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Section 13 News

Briefing 1 - Agent Casefiles

Hey all! This is Brandon Carbaugh, Narrative Lead on Section 13.

Up until now, we’ve been pretty tight-lipped about the narrative content in the final release version of the game, primarily because it’s one of the last major things to be added, and there just wasn’t much sense discussing it until you could get your hands on it. But with the launch date bearing down upon us, we figured now would be a good time to jump in!

So throughout this week, we’ll be giving you a whirlwind tour of storytelling in the new and improved world of Section 13.
  • Today, I’ll be talking about our new Agent Casefiles system, as well as a general overview of how you’ll interact with story content in Section 13.
  • Tomorrow, our friends at S2P will be sharing an investor briefing packet from a recent off-site meeting. Attendance is mandatory and your thought patterns will be monitored.
  • On Wednesday, my cowriter Nicky will give you a behind-the-scenes look at the characters and world we’ve crafted, and the kind of stories you can expect to explore.
  • Finally, on Thursday, I’ll be back to share our voiceover cast list for the game.
With no further ado, let’s get into it!

[h2]Where to Find the Story Stuff[/h2]
The first thing to make clear is that the core of the game isn’t changing much. For the majority of the game’s duration, while you’re out in the base blasting zombies, you won’t be running into a bunch of dialogue and cutscenes all over the place.

At launch, you’ll find story in basically four places: the critical path of the game—which includes the new intro, agent recruitment, and bosses—and the all-new Agent Casefiles.

[h3]1) The Intro[/h3]
The first time you boot up the game, there’s a new and overhauled prologue/tutorial to the game, where you’ll meet the characters, get comfortable with the setting, and be set on the path for the rest of the game.

If you haven’t played the game since the Blackout Protocol days, you’ll find this to be a wildly different first-time experience. If you’ve played the current placeholder version of the intro in the game’s live version, you’ll still find the release version pretty majorly different—the biggest difference being, you’ll get to meet the game’s big bad!

[A friendly meet-cute with a charming gentleman]

The intro takes most players about 20-30 minutes to get through, at the end of which you’re deposited at the Command Center. While we won’t be resetting save data on release, personally, I think the new intro kicks ass, so I’d recommend starting a fresh save if you want the full experience.

[h3]2) Agent Recruitment[/h3]
Once you’ve reached the Command Center and the full game opens up, you’ll gain the ability to start recruiting your fellow agents, who you can find and rescue in Restricted Rooms on the Lobby, Office, and Deep Storage Levels.

Upon recruiting a character, they’ll be sent back to the Command Center. The next time you return, you’ll have a little onboarding interview with them, where you’ll get a quick taste-test of what their personal story is about.

[Interviewing your new Head of Grumpiness.]

After that, you’re free to switch characters and play as them. And you’ll want to, because…

[h3]3) Agent Casefiles[/h3]
In the release version of the game, we’re unlocking the Agent Casefiles screen from the terminal in the Command Center. This is the main home for all unlockable story content. You can think of it like a vending machine that dispenses little snack-size servings of plot.


The currency you’ll use to interact with this system are USB security dongles, which you can find during runs by looting interaction points or buying them at Chillax Corners.

Each character has their own version of these, and they’re not shared. If you want to learn more about Boy Scout, play as Boy Scout. If you want to learn more about Beaker, play as Beaker.

[A buffet of dongles for your viewing pleasure.]

The next time you return to the Command Center, you can head to the Casefiles screen to spend your hard-earned dongles and unlock story files. These take three forms:
  • Text documents
  • Voiced audio logs
  • Full visual novel scenes
[The casefiles screen.]

But you won’t be unlocking these one at a time (because that’s boring). Instead, you’ll decrypt packets, which unlock multiple files at once. A packet can consist of any blend of the above – sometimes it’s three documents, sometimes it’s two documents and an audio log, whatever.

Each packet consists of one major story beat in each character’s ongoing investigation into whatever personal mystery they’re pursuing at Section 13. For Boy Scout, that’s figuring out what the Nephilim is after, and why it crossed his path years ago. For Red, that’s digging into some surprising personal connections to S2P.


[Unlocking a packet of casefiles.]

These story beats are broken into 4 Acts, which are tied to in-game progress (and that is shared).
  • Agent Casefiles system itself: Comes online the first time you return to the hub with at least 1 USB Dongle in your possession.
  • Act 1 content: Becomes available for unlock, for each Agent, immediately upon recruiting them
  • Act 2 content: Becomes available for all agents after recruiting the whole gang
  • Act 3 content: Becomes available for all agents after beating the Exosuit for the first time (as anyone)
  • Act 4 content: Becomes available for all agents after beating the Nephilim for the first time (as anyone)
Flipping through a new packet of story files will typically take just a few minutes – but there’s a lot of them. Each character’s storyline has about 15-20 packets total, and we’ve got just over 170 individual story unlockables in the game as a whole.

The goal is a story experience that threads into the core play loop without overwhelming it, giving you a little burst of intrigue between runs, to take some of the sting out of death and foster a deeper connection with the world.

[h3]4) Boss Dialogues[/h3]
Last but not least, we’re adding Hades-style recurring boss dialogues to the game. Each time you face off against a boss, you’ll get a fresh, brisk little exchange of banter between them and whoever you’re playing as.

[Chattin’ with the baddies.]

There’s not a massive amount of these (because, unlike Hades, our game has 4 protagonists). But what’s there is pretty fun, and they’ll respond dynamically to various play triggers, including progress through each character’s personal storyline and the game as a whole.

Mainly, these are short, simple, and silly, focused on injecting the bosses with some flavor and personality. So instead of just big scary lifebars, they’re big scary lifebars with names.

[h2]That’s All, Folks![/h2]
That’s pretty much all I got for you today! Our hope with the addition of these elements is not to fundamentally alter the core gameplay loop, but to enhance it, making the world more immersive and the characters more interesting. Do a run, come back to the hub, snack on some story, then get back out there and do it again.

Oh, and in case you’re wondering how all this interacts with multiplayer, the short answer is: it doesn’t. While you’re in multiplayer mode, story stuff mostly just gets turned off. Because nobody wants to stand around while their friend reads a book or watches a cutscene.

Save the Date for Section 13’s Official Launch!

Agents and Sleeper Agents,

Section 13’s official launch is truly right around the corner!
Mark your calendars and enjoy the special trailer we created for this big news:

[previewyoutube][/previewyoutube]
You will be able to access the full content at the times below, listed by time zone:
  • PT: 10 AM on May 26, 2025
  • ET: 1 PM on May 26, 2025
  • CEST: 7 PM on May 26, 2025
  • ICT: 12 AM on May 27, 2025
  • KST: 2 AM on May 27, 2025

If you already enjoy Section 13, feel free to share the trailer with friends you want to play co-op with! Curious what Section 13 is all about? Check out the free single-player demo if you haven’t already!


- ODS Team

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

Next Up: PAX East 2025!

Hello, ODS Community!

Time really flies–it’s PAX season again! Ocean Drive Studio will be in Boston for PAX East 2025, at Booth #15035!

We are bringing a fully horde-packed booth with demo stations for 3 games: Section 13, Lost Eidolons: Veil of the Witch, and God Save Birmingham! For Section 13, we are also bringing co-op to the floor, so you can team up with friends (or strangers!) to take on the base’s anomalies.

Of course, our demos come with cool swags!
Taking on the massive hordes of QTs in Section 13 will win you an LED armband that makes it easier to spot your fellow Agents.


Surviving the onslaught of the Fallen in Lost Eidolons: Veil of the Witch will reward you with a foam hat in the shape of a sword–a telling sign of how you made it out alive on Anareios.


Experiencing your first day of survival in God Save Birmingham will get you knighted–with a paper hat to keep you safer in the zombie-infested medieval town.


Come stop by our booth to be fully decked out for the triple zombie onslaught!




- ODS Team

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

[UPDATED] 0.31.1 Hotfix Patch Notes

Update #2 (4/24 7:09 PM PT): We addressed the issue and will be patching soon! Patch schedule has been updated.
UPDATE (4/24 5:41 PM PT): We have found an unexpected issue, and will delay the hotfix. We hope to provide updates here soon!

[h3]Patch Schedule[/h3]
  • PT: 7:30 PM, April 24, 2025
  • ET: 10:30 PM, April 24, 2025
  • CEST: 4:30 AM, April 25, 2025
  • ICT: 9:30 AM, April 25, 2025
  • KST: 11:30 AM, April 25, 2025

Agents,

We are deploying a hotfix patch (Ver 0.31.1) to bring bug fixes. We are grateful for our community sharing their experience so that we could look into them. We will continue to review all your feedback and reports to constantly improve Section 13.

For the changes included in this patch, please see below.

[h3]Bug Fixes[/h3]
  • Addressed the issue that could sometimes cause the game to crash in the final area before the mission is completed (after you clear the Isolation Chamber level)
  • Fixed the issue where spent Data Nugs would be returned to you when you got disconnected during multiplayer, spent Data Nugs, and rejoined the same session

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 Section 13. Please install the update as soon as possible for the best experience.


- ODS Team

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

Replayability Tips: Power-Ups, Bonus Maps, and Difficulty Levels

Hello, it’s Yeongseok Heo again, a designer on this project.

As a roguelike, Section 13 contains a number of design elements that make each run a little bit different. For newer players who might not be aware of them, I’d like to take this opportunity to introduce those elements to you, and share some tips from my own gameplay experiences.

[h3]Body Modifications[/h3]

Body modifications are randomized perks and side-effects that change each time you roll them. They can be purchased from the Body Modifier in every Safe Room, after the player has found a Body Mod Permit on the Lobby Level.



Body Mod Vouchers can be collected during gameplay, and are spent at the machine like tickets, to roll for upgrades.


Spending a ticket will always grant two choices of mods, which will always grant some kind of benefit, and may (but not always) come with a side-effect. These effects stack without limit, and they also reset each time you die, so it’s best to spend vouchers as soon as you can and think about what kind of build you’re going for this run.

(If I were given the choices in the image, I would take the one on the right, since the Arc Cannon is my favorite weapon.)

[h3]Weapon Modification[/h3]

Weapon modifications can be made at the Weapon Bench in every Safe Room, which can be unlocked with the Weapon Mod Permit. That can be found early in the Office Level and, like the Body Mod Permit, is retained even after death.

Weapon modifications are extremely powerful, so they take a bit more to unlock than body mods.


First, you’ll need to find modular Weapon Attachments throughout the facility, to unlock sets of perks. The perks obtained for each weapon are permanently retained and can be checked in the Armory of the Command Center. (In the 0.31 patch, we provide 4 perks each for the Assault Rifle, SMG, and Shotgun, as a default.)

Next, you’ll need to collect Perk Vouchers during a run, and spend them at the Weapons Bench to attach a perk to a gun.




Spending a perk voucher fills a slot with one randomly-selected perk from all the ones you’ve unlocked. Once filled, you can also spend some credits to reroll a slot.


Weapon modifications are some of the most powerful single-run progression elements in the game. The fourth perk for the AR, in the image above, is one of the rarest in the game – so make sure to select it, if you ever come across it. The Aftershock and Pierce perks are also personal favorites.

[h3]Parking Garage Security Room[/h3]

While exploring Section 13, you will likely stumble across the Security Room Code.


This can be used in the security booth just outside the main gate in the Parking Level, to access a hidden armory.


Inside, you can obtain a Prime Nethercube – a special drop that only offers Platinum-grade Synaptic, making it very useful.

This, combined with the Reroll Enhancements and Sign-On Bonus upgrades (which let you reroll Synaptic Enhancements and start with more credits) will let you start every run with an immediate and powerful head-start.

[h3]Cargo Elevator [/h3]

By exploring the base carefully, you can find a code to unlock the Cargo Elevator. (But the code is randomly generated and unique to each player, so you won’t be able to just look them up online!)


On some variants of the Parking Level, you’ll have access to the elevator. Just punch in the passcode and climb aboard…


…where you’ll find your former coworkers ready to throw you a welcome party.

Clearing the elevator within the time limit and/or without taking any damage grants you better rewards at the end.

The elevator also takes you directly to the Office level, bypassing the Lobby. I recommend this challenge to agents who want good rewards and quick progression.

[h3]Sanitation Tunnels[/h3]

You can enter the Sanitation Tunnels after you obtain the DNS Bypass item.


These can also be accessed through one of the Parking Level variants.


The Sanitation Tunnels are procedurally generated – meaning, the layout will change each time you enter. They’re great for Agents who want exciting rewards and a really scary, unpredictable combat experience. Like the elevator, they’ll also shortcut you directly to the Office level.

[h3]Location Unknown[/h3]

When it gets too hard to focus at work, a trip to bathroom is always an option… unless you work at S2P, where such things tend to get weird.

If you come across a strange portal in the restrooms of the Office Level, take a step inside. You may just find yourself transported to an exciting, cheerful wonderland full of new friends.


Location Unknown is another procedurally generated level, with a more horror-flavored atmosphere than the rest of the game. If you wind up here, you’d better look for the exit and get back to the office as soon as possible. After all, you still have work to do.)

If you can make it back to the Office from Location Unknown, the entire level will reset – which means the chance to gain more credits and upgrades than you would otherwise.

So if you want a power boost and don’t mind spending a little extra time to get it, get your butt in the hole!

[h3]Adjustable Difficulty[/h3]

This is the Isolation Chamber, the last level after the March patch. In the current game, you can acquire Cell Samples by reaching this point.

(After the official launch of the game, the final stage will be a new boss fight: the Nephilim.)


The number of Cell Samples you have determines how challenging your next mission will be. Difficulty level starts at 0 and maxes out at 3.

On higher difficulties, you’ll have limited ammo and stronger enemies. You’ll also find longer dodge cooldowns, slower Fear recovery, and so on. These difficulty modifiers apply in both solo and the recently restored multiplayer mode.

Multiplayer also has a few settings that can be toggled at-will when creating a room, including Friendly Fire and Unlimited Ammo. So whether your group wants a tense, tactical experience, or something a little faster and more arcade-y, it’s your choice.

Between the bonus levels, difficulty settings, and other new content, we hope you’ll enjoy all the new experiences to be had down in Section 13!


Sincerely,
Yeongseok Heo