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Escape From Mandrillia News

0.7.1 - MINOR TWEAKS

  • Fixed a cheeky exploit at the firing range
  • Chainsaw can now destroy breakable props (wooden crates, railings, tables, bathroom stalls)
  • Research & Development lobby now has the aesthetic of the upcoming Research extra zone
  • More robust system for the Extra Zone match setting
  • Updated Victory Room vents to the new vent floor material
  • Fixed some fan housings in the vents being more reflective than intended

0.7.0 - WASTE DISPOSAL AREA

Hello there! It's been some intense weeks but I'm back with the second extra zone (out of three): Waste Disposal. Every game needs a section with pits of glowing green goo.
WASTE DISPOSAL

You can't just store your green toxic waste in high-pressure barrels forever; there's a point where you have to dump it back into Mother Nature. And that's what SPHYNX does at the Waste Disposal area. Don't breathe too hard!

The zone is divided in two sections, connected by a small bridge, the sewers and the control rooms.



The sewer section is dark and oppressive, with three parallel tunnels leading to the first possible yellow keycard location.



The control rooms add a bit of verticality to the mix. Two ramps lead to the main control room; just outside it there's the second yellow keycard spawnpoint and a drop back to the entrance. This drop can also be taken advantage of by the Robot, but just on the way down.



This update also brings a new breakable object: railings. They're the only thing preventing you from falling into the waste pits, so maybe you should refrain from destroying them.



Because there's now two extra zones, I've finally made the switch and set "random" as the default "extra zone" match setting. This also affects the solo/coop challenges, with some of them having extra zones disabled (Beginner, Infestation) and the Expert challenge having them all active at once.

[h2]DYNAMIC SPAWN REWORK[/h2]
"Dynamic Spawn" is one setting that I've always felt never clicked to me. Until now, it gave you a "dynamic respawner", allowing you to freely move (starting on the position you died) and choose your spawn point. Usually combined with shorter spawn times, this setting usually ended up in Mandrillians endlessly respawning at the spot they died, in a sort of stunlock with the VR player. Because of some of the quirks of the new section I had to take a look at this setting again, and decided to convert it to the same system I use for the Mandrillian Bots when dynamic spawn is enabled: instead of freely moving around, you'll get a randomly assigned point near the Robot's location. This shoud shake things up a little bit and keep pressure on the Robot without it turning into a repetitive loop.

[h2]PERFORMANCE IMPROVEMENTS[/h2]
As the map increased its size with these last few updates, I've been wary of possible performance issues. Small hiccups can get exponentially worse as cameras get added, and in Escape from Mandrillia there can be a lot of active cameras at the same time (2 for the VR eyes, and an extra 1 per player). This update includes some performance improvements on the GPU side, so players with less powerful graphic cards will notice some better timings. Sadly, CPU usage stays the same for now, so older CPUs can still struggle at +120Hz with two PC players active. I will still try to iron that out in future updates!

COMING UP NEXT

Escape from mandrillia is now very close to being a finished product, with only a couple more things left to do before leaving Early Access! Starting of course with the third and final zone.

[h2]RESEARCH AND DEVELOPMENT[/h2]
The final zone, showing off the labs where SPHYNX experiments and tests their new inventions. While not as "unique" as the Warehouse or Waste Disposal zones, I have some neat gimmicks planned for this zone. And of course, and going with the theme, I have some shiny new toys all ready for it...

[h2]ALTERNATIVE GAMEMODES[/h2]
After all zones are in place and every mechanic is locked in, I'd really like to try out some concepts for alternative gamemodes instead of the usual "get magenta keycards > open checkpoint gates > get yellow keycards to elevator > activate elevator". I won't go into much detail, but I have some stuff I'm really hyped to try out. If you wanna be part of this last stretch, don't hesitate to go into the experimental branch of the game and leave your feedback either here or at the game's official Discord server!

That's all for now. Have fun!

[h3]FULL CHANGELOG[/h3]
  • Added the second extra zone: WASTE DISPOSAL
  • Added new "Extra Zone" settings: WASTE DISPOSAL, RANDOM, ALL
  • "Extra Zone" match setting now "RANDOM" by default
  • Area gates now fully open after 30 seconds if their respective zone is active (if it's not, they still take 50 seconds on Versus matches and 100 seconds on Coop matches)
  • Revamped Dynamic Spawn mode for human-controlled Mandrillians to use the same system as Mandrillian Bots (you'll get a randomly assigned spawn point near the Robot's location)
  • Solo Challenge "Advanced" now has a random extra zone active
  • Solo Challenge "Expert" now has all available extra zones active
  • All Coop challenges now have random extra zones active

  • In Coop mode, Mandrillian Bots' smoke bombs will also extinguish the Coop Drone fires instead of just working for burning Mandrillians
  • In Coop mode, using a Map Station will also show the Mandrillian and Insectoid location on the Coop Drone minimap(s)

  • Fixed bug that prevented Insectoids from appearing on Map Stations

  • New achievement: HASTA LA VISTA, BABY
  • Some performance improvements for the GPU side


0.6.0 - THE WAREHOUSE AREA

Hello there! Now that the Firing Range is out, it was time for the other thing I've been endlessly delaying: the extra zones!

EXTRA ZONES

The idea behind extra zones is to add a bit of variety to matches by having the area behind a console-locked gate be more than just a checkpoint. Instead of the yellow keycard being available straight away (next to the longarm crate and the Multitool charger), you'll have to venture a bit to find it. This opens up different strats, each with different risks and rewards. You can leave your Multitool charging, and try to quickly find the keycard and come back before the gates fully open and the Mandrillians can get in. Or you could go and carefully scour for loot, hiding from the Mandrillians as they enter the zone. And of course, you can just bait the Mandrillians into thinking you entered the zone, giving them the slip.



As a match setting, the final goal for extra zones is to be on "random" by default, meaning in normal matches one of the three consoles will open up to the extended area. Of course, the match setting will allow you to have them all disabled, a specific one enabled, or (hopefully) all enabled. Because this update has just the Warehouse in it, the only options currently available are either "off" or "warehouse".

THE WAREHOUSE

This update brings the first of the three extra zones, the Warehouse. The plan is for each zone to have distinctive gimmicks and hazards, and the Warehouse is no exception.



Comparatively more open than the rest of the facility, this section boasts high ceilings with cranes precariously holding huge containers.

[h2]CONTAINERS AND BOXES AND CRATES[/h2]
Shelves and stacked boxes offer multiple hiding/cover spots for both the Robot and the Mandrillians. Particularly skillful Mandrillians will notice the crates and containers are climbable, allowing for creative ambushes.



The Warehouse also comes with a new breakable prop: the wooden crate. Unlike the previous breakables, this one sometimes has loot in it. It might not be particularly good, but it's something! I've also added the ability for Coop Drones to use their stomping attack on breakable props, which feels pretty good.



[h2]NEW HAZARDS[/h2]
Having environment stuff that can be used for both damaging your enemies and modifying the map is something I've been wanting to do again since the High Impact Plasma Cannon. And the Warehouse has a couple of those!

You'll notice some containers being held by ceiling cranes. Damaging them will make them fall, crushing anything below it and blocking that path. Remember the Mandrillians can use their Plasma Gun upgrade for this, so stay alert!



There's also a fully autonomous forklift you can activate. It uses SPHYNX cutting-edge self-driving technology, so you don't have to worry about it doing anything unpredictable or unsafe.



I've also fixed some instances of silencers blocking bullets that remained after last update's fix, and added a couple warehouse-related achievements.

That's all for now -stay tuned as I'm already working on the next extra zone, Waste Disposal!

[h3]FULL CHANGELOG[/h3]
  • Added new zone: the Warehouse
  • Added new setting: EXTRA ZONE (currently limited to NONE and WAREHOUSE)
  • Added new breakable prop: wooden crate
  • Added new achievement: CONTAINER INITIATIVE
  • Added new achievement: FORKLIFT CERTIFIED

  • Fixed some starting weapons not having the silencer collision fix

  • Increased Map Station detection height cutoff from 0.6 meters to 2.5 meters, meaning it will now also detect Mandrillians that are standing on tables or crates
  • Breakable objects now have minimap sound pings and short-range noise warning for Mandrillian Bots and Insectoids when they break
  • Coop Drones can now destroy breakable props (wooden crates, tables, bathroom stalls) with their main gun
  • Coop Drones can now destroy "weak" breakable props (wooden crates) with their stomping attack
  • Trickshot Coin now takes SMG shots and Coop Drone main gun shots for the split shot

0.5.1 - TWEAKS, FIXES

Hello there! Some fixes and tweaks while I work on the upcoming Warehouse update.

It includes fixes to some long-standing annoying bugs (like the silencer blocking bullets on some weapons) and some balancing for the recently added Firing Range challenges. As always, if you have feedback, you can always put it here on the Steam forums or join the Discord!

And here's a sneak peek at the Warehouse, which will hopefully land on the experimental branch on the next few days:



[h3]FULL CHANGELOG[/h3]
  • Reworked the Carbine model to have a bigger scope with a better crosshair, as well as adding some detail to it
  • Fixed (hopefully FOR REAL this time) the ages-old bug that caused the silencer to block bullets in some weapons, specifically the Automatic Shotgun
  • Firing Range's Gun Challenge toned down by adding 30 extra seconds to the timer; it's the first challenge and it should be lenient for new players (scoreboards remain as now it's easier to get higher scores)
  • Firing Range's Carbine Challenge toned down by removing many of the fast-moving or long-range targets (scoreboards wiped as now it's harder to get higher scores)
  • There's now a free silencer at the Firing Range's table, in case you want a quieter challenge
  • Coop Drones now take proper damage from Mandrillians' Plasma Gun upgrade
  • Modified Coop Drone "downed" behavior for their main gun: increased rate of fire, but can randomly jam
  • Fixed some wrist-menu buttons that were wrongly set up at the Firing Range and Victory Room
  • "Warehouse Box" models (big and small) now use the new model from the upcoming Warehouse update
  • Improved grabbing triggers for the crossbow's front grip and string
  • Fixed Mandrillians' crosshairs rendering behind the Sentry Turret
  • General performance tweaks


0.5.0 - FIRING RANGE AND MORE

Hello there! The running joke of me doing literally anything I can come up with before actually working on the Firing Range is over. It's here.



To be honest I can't really explain why it took me so long to put this out -maybe I was a bit unsatisfied with the previous iterations (like the old "virtual training" tutorial scene), maybe I thought there were other more pressing issues to attend before starting this. One thing is for sure, I would never release something rushed and half-baked.

But before we start with the Firing Range:

[h2]COOP DRONE FINAL TOUCHES: SKINS, LOADOUTS, QoL[/h2]
As you might now the Coop Drone mode was a bit rushed and half-baked, so I took some time and polished it up.

The first thing you'll notice is Coop Drones no longer instantly materialize once you spawn them. The starting area now has two mechanical "drone cages", that will rise up when Coop Mode is active, revealing the Drones once the PC players select their skin and loadout.



Wait, did I just say "skin and loadout"? Yes!

Coop Drones now have a varied selection of paintjobs to choose from. These are useful if you want to differentiate yourself from your teammate, or if you just want to style on your enemies. The two camo patterns are unlockable by beating a new Coop Challenge (more on that later). There's also an optional floppy antenna if you want to have your Drone be even more unique.



There's also a new "loadout" selection. The default loadout is the ol' reliable, with your unsilenced main gun and the standard mix of HEAT rocket pods and poison rockets. But if you're feeling stealthy, you can choose a sneakier loadout, with a silenced main gun that sacrifices damage in exchange of not alerting every enemy in the map, and a full rocket loadout of poison gas to cover your tracks.

On top of this, there's a couple QoL features added to the drones. You'll notice a new small reticle that will give you instant feedback on where you're aiming before the Drone's turret turns to it. The crosshair will also glow brighter if you're placing it over Mandrillians, Insectoids, or other Drones.



I've also added a little vocalization feature (used by pressing the "jump" key) to grab the attention or the Robot or your enemies.

And finally, I've added a "marker" feature (activated by pressing "T" or clicking the left stick) that will show a marker to your teammates placed wherever you're aiming at. This feature can also be used when you play as a Mandrillian!

[h2]CHALLENGE TWEAKS[/h2]
I've streamlined the "normie" Solo Challenges (the ones meant to sort-of recreate a regular match: Beginner, Intermediate, Hard and Expert), as they felt too similar to each other. I've combined the two easiest ones into a new "Beginner" one, and "Hard" is now called "Advanced". "Expert" is left unchanged (you still get the achievement and the medal for beating it).

The Coop Challenges also got a facelift. There's a new one called "Starting Up", meant to be your first contact with the mode: Mandrillians are capped to 2 at a time, and everything is easier, including loot and Mandrillian wave intensity (using a new "slow" wave setting for it). Beating it will unlock two camo paintjobs for the Drones. The two challenges I had until now, which I creatively called "Coop Challenge 1" and "Coop Challenge 2", are now "Low Profile" and "Combat Protocol", and are respectively more focused in stealth and action, as a sort of demonstration of the different gameplay styles you can get in Coop Mode. Beating "Low Profile" will reward you with the newly included Bandana, and "Combat Protocol" will unlock the Light Machine Gun.



[h2]GENERAL FIXES AND UNDER-THE-HOOD UPDATING[/h2]
This is the boring part, but there's been multiple fixes: silencers will no longer block bullets in certain configurations, and Drones will take full damage from the Mandrillian Bots' upgrades. If you're a DualSense enjoyer, you'll be happy to know that I've also updated the ReWired Input System version I use on the project, vastly improving DualSense compatibility (until now it was going through a wrapper, while now it's technically natively supported)

And now, for the star of the show.

FINALLY, THE FIRING RANGE




The Firing Range is now accessible by selecting FIRING RANGE on the Main Menu and pressing START. Once there, you can mess around on Freestyle mode or select one of the new Firing Range Challenges.
[h2]FREESTYLE MODE[/h2]
By default, the Firing Range is in Freestyle (or Sandbox) mode. The shooting gallery has an endless rotation of Training Dummies for you to practice your aim.

The unrestricted Item Spawner makes its glorious return from the old post-game room, and you can use it to spawn any of the weapons and gadgets the game has to offer, all of them accompanied by little snippets offering you a glimpse into the deranged lore of Escape from Mandrillia.



[h2]CHALLENGES AND LEADERBOARDS[/h2]
By using the console next to the Firing Range entrance, you can go to specific Firing Range Challenges. These are short, timed (the longest ones are 1 minute and a half), and focused in one specific weapon each. Some will have fun little gimmicks, like the Trickshot Challenge.



Completing a Firing Range Challenge before the timer runs out will reward you with a cosmetic unlock, no matter your score. This includes the new Safety Glasses, Beret, and Hunter Hat, as well as some old cosmetics that have been reshuffled to be unlocked there (Soldier Helmet, Cowboy Hat, and Outlaw Mask)

For those of you with competitive tendencies, the game now has Steam Leaderboards. Maximize your speed and accuracy to climb the ranks and brag to your friends that you're one of the Top 10 Escape from Mandrillia players.

COMING UP NEXT: THE FINAL STRETCH

This update has a lot of stuff that puts the game in a very solid position and closer than ever to the 1.0 out-of-early-access release. After this, most of the work is going to be focused into adding the fabled 3 extra areas (warehouse, waste disposal, research labs) and also a potential "killhouse" little section for the firing range, to add some challenges that involve walking rather than staying stationary.

It's been almost 3 years since Early Access started, and it's a strange sensation to finally see the light at the end of the tunnel. In any case, thank you for playing and stay tuned!

[h3]FULL CHANGELOG[/h3]
  • ADDED FIRING RANGE SCENE
  • Added Firing Range challenges (with leaderboards!): GUN CHALLENGE, AUTO SHOTGUN CHALLENGE, CARBINE CHALLENGE, CROSSBOW CHALLENGE, SIX SHOOTER, TRICK SHOOTER
  • Added new unlockable cosmetics: SAFETY GLASSES, BANDANA, BERET, HUNTER HAT
  • All cosmetics in the game are now unlockable either with Solo, Coop, or Firing Range Challenges; some have been shuffled
  • The iconic non-portable Item Spawner is back, now located at the Firing Range, with all its lore entries for each item

  • Added new achievement: SAFETY FIRST

  • New "marker" mechanic for both Mandrillians and Coop Drones: pressing T on keyboard or Left Stick Click on a controller will set up a marker for your teammates, both in the scene itself and on the minimap. When done with a Coop Drone, it will also set up a marker on the Robot's Multitool

  • Added new "wave style" level for Mandrillian Bots: SLOW -meant to be an easier version of the STANDARD and INTENSE wave settings
  • Adjusted the "run of the mill" Solo Challenges, going from 4 (BEGINNER, MEDIUM, HARD, EXPERT) to 3 (BEGINNER, ADVANCED, EXPERT)

  • Added LMG and LMG magazine to the item spawner
  • Added Coop Drone items to the item spawner

  • Upgraded ReWired input system to the last version, improving compatibility with DualSense controllers

  • Fixed bug regression that sometimes caused bullets to hit the silencer attachment
  • Infinite-mode magazines and ammo (which despawn after a while when discarding them) no longer interact with buttons, as the despawning feature could cause game-breaking issues when dropped on consoles
  • Reworked Infinite Coin "ready" texture to be a glow on the texture itself rather than a 2D graphic, fixing some visual glitches

  • ADDED COOP DRONE SELECTION SCREEN
  • You can now select different paintjobs, loadouts, and an optional floppy antenna when spawning as a Coop Drone
  • Added a new Coop Challenge "STARTING UP", intended to be an introduction to Coop mode.
  • Reworked Coop Challenge 1 and Coop Challenge 2 (now called LOW PROFILE, a stealth-oriented challenge with a silenced gun as the starting sidearm, and COMBAT PROTOCOL, an action-oriented challenged recommended to be done with 2 teammates)
  • Coop Challenges now unlock camouflage paintjobs for the drones, the Robot's Bandana and the LMG
  • 1-Drone limit no longer used in any of the Coop Challenges
  • Fixed Coop Drones being invincible to Mandrillian Bots upgraded weaponry
  • Added a little extra crosshair for the Coop Drones: a small circle appears at your current camera aiming point, while the "actual" crosshair lags a bit behind. This helps with faster and more reliable target acquisition
  • Made Coop Drone crosshair(s) get a bit brighter when aiming at non-environment stuff like Mandrillians, Insectoids, or other Coop Drones
  • Added Coop Drone spawn platforms and spawn FX
  • Added "vocalization" mechanic: pressing the "jump" key will make a noise, useful to grab the attention of enemies (or the Robot)