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Incursion Red River News

Private Playtest: Co-op & other improvements

Earlier today, we rolled out a private build to our Patreon supporters, allowing patrons to test co-op and ensure the stability of our gameplay mechanics, specifically our inventory system! We heard you all after our last patch, and decided to funnel all coding resources into the top requested feature of the game, as well as fixing the largest issue.

Note: The environments, User Interface, and artistic choices are temporary and were designed for prototype purposes for the test build.

We thank you for your invaluable feedback, bug reports, and we invite you to join us on Patreon if trying out the private playtest is something that interests you!

Co-op


For co-op, we are using a listen server architecture and the steamworks subsystem. The lobby host acts as the server while all other players are clients. In other words, everyone in the lobby connects to the lobby host, rather than a dedicated server.



[h3] Lobby [/h3]

The lobby is where you can meet your team, see the kind of gear your team-mates are bringing in, give you some time to draft plans, and initiate the level. The maximum group size is four players.



[h3] Parties [/h3]

Parties can be created via the laptop. Here you can invite friends via the steam overlay.
Deploying without being part of a party is also available for solo players. Additionally, you may queue and eventually connect to a public lobby (matchmaking).



[h3] Spectator [/h3]

Upon death, you will enter a spectating system. A simple over-the-shoulder, 3rd person camera angle that allows you to watch your teammates play till victory, or death.



As always, the discord is open to bug submissions regarding this build, and we invite you to showcase the gameplay to anyone you would like to.

Changes to Patreon:

On Sunday 9/17/2023 at 9:00 AM CST, changes will come to Patreon. We will be giving Patreon a bit of a facelift, and reworking perks. All patrons prior to these changes will retain access to the development builds. Feel free to reach out to us with any questions or concerns via Patreon or our discord lounge.

PROJECT QUARANTINE - Development Blog #1 [March 2023]

Hello everyone!
It’s been a while since we’ve spoken, and so we’re publishing the first of many dev blogs to fill you in on everything that’s been going on since the release of our demo: PROJECT QUARANTINE. Many items on our to-do list that we want to share with you are not yet disclosable, so we’ll focus on topics that have shifted into a presentable state during March. Enjoy!

Bugs
(F10 -> “resetinventory”)
Since the release of the demo, we have addressed and resolved 57 bugs submitted by the community. We want to express our gratitude to those who have reported bugs, as it has been immensely helpful in improving the game's overall quality. After investigating a group of seemingly unique issues, we discovered that they were all connected to one primary system in the game: the inventory logic. These issues included gear, looting, frozen weapons, and money acquisition, all of which were caused by inventory-related problems. If you browse the bug channel in our Discord) server, you will likely come across the widely known recommendation to "f10 -> reset inventory" for nearly every remaining issue. As a result, we decided to prioritize rebuilding our inventory system from scratch. Drawing from our previous experience, we intend to make the new version of the inventory system more CPU-efficient, reliable, and we aim to address all remaining inventory-related issues in the next few updates.

AI:

We have made significant improvements to the AI system. Specifically, we have added animations to indicate when the AI changes its action state, such as taking and leaving cover. Previously, the AI would simply move in and out of cover, making it unclear what action it was taking. In addition, we have revamped the AI's thought process and behavior to make it more unpredictable. We will be providing a full breakdown of its thought process in an exclusive post for our Patreon supporters. We have also designed the AI's settings in such a way that the player can adjust the variables that influence its behavior within a certain range, allowing for a more personalized experience. Our intention is to redefine what difficulty means in the game, and while we still provide preset difficulty levels, we encourage players to explore this customization. As the game develops, we plan to incorporate difficulty levels into mission rewards and loot.





Map

We are pleased to announce that we are currently working on a new map, which was revealed on our Twitter. In order to ensure that the map meets our high standards and to gather feedback from those who have funded its development, we will be offering initial playtesting exclusively to our Patreon supporters. This will allow us to identify and address any issues or imperfections before releasing the map to all of you. While we are not yet ready to provide background information on the map or reveal its full geographical setting, we can say that the map's main points of interest revolve around the path between the wilderness, a quarry, an industrial plant, and a military base at the foot of the mountain. For Quarry, we changed our level design process entirely. The map features lots of verticality with all ranges of strategic sightlines. We are excited to continue exploring this map as it is being built and look forward to sharing it with the rest of our community.

Weapons

We are currently in the process of designing and modeling our first completely in-house weapon, the AK-74M. We are working hard to ensure realism and details of the gun models are respected, while balancing the optimization and efficiency of our workflow.

We have also been working on a new animation set for the upcoming SRS, the second sniper rifle in our roster. With this new animation set, additional reload poses are added to enable the player to cancel reloads at any time without interruption or lag. See video below:

We thank you all for your continuous support, and for over 70,000 downloads of the demo!

If you would like to support our development efforts, we invite you to become a patron on our Patreon page.

Update 1.1.2.0 - QoL

Hello everyone, in this patch we focused on further improving the AI and implementing some other smaller QoL improvments.

Adjustments

Improved AI wayfinding & cover selection.
-> Ai avoid fences as cover.
-> AI acts now much more consistent.
-> AI approaches the target till in effective distance according to equipped weapon/sight.
Improved Mag Inspect UI readability.
Improved impact sounds
Added blood splatter FX (back)
Added memory length to AI settings (how long AI searches for the player)

Update 1.1.1.0 - Hotfix

Hello everyone, we just released a new hotfix for PROJECT QUARANTINE. Now all AI settings work as intended.

Bug fixes:

Fixed weapon not always rendered correctly.
Fixed reward text after mission when finished as default loadout selected.
Fixed free look being super low mouse sensitivity.
Fixed AI difficulty settings.
Fixed impact sounds.

Adjustments

Improved AI behaviour when approaching target.
Adjusted Glock idle position.
Added tooltips for AI settings.

Update 1.1.0.0 - AI Overhaul

Hello everyone, Patch 1.1 is HERE!

Complete with AI overhauls, general bug fixes, and new features. Nearly all bugs fixed were submitted by you guys, and we wanted to thank you for supporting us in this manner.
In the next few days, we will be publishing detailed coverage of the AI reworks to give you an idea of how they have improved

NEW AI:

AI logic completely revamped.
AI difficulty can be changed.
‘Move and Cover’ behavior implemented.
Improved AI communication & flanking
New animations.

Additional NEW Features:

Scopes support variable height over bore.
Free look.

Adjustments:

Added more Anti Aliasing Options (FXAA currently recommended).
Increased base & running movement speed.
Increased lean angle to 30 degrees.
Made mouse sensitivity independent of FPS.
Removed ANY existent mouse smoothing.
Removed empty backpack from enemies.

Bug Fixes:

Ammo no longer sticks to hideout walls.
Weapon grips now appear normal.
Removed ‘ghosting’ effect in scopes.
Dropped weapons no longer fall through the ground.
Removed y-axis ‘smoothing’ behavior.
Improved footstep sounds.
Video settings are now saved.
Windowed / Borderless settings corrected.
Fixed Colt USGI A2 Flash Hider.
Removed startup animation.
Added missing rebinding options.
Keybindings are saved now.
Fixed crash using point firing on the Orsis T-5000.
Fixed decals on the demo level.

Known Bugs:

Inventory system unstable -> items not movable & cursed weapons .
Semi-auto firing sound triggered multiple times.


Again, thank you for your participation in bug reports, and in helping each other navigate tribulations that surfaced in the previous build. We hope you enjoy the new patch and we look forward to another round of feedback!