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Section 13 News

Section 13 Demo 0.19.2 Minor Patch Notes

[h2]Patch Schedule[/h2]
  • PDT: 3 PM, August 30, 2024
  • EDT: 6 PM, August 30, 2024
  • CEST: 12 AM, August 31, 2024
  • ICT: 5 AM, August 31, 2024
  • KST: 7 AM, August 31, 2024

Agents,

We are deploying a minor patch (Ver 0.19.2) to the demo of Section 13 to make it easier to provide feedback. Please help us by sharing your thoughts through the survey!

For the change in this patch, please see below.

[h2]Change[/h2]
  • Added a QR code to the demo feedback survey when the Command Center is loaded

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 the demo for Section 13. So 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 Demo 0.19.1 Patch Notes

[h2]Patch Schedule[/h2]
  • PDT: 3 PM, August 29, 2024
  • EDT: 6 PM, August 29, 2024
  • CEST: 12 AM, August 30, 2024
  • ICT: 5 AM, August 30, 2024
  • KST: 7 AM, August 30, 2024

Agents,

We are deploying a minor patch (Ver 0.19.1) to the demo of 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, Discord, and the survey found in-game.

For the list of changes in this patch, please see below.

[h2]Changes/Improvements[/h2]
  • Polished various text and translations, as well as addressed some untranslated strings
  • Reduced the zoom distance with the Sniper Rifle’s ADS
    • Thank you for the reports on the zoom distance reaching too far

[h2]Bug Fixes[/h2]
  • Fixed the issue where clicking the mouse would not advance dialogue under certain circumstances
  • Fixed the issue where players were able to choose a deactivated character within the Hub
    • While they were unable in the Section 13 mission, they could be selected within the Command Center area
  • Fixed the issue where keybinds showed up empty and could not be reassigned
  • Fixed the issue where reloading was not being carried out in certain situations

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 the demo for Section 13. So 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/

Introducing Section 13

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

Today, we announced the game’s official release under a new title: “Section 13”. In this post, we’d like to share more detail on the thinking behind this decision.



We believe that the new logo and key art above represent the new direction of Section 13 very well. As previously shared by ODS_Jungsoo here, Section 13 will offer significantly different gameplay from the previous version of the game. While Blackout Protocol’s key pillars were tactical gameplay and co-op multiplayer, Section 13 is being developed with some new points of focus: action-driven gameplay, single-player, and narrative/storytelling.

Players who have spent extensive time with previous builds might not notice significant changes at first glance, when it comes to things like overall map design or visuals. But we believe they will feel a massive difference when they actually sit down with the game.

In today's devlog, we want to cover three main points:
  1. The evolution process from Blackout Protocol to Section 13, and the reasons behind it
  2. The differences between what the game was and what it is now
  3. The demo test and future plans


[h2]#1. From Blackout Protocol to Section 13[/h2]

For a little over a year now (since the Early Access release of Blackout Protocol in July of 2023) the development team has been continuously collecting feedback and working around the clock to improve the game.

During that process, we’ve gained a lot of feedback that was different from what we had anticipated – particularly, negative reviews focused on the high difficulty level and curve, and the fact that three-player co-op was essential to the core experience.

These reviews made us seriously reconsider the future of the project. However, thanks to the support of our players, who had an endless stream of great suggestions for improvement, we continued our efforts to enhance the game. Specifically, we addressed the game’s difficulty level and the absence of a single-player mode, while also improving the overall controls as a twin-stick shooter.

These updates received a positive response, and based on this feedback, we were able to announce a new development roadmap and plans in March of this year. (Link)

Subsequently, as we continued the development process and prepared for the production of additional content, we concluded that these adjustments alone, while needed, would not suffice for the task of improving the core gameplay itself in a major, substantial way.

We realized that we needed to move away from the tactical and co-op aspects as our primary design goals, and focus more deeply on satisfying single-player action. We also aimed to significantly enhance the narrative aspects of the game, to provide a proper single-player experience from end to end. Thus, we made the decision to overhaul the game, and began development with these focuses. This led to the official announcement of the new key art, logo, and console release, along with the unveiling of new footage at Gamescom and the Future Games Show.

Please understand that this is not just some tiny superficial improvement to provide a slightly better single-player experience. We’re rebuilding the game from the ground up as an action roguelite twin-stick shooter. We’ve reviewed and redesigned all existing elements to create a better final product that satisfies those goals.

With that said: when Section 13 goes live, it’s likely that multiplayer will be temporarily disabled, as many of the changes we’re making to single-player will require some time to balance and integrate. As of now, our plan is to finish that work and reactivate multiplayer sometime before the official release.

However, in the interest of transparency, we would like to be up-front about the fact that this aspect of the game requires significant time and development resources, which is a particular challenge in the midst of such a huge, ambitious pivot. What that means is, our plans for the exact timing of multiplayer’s return to the game may see some adjustments down the road.

We apologize to those of you who love the game’s multiplayer, and we appreciate your patience as we work to brings its quality up to a new level of greatness that we can stand proudly behind.

[h2]#2. Blackout Protocol vs. Section 13[/h2]

As we transition from Blackout Protocol to Section 13, many elements have been redesigned and remade, resulting in significant differences as outlined below. More detailed plans will be explained in upcoming devlogs.

Today we’d like to give you an overview of the four main areas we’ve been focused on.

2.1. Enhanced Action
2.2. Changes in Level Design
2.3. Evolution of the Progression Systems
2.4. More and Better Storytelling

[h3]2.1. Enhanced Action[/h3]

The original Blackout Protocol aimed to be a tactical shooter, imposing a number of restrictions on things like movement speed and available resources. While these were intended to create a game with a tense, methodical pace, what we found was that by requiring players to be constantly vigilant and cautious with their ammo, the game created a significant barrier for new players, which was reflected in reviews and feedback.

To improve accessibility in Section 13, the following mechanics have been implemented:

  • Increased movement speed
  • Removal of count and cooldown for dodge-rolls
  • Ammo is now unlimited for all weapons (but they still require reloading)


We believe that these three elements have allowed us to simplify the controls while emphasizing tighter, more responsive action. Our hope is that Section 13 feels smooth and intuitive to pick up, but still deep and exciting to master.

However, for players who still want intricate controls or a higher level of challenge, we’ll be providing this through optional settings and adjustable difficulty.

[h3]2.2. Changes in Level Design[/h3]

The early part of the game retains almost the exact same layout as before. However, we’ve threaded some additional paths between levels (instead of just a single, linear path), as well as adding some areas that are procedurally generated. The hope is to create moments of interesting decision-making that break up the pacing and let players shape their own experience a bit more.

You can check out the plans we’ve shared about this previously here.

[h3]2.3. Evolution of the Progression Systems[/h3]

This aspect of the game has also undergone significant changes.

Previously, single-run progression was primarily focused on maximizing DPS. And to that end, certain weapons had a clear and definite advantage. In Section 13, we’ve restructured things to make a variety of playstyles and builds more fun and viable.

Notably, many of the pillars of growth that were previously only possible through Synaptic Enhancements have now been divided amongst three elements:

  • Synaptic Enhancements: Although still an essential element of the game, we’ve redesigned how many work, removed many, and added a bunch more. In addition, Synaptics were previously tied to unlocking weapon perks; this has been removed. Finally, Synaptics can now be obtained more often and reliably, including at various specific points in the level maps, where they’re now guaranteed to appear.
  • Weapon Perks: These were previously unlocked through a system relating to the color of acquired Synaptics. That’s been simplified. Perks are now obtained more directly through gameplay. During a run, players will obtain Perk Vouchers, which can be turned in at a Weapons Bench (located in every safe room) to customize their weapons.
  • Body Mods: Players can also experiment with various playstyles by using Body Mod Vouchers, acquired during gameplay, to augment their agent’s stats. We’ve talked about this system a bit previously, which you can read more on here.


In addition to these areas, we’ve also made changes to the balance of enemy damage and the player’s HP, across the board. The game is now far less one-hit-kill, but HP recovery items are also far scarcer. As a result, when picking up items or Synaptics, players will now often find themselves in the position of choosing between restoring some life or gaining some strength.

The permanent growth system in Section 13 will retain a similar structure to its previous iteration. The most significant difference is that instead of losing Data Nugs after every run, they’re now a permanent currency you will always hold onto – and instead of spending them in the safe rooms between levels, players will now spend them at the hub location they return to after each session ends.



We’ve also changed how weapons are unlocked. Instead of blueprints that drop based mostly on RNG, players will now regularly collect a new dedicated currency, STAR Pins, that they can spend to unlock new weapons at the hub.



[h3]2.4. Storytelling[/h3]

One of the most significant changes in Section 13 is the addition of major new story elements, to provide a proper single-player game experience.



To achieve this, we have made HUGE changes to the game’s overall launch flow, transforming the start menu into a hub area that acts as the player’s command center. We’ve also been engaged in extensive development work on the story, which will be told largely through a 2D visual novel interface, and we’re creating beautiful new character portraits to support that.

While we unfortunately can’t share a lot more at this time (as we plan to reveal most of the new story elements closer to the official release, when they’re more complete), the general plan is to give the player some optional ways to truly delve into the mysteries of Section 13. They’ll do this by gathering a new dedicated currency during gameplay (the data-laden USB drives of zombified Section 13 employees), and then spend those at the hub to unlock story content unique to each character.

At this time, we’re announcing the release of a demo we’ve prepared, in order to let you experience all these changes for yourself. (Link) Our plan is to use this demo to gather feedback from players and validate that the game is moving in the right direction, before we update the live app itself.

We encourage you to participate in the test and share your honest opinions. If the demo test is successful, we aim to implement a major patch (updating the existing Blackout Protocol build to Section 13) as soon as possible -- most likely between September and October.

Finally, I would like to address some aspects of the demo that have not yet been disclosed.

In the current live version of Blackout Protocol, there is a system called “Panic”. Both players and enemies have Panic Gauges, which are depleted by Psionic Damage, triggering various effects and tying in with various game systems. However, we’ve decided to remove this element from enemies, and adjust how it works for the player. Here is our thinking:

  • The ultimate goal of weapons that do Psionic Damage is to deplete enemies’ Panic Gauge, in order to then deal normal damage to HP. At the end of the day, that’s just functionally not very different from regular weapons, so it’s never really provided a substantially different gameplay experience that we were totally satisfied with.
  • Conceptually, it just never made a lot of sense for enemies to have a panic stat like the player does. The player is a terrified agent fighting for survival; the enemies are an infected zombie hive-mind. It’s always felt like a bit of an odd fit.


For these reasons, we’ve removed the Panic mechanic from enemies, and removed Panic-related attributes from all weapons and perks.

The player’s version of the stat is now called Fear. You gain it when you spend time in dark areas or take damage from specific enemies. When it fills up all the way, you have a panic attack that creates some negative stat penalties, like lowered attack and defense.



While it’s painful to make changes that cut so deep, especially after all the work that was put into these systems, the prevailing feedback we received from players was clear: “I don’t understand this or feel a significant difference.”

By simplifying these mechanics, we believe we’ve maintained the game’s fun while making it a little more straightforward and intuitive. We also plan to provide more Synaptics that are triggered by entering the Panicked state, allowing the player to make some exciting clutch moves in tense moments.



As this is a significant change for our project, it’s taken us a while to discuss everything and get the game to a state we feel ready to share. We want to express our gratitude to everyone who has supported Blackout Protocol, and we hope you’ll continue to support Section 13 with the same passion and enthusiasm.

We will continue to provide frequent devlogs and new content patches from now until the official release.

Thank you.

Sincerely,
Jaeeun Park

Demo App Now Available

Greeting Agents!

Great news, we're here to announce that our new Demo App is now available! We’ve been working hard on it, and we’re super excited for you to try it out. Hope you enjoy it, and we’d love to hear what you think!

There are a few key features that will be present in this Demo App:

[h2]Game Flow [/h2]

[h3]Brightness Control [/h3]



At the start of the game, you’ll find a brightness control screen to adjust in order to play the way the game was intended. This way, you can fully immerse yourself as an S2P agent fighting for survival in the dark eerie environment of the underground research lab.

[h3]Narrative & Dialogue UI[/h3]



As we mentioned in the Dev Logs, our narrative team is carefully working on a story to create a space where you can easily enjoy the tutorial and get a good grasp on Section 13’s backstory without feeling overwhelmed. We’ve also changed the art style of these dialogues. Looks like it's straight out of a comic book!

[h3]The HUB[/h3]



One major change you might’ve noticed is our Command Center. Previously, players were able to choose their weapons, their agents, and even invite their friends from outside the doors of Section 13. Well, we’ve created an all-new experience where players can interact, train, unlock weapons, and increase permanent character abilities with their earned data nugs, and more, all in one location, The HUB.

[h2]In-Game Items[/h2]

[h3]Excellent Employee Points[/h3]



STAR Pins are a way of S2P showing their appreciation for its brave agents. Collect as many as you can to buy weapons at the HUB. So be on your best behavior, Agents 😉

[h3]Access Codes[/h3]



During your mission, you might come across an item drop that’ll allow you to explore hidden pathways. Collect these items to gain access to a randomized code, but beware, these paths are not all what you think.

[h2]Additional Updates[/h2]

[h3]Rolls & Ammo[/h3]



No more waiting for roll cooldowns or scavenging for ammo boxes! In this Demo App, you’ll have unlimited rolls and ammo, giving you the freedom to survive with two less things to worry about.

[h3]The Secret Room[/h3]



Our secret rooms have been upgraded allowing users to set up the level of difficulty and the rewards they want to collect. Of course, there is a price to be paid if you want to reroll the initial randomized game choice.

[h3]Specific Objects in the Game[/h3]



As you roam around the maps, you’ll notice some objects shining. We’ve added hidden loot for you to find! By interacting with specific objects, you can obtain game items or tactical gear and choose to best fit your strategy.

[h2]To Launch Demo App:[/h2]

Open the steam store app and locate your library.


If you already have Section 13 Installed, you should be able to see the Demo App above.


If you do not have Section 13 purchased, you can do so here. Please note that the price will increase around official launch in early 2025.

Select the Section 13 Demo and install. The page should have a Demo banner at the top left corner.


For more information, check out our Dev Log here.
We appreciate your patience and all the love and support. Keep an eye out for more updates to come!

- ODS Team

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

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

Game Direction Update From ODS_Jungsoo, Head of Operations

Hello!

I’m Jungsoo Lee (some of you might know me as ODS_Jungsoo on our Discord), responsible for game services at Ocean Drive Studio.

Today, I wanted to share some important news about the future of Blackout Protocol. Ocean Drive Studio’s goal has always has been, and continues to be, to develop great games by incorporating community feedback into our core game design and philosophy.
In the case of Blackout Protocol, we launched the game as a tactical co-op twin-stick shooter. While some players supported this direction when we launched into Early Access, we found that the majority of you preferred a twin-stick shooter homed in on 'action' and 'single-player' experiences over 'tactical' and 'co-op.' Initially, when single-player mode wasn’t supported, our Steam reviews were mixed with only about 50% positive, but it has significantly gone up to 80-90% positive recently, giving us an overall rating of 76% positive.
Seeing the positive feedback and reviews, we continued developing the game with a certain roadmap (see the image below) in mind. However, internally, we discussed and ultimately agreed even more fundamental changes to the game are necessary, and I’d like to discuss some major upcoming events with you through this post.


[h3]Future of the Game[/h3]
First, let me assure you that we have no plans to discontinue the current service, even as we consider more fundamental changes. We will continue developing the game based on the current narrative centered around Section 13 of S2P and stick to our twin-stick shooter genre.

However, some changes will be made:

  1. We will shift the game’s focus from a 'tactical' and 'co-op' twin-stick shooter to a fully 'action' and 'single-player' twin-stick shooter. We are changing elements like ammo, stamina, and movement speed, which were previously more restrictive in the tactical shooter experience, to focus entirely on control and roguelike progression. Our analysis of the Early Access feedback led us to conclude that this change is ultimately necessary to provide the most fun with the game.

  2. To support these changes, there will be adjustments made to the growth elements within sessions. Our Creative Director will provide further updates to elaborate on this in a future development log!

  3. We are investing heavily in the narrative elements to better support the shift to single-player gameplay and tell a story. Each character will have intriguing stories of their own as they encounter events in Section 13. To facilitate this, the existing main menu will be replaced with an S2P base hub where characters can roam around and interact with NPCs and the rooms within the base.

  4. Given the significant gameplay changes, we wanted to change the game’s title to better reflect its new direction. Before updating the main game you purchased, we plan to release a free demo game to gather feedback from both current and new players, and then proceed with updating the main Blackout Protocol game.

  5. Since this change will greatly impact the mechanics and progress of existing players, we plan to reset the saved data. We are currently considering whether to provide the old save file and a build with the original gameplay style for those who prefer it. Please share your thoughts [here], and we will consider them in our decision-making process.

[h3]Participation in Gamescom and Future Games Show[/h3]
We plan to officially announce these changes at the upcoming Gamescom event. We will also participate in the Future Games Show to showcase the direction solidified by your valuable feedback. During Gamescom, we will release a demo featuring the new gameplay, gather feedback, and finalize updates to the main game. And we plan to share a new roadmap as soon as possible after this announcement.



There were many internal discussions leading to this moment, and as a company where financial considerations are important, deciding to further invest and changing the gameplay of Blackout Protocol was not easy. However, we saw the potential of the game through your feedback and are committed to improving the gameplay so that more players can enjoy it. We believe that the changes we’ve made will provide a satisfying and enjoyable experience for our community, so we would greatly appreciate your honest feedback during the demo test at the upcoming Gamescom. I would also like to take this opportunity to thank everyone who has purchased Blackout Protocol, and I look forward to sharing more development news soon.

Please keep an eye out for our announcements!

Thank you.
ODS_Jungsoo