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Section 13 News

0.20 Patch and Beyond

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

In the past month, we released Section 13’s new demo, which showcased some of the results of our ongoing work on the game.

We’ve been hard at work all year, and a lot about the game has grown and changed based on your extensive feedback. Today we’d like to share the current state of development and details about the upcoming 0.20 update.

Although we still have a long way to go, we hope that by providing more updates, we can continue to take in the community’s feedback and steadily make improvements to Section 13. In this dev log, we’ll discuss recent changes, new content, and things to come in the future.

[h3]New Content[/h3]
Some of the most exciting new content is the addition of several new levels to the game.

Those of you who have played the demo may have already seen the unlockable Cargo Elevator, which provides a shortcut from the Parking Level, in the form of a wave-based survival minigame. We’ll now be adding this area to the live game.

We’re also adding the Sanitation Tunnels: a truly modular and procedurally generated area that we discussed a bit earlier this year. The Sanitation Tunnels unlock the first time the player defeats the Exosuit, via an entrance that can be discovered in the Parking Lot level, and offer players an alternate route to the lowest levels of Section 13 that’s different each time you visit.

We’ve also added a really fun new map variant to the Office level, which both new and returning players can encounter simply by playing.

[Some layouts of the Sanitation Tunnels level]

Next, we’ve added a new enemy type, the Banshee.

Upon sighting the player, the Banshee lets out a scream, alerting all nearby enemies, and possibly even spawning new enemies if there are spawn points like manhole covers nearby (another new addition to the game). Keep an eye out for their red hair and AoE effect, and take them out first, or things can get bad pretty quickly!

[Banshee's scream is almost palpable]

We’ve also added a new narrative intro that doubles as a tutorial, which some of you may have already experienced through the demo. The goal of this intro is to better ground the player in the setting and characters, while giving players new to top-down shooters (or unfamiliar with our game’s particular spin on the genre) a chance to get acclimated.

In future updates, this introduction will be modified and expanded upon. We’ll also be adding several entirely new story-rich systems for the game’s final release, which will allow players to fully explore the mysteries of Section 13 and the world of S2P.

[The narrative intro is the early glimpse of the complete story experience at official launch]

Lastly, we’ve added some new tactical items (throwables). So keep an eye out for incendiary and freezing grenades while you play!

[h3]Changes Related to Combat and Controls[/h3]
The biggest change from our Blackout Protocol days is a major adjustment to basic movement speed.

While Blackout Protocol emphasized slower, more methodical gameplay, Section 13 is now faster and more responsive. We've focused on simplifying controls and speeding up the action, allowing for combat that behaves more intuitively and doesn’t present such a high bar to entry.

Additionally, the game is now much less stingy with dodge-rolls, and the way they behave gives players more options. Dodge-rolls now push through crowds of QT’s (instead of hitting them like a brick wall), provide i-frames during the rolling animation, and the player will be able to dodge twice before the cooldown triggers. The cooldown has also been shortened while playing on default difficulty.

However, we’ve parameterized every one of these elements, which means the game can adjust them at higher difficulties. On the highest levels, players will find the experience becomes a lot like the game’s previous incarnation, with limited ammo to manage, tighter cooldowns on dodge-rolls, high-damage enemies, etc.

Lastly, as discussed previously, we’ve simplified the Panic system.

For enemies, it’s been removed. For players, Panic has been renamed to Fear. The system has been streamlined, given clearer UI. Agents will still enter a panicked state when their Fear reaches beyond the threshold, but we plan to gradually expand Synaptic Enhancements to give the system some optional risk vs. reward elements, instead of being purely punishing.

To recap:
  • Increased Movement Speed: Basic movement speed increased by approximately 30%.
  • Changes to Dodge-Rolling: Players on default difficulty can now roll twice consecutively before cooldown triggers. Cooldown time increases at higher difficulty.
  • Reserve Ammo Unlimited: On default difficulty, reserve ammo is now unlimited (though the player still has to reload when their clip runs out). On higher difficulties, ammo functions normally.
  • New Partial Reload: If a reload fails with less than 30% of the animation remaining, the next reload is twice as fast.
  • Weapon Perk System Overhauled
  • Panic System Overhauled

[h3]Systems Changes Relating to Long-Term Play[/h3]
First, we've implemented a new difficulty system orienting around a new collectable item, Cell Samples, in order to better address difficulty progression over time.

Previously, difficulty (and thus tougher combat situations) was tied to player progression, which was not always perceived in a tangible manner. This resulted in a poor experience for a lot of players due to the difficulty not scaling properly, and sometimes leading to repetitive experience across multiple runs. It was also badly communicated and totally automatic (meaning, not optional).

We’ve removed that system entirely, smoothing out the difficulty curve overall. Now, completing a full run at each difficulty level unlocks the next, and difficulty can be set manually at the start of every run.
We’ll be continually tuning the difficulty curve, and we welcome your feedback on that!

[Left: You will find information on the difficulty modifiers before you enter the base; Right: The Cell Samples can be found in the Safe Room at the end of the Exosuit battle]

There have also been changes regarding persistent upgrades.
In the previous version of Blackout Protocol, if players failed to reach the Safe Room at the end of every level, they would lose any uninvested resources, which was quite punishing.

Now, at the end of every mission attempt, win or lose, players will retain persistent resources, and be able to spend them at their Command Center, the new central hub.

This change allows players to avoid the frustrating feeling of being stuck in the same place, making progress through the game smoother and more gradual.
  • New Difficulty System Using Cell Samples
  • Persistent Growth Overhaul; Upgrades in the New Hub Area (Command Center)
  • New Currency (STAR Pins) and New Unlock System for Weapons
  • Name Badges Removed; Steam Trophies Added

[h3]Changes to Single-Run Progression[/h3]
In Blackout Protocol, progression within an individual run was dependent entirely on Synaptic Enhancements, with weapon perks being determined pretty much at the start of the run. It was volatile, random, inflexible, and reduced freedom of choice.

In Section 13, we’ve addressed this by offering two new systems: Body Modification and Weapon Customization.

[A rare Body Mod case of having only positive effects!]

[The new Weapons Bench UI for adding/rerolling perks]

We’ve also added new shops (Chillax Corners) which will randomly appear at set points in each level, allowing players to grab a different weapon and try new modifications, as long as they have the money.

Players can also now search objects throughout the game to find both single-run and persistent growth items, adding some incentive to fully explore each level.
  • New Body Mod System
  • New Weapons Bench System for Adjusting Weapon Perks
  • New Reroll System for Restricted Areas
  • New Lootable Objects
  • New Random Shop System

[h3]Some Content Temporarily Disabled[/h3]
As part of the 0.20 update, some content and systems will be temporarily disabled, until we finish development on them and are satisfied they’re jibing nicely with all the other changes.
  • Player Character: Beaker (Planned to be brought back in Early 2025)
  • Weapon: Plasmoid Launcher (Planned to be brought back in Early 2025)
  • Multiplayer Functionality (Planned to be brought back in May 2025)

In addition to the things discussed in this post, we have other changes and new content currently underway. We encourage you to play the game and share your feedback. Because we’re still a small development team, it may be difficult for us to act on all of it (or do so quickly), but rest assured we read everything and are working hard to further improve the game.


Thank you,
Jaeeun Park

Streaming Section 13 Update!

Agents,

Pull out your big guns, because Section 13 Update is coming to the main app on October 11 at 10 AM PT! This update will include changes and improvements from the demo, which will be coming down as the main app is updated.

Simultaneously with the update, we’ll be streaming live on our Twitch and YouTube channels, as well as on our Steam page. If you want to catch a glimpse of the changes and updates that we’ve made, we’ll be sharing as many as we can show within the stream! Who knows what Section 13 will have in store for us.

Keep an eye out for the patch notes and dev log that we’re preparing to share as well!


See you then,
ODS Kangaroo

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

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

Notice Regarding the End of Demo

Agents,

We would like to inform you that the public demo of Section 13 will be taken down at 10AM on October 11th (Pacific Time). This is because we will be bringing the Section 13 experience to the main app, with new and improved content. We will be sharing more details about the patch soon.

Meanwhile, if you haven’t already, please fill out the demo survey and share your thoughts with us. Your feedback helps shape the game’s future, so we want to hear from you. If you enjoyed the demo, let us know what was great so that we can expand further in that area. If you didn’t enjoy something, let your voice be heard so that we can improve!

We are working hard to bring you a more exciting gameplay experience, as well as news about our plans leading up to the official launch. Stay tuned!


- ODS Team

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

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

Demo Plans, Co-Op, and Difficulty Levels

Hello, Agents!

It’s been some weeks since we shared the new direction for Section 13, including the new title and demo. Since then, we’ve gotten some questions from players about the announcement and our plans for the game’s future.

In today’s post, we’d like to definitively address those.

[h3]How Can I Share Feedback?[/h3]

Right now on the store page, you can access a free demo showcasing our vision for the game’s new direction. It’s taken us a lot of blood, sweat, and tears to put together in a short amount of time, and we hope that passion shows in the final game.

But game development is always an iterative process, and our studio is built on community engagement. We invite you to share your thoughts via our Demo Feedback Survey.

[Survey QR Code]

[h3]What Happens Next?[/h3]

You may have noticed a few little patches have gone live for the demo since it launched. That’s because we’re still in the process of adding things to it.

That work – as well as collecting and reviewing your feedback – will continue over the next few weeks. Once the demo is sitting in a place we’re satisfied with, it will be merged into the live version of the main app (i.e. the thing that runs when you open Section 13 on Steam and click “Play”).

We’re aiming to make this change sometime in September or October, but it’s hard to nail down a firm date at this time, partially because it depends on players’ feedback.

[h3]How Will This Affect Save Files?[/h3]

In the course of adjusting the game’s direction, we’ve made a ton of changes to gameplay at all levels – from Synaptic Enhancements, to Agent Upgrades, to how weapons are unlocked, and more.

Because of this, it’s unfortunately not possible for us to port over previous save data from Blackout Protocol, and for balancing and bug-prevention purposes, we’ve made the decision not to carry over demo save files either.

We understand this may frustrate some players, and we hope you’ll bear with us.

[h3]What’s Happening with Co-Op?[/h3]

A great multiplayer co-op experience is one of the team’s core values on this project. We all love the multiplayer side of the game, we know players love it too, and we have no intention of doing away with it.

Here’s what co-op fans can expect, as clearly as possible:
  • From now until the merge, you can continue playing co-op in Blackout Protocol to your heart’s content.
  • When the live app switches over to Section 13, co-op will be initially disabled, temporarily, while we work to fine-tune multiplayer balancing on all the stuff we’ve changed to support a stronger single-player experience. But rest assured: we ARE working on it. (You can actually see some inactive UI relating to future multiplayer features in the demo right now .)
  • At some point between the merge and the full release, multiplayer will be re-enabled. Section 13 WILL launch with fully functional online co-op. Period.


[Multiplayer features will be accessible in the Command Center via the phone booth.]

[h3]Are We Making the Game Easier?[/h3]

As part of the game’s shift in direction, some players have noticed that the base difficulty level feels…different. Agents can now move faster, roll without cooldowns, they all have unique passives that boost specific stats, and ammo is now unlimited (outside of how many bullets are available in your current clip).

Some of this is to make the game less of a brick wall for new players. Mostly it’s just the result of changing from a slow tactical shooter with a lot of harsh restrictions on mobility, to a fast, action-oriented game that takes the shackles off and lets the player fight freely.

As with anything relating to difficulty, opinions vary widely. Some people think the balance is too easy now; others think it’s still too hard. Even within our own dev team, it’s a pretty even split.

For those who find the game difficult: we’re confident that with a few upgrades, weapon unlocks, and some patience, most average players will be able to meet the challenge and clear the game at least once or twice.

For veteran players who have beaten the old Blackout Protocol multiple times and want the game to come at them with everything it’s got: rest assured, you will have options.

[Cell Samples in the player’s inventory.]

We’re adding a new item to the game, Cell Samples. You’ll collect these by completing a full run of the game. The more you have, the higher you can set the difficulty level.

[An image of the mission loadout screen, with 3 collected Cell Samples.]

The difficulty will obviously affect basic stuff like enemy HP and damage, but it will also affect various other things we’re still experimenting with, like enemy stats, spawn numbers, types, which level variants the game puts you into, and so on.

We welcome your feedback on all of these things, and invite you to share your thoughts on the demo via the survey link above.

We hope this post has helped to clarify some of the questions players have had about our intentions with Section 13 and the future of the game. We’ll continue working hard to deliver the best experience we can, and keep you posted with updates as often as possible.

Thank you for your support.

Ocean Drive Studio

Double Mission Accomplished: Gamescom and PAX West 2024

Agents,

We just wrapped up Gamescom and PAX West–where we brought Section 13 for its debut, similar to how the original project (Blackout Protocol) debuted at PAX West 2 years ago. We would like to thank everyone who stopped by our booth and tried out our new direction with Section 13 (as well as the 2 other games we brought: Veil of the Witch and God Save Birmingham).


In this year’s booth design, Red takes the spotlight! We hope you enjoyed the new tutorial experience, following her footsteps as she enters Section 13 base to unravel its secrets. If you feel lost on what we’re talking about, it’s time for you to launch the demo and start a fresh run!


It is always such an eye-opening experience to meet our players, see how you play, and hear your thoughts. It is your valuable feedback that shapes the game’s future, so please don’t be shy in sharing it with us via Discord, Steam discussion boards, or other channels listed at the bottom of this post.


Please also note that Section 13’s Steam demo will stay online for a bit longer, as we aim to gather feedback and verify the game’s new direction. If you haven’t already, make sure you give it a shot and take our demo survey, found by scanning QR code at the bottom right of the screen each time you enter the Command Center.


See you again, hopefully soon–whether it is online or in person!


- ODS GeeK

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

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