1. Section 13
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Section 13 News

Day-1 Bug Fix Patch Notes

Agents,

We are releasing version 0.10.1 BuildNum 51 to address some issues reported to us.

The patch will be live at:
  • PDT: July 19 11:00 PM
  • EDT: July 20 1:00 AM
  • CEST: July 20 8:00 AM
  • ICT: 1:00 PM
  • KST: 3:00 PM
Please note that if you are playing at this time, your game will not be interrupted. You will be prompted to download the patch the next time you open Blackout Protocol. It is possible for teammates to play with mismatched game versions, which could potentially impact gameplay. So please install the update as soon as possible for the best experience.

[h3]Bug Fixes[/h3]
  • Fixed the issue of the Private Room setting not being applied properly
  • Fixed the issue where Quarantined Entities (QTs) would spawn later than they should
  • Fixed the intermittent issue of the results window not showing after a party wipe



- ODS Team

Early Access Is Here!

[h3]Letter from the Creative Director[/h3]
Hello Agents,

As of today, Blackout Protocol has finally launched into Early Access! This is the second project from our studio (our first being Lost Eidolons, a turn-based strategy game), and entailed assembling a whole new team. Because unlike LE, Blackout Protocol is not a turn-based game: it's an action-driven roguelike (or rather, roguelite).

For a new studio to launch two games in entirely different genres back-to-back is fairly uncommon, and it was only possible because the dev team had faith in our vision, and full support from other teams. And most of all, we had valuable feedback from players who participated across various betas, helping to shape the game into what it is today. For that, you have my thanks.

When I first envisioned this new project, the core idea was, "An action roguelike with a modern setting." For roguelike games, it's essential to have a concept that allows for various combinations of classes, skills, weapons, and other elements. I initially thought of basing the game on urban legends, and soon came to learn about the rich lore of the SCP Foundation (on which our game's S2P is loosely based). I was also inspired by various Roblox and Minecraft mods, and of course other indie games, which gave me encouraging confirmation that there was a niche for a game like this.

Another aspect our team focused on was blending co-op gameplay and roguelike elements. The core fun of a roguelike game is having wildly different experiences and progression, as a result of player choices, randomized elements, and looping gameplay. We believed it would be fun to throw players together and see what happens – my choices shaping your gameplay, your RNG affecting mine, etc.

But this is mostly uncharted territory for the genre, without many prior examples to draw from, which is part of why we're launching the game in Early Access. I hope you'll like what we've done with the concept so far, and we can't wait to hear your thoughts on where to take things next.

Our roadmap from now until launch is pretty firm, but we consider your feedback to be of the utmost importance. So whether you're a fan of the genre or just love urban legends and SCP stuff, I hope you enjoy this early peek at the game, and we look forward to hearing your feedback.

Thank you,


Dongsoo Oh
Creative Director

[h3]What to Expect in Early Access[/h3]
  • 5 levels with different variations
  • A mini boss you'll find in the 5th level
  • 15 types of Quarantined Entities (QTs) lurking in Section 13
  • 13 different weapons, 12 of which you will unlock different levels through blueprints
  • A roguelite progression system with temporary boots (Synaptic Enhancements) and permanent boosts (DNS Defragmenter)
  • An experimental Swarm Defense mode
For future plans, please refer to our EA roadmap!

[h3]Known Issues[/h3]
  • Swarm Defense Mode
    • Private Room feature not working
    • Rooms not showing in the lobby list once the first wave starts, even when starting a new run


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https://store.steampowered.com/app/2111870/Blackout_Protocol/

Early Access and Beyond: Road to Official Release

Dear Agents!

Get ready for your mission to save Section 13, the most important and confidential asset S2P owns!

[h3][Early Access Start Time][/h3]
  • KST, JST: July 20th 8am
  • CST: July 20th 7am
  • GMT: July 19th 11pm
  • CEST: July 20th 1am
  • PDT: July 19th 4pm
  • EDT: July 19th 7pm


Before we open up the mission for you, we would like to remind everyone that it’s still in Early Access and the scope of your mission will evolve over time. Before we talk about how it would evolve, let’s discuss the scope of current mission we have for you.


[h3][Day 1 Early Access Content][/h3]
For Early Access, you can expect the following for accomplishing your mission:
  • 5 different levels to clear: Parking Lot Level, Lobby Level, Office Level, Deep Storage Level, Isolation Chamber Level.
  • One mid boss creature: Exosuit to eliminate.
  • 15 different creatures to Eliminate.
  • 12 weapons to unlock using blueprints.
    • Firearm Type (Red): 5 (Assault Rifle, Submachine Gun, Pump-Action Shotgun, Sniper Rifle, and Revolver).
    • Psionic Type (Purple): 3 (Arc Cannon, Photon Cannon, and Sawed-Off Shotgun).
    • Bionic Type (Green): 2 (Plasmoid Launcher and Flamethrower).
    • R&D Type (Yellow): 2 (Minigun and Tactical Crossbow).
  • Data Nug system to enhance your agents permanently.
  • Nethercubes to open and enhance your agents by stacking up Synaptic Enhancements during your mission.
  • Test Mission: Swarm Defense Mode to test your skills.
And we are planning to evolve the game for the next 6-9 months. We do have plans for how we want to evolve it, but as the purpose of Early Access is to develop the game with the community, we want to hear from all the agents and find the best way to finish the game. But we do have an initial plan based on the feedback we have collected from betas and Steam Next Fest, and we would like to share them as a reference so that you can set up the right expectations on what to look forward to.

[h3][Development Roadmap][/h3]

As you can see, we have lots of updates planned out including “Agent Ability System Expansion” and “Melee Weapon System” which can change the overall style of gameplay, and regularly add more weapons, Synaptic Enhancements, new agents, more levels, and final boss! The overall schedule can be changed based on the feedback we see, and the type of improvements and balance changes we make, but the goal is to release the game within 1st Half of 2024.

For the immediate future, our focus will be on making each agent more unique and will be adding more weapons and Synaptic Enhancements for diverse gameplay experiences! We will share when we are updating them as we get closer to the update.

As we have always done, all the feedback we get from Early Access will be reviewed and future plans and the schedule can be changed based on them. So please join the community and share your thoughts!

We will be sharing updates regularly with our development progress and plans, so please stay tuned.


- Jungsoo Lee

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https://store.steampowered.com/app/2111870/Blackout_Protocol/

S2P Intel Report #7: Layers of Combat

Hello Agents,

ODS_Roy here to talk a little about the different types of damage your weapons and skills can perform, and how they apply in the game. You may see some information overlapping with previous blog posts, but please take this as a refresher to build upon with more advanced information!

There are various types of weapons scattered throughout Blackout Protocol. By increasing your arsenal, you’ll gain more ways to play in whatever style that suits you best, and increase your chances of survival.


Before we start, we should talk about how weapons are acquired.

As you move through Section 13, you can acquire weapons via random drop, or by finding blueprints. Every weapon will have some unique randomized elements—such as overall level or unlockable perks—so be sure to take a close look at every gun you come across.

Weapon Blueprints are how you unlock new weapons permanently. But they won’t be available right away. First, you’ll have to reach the next safe room and turn them in at the Weapons Printer. The next time you die and restart, any weapons you’ve unlocked will be available at the beginning of your run.


Now, let’s talk about different types of weapons.

Every weapon you find displays a colored background in your inventory: red, green, purple, or gold. (At first glance, you might assume these denote rarity, but that’s actually not the case.)

A weapon’s color represents the S2P Department that developed it. Red represents the Firearms Department, purple for the Psionics Department, gold for R&D, and green for Bionics. These coincide with your Agent’s various skill levels, and determine things like overall damage output and available weapon perks.


One piece of information you’ll need to be aware of is how your weapons’ department impacts your gameplay. In addition to doing different kinds of damage in battle, a weapon’s type also affects how your character build unfolds during a run.

During gameplay, you’ll often encounter Nethercubes. These are random pick-ups that provide Synaptic Enhancements: single-run boosts that alter your Agent’s stats and abilities, as well as those of your weapons.


Any time you pick up a Nethercube, you’ll be presented with a selection of 3 Synaptic Enhancements to choose from. As with your weapons, the colors on these enhancements correlate to each of the 4 departments.


Selecting a card from a specific department will raise the skill level it corresponds to. These skill levels, in turn, unlock new perks on each weapon — whether that’s adding some range to a shotgun, or turning one lightning beam into two. So choose your cards wisely, and don’t be afraid to try out lots of different weapons and playstyles.


There are also weapons that don’t belong to any department, like your standard-issue handgun. (Because let’s face it, not everyone can be trusted with a prototype beam cannon.)


Now that you have a bit of understanding on the various types of weapons, let’s talk damage.

There are two main types of damage in Blackout Protocol: Physical and Psionic. Physical Damage is pretty straightforward: it reduces the health bar of a Quarantined Entity (or QT) until they die. Psionic Damage, on the other hand, does something a little different, which we’ll discuss in a second.

Though they all have their own unique quirks and boosts, weapons from most departments (Firearms, R&D, and Bionics) deal Physical Damage. Meanwhile, weapons from the Psionics Department deal damage to an enemy’s Panic Gauge first – then start chipping away at their health after.


Reducing an enemy’s Panic Gauge to zero will trigger various effects, from becoming staggered, to dropping their weapons.

But anything that can hurt enemies can hurt allies, too. When an Agent’s Panic Gauge falls to zero, they’ll enter the Panicked state, significantly reducing their visual range and limiting their actions.

Different enemies will require different approaches. Some foes can’t even be killed unless you’ve got some way to deal Psionic Damage. So when assembling your team, take this info into consideration, and try to bring a diverse set of tools that will allow you to adapt to any situation.

Remember, teamwork makes the dream work!

I hope you found this information to be helpful. Now, get in there and kick some QT butt!

ODS_Roy, signing off.


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S2P Intel Report #6: How to Be Pro Like Orbit

Hello Peasants,

I’m ODS Orbit of Ocean Drive Studio fame! Nice for you to meet me again.

So Orbit fans. Not gonna lie. I kiiiiiiiiiinda feel targeted. ThorThor came up to me this morning and said “Hey, Orbit! You know what you’re good at? Shooting at me! Write a blog about how to NOT play like you.” and I said “No way, man! I’m the best Blackout Protocol player in this office. I’m not writing it!”

It’s the principle of it, you know? I can write a blog about whatever I want. No one’s going to force me what to do.

Anyway, I’m here to talk about how to not play like me! I swear it has nothing to do with my conversation earlier. Here are my top 3 tips on being a good teammate in Blackout Protocol. Hey, maybe you and your friend can finally get past the Parking Lot level! Those enemies in the Lobby area are getting reeaaaeallllyyyy bored!

[h3]Tip #1: Fire only when you have the line of sight of the enemy![/h3]
Classic ThorThor in her natural habitat.

Friendly fire: it’s deadly, it’s always on, and you’re going to lose a lot of friends along the way! This isn’t your great grandma’s roguelite game, junior! Bullets don’t magically pass through your teammates and into enemy skulls. You actually have to make the effort to NOT hit your allies. Don’t turn your teammates into Swiss cheese with that minigun. Save that anger for the actual enemies. Or go ahead and kill your teammates. What do I care.

[h3]Tip #2: DON’T HOG ALL THE AMMO[/h3]
If you’re a terrible shot…don’t pick this up, maybe?

When you pick up that ammo case, your teammates don’t magically get those bullets with you. You pick that up and it’s gone for everyone in your team. Don’t be that jerk that shoots 5 or 6 bullets then proceeds to pick up the ammo case because you think you’ll need it. If you’re that person who wastes ammo because you can’t hit the side of a barn, maybe reserve that ammo for that one teammate doing all the hard carrying. Which reminds me.

HEY, ODS Kangaroo! There’s a reason I’m punching QTs with my fist!

A simple “Hey, does anyone need this ammo case next to me?” has the potential to be a game winning play! I guess that’s a good segue to the next topic...

[h3]Tip #3: Communication! Communication! Communication![/h3]
This took 500,000 hours of coding, so use it.

Look, man. I know you won the Lifetime Achievement Award for the Most Socially Awkward Person in a Day Time Drama and internet nerds are scary, but in order to succeed in Blackout Protocol, you gotta talk to your teammates. We were even nice enough to add built-in voice chat to help you talk. Too shy to grace us with that angelic voice of yours? There are pings to mark points of interest and a modifiable communication wheel to give your team a heads up about something. You can even customize the wheel to mention you’re low on ammo! Now if only there was a wheel option to tell your teammate to leave your room…

Really, the TL:DR of this blog is to get on my level and just get good. I’m just kidding. You’re not that bad. Just do me a favor and don’t enter my room, please.


- ODS Orbit

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