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Scraper: Gauntlet News

Scraper: Gauntlet leaving the Steam Store

Scraper: Gauntlet will be removed from the Steam Store


Hey everyone,

In the coming days we will be removing Scraper: Gauntlet from the Steam store. Don't worry - if you've already purchased the game, it will continue to work! We appreciate everyone on Steam who has helped and contributed in supporting us into bringing the Scraper series to life.

Best,

Labrodex

1.4.0 Update - Level Pack

Features
-Added two new combat arenas: Maintenance Hangar and Transit Nexus, each with four vantage points each and a multitude of different enemy encounter groups.

Fixes
-The reddish distance fog present in the infiltration sequences now clears when the player returns to the lab.
-Fixed a bug where the Compounding Criticals mod's crit bonus display wouldn't update until the player switched weapons.
-Lowered the volume of the mission recap chimes that play as statistics are tallied.
-Fixed bad cover points and prop-spawn points across multiple levels.




1.3.0 Update - Mods Pack

The second free post-launch content pack for Scraper: Gauntlet is live with today's 1.3.0 patch. This update expands your arsenal with four new Gauntlet modifications, and a new customization slot to put them in.

In addition, we've revised many of Gauntlet's existing modifications to support synergies with our new offerings. On the Humech side, each combat arena has new, more challenging encounters to put your new builds to the test.

[h3]Features[/h3]

Added four new Core category modifications. These can be unlocked starting in tier 2 and will show up as new rewards for campaigns already in progress or completed.

Granted players a second mod slot for the Core category. Players can now use two of this type as part of the combat loadout.

Each room has at least one new enemy encounter group available. Encounter groups with 4 enemy classes are usually presented in pairs when they are rolled during room selection, so that players no longer have the option of avoiding these harder fights. These groups have an increased likelihood of appearing the further a player progresses in a single mission.

[h3]Gameplay[/h3]

The Haptic Dagger no longer bypasses enemy shields. Instead, it sticks into them and drains shield strength for the same duration as the stun effect.

Projectiles from the Arc Thrower mod can now create short damage links based on hits from separate shots. Previously, two targets would have to be hit by a single player projectile to be linked.

Sustained AOEs created by the Vortex Bombs mod now emit a final damaging explosion if not cancelled early.

The Micro Missiles mod now has a slight aim assist against flying units.

The Critical Repairs mod can now overfill player shields up to 200%. Damage against stunned targets can also trigger the shield restore effect.

The Fighting Chance mod now heals the player based on damage dealt instead of kills.

Widened the trace for projectile dissolve on player shield break.

Legionite Casters can now appear in regular tier 1 missions. Previously they were limited to challenge missions only for the early game.

The Gunner's bounce shot now takes multiple hits to to destroy.

The corner icon on mission cards now changes color based on whether that mission will pay out boss progress.

[h3]Effects[/h3]

The Vampiric Flux mod now has new visual that triggers when suspended enemies are killed by its drain effect.

[h3]Fixes[/h3]

Fixed bug in which Gunner's aimed shot visual indicator wouldn't go away on death.

Prevented some common cases of status effect visuals carrying over on an enemy from one wave to the next.

Fixed a bug that caused Trajector projectiles to lose momentum when fired at the groun near the player.

Corrected the descriptions of some Mutators whose effects change in the post-game.

1.2.0 Update - Enemy Pack

Our first free content pack for Scraper: Gauntlet is live with today's 1.2.0 update! We'll follow up with a post going into some of these new mechanics in depth. Notes below:

[h3]Features[/h3]

-Each enemy now has a Class Variant Mutator that changes grants it a new attack, ability, or defensive measure. 8 new Mutators have been added to the game, and 2 existing Mutators were brought within the ‘Class Mutator’ umbrella.

-Class Variant Mutators are unlocked over the course of the campaign. Each one is attached to a Challenge or Boss mission and is added to the pool on mission completion. Players in the post-game or with campaigns currently in progress will unlock these in the same way.

-Class Variant Mutators are described in Holo-Kiosk ‘bestiary’ entries for enemy units. Enemy entries have been rewritten with better combat tips and behavior descriptions.

[h3]Gameplay[/h3]

-Reworked Legionite Caster behavior so that they behave more consistently when using different abilities. Preferred ranges, cool-downs, and movement patterns have been unified and then rebalanced.

-Casters will now attempt to cast their ‘Cryosphere’ heal on any unit below full health. Players should see this move employed much more often.

-Reworked Beam Drone behavior so the unit behaves more predictably and works better in groups. Beam Drones will no longer attack from range if the player breaks their shields on approach. Groups of Beam Drones attack the player in set ‘quadrants’ so they never ‘stack’ while strafing the player.

-Reworked Beam Drone attacks so that they always start and end with non-damaging ‘power up’ and ‘power down’ windows.

-Made the ‘Shock Troopers’ Mutator an Enemy Variant Mutator under the new system. It is now unlocked by completing Challenge and Boss missions.

-Replaced the ‘Accelerated Targeting’ sniper Mutator with the ‘Double Tap’ Sniper variant Mutator under the new system. Faster sniper targeting is now part of the Power Factor change to enemy behaviors.

-Swapped the places of Power Factors 2 (harder Infantry and Captain Mutators) and 11 (more Legionites and Mortar-Bots in spawns).

-Consolidated all ‘Anchored’ mutators into a single ‘Anchored Humechs’ Mutator that applies to all enemy classes.

-Consolidated all ‘Diehard’ mutators into a single ‘Diehard Humechs’ Mutator that applies to all non-drone classes.

-Raised enemy ragdoll thresholds so that more explosive impulse is needed to ragdoll tougher foes.

-More enemies will appear in Gunner reinforcement waves.

-Rebalanced stat increase Power Factors to ramp post-game difficulty up quicker. Rewrote descriptions to describe total enemy stats from base.

-Lowered wave spawner ‘difficulty ratings’ for Legionites so that more enemies will show up in waves with multiple Legionites.

-Extended the ranges of Power Factor reward tiers to account for the fact that many players won’t see them until Power Factor 7 or 8.

-The Reflex Stims mod description now mentions the Big Returns synergy outright.

-The player is now prompted to restart the application so that changes to graphics settings can take effect.

-Game version is now listed in the main menu alongside content pack badges.

-Changed the name of the Holo-Kiosk 'weight' stat to 'Knockback Resist' to make its gameplay implication clearer.

[h3]Effects[/h3]

-Polished ‘Room Choice’ portal effects.

-Added ‘on select’ sounds for Mission Cards.

-Created unique particle systems for Sniper shots and Double-Tap Sniper shots.

[h3]Fixes[/h3]

-Significantly reduced the likelihood that enemy-specific mutators will be paired with rooms where those enemies don’t appear.

-Fix for Beam Drone attack particle effects getting stuck to the player’s shield when the Big Returns mod is equipped.

-Holo-kiosk stat displays now more accurately reflects actual enemy stats.

-Prevented instances where broken skin weights would skew gore mesh visual for Legionite Casters.

-Corrected LODs on the Gauntlet Blueprint visualizer.

-Gladiator ball hits now scale properly with the unit’s stats.

-‘Shield Bridge’ active and deactivate sounds are now change with the ‘Effects’ volume option.

-Prevented rare cases where Beam Drones would fire while their shields were up.

-Fixed Haptic Dagger behavior on open maps. The dagger will no longer fly toward far enemies in a high, mortar-like arc.

-Moved the Res_05 spawn point for Legionite Casters so they no longer spawn under the ‘porch.’

-Shortened 'Quality Control Manager' to 'QA Manager' in credits so the title doesn't get cut off.

-One player hand can no longer grab a held object from the other from an unrealistic distance.

-Fixed a bug where damaging a Fluxed and Cryosphered enemy would cause flux heal FX to spawn multiple times and hang in mid-air.

-Prevented cases where Sniper line traces would come up short or disappear altogether.

-Vortex Bomb hazard volumes will no longer spawn when the projectile hits the player’s gauntlets or shields.

-Pulser Mk. II projectiles can now destroy environmental destructible via pierce damage.

-Fixed bugs related to mission reward pool and player stat point totals getting misaligned, granting players points beyond the intended cap of 15 per type.

-Fix for a few shield mutators not applying to Legionite Casters.

-Corrected the formula for calculated post-game Stat Bonuses.

-Corrected descriptions of post-game mission reward text.

1.1.1 Update - Hotfix

Scraper: Gauntlet version 1.1.1 is live to address some Main Menu and graphics settings issues in our recent patch:

[h3]Fixes[/h3]
-Stopped the app from hanging on level load due to reapplied graphics settings.
-Fixed a main menu issue preventing options sliders from moving below 2%.
-Intro splash screens will no longer play behind the main menu if the game is started with the HMD off.