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Section 13 News

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You know all those changes we listed in roadmap? Well, we already set some of them into motion and started putting them into a private build to play and test out. And we wanted to share what we have with you guys!

Our Discord members actually received a first exclusive look today within our server. We shared what Blackout Protocol is currently looking like within the development process.
If you’re not already in our Discord server, what are you waiting for?



If you did miss our Discord stream, don't worry. We’ll also be streaming on Thursday, April 25, 2024, at 3PM PDT on Twitch, YouTube, and Kick, showing off some of these changes and updates that we made so far!
Note: this build is still a work in progress, so we may come across unpolished text, small glitches, etc., but we couldn’t wait any longer and wanted to show you how it’s been going!

Make sure you stop by our stream to say hi and see what we’ve cooked up so far!
We’re hoping to make this a more consistent occurrence where we stream sneak peeks of what the future of the game holds, so make sure you follow us on our socials!
Can’t wait to take you around the newest Section 13.

Until then,
ODS Kangaroo

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Snippets from the Future: Procedural Generation

Hello, this is Jaeeun Park, Creative Director of Blackout Protocol.

Have you had a chance to look at the roadmap we announced as we hit the PAX East floor?
I hope you give it a read as I tried to give a lot of detail and show you what to expect in 2024, on our road to the official launch.
We received a lot of feedback at PAX but we always look forward to hearing our players' thoughts so please check it out and let us know what you think.

Anyway, in this dev log, we’re going to talk about levels.

Over the last two years of development, our game has gone through a lot of changes in terms of our philosophy of level design.

In our current approach, each level has a conceptual framework (e.g. a warehouse full of shipping containers). This is then subdivided into multiple mini-areas, and we use randomized variants of these mini-areas (or the whole level) to give the player some variety from run to run.



This approach has had benefits. It’s let us make the overall presentation of levels really authored and visually pretty, avoiding that feeling that sometimes arises from roguelikes heavy on procedural content, where it feels like an endless stream of the same content, over and over.

But this approach also has some drawbacks. Now that the game has been out in the wild for a while, feedback from our players has shown us that the way we’ve approached things so far gives us limited flexibility when designing new content.

So: we’re rethinking our overall approach to level design, to expand our toolbox as designers, and provide more interesting gameplay experiences to you, the player.

Moving forward, our current thinking is to keep the levels we have, but remix the structure, by adding a bunch of new branching routes between them. And in these new routes, we’ll crank up the amount of procedural content. Essentially, we’re taking what we already have and building outward and on top of it, in the hopes of a result that gives players the best of both worlds.

That all sounds a little confusing, so here’s a picture that sums it up better (with some tactfully placed question marks to avoid spoilers):



With a top-down shooter like this, the simplest version of procedural generation would be to just string together a bunch of areas with randomly generated interiors – two ammo kits here, 3 standard enemies there, etc.

We actually tried an approach like this about two years ago, back when the game was in alpha. But we moved away from it pretty quickly because, frankly, it was pretty boring as there was no cohesive sense of how these areas were connected.

[previewyoutube][/previewyoutube]



Since those early days, we’ve spent a lot of effort to enhance our procedural generation system, aiming to heighten the fun and overall experience it provides. And I'm happy to report that we’re starting to see concrete results. Instead of merely connecting areas randomly from the start to the end, we are implementing procedural generation of elements such as secret rooms and challenge rooms, fostering exploration of the levels.

While that may still sound a little simple, I believe that by incorporating the unique characteristics of each map into the system, the end result will yield very interesting levels indeed.

All of which is a very long way of saying: We're working hard to get new level content in your hands as soon as possible, and we hope you’ll enjoy it.

- Jaeeun

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Mission Complete: PAX East 2024

Agents,

Our team headed back to Boston this year to share Blackout Protocol once again. Since our last public event at PAX West, we've made so many adjustments to the gameplay mechanics, difficulty balance, and more.

We announced our new roadmap, which shows off what our team has planned for the future of Blackout Protocol. While we weren't able to show these exact changes during PAX, we were still able to show off how the game has changed over time.


We met so many new players that have never heard of Blackout Protocol before, but loved shooters or roguelike games in general. We also got to talk to a lot players that played the game before, whether that was at home or even at a previous PAX. We were so happy we got to see our amazing friends again.


Of course we handed out sweet swag to our players for demoing that game. We handed our red tote bags for you to hold all your PAX goodies, as well as foam swords for those who had demoed Lost Eidolons: Veil of the Witch.


A lot of you had shared your feedback and even suggestions on the game, which we take to heart. As you can tell, a lot of our game updates have been highly influenced by player feedback, which is something we are proud to say.


We are so excited to continue to work on this game throughout Early Access and beyond. We hope that all of you will come join us for the ride, and continue to share your thoughts with us.

Until we meet again in person, we'll see you in Section 13!

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KICK

ODS Kangaroo

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Blackout Protocol’s New Direction and Roadmap

Hello, this is Jaeeun Park, Creative Director of Blackout Protocol.

In our last devlog, we shared future plans regarding Blackout Protocol’s body modification and synaptic enhancement systems.

In this post, as we present our new roadmap, we would like to give you a big-picture overview of some major changes we’re making to the game as a whole, based on the response we’ve received during Early Access. Those who want a more detailed list of upcoming content can find a dedicated section towards the end of this post as well.

Blackout Protocol first launched in Early Access in July of 2023. Since then, players have given us tons of great feedback, which we’ve been working hard to incorporate into the game. We’ve rebalanced the overall difficulty, streamlined various systems, and made a bunch of smaller changes to things like controls or UI to really solidify the game’s foundation.

In the process, we’ve had a lot of internal discussion about the game’s long-term future and the journey toward official release, which has brought us to a major shift in overall philosophy.

[h3]Replayability Through New and Expanding Player Experiences[/h3]

Thus far, our approach to replayability has been largely built around damage-focused progression (or, to put it another way, numbers getting bigger). Stronger guns, stronger upgrades, etc.

Since then, our perspective has changed. Under the game’s new direction, we’re going to be more focused on achieving replayability via a wider range of experiences, from one run to the next. Instead of just “numbers going up”, it’s “more ways to have fun”.

These changes will be implemented on top of the current combat system (which we think has reached a pretty solid place), to take what’s already fun about the game and improve on it even further. And of course, for players looking for harder challenges and tests of skill, we’ve got plans for content that should satisfy you.

So without further ado, let us walk you through our current plans for the game’s full release version…

[h3]1. More Narrative Elements[/h3]
In the version of BP that we first launched with, playing with a full squad was basically mandatory. But throughout Early Access, we’ve seen firsthand the risks and downsides of that. Hence why we’ve put a lot of focus into making sure the game is still playable and fun even for a solo player, while striving not to compromise the multiplayer experience.

But implementing a proper single-player mode goes beyond just fiddling with numbers. At the moment, BP lacks the kind of immersive, emotional engagement necessary to make a single-player game truly memorable. Our team has always had ideas about what’s going on in the game’s setting and story, but the issue is: there’s very little of that actually in the game. Aside from an intro video and a few random audio barks, even diehard BP players currently have very little to tell them who they’re playing as, why they’re here, or (most importantly) why they should care.

With all that said: one of our biggest pivots as we move toward official release is the addition of actual story-driven single-player content. Through gameplay, players will discover the backstory of the game’s Agents, how and why they joined S2P, and ultimately, what the heck is actually going on at Section 13. Our hope is to create a world and characters that make players feel immersed, engaged, and excited to discover more.

[Mock-up of how players would pick up items in-game to unlock the story at the hub later]

To give our new story elements a home, we’re adding an in-game hub location, which will totally replace the main menu in the current session flow. From the hub, players will be able to interact with characters, discover and browse story-related unlockables, and initiate both solo and co-op gameplay.

[Early concept of the hub area. Can you guess what each area is supposed to be?]

[h3]2. Combat Balance and Roguelite Progression[/h3]
The game’s current overall structure is exclusively linear: Parking Level, Lobby, Office, Deep Storage, boss. The same is true of the game’s difficulty curve. The deeper you get, the more enemies spawn, the more damage they do, and the higher HP they have. Because of this, players tend to prioritize damage-related Synaptic Enhancements, and it becomes basically nonviable to try out anything other than the most DPS-optimized playstyle if you want to survive.

The result is that, ironically, the longer a player spends with the game, the less variety of experiences they’re able to enjoy, and the more repetitive and fatiguing the game starts to feel.

[Chart showing how we plan to adjust the agents’ HP curve, especially compared to how much damage the iconic enemies inflict]

As mentioned above, we’re aiming to improve on this in the full release. So we’re making the following major changes to the game’s core mechanics:
  • Less pronounced HP curve for player characters.
  • Less pronounced HP and damage curves for enemies.
  • Dodge-rolling that pushes through enemy hitboxes instead of being impeded by them. (This one’s already live in the game.)
  • A proper sprint ability, tied to a stamina mechanic.
These adjustments won’t necessarily make the game “easier” – they’ll simply shift and refocus the nature of the challenge. Our goal is for the player character to feel a little less fragile, so we can move from DPS-focused progression to something more fun and interesting.

At the same time, we’ll be reducing max HP curves (for both players and enemies) and reducing the number of elements around HP recovery. Our plan is to shift the focus of combat to managing your HP and the amount of damage you take, rather than the amount of damage you deal. Additionally, we are preparing changes to make HP recovery more of a choice with an opportunity cost (e.g., missing out on other power-ups), making unconditional full HP recovery a less frequent occurrence.

As these are some pretty core changes to the game’s overall balance and design, we’ll need to approach them cautiously, to avoid sabotaging parts of the game we feel are working pretty well. As we have thus far, we’ll roll out changes to the playerbase on an ongoing basis, solicit your feedback, and tweak as needed.

Along with changes in combat, roguelite growth systems will also be seeing a big change.
In the current game, collectible currencies (blueprints, data nugs, etc.) are lost unless players reach a Safe Room. Moving forward, currencies relating to persistent growth will always be retained whether you win or die, and players will be able to turn them in at the new hub area between runs.
Our hope is that the skill curve for new players will be less of a brick wall and more of a smooth ramp, with fewer of those devastating moments where you feel the odds are stacked against you, stalling your progression.

[h3]3. Diversifying the Replay Experience[/h3]
One of the most common compliments BP gets from new players is that it looks great visually. That outcome was the result of prioritizing atmosphere and a handcrafted feeling in our approach to levels and their randomized variants.

But counterintuitively, the result was that once a player has seen all of the map variants a level has to offer, levels start to feel pretty monotonous and boring.

To improve on this, we’re working on some ways to provide a much wider variety of experiences from session to session, without compromising on that handcrafted feeling, while being realistic about the scope of content a team our size has the capacity to create.

We’re basically taking a two-pronged approach to this:
  1. Changes to the overall structure and sequence of levels.
  2. Systems-driven randomized experiences during sessions.
In terms of level structure, what this means is turning the game from a straight line into more of a braided thread. Our new direction will encourage players to explore every nook and cranny of Section 13. For example, that door you passed by early on without noticing might be revealed as a shortcut later on, once you’ve unlocked the key to open it.

We’re also adding entirely new levels to the game, which will thread around and through the current structure. In an effort to bring more novel and interesting levels, these new levels will likely rely on procedural generation. (That sort of stuff is a pretty heavy resource lift, though, so it will take some time, and we’ll be rolling new additions out to players gradually.)

As for randomized elements: the idea is to lean harder on the roguelite side of the game, with mechanics that are inherently different every time you play. That’s a goal that can be achieved through a variety of tools – whether it’s the new body modification system, Synaptic Enhancements with more chance elements, challenge rooms can be rerolled, new weapon perks that play more with things like Critical Hit mechanics, and so on.

[Mock-up of rerolling the secret room before you enter]

[Look at those critical hits!]

The final, official release of the game will include all the things we’ve touched on today: greater focus on a proper single-player mode, enhanced narrative elements, huge changes to combat balance and roguelite progression, more diverse experiences and replayability, and of course, new content. Some of these changes will be rolled out and iterated upon during Early Access, and others we’ll keep under wraps to avoid spoiling the finished game.

I imagine you’re probably wondering “Okay, but when is all this coming?”

We’re still nailing down a lot of the timeline, and plans can always change once new content hits players’ hands, but here’s our current thinking:

[This is our new roadmap. If you want to learn more about it, please continue reading!]

In any case, we’ll keep you updated through dev logs like this as development moves along. We hope you’ll look forward to it, and that the changes we’re bringing will knock your socks off with their ambition and quality.

Thank you for playing!
- Jaeeun



[h3]New Roadmap Explained[/h3]

[h3]Summer's “Section 13 Renovation” Update[/h3]
We will be laying the very foundations of the new direction. In this update will come:
  • The new Hub area, a central location for the new gameplay loop
    • The Hub will replace the title and waiting area, becoming the main place for starting a new session (whether solo or squad), selecting characters, investing in permanent upgrades, unlocking the story content, etc.[A prototype hub utilizing the waiting area from the current version]
  • Critical Hit system
    • New stats, such as critical hit chance and critical hit damage, will be added as well, especially in the body modification system
  • Massive overhaul of the roguelite system
    • Body Modification system
      • A new temporary power-up option of stacking buffs (often with side effects) purchased with credits[Mock-up for body modification, which is an alternative use of your credits at the med bay besides healing]
    • Synaptic Enhancements
      • Randomization of the categories and points, opening up more choices for the Agents
        [Can you spot the differences from the existing versions?]
      • Consolidating the different grades into 2: regular and platinum
    • DNS Defragmenter & Weapons Printer
    • Agents will no longer lose Data Nugs and Weapon Blueprints at death
    • These permanent upgrades can be unlocked in the new Hub area
  • Secret rooms (accessed using card keys) will allow rerolling from outside
  • The new Freight Elevator map
    • An unlockable alternative route that takes Agents from the Parking Lot directly into the Office (i.e., replacing the Lobby)[Prototype of the elevator level]
  • And more exciting changes to the game


[h3]Fall's “New Tools and New Jobsites” Update[/h3]
This will be mainly for greater procedural generation and roguelite elements:
  • 3 new levels with procedural generation
    • One of them will be the Sewers, which will serve as another alternative route (like the Freight Elevator above)[Prototyping the Sewers]
  • A new variation for the Office level
  • 4 new enemies, including 2 mini-bosses
    • New enemies will be designed to fit thematically into the new levels
  • New tactical options to neutralize enemies with debuffs and damage-over-time: freezing, poison, etc.
  • Weapon perk system changes
    • Agents will be able to “upgrade” their current weapons to add more perks, as well as reroll the perks
  • Plus, more things up our sleeves that we can’t just disclose yet


[h3]Winter's “Section 13 Grand Reopening"[/h3]
Finally, when Blackout Protocol graduates from Early Access into full release:
  • Full story content revealing the backstory of each agent, in addition to the truth (and the true culprit) behind Section 13’s blackout incident[Some of you may remember this old title screen we had… does it ring a bell?]
    • In the format of dialogues and logs, unlocked with a special currency in the Hub area
  • 3 new levels, as well as 5 new secret room layouts
  • 3 new enemies, including the final boss, designed to thematically fit the areas they appear
  • 15 new Synaptic Enhancements
  • And more things to celebrate our official release


We hope that you are as excited as we are to see these updates. As always, we will be taking in your feedback with each update, and incorporate it into our future plans. We ask for your continued support as Blackout Protocol shifts into high gear for official release!

- ODS Team

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Rally at PAX East 2024!

Agents,

Honoring our tradition, we will be bringing Blackout Protocol to its fourth PAX tour!

The focus this time will be around showcasing the solo mode to more players, so feel free to stop by booth 18090 to dip your toes once again in Section 13.


We want to make sure we get feedback from our Agents, because we are working hard on various initiatives to build up for official launch! Our team would be there to hear your thoughts and answer your questions. So… who knows if, during that process, our Agents would outplay us to spill some beans on undisclosed eyes-only info? ;)

If playing the game and talking to us is not enough of a motivation, make sure you at least come for the cool tote bag we made for this PAX!



We’re looking forward to seeing you in Boston, but also stay tuned here as we plan to share more news about the latest and greatest work keeping our team busy.

- ODS Team

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