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Section 13 News

Sharing the Roadmap Leading to Official Release

Hello, Agents. This is Jaeeun Park, Creative Director of Section 13.

First and foremost, we would like to express our sincere gratitude to everyone supporting and providing feedback for Section 13 during its current Early Access. Over the past year and a half or so of Early Access, we have been focused on key development work such as making system changes, adjusting balance, and adding narrative elements. However, we understand that many of you may have been waiting for content updates and were disappointed by the slower pace of changes in that area during this time.

Now, we would like to focus our redoubled efforts on completing the game, leading up to the official launch. Please allow us to share what content and changes we are planning by quickly going over our roadmap.



[h3]Future Levels and Narrative[/h3]
Our most important work is to finish up the subsequent levels and the final boss. We are working to create an immersive gameplay experience by making everything in the game–the agent characters, the mission at Section 13, and all the things presented within the game–coherent and convincing. The culmination of our efforts in this area will be revealed in May 2025 when we go into official launch. At that time, we will also be bringing you the fully completed co-op mode.

For updates prior to the official launch: while the roadmap notes early 2025, we plan to bring updates based on our development progress, including more procedurally generated level(s) (like the Sanitation Tunnels) and additional variants of existing levels.

[h3]Quarantined Entities (QTs)[/h3]
We are also planning to introduce multiple new enemies with those new levels. While the exact number has not been finalized, we’ve been making the bold decision to further develop new enemy ideas as long as they fit the level and provide a more fun gameplay experience. I am hoping to be able to share some interim updates on these in a dev log soon.

[h3]Weapons and Tactical Gear[/h3]
We plan to bring back the Plasmoid Launcher (which had been available earlier) after touching up its usability and reworking its perks. We are also planning to introduce various new tactical gear. We already finalized plans for, as well as started developing, two of them. I plan to share information on those in a future dev log as well.

While we have been adjusting weapons to highlight each of their unique characteristics, there is still room for improvement in terms of balance and usability. We would greatly appreciate your continued feedback in these areas.

[h3]Power-Ups and Skills[/h3]
We have received a lot of positive feedback on Body Mods and Weapon Mods, and we concluded that they provide good potential for power-ups. Many Agents who played Section 13 have suggested unique perk options, and we are currently reviewing how we can best implement them. We will continue to add Synaptic Enhancements and Body Mod options. We expect to be able to share at least 10–and possibly up to 20–Synaptic Enhancements by early next year.

Thanks to your feedback, we are continually improving Section 13. We will keep incorporating your valuable input in order to create the best experience we can.

Please look forward to Section 13’s future updates. We are committed to completing this journey together with you, our Agents.


Sincerely,
Jaeeun Park

0.20.2 Minor Patch Notes

[EDIT: We had the dates off by 1 day and corrected it. Sorry for the confusion!]

[h3]Patch Schedule[/h3]
  • PDT: 3 PM, October 25, 2024
  • EDT: 6 PM, October 25, 2024
  • CEST: 12 AM, October 26, 2024
  • ICT: 5 AM, October 26, 2024
  • KST: 7 AM, October 26, 2024

Agents,

We are deploying a minor patch (Ver 0.20.2) for Section 13 to bring various changes and improvements to the game. We appreciate those of you who reported bugs and provided feedback for our team to address. Please continue to bring them to our attention via Steam discussion board and Discord.

For the list of changes in this patch, please see below.
[h3]New Content[/h3]
  • Added the QT Codex
    • You can access the QT Codex at the central terminal in the Command Center
    • You can read QT information and Agent Red’s commentary on the enemies you encountered

[h3]Changes/Improvements[/h3]
  • Made automatic reload into a setting you can turn on/off. This was a suggestion brought up by our community, and we appreciate the feedback that made this happen!
  • Improved how the next action after a dodge-roll is queued, when the input was made mid-roll
  • “Exterminator” is now “Gas Man”

[h3]Bug Fixes[/h3]
  • Re-fixed some issues that didn't get addressed in v0.20.1. We apologize for the inconvenience these bugs caused
    • Fixed the visibility and progression-blocking issues in the Sanitation Tunnels level
    • Fixed the issue where the Parking Lot level’s right-side variant was showing less often than we intended.
  • Fixed the issue where the “Hard Shutdown” achievement (for defeating the Exosuit) was only given from killing it with direct firearm damage. Now the achievement is unlocked properly when you defeat the Exosuit
  • Fixed issues with Pump-Action Shotgun’s weapon perks
    • Fixed the issue where the Dragon’s Breath ammunition effects were applying even when not aiming down the sight
    • Fixed the issue where the weapon perk granting pellets chance to pierce enemies was not working properly
    • Fixed the issue where the weapon perk for reloading 1 shell upon roll-dodging was not working properly
  • Fixed the issue where the reload sound did not play for the Pump-Action Shotgun
  • Fixed the issue where the damage numbers were displayed in incorrect locations when using the Pump-Action Shotgun
  • Fixed the issue where the full text box was not being utilized for Body Mod perks that did not have increase/decrease values
  • Removed the Flamethrower weapon perk for Elemental Explosion due to it not working as intended
  • Fixed the issue where a lower-level boss would appear on a higher difficulty run. This was reported by our community, and we appreciate the feedback that allowed us to address the bug!

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

DISCORD | X/TWITTER | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH

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

0.20.1 Bug Fix Patch Notes

[h3]Patch Schedule[/h3]
  • PDT: 12 PM, October 14, 2024
  • EDT: 3 PM, October 14, 2024
  • CEST: 9 PM, October 14, 2024
  • ICT: 2 AM, October 15, 2024
  • KST: 4 AM, October 15, 2024

Agents,

We are deploying a bug fix patch (Ver. 0.20.1) to address issues in the latest major update.

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

[h3]Bug Fixes[/h3]
  • Fixed the issue where the Crucible level (Exosuit fight) could cause the game to crash.
  • Fixed the visibility and progression-blocking issues in the Sanitation Tunnels level. This was reported on Steam by our community. Thank you for letting us know!
  • Fixed the issue where the Parking Lot level’s right-side variant was showing less often than we intended.

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

DISCORD | X/TWITTER | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH

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

Section 13 0.20 Patch Notes

[h2]Patch Schedule[/h2]
  • PDT: 10 AM, October 11, 2024
  • EDT: 1 PM, October 11, 2024
  • CEST: 7 PM, October 11, 2024
  • ICT: 12 AM, October 12, 2024
  • KST: 2 AM, October 12, 2024

Agents!

We wanted to thank you for your continued love and support! Your feedback and suggestions have been key in helping us improve the game as we approach the official launch in 2025. We’re excited to share the latest updates and improvements based on your feedback. Please let us know through Discord or Steam if you have any questions, feedback, or suggestions.

With this update, we are retiring "Blackout Protocol" and hope for your continued support as we work to bring Section 13 to the best possible version. Unfortunately, all player save files will reset and the game will require a Steam game update to enjoy the new and improved Section 13.

Check out the patch notes below:

[h2]New Content[/h2]
  • Cargo Elevator Level as seen in the demo
  • More variations of the Office level’s design
  • Added the Sanitation Tunnels, a new procedurally generated level
  • Mid-bosses will drop Cell Samples, enabling agents to adjust the difficulty to their liking
    • Added UI to the mission start screen to show the effects from changing the difficulty level
    • Added UI to the game menu when pressing Esc to show the difficulty level and effects
  • Added two new tactical gear: Hot Shot & Cold Brew
  • Added sound effects for egg spawners
  • Introduced a new enemy: Banshees
  • Added Steam achievements based on player feedback
  • New visual novel sequences for Scalpel and character changes in the Hub

[h2]Changes/Improvements[/h2]
  • Changed Scapel’s active ability: upon killing an enemy with the skill, she enters Astral status for 5 seconds instead of healing herself
  • Reworked the Fear System
    • Dark areas increase fear levels, while well-lit areas reduce it
    • Maxed-out Fear induces panic attacks, leading to lowered attack and defense
      • During the panic attack, players must step into the light to reset their Fear meter
    • Removed all Panic mechanics and Panic features from enemies
  • Adjusted agent passive abilities:
    • Red
      • (Adjusted) Reload speed +20%
      • (Adjusted) Weapon swap speed +100%
      • (New) Damage taken +10%
    • Boy Scout
      • (Unchanged) Max HP +25
      • (Adjusted) Melee weapon damage +100%
      • (New) Movement speed -10%
    • Scalpel
      • (New) Critical rate +10%
      • (Unchanged) Critical damage +30%
      • (New) Max HP -15
  • Interrupting a nearly-completed reload will now grant a boost to reload speed for the next reload
  • Revamped the Exosuit fight:
    • Removed the timer and the middle pillar to enhance the battle experience
    • Diversified falling objects and varied grenade-throwing patterns for more unpredictability
    • Exosuit will now be stunned and take extra damage when crashing into walls
    • The second phase will no longer feature a falling floor
      • However, players will be restricted to the inner circle by a barrier
    • Exosuit will spawn other enemies
      • The spawned enemies will not drop loot when killed
  • Made enemy tactical gear and weapons deal friendly fire damage to other enemies
  • Killing an enemy with a single shot using a silenced weapon will no longer alert other enemies
  • Disposer now pushes other enemies aside when charging at agents
  • Removed the point and color system for the Synaptic Enhancements as they are no longer tied to unlocking weapon perks
  • Adjusted how credits and Data Nugs are dropped
    • No reward drops for enemy friendly fire or environmental kills
    • Kills with exploding barrels detonated by agents will drop rewards
  • Limited the maximum number of permanent goods (up to 500 Data Nugs, and 20 STAR Pins)
  • Reworked the Inventory UI to now only display permanent items, such as permits and access codes
  • Moved the display of session-based items, such as the Severed Hand, to the top left of the screen
  • Made adjustments to weapons
    • Temporarily removed the Plasmoid Launcher to be improved
    • Improved visuals of the Arc Cannon
    • Adjusted the Photon Cannon weapon perks
  • Adjusted Body Modifications
    • Changed the body modification effect values
  • Improved the Armory within the Command Center
    • Added the ability to test out unlocked weapon perks by choosing perks within the Armory and practicing within the gun range or the simulation room
    • Added indicators for locked weapons
    • Added the option to toggle the cost of locked weapons on and off
  • Improved the ammo UI to show when a player has unlimited ammo
  • Added the ability to skip the audio loading screen with a single press/click instead of holding input
  • When picking up weapon attachments, you can now skip the presentation by pressing the spacebar/Enter key or by clicking the left mouse button

    [h2]Bug Fixes[/h2]
  • Improved the investigative item drops
    • No ammo drops when in unlimited ammo mode
    • Two of the same items will no longer be displayed

    [h2]Known Issues[/h2]
  • Killing the Exosuit with indirect attacks currently does not unlock the
    “Hard Shutdown” achievement. We plan to fix this in a future patch.
  • Some Body Mod options that do not have numerical values (e.g., losing ammo when panicked) currently do not utilize the full text box. We plan to fix this in the next patch.



- ODS Team

DISCORD | X/TWITTER | FACEBOOK | INSTAGRAM | YOUTUBE | TWITCH

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

Section 13 0.20 Patch Notes

[h2]Patch Schedule[/h2]