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COOP Mode and a brand new experience



Regulators! Welcome to the fresh new DEMO for Regulator City: version 0.0.66

[h2]New in this version[/h2]
- Host of new Enemy types like Spittin Blog, Medooza, Scorpions, Spiders, and Ooze worms
- New mission type: Hacking the mainframe - requiring you to defend your grounds for a couple of seconds
- Shiny new interface to unify the whole game
- Medooza-Nest missions (be quiet!)
- Local COOP mode ( mostly tested, but things can go crazy at times )

[h2]What's next[/h2]

This build now brings a complete new experience both in the shape of the standard single player mission, but also by adding a sample (test) of the local COOP mode.

Even though the version number just increased a bit, there are so many new things crammed in this demo that you should really just go and play it and see what the final Regulator City experience will be about as I'm now at the final stretch of development and closing in on a full release. (YAY!)

I'm entering the last phase of development, and a lot of that work will mean creating level-maps, adding a couple of features I still have on my wish-list (working on Gass-masks for Ooze-spore area's).

And I will be doing a proper Beta-test call over on the Orangepixel Discord (see the right-side column on the store page) in a few weeks/months from now to make sure the game is as bug-free as possible when it releases!

If you want to play this game on your stream/youtube/twitch make sure to reach out for a Steam Playtest key and we'll talk.


Full changes list:
  • fixed: (probably) Framerate drop happens on Streetview
  • fixed: ghost mode - melee now does full damage per hit
  • fixed: Some enemies get into an "alerted" loop and trigger an annoying soundeffect because of it
  • fixed: death handling for COOP mode (medikit can be used)
  • fixed: Using "sniper mode" in COOP also takes over other players screen
  • fixed: Extraction is now always on left-side of street/sewer/roof
  • fixed: mission street-direction isn't pre-defined
  • fixed: Level up weapon options should only show unlocked weapons
  • fixed: Lasers show info dialog, even when power-off in building
  • fixed: Lasers block squad even when power-off
  • fixed: remove the Laser-pass options from a NEst level
  • fixed: left-bar info doesn't fit with extra recruits
  • fixed: hands in "map" screen of briefing cover the text
  • fixed: recruits level and skills aren't reset on "retry mission"
  • fixed: Pickups on end-of-mission screen pop up in wrong place (mid-left)
  • fixed: Remove NPC's from Nest levels
  • fixed: sharpened Aim-assist
  • fixed: Throwables don't have the right sprite-looks
  • added: Spittin Blob should spit in panic during power-off passed)
  • added: Big Ooze worms
  • added: Small Ooze worms
  • added: Hospital furniture has higher chance of spawning medikits
  • added: "got you a new rookie" to HQ when player lost his team8
  • added: Medusa should shoot/throw oozebits or oozeworms during screams
  • added: Mission blueprints are now perma-unlocks
  • added: Booby-traps now scattered more and randomly around levels
  • added: COOP mode: modifier inventory is given to both players
  • added: COOP: if player leaves, inventory is dropped as a single "inventory bag" item for other player to grab
  • added: COOP if at least 1 player survives extraction, other player will be revived at HQ
  • added: 1 and 2 are alternatives to swap/select weapons (keyboard play)
  • added: Weapon-upgrades to Team8 Level up options
  • added: pencils/pens as weapon - found in office areas
  • added: "food" items in kitchen furniture to regain HP
  • added: Laser-sight mode shows wall outlines
  • added: Medooza's scream will call reinforcements
  • added: Tactical Advantage to gain an extra team-member (up to 4 max) (not in COOP)
  • added: Ooze puddles dropped by various entities
  • added: Zone-defending functionality
  • added: New mission - Mainframe hacking
  • added: Ooze spiders
  • added: Medooza "nests" special event to random missions
  • added: Electronic doors can be budged open when power is out
  • added: Unlocked Optica in Demo (allow coop-mode)
  • added: Briefing info about "Nest" missions
  • added: Junk - can be thrown around to make noise
  • changed: Moved level-editor to "developer only" mode
  • changed: Increased amount of ooze-required for special ability
  • changed: Blue print won't uncover actual rooms, only in map view
  • changed: Medusa should be attracted to sound instead of playerInSight (allow player to sneak
  • various code and framerate optimizations
  • updated booby-trap defusing methods and process
  • done: check Hostage rescue mission with new Hostage code



Try the latest build during PixElated festival!



Regulators! Grab your gear and suit up! a fresh new developer build is here for you to have some fun with.

This demo has a lot of changes and improvements since v0.0.62 and the biggest feature is that your "team" is now a "duo", I've been playtesting this format for some months now, and I feel like it simply improves the game in various areas:

- It removes a lot of chaos from the game area
- It allows the player to focus on their own movement instead of constantly looking at what the team is doing
- And it still saves the coolness of having this skillful buddy moving alongside you covering your back!

You'll also run into a much improved level-up system for your team mate, bigger variation of enemies (including possessed furniture), different level maps and improved map layouts overall.

So give the new demo a try and let me know what you think!

For those having a Steam key for the Play test build, all the character "abilities" have been changed and improved on. Removing all the "full-destruction"(cool, but mostly useless) abilities and replacing them with powers that can be used more strategically and in a tactical way.

I'm working towards a beta test phase, so if you like what you see in the demo, drop by on the Orangepixel discord where I'll be handing out the Steam Playtest keys over time!


https://store.steampowered.com/app/1892750/Regulator_City/

Go Regulate the city!

- Pascal aka Orangepixel

New Demo v0.0.62 is here - a LOT of progress!

Work on Regulator City continues, be it a bit quiet lately. But that's mostly because I was head down into the code and working on so many details and aspects of the game, that doing a demo update always felt like it would be outdated the next day!



But I'm happy to say that I finally got around to building a proper new demo build, and can't wait for you to take the game for a test-drive!

This is still not a completed game, pretty much everything keeps improving constantly, but you should get a good solid amount of fun from playing the latest version.



From the new mission-setup briefing and story, to the finer details of operating missions with your team backing you up, this demo should give you a nice sample of what the final game is heading towards when it releases later this year!

Don't forget to drop a wishlist and tell your friends!

https://store.steampowered.com/app/1892750/Regulator_City/

Try Gauntlet of Power demo March 2024



Dungeoneers and Adventurers! Heroes of Loot: Gauntlet of Power just received a brand new demo for you to come and play for free!

This demo is one of the last ones before we release the actual game, so a perfect time to check it out and wishlist Gauntlet of Power:
https://store.steampowered.com/app/2374320/Heroes_Of__Loot_Gauntlet_Of_Power/


PS: There is also a "closed" beta coming soon, for which you can sign-up over on the discord right now!

Demo 0.0.51 - Leaner and meaner!

Grab your gear, and get ready to be shipped out into Regulator City! The new public demo is here (v0.0.51) and it is the one you've been waiting for! The changes list is extremely long, so you might not want to go through all of those things, but don't worry, I can highlight some of the key changes while you grab and wishlist the demo on Steam!

I made many changes to the gameflow, this means an improved layout for the HQ building, but it also means the removing of the city-map view and only one mission per street (replacing the 3 missions per street). This all ensures better feeling of progress, and a smoother experience overall.



The money-system and somewhat forced Gear-shop are also removed from the game. Instead you will find cool upgrade-crates spread across the games, including some new weapon-unlock crates. You will always get a few extra gadgets when you return from a successful mission back in HQ.   The grabbing/collecting of dropped money always felt a bit of a distraction from the actual mission and action, and removing those features make the core game mechanics a lot more prominent and feeling better.

Another thing that got removed, or perhaps, replaced is the inventory screen. We now have a radial-select, as requested by various players, which allows you to grab (flash)grenades or other useful items a lot faster than browsing inventory screens. Still being tweaked and improved, but have a play with it!



Finally there is now a much more interesting level-up for your AI team members, statistics info for your team-members in the pause menu, a cool extraction event when you complete a mission, new airfield and hospital maps and various small improvements to other existing maps, and I'm probably forgetting a BUNCH of cool things from the new demo!

So grab the demo now , and take it for a spin!

https://store.steampowered.com/app/1892750/Regulator_City/

Full changes list:

  • added: Implemented WIKI export for Orangepixel.net
  • added: Tutorial notebooks "shown" state now also saved
  • added: Extraction count down after mission completed
  • added: Change mouse cursor when performing tasks
  • added: floor lights
  • added: Radial button for inventory item select
  • added: Proper sound for melee-weapon swap
  • added: Go sign when Extraction Chopper is available
  • added: Gun/Item lockers
  • added: Player can now mount alternate default weapons in HQ
  • added: Copy+Paste to level editor
  • added: Mission/game progress statusbar
  • added: Spec sheet for items in HQ Lockers
  • added: New weapons: Squad-MK II and Squad-MK III and MachineGun MII
  • added: revert to holding "default weapons" when returning to HQ
  • added: show new weapon-unlocks pop-ups
  • added: Vault task now do-able with mouse
  • added: Tasks are now done in slow-motion instead of full-pause of action
  • added: Extraction chopper now always targets last building-door
  • added: Street graphical changes to show Ooze taking over
  • added: Squad Level-up notification popups
  • added: pre-generate mission list and mission-maps (spread uniqueness of locations)
  • added: Squad members now stay away from proximity bombs
  • added: Merchant shows path to General on tutorial-level
  • added: limit demo duration / mission count
  • added: Extra squad-heads for variation
  • added: Squad-statistics to Pause screen
  • added: Squad members now always have unique looks
  • added: Weapon-crates can be placed in level-editor
  • added: first Airfield map
  • added: First hospital map
  • changed: Door information dialog only shown when player near door
  • changed: Removed the city-view/mission map
  • changed: Streets now only have on mission
  • changed: Mission flow and code rewritten/redone
  • changed: redesigned HQ Layout and player start point
  • changed: blocked certain missions from happening in unsuited areas (vault in park for example)
  • changed: disabled "danger/stealth" meter
  • changed: Improved controller code seperation for UI and game controls
  • changed: optimised Verlet system
  • changed: Scrambler now needs to be held to use (not an active item)
  • changed: Removed infinite-ammo for default weapon
  • changed: Added Ammo-clip drops
  • changed: Redesigned HQ layout
  • changed: Optimised some squad-AI decision calls
  • changed: Pathfinding code optimisations
  • changed: Optimised squad-AI goal-decision making
  • changed: General in HQ starts further from Mission-computer
  • changed: Optimised Squad-AI decision delays and handling
  • changed: Disabled money system (testing)
  • changed: notification/pop-up system
  • changed: cleaned up pause screen and squad-stats
  • changed: Improved extraction event with slowmotion
  • fixed: HDMI/M1 resolution issues - setHdpiMode(Pixels)
  • fixed: blockade from tutorial-enemy wasn't fully working
  • fixed: Chopper shadow not correctly mirrored
  • fixed: vertical curtains items would cause weird blockades
  • fixed: Hard to get item spawns in Park missions
  • fixed: Blocked certain mission-areas from spawning on roof tops (Park, Airfield, etc)
  • fixed: upgrade prices are incorrect in new mission upgrade
  • fixed: street/rooftop art has black area at the bottom
  • fixed: crash caused by breach-doors
  • fixed: Squad will freeze once security alarms trigger
  • fixed: Squad has no AI-nodes in street view for hiding/navigating
  • fixed: screenshake default settings and handling (more subtle, framework upgrade)
  • fixed: Tasks can blink/fade on the screen while performing them
  • fixed: Disable HQ-building from mission-area's
  • fixed: Detonators ignore slow-motion from being in the detonation Task (so they always explode)
  • fixed: level-editor removing tiles doesn't remove floor-textures
  • fixed: Street-entry starts with Squad outside of the screen (no car/chopper moving in)