey across dozens of maps

  • Master 50+ blessings

  • 2 playable Grove Keepers

  • Multiple bosses and mini-bosses

  • Charming, hand-drawn art and live-recorded music

What's next for us?

  • More golems!

  • More Grove Keepers!

  • More levels!

  • More blessings and skills!

  • More story!

  • Whatever else the community wants to see!

Thanks you everyone for your support and we hope you enjoy the game!

Nov 4
RitualRX - HouckP
Additions
  • First draft of Act I's final narrative, including new levels

  • First pass of the rework for the Prowler's bossfight

  • Added cultists with body armor

  • Added new system to consistently distribute weapons/equipment across each floor

  • Added a button to the main menu that allows for the quitting of the game

  • Added directional arrows that will point to remaining enemies once 5 remain

  • Conversation Cutscenes can now be skipped if you previously completed them

    • Skipping cutscenes may create unintended sequence errors, and will skip any forced actions as a part of the scene (i.e. starting a level) please report these if you encounter them

    • You will have to replay cutscenes to have them count as completed regardless if you completed them prior to the patch

  • Conversation dialog can be sped up by clicking

  • Dialog options selected previously (whether in a prior playthrough or in the same convo) appear grayed out

  • Added various dialogs between cultists that can be listened in on in key levels

  • Overhauled the dialog rendering system to use Unreal's rich text widgets

  • Added explosions

  • Added new Items:

    • Chainsaw: Hold to saw, consumes fuel and has to rev-up

    • Frag Grenade: Turns things into not things

    • Terminus: Lever-action shotgun used by Malone/The Bartender

  • Gave each playable character a unique car

    • Characters can only unlock/use their car

  • Reimplemented Stress

    • Stress was a mechanic that was lost when all human/cultist characters were reworked

    • Stress triggers when reaching 1 hp left and increases movement speed

    • Stress is lost when the combo ends

  • Added placeholder animations for fanning the magnum (Firing quickly)

  • Added/upgraded Roadkill(Bartender, Malone)'s character to the new framework for player characters

  • Added new sounds for throwing items

  • Added new compression fx to gunshots and hits

  • Thrown items now have tracers

  • Updated the layout of the diner, with adjusted bathroom and roof access

Changes
  • Thrown items now target the enemy closest to the player's aim rather than the closest distance.

  • Removed the trauma kit in the diner's bathroom and replaced it with the ability to wash one's blood off

  • Trunk loadout items are now marked as hidden until specific levels are completed, making options available as the campaign progresses

  • Character state is now saved to disk after beating a level/entering a level transition and will be loaded correctly when re-launching the game. (The character you've selected will remain as such after closing the game)

  • The Prowler can now start a new tail attack as soon as the last one finished its 'throw'

  • Cutscenes now offset the camera so the speaking character is visible in the empty space of the screen

  • Rook can now grab standing enemies if they are facing away from him

  • Enemies taken hostage by Rook now have a larger damage radius

  • Overhauled Rook's portrait images

  • Characters are no longer automatically thrown back on death (The damaging projectile applies the force)

  • Blunt melee attacks now apply appropriate force to enemies

  • Projectiles now apply appropriate force to enemies

  • Guns now apply physics recoil to characters that shoot them

    • Firing a gun will push you away from where you shoot

    • High-caliber guns will nearly stop your movement while firing to brace the recoil

  • Knocked-down cultists now have a unique animation for being stunned

    • Should make it easier to recognize enemies that are still alive

  • When using a two-handed melee weapon, tapping primary attack (and not fully charging the attack) will instead trigger the alt-fire bash

  • Enemies that are unarmed and cannot find a weapon will back away from the player

  • Enemies will now try to maintain a certain distance to their target, backing up if it is too close

    • Should help with enemies dogpiling the player, this effect is most noticeable on enemies with guns as they will maintain a much further distance.

    • This should also make sneaking up on enemies more important as they'll be harder to chase down once they've spotted you.

  • Breaking open doors is now quieter and alerts less enemies

    • Previously, entire rooms would be alerted upon opening a door, removing any need to enter the room before clearing it of enemies. Combat should be much more interesting now with less enemies rushing to your location instantly.

  • Adjusted Overdrive's 2nd floor to provide more cover to the central office space in order to make pushing that area more viable

  • The Prowler no longer coughs blood in the intro to a level

  • The first gang member in 'Overdrive' always starts with body armor

  • Moved the pipe in Overdrive and added a pistol to the starting area

    • The goal of the above 2 changes is to provide some light tutorialing for body armor, balance is still being worked on

  • \[Technical] Vehicles can now be locked

  • The engines of cars must now be started and headlights are only on while the car is running

  • Adjusted 'High Rise' to smooth out level flow

  • Added some new routes to the Mall and adjusted props to make some areas less constrained

  • Updated the first-half of the tutorial level to only have one-handed melee weapons

  • Neon Bars now break when performing an execution (But execute much faster and in one-hit)

  • Reduced the shotgun's muzzle velocity (3000-4000 > 2750-3250)

    • Shotgun was very overpowered compared to other weapon options, range was reduced to keep its overall power but make it worse at long range-multikills

    • For reference, the old muzzle velocity/range was on par with the rifle's

  • Enemies now remain knocked down for an additional second

    • Executions should now be more useful as waiting for an enemy to begin standing up is always slower

  • Updated the bar environment

  • \[Technical] Characters placed in-level (i.e. used for cutscenes) can now be referenced as playable characters

  • Rook's car will now properly disappear after switching to the Prowler in 'Night Prowler'

  • Cultists with melee weapons will no longer rush towards a target and instead back away if they can't safely make it to them (i.e. the target is across a chasm)

Fixes
  • Fixed being able to sequence break and enter the bar before completing the story events that reveal it as a location.

  • Fixed a bug where in some cases player characters would not receive the 'player' state and could be knocked-down.

  • Fixed camera pixelate shader not having its pixel rotation updated in all cases, leading to jittery pixelation during screenshakes

  • Fixed cultist character damage radius' using a legacy physics material (And not registering as flesh)

  • Fixed ground friction not changing correctly for knocked-down/dead characters

  • Fixed being able to kill yourself by diving down the stairs

    • Dont test that IRL though

  • Fixed being able to become 'invisible' to enemies by walking against sloped walls

  • The gang outside in 'Overdrive' now react to being shot/damaged

  • Fixed the Prowler's tail having an unexpectedly strong impact on their movement

  • Fixed the wrong music being displayed for the Mall level

  • Fixed the Rifle being unable to unload empty rounds

  • Potential fix for cultists with melee weapons getting their ai locked when picking up a new weapon and their target is within range

  • Fixed heavy blast attacks not being able to deal lethal damage

  • Fixed being able to deactivate items while performing an execution (even if the item hadn't been activated)

  • Fixed a state error that could occur if you died while executing an enemy and didn't release the execute button before respawning

  • Fixed held item not deactivating after finishing the prowler's boss fight

  • Fixed being unable to open the pause menu after signing a contract or other circumstances

  • Fixed Escape not closing certain menus correctly

  • Fixed the Prowler's tail clipping through the floor in the intro of 'Night Prowler' on occasion

  • Fixed the health bar updating incorrectly when being updated continuously, notably while playing the Prowler.

  • Thrown items no longer collide with low props

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