Release Date for a End of Dream: May 31th

[h3]Let's start with the most important news! So, on May 31th, you will be able to try out our new free prologue and experience it firsthand. Just a week from now, you will witness the results of our meticulous work that we've done after the release of Exordium.
So, make sure to add
the prologue to your wishlists! (It's really important to us, and it will also give you early access to the prologue.)[/h3]

New animations! New features! New everything!
[h3]The upcoming update for a Quasimorph not only offers new content but also comes with technical improvements to the game. We have revamped the animations, added many new features, and approached the metaprogression from an unconventional perspective. But let's go through everything step by step![/h3]
Facing and character animations.

[h3]Now, the PMC agent can turn around! Wow!
The agent's model has become more detailed, animated, and can fully rotate in all directions. You can see the visual comparison between Exordium and End of Dream in the GIF above. [/h3]
Full enemy loot drop system.

[h3]This is a significant systemic change that leads us to our new feature: the ability to loot items and use them in subsequent missions. Of course, only if you survive.)
To achieve this, we have redesigned the logic of item drops from enemies. Now, everything that enemies use against the player is correctly displayed on their bodies. Players can loot these items from the corpses if the enemies haven't managed to shoot, consume, or destroy them. And speaking of consuming…[/h3]
Expanded amputation system.

[h3]If there's nothing to eat, you can simply take out a knife and carve something. You can amputate not only from yourself but also dissect all the defeated enemies (provided that their corpses remain intact, so be careful with grenades if you want to eat.)[/h3]
Class system.

[h3]Finally, the game has introduced a class system. At the moment, we have implemented two classes, but their number will expand in the future.[/h3]
[h3]How does the class system work?
The class is chosen when creating a PMC fighter. Each class comes with a set of passive skills and trigger skills. Passive skills function normally, while trigger skills activate under specific conditions. For example, there could be a skill that triggers every time the character reloads, takes damage, or successfully blocks an enemy attack. Each skill evolves and grows in levels as the player uses it or items associated with it.[/h3]
Three movement modes.
[h3]Now you can not only walk but also walk quickly. And you can walk stealthily too! We have added three movement modes that affect your abilities and action points:
1. Stealth: Enemies are less likely to detect you, and interacting with map objects and inventory does not consume action points. 1 action point per turn.

2. Normal: 2 action points.

3. Sprint: Consumes 3 action points per turn, and you cannot use the inventory, open doors, reload, or heal wounds.[/h3]

And much, much, much, much more!
[h3]Crafting, revamped turn logic, new items, and new weapons. And also, exciting new loot that unlocks new possibilities: chips with item recipes and discs with new PMC agents. Try to extract them to gain access to new weapons and items right from your ship, without the need to carry them out of missions. And that's not all![/h3]
May 25th. Remember this date!
[h3]See you in just one week.
And make sure to add the game to your wishlists: it's really important to us! [/h3]
