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Section 13 News

0.20.3 Hotfix Patch Notes (12/16/2024)

[h3]Patch Schedule[/h3]
  • PT: 6:30 PM, December 16, 2024
  • ET: 9:30 PM, December 16, 2024
  • CET: 3:30 AM, December 17, 2024
  • ICT: 9:30 AM, December 17, 2024
  • KST: 11:30 AM, December 17, 2024

Agents,

We are deploying a hotfix patch (Ver 0.20.3) to remove some unnecessary files from the client installation. While we are working on the content patch early next year, we will continue to review all your feedback and reports to constantly improve Section 13.

For the list of changes in this patch, please see below.
[h3]Change[/h3]
  • Removed unnecessary debug/test files from the client

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/

Snippets from the Future: New Maps for 2025

Hello, this is Jaeeun Park, Creative Director of Section 13.

In this dev log, we’re going to share some of developments we’ve made since the 0.20 updates, which was polishing work on accessibility and growth elements.

For the past year, we’ve been focusing our efforts on making improvements to systems and existing content. But many players are eager for new content, as well as updates about the multiplayer situation.

Regarding new content: We began working on additional levels right after the most recent update, and we’re happy to share some screenshots with you.

The first new level is another procedurally generated area (similar to the Sanitation Tunnels), where the layout will change each time you enter. This will serve as an optional route through the main path of the game, which gives players the opportunity to earn some additional rewards.


We’re holding back some details for now, to preserve the surprise, but this level will focus less on fierce combat and more on exploration and horror elements, to mix up the game’s pacing a little. This level will also include more synaptics and other goodies than the typical path, making it a high-risk/high-reward detour.

The second new level comes directly after the Exosuit bossfight, and consists of a lab environment where Section 13 houses QTs for containment and study. This level will be an intense combat challenge that leads up to the final boss chamber, but we’re confident that skilled agents can handle it.


Finally, we have a sneak peek of the final boss level: a mysterious structure situated in the deepest depths of Section 13, whose existence and purpose are unknown to all but a few. Players who have been following the game for a while might recognize it from some concept images we’ve shared in the past.


In addition to the above, we’re also working on new enemies, tactical gear, and synaptic enhancements. We’ll be sure to share more as development continues and new content moves into internal playtesting.


Lastly, we’d like to share that we’re working around the clock to get multiplayer back into the game as soon as possible, hopefully even before the final launch date in May.

We appreciate your patience and support.


Thank you,
Jaeeun Park

0.20.3 Minor Patch Notes

[h3]Patch Schedule[/h3]
  • PT: 3:30 PM, November 7, 2024
  • ET: 6:30 PM, November 7, 2024
  • CET: 12:30 AM, November 8, 2024
  • ICT: 6:30 AM, November 8, 2024
  • KST: 8:30 AM, November 8, 2024

Agents,

We are deploying a minor patch (Ver 0.20.3) to bring improvements/fixes to various issues reported by our community. 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 list of changes in this patch, please see below.
[h3]Improvement[/h3]
  • For controllers, added a keybind option for swapping weapons

[h3]Bug Fixes[/h3]
  • Fixed the issue where the higher difficulty modifiers were not properly applied when resuming the game
  • Addressed several spots where the agent character could be stuck, especially on the Office level
  • Updated the wording for the Photon Cannon’s “Charging Module” weapon perk, as the text did not reflect updates to how the weapon operates
  • Removed the “Danger Detection” upgrade from the DNS Defragmenter

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/

Scream Like a QT This Halloween

Agents,

Come celebrate Steam Scream Fest with us in Section 13.

Agent Red requested special requisitions (which surprisingly got approved by S2P HR & management!) to deck out the Command Center for the season.
* Note: Agents Boy Scout and Scalpel begrudgingly agreed to decorate the common areas, but made sure their company-provided personal quarters were not covered with... things.

As part of the celebration, Section 13 will be on a 25% discount during Steam Scream Fest to recruit more Agents who would venture down the depths of the base. Grab a copy now and share your feedback so that we can improve the game over the course of Early Access!

If you need more convincing before making the purchase, we have a demo to get the taste of what Section 13 is all about.

We expect you to see you down at the base, out-screaming Banshees (or out-squealing them like ODS GeeK did with Mr. Chicken)!



- ODS Team

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

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

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