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RIPOUT Development blog - February 2023



Hello, fellow mutants,
We have been working a lot in the last couple of months since our Closed Beta, and we have decided to start sharing what we have been working on in the form of a Dev Blog.

These Dev Blogs will be posted every 2 weeks with the intention of hearing your feedback on the things added to the game prior to the release.

So for this first Dev Blog, we wanted to let you know that a lot of issues detected from the Beta have been resolved.

Here are the things that we have been working on:

Missions and Gameplay
The mission pool has been extended and improved. Missions have more depth to them, and there is more meaning in the things you need to do in order to proceed and complete the mission.
New mission types have been added, as well as new objects to interact with. New loot container models, new interactable terminals, and more.

Ship types, sizes, and campaign difficulty are important when you are selecting which missions you will embark on and what rewards you will be receiving if you succeed at it.
Ah yes, did we mention that we have added 3 campaign difficulties?

You will be able to select a character slot/save and set on which difficulty you want to complete a campaign. There will be up to 3 available character slots. Of course, you will always be able to reset the campaign to start again from the start with a new difficulty or just select another available slot.
You asked, so we listened, and mission rewards are a thing now, as well as the chance to know which crafting components can be found on which ships. So you have full control and can plan what to play based on what items you want to craft and need components for.
New Levels

Enemies
As some of you may have noticed from our screenshots shared in the community, we currently have a new Enemy/Hazard Robot.
The robot is a static hazard/enemy that will make sure that going through the tight hallways or spaces is more dangerous, keeping you on edge.



Pet Gun
Pet Gun has received some major updates in terms of mechanics and has more use than just for attacking enemies.
The pet mechanic has changed to scan as previously and then release a pet on the desired target by right mouse button click. This way, the players will have more control over where the pet goes and what action the pet should perform. Retrieve a critter, attack the enemy, or maybe use Team Heal?
Yes, Pet Gun can now be used also to activate all support mods that are available to be activated.

Gun Improvements
We have added new reload animations for each gun currently available in the game.
Melee Axe has been improved in terms of the impact feel.
We have added a new Melee that can be obtained in the game.
New fire animations have been added, as well as new effects.

UI
UI/UX is something that we are currently working on closely, making sure all elements of the hud, widgets, markers, and so on are on point and clearer to every player.
New Icons for support mods, notifications, markers, and task targets have been added to the game.

That’s all for now! We hope that you have enjoyed looking at all the things we’ve been working on. We will continue adding new features and improving the game, and we will make sure to keep you updated.
See you in the next Dev Blog!

RIPOUT - OST: Main Menu Theme

[previewyoutube][/previewyoutube]

Check out our new visualizer from the game's Main Menu Theme soundtrack, composed by Aleksandar Randjelović.

Wishlist RIPOUT:
https://store.steampowered.com/app/1558830/RIPOUT/

Dev Stream: Crafting Overview

Just a heads-up:

We'll be going live for a little developer stream this Friday.

Join us as we hang out with Goran from the RIPOUT team to discuss and highlight the crafting system.

When: Friday. January 27th.
What Time: 2pm ET, 8pm CET
Where: twitch.tv/3DRealms

Mark your calendars, it's gonna be a blast.



RIPOUT @ games.con 22

We are at #gamescon in #Belgrade, showcasing #Ripout! Stop by from today until Sunday and try out our newest build! Also, talk to devs, check the status of the game, try to dig info when it's coming out :))





RIPOUT Dev Update: Closed Beta Feedback

Greetings everyone!

It’s been a few weeks since the Closed Beta ended and we’d like to take this opportunity to thank you for participating and for sharing your feedback with our team, either through the survey document or via the Steam forums and our Discord! There were nearly 3000 players participating in the Beta (not counting those who tried the public demo) and all the comments that you shared with us are extremely helpful as this allows us to improve certain parts of the game and identify things we may have otherwise missed.

Since releasing the Next Fest demo in June, as well as during our presence at Gamescom, we managed to collect an abundance of community feedback that our team used during the following months to improve the game. The Closed Beta gave us the opportunity to test these changes we’ve implemented, and also expand the feedback as we provided a more lengthy and enriched build that included features that were not part of the public demo.

One of the most important things that we’ve noticed is that none of the reported issues from the summer demo were mentioned this time in your feedback, which means that our team did a good job and all the improvements and fixes we made were successful.

We have prepared a short video that demonstrates some of the most important changes we’ve made. Check it out!

[previewyoutube][/previewyoutube]
  • Improved character speed and movement
  • Improved gun feel
  • More weapons
  • Reload animations for weapons
  • Bigger level variety
  • Better enemy targeting for Pet Gun

Also, the following list includes some of the most frequent issues that were reported (but not addressed in the video) and we are currently working on fixing - or have already fixed. If there is anything you would like to add that is not included in the list above, feel free to add it to the comments below.
Level design and speed
  • With several of the enemies your only recourse is to run away from them to reposition, but with the slow speed and the limited stamina this often doesn't help. You end up getting cornered and then murdered - [WE HAVE ADDED ADDITIONAL ROOMS FOR BETTER COVER AND MORE MANEUVERABILITY AND ADDED FASTER RUNNING]
Gun Feel
  • Rough ADS transition - [GUNS HAVE NEW ANIMATIONS AND INTERPOLATIONS BETWEEN MOVEMENTS. NEW SOUNDS AND REBALANCED DAMAGE]
  • A sound for the petgun's attack cooldown being over would be nice (visual should be added) and event on icon and more consistent (pet) sound? - [ADDED]
Balance
  • More health on weak-spots for greater effect (weak-spots felt like they fell off real quickly on the tall guys, leaving them feeling like a bullet sponge) - [THIS HAS BEEN ALREADY REBALANCED]
Level Design
  • Most of the variation is cosmetic, a few different layouts, a bunch of objectives that are very similar - [WE WILL ADD DIFFERENT TASKS AND DIFFERENT PICKUPS ON SHIPS FOR VARIETY]
  • Empty spaces - [ALL PARTS OF LEVELS HAVE BEEN IMPROVED AND UPDATED, SO THERE ARE NO EMPTY CORNERS AND NOOKS]
UX
  • Holding on E everything including doors felt tedious (different times for different objects?) with terminals if you want me to stay there for a minute just make it a timed thing and a couple of enemies spawn. (players should never feel safe) - [THIS HAS BEEN FIXED]
  • More interaction with the environment (get loot or hack terminals or open stuff) - [MORE TASKS WITH DIFFERENT INTERACTABLES ARE BEING INTRODUCED IN THE GAME]
  • Possibly have items spew forth from the crates when opened, rather than appearing on the ground in a random fashion - [DONE]
  • Consider giving more feedback to the player when interacting with the holographic interfaces (pet upgrades, mission selection on main ship). Sometimes it's not obvious what option is selected - [THIS IS BEING REWORKED AS WE SPEAK]
  • Jump scare sounds without seeing jump scares are too often, random and irritating. Suggest randomly launching enemies onto the stage after such sounds, with a probability of 15-20%, so as not too often, but not so rare that it can be predicted. Or randomize the probability after each such attack. - [THIS HAS BEEN ALREADY REBALANCED AND IMPROVED. MORE TYPES OF JUMP SCARES, APPEARING MORE RANDOMLY]
Options
  • Need FOV slider max 110, and fix effect 90 - [ADDED]
  • Having the session only available while in hub ship leads to players not seeing sessions- How to make this clear and easier to find party - [FIXED. SESSIONS ARE EASIER TO FIND, AND EVEN WHEN PLAYERS ARE IN THE DERELICT, THE SESSION IS DISPLAYED AND GRAYED OUT]


Thank you once again for supporting our game and being part of our Closed Beta! RIPOUT is set to launch in 2023. Stay tuned for more news and dev updates!

https://store.steampowered.com/app/1558830/RIPOUT/