1. Intravenous
  2. News

Intravenous News

Game patch 1.1.7

Hey folks!

This update's main intent is to take care of a couple of AI oversights. It should save from frustration in cases where the AI seemingly starts behaving differently, compared to your previous reset.

Version 1.1.7:
- suspicious (not alert) goons are now a little bit easier to evade
- improved savefile preview image saving
- fixed enemies in 'suspicion' state not saving & restoring the amount of times they've heard a sound when loading, resulting in incorrect AI behavior

Don't forget to report any issues you encounter in this thread!

You can also join the official Discord server!

Thanks for reading, hope you're enjoying the game!

Dev Update #2

Hey everyone!

In this post I will talk about what to expect of the upcoming controller support update, version 1.2.

Before that, I'd like to mention that Intravenous is part of the Indie Live Expo Winter 2021 event which is on now! The game is 15% off during it's duration, so if you have a friend who wanted to play the game - now's a great chance to let them know!

Now, let's get on with the upcoming features!

Controller support

Never saw that one coming, huh?
This is some thing the community has asked for, and now it'll be implemented in the next major update.

Tactical reloads

A small feature, but one that has a rather large impact on gunplay. In version 1.2 you will be able to enable tactical reloads in the options menu.

A tactical reload can be performed when there is ammo remaining in the weapon's magazine. This type of reload drops the current magazine to the floor, instead of putting it back into a mag pouch, and grabbing a new one.

This can save up to 0.3 seconds of time, which can be the difference between life and death in tense situations.

The downside is that you drop the non-empty magazine to the floor, instead of putting it in your mag pouch! If you want to get the ammo back - you'll need to pick the mag back up.

Custom/adjustable difficulties

This is another feature that I saw the community ask for, and I'm happy to announce that version 1.2 will add the ability to create your own difficulties to play through campaigns or singular levels!

In addition to being able to adjust most of the difficulty settings, you can also enable optional randomization of weapons, flashlights, and enemy experience levels!

Randomization in particular adds more replayability to the game, as with it enabled, suddenly levels play in a completely different light compared to before!

Improved performance and visuals

Another thing I improved in version 1.2 is shadow filtering. Now, when comparing the new 'Normal' setting to the old one, there is up to a 20% performance uplift, while the resulting image looks far better, in fact in most cases the new 'Normal' setting puts out an image that looks on par with the old 'Soft'!

Comparing the new 'Soft' to the old one, there is a 10% performance uplift, and a far better looking image.

Lastly, since the filtering now looks far better, I decided to add a new option for it: 'Ultra'. It further improves shadow filtering, which makes the shadows look even better!

That about wraps up the biggest changes in version 1.2. Initially I wanted to make version 1.2 add just controller support, but I thought that wouldn't be a whole lot for a major version uptick.
So now you've got a total of 4 new things to look forward to, each making the game better.

Thanks for reading, hope you're enjoying the game!

Halloween Sale, 15% discount!

Hey everyone!

The Halloween sale is on, and Intravenous is 15% off for it's duration!

If you've wanted to play the game, or had a friend who really wanted to try the game out - now's a great chance to grab it.
The game recently has had a map editor implemented into it, so now the community can create their own custom scenarios!

Work on joystick support is going well. Gameplay-wise it's already fully implemented, it just needs some visual cues in places where there are none (think various menus, etc.), and testing. Once everything's ready I'll be putting up a BETA version of the joystick support on a beta branch, so that folks can test, give feedback, and report bugs.

Aside from that I've also recently improved shadow filtering in the game for the joystick support update. Not only do shadows look better now, but they also use less of your CPU and GPU resources. Per my testing, a performance improvement of up to 20% can be seen, with an average improvement of 10%! Better visuals and better performance? Now that's a deal I can't say "no" to!



In other words: if you have a low-end graphics card, your game will simply run better. If you had no trouble running the game before, your graphics card will heat up less, as it's doing less work, while outputting an image that looks better than before. :)

Thanks for reading, hope you're enjoying the game!

Game patch 1.1.6

Hey folks!

This update fixes a couple of minor issues.

Version 1.1.6:
- fixed goons sometimes having completely incorrect view angles when sitting down
- fixed the player sprite having an incorrect render scale when carrying a body, resulting in the protag seemingly opening doors/interacting with objects with the same arm that he's carrying the body with
- fixed some issues with user-made levels opening the loadout menu when they shouldn't
- fixed being able to get stuck between a car and a wall on Shopkeeper's Mansion

Don't forget to report any issues you encounter in this thread!

You can also join the official Discord server!

Thanks for reading, hope you're enjoying the game!

Game patch 1.1.5

Hey folks!

This update fixes two rather serious issues.

Version 1.1.5:
- fixed directional movement having incorrect player movement speed
- (MAP EDITOR) fixed a crash that occured when removing a wall over an empty tile

Don't forget to report any issues you encounter in this thread!

You can also join the official Discord server!

Thanks for reading, hope you're enjoying the game!