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Contain News

Important Update on Contain's Price

We need to talk about something important: The price of our game. After weeks of discussions, we've decided to lower the base cost. We're committed to being transparent and want to assure you that we have plans to compensate everyone who paid the current price.

[h3]WHY THE CHANGE?[/h3]
Since our launch, we've realized the current price tag hasn't worked out. Many of you cited the high price for an Early Access game and the lower prices of similar games as reasons for refunds. So, starting the 3rd of June, we’re reducing the price with a special discount, and this will be the permanent base price after the discount ends.

[h3]OUR COMMITMENT[/h3]
We still aim to develop a game worthy of the current price (as subjective as that may be). However, to fulfill our vision we need to make this price adjustment. We are committed to deliver the Contain experience we promised.

[h3]A SPECIAL THANK YOU[/h3]
We understand that those who paid the initial price may feel disappointed. To show our gratitude, we're handing out an Exclusive Free DLC called "First Responders". This exclusive DLC will be automatically added to the accounts of the players who purchased the game until the 3rd of June. It's our way of saying thank you, and we will continue to expand this pack from time to time with even more goodies.

[h3]THE PATH FORWARD[/h3]
This way, we can keep improving Contain, and you get some exclusive goodies for your support. Thank you for understanding and staying with us on this journey.



For more information and details or if you want to get in touch and speak with us please consider joining our Discord. We are online, and we mostly use Discord for instant, direct communications.

Small Patch v20240527

[h2]Changes[/h2]

  • Fixed Mag Check widget reappearing and staying when changing weapons
  • Fixed Weapon position starting off screen at customization screen
  • Fixed Flashlight and Laser self-activation after self-revive
  • Fixed Flashlight and Laser self-activation despite not having attachments
  • Fixed Flashlight and Laser self-activation after Scan use
  • Fixed free look sensitivity not changing when changing the Mouse Sensitivity slider.
  • Fixed Medic score always being 0 on Endgame Screen
  • Fixed some missions' score not adding up on Endgame Screen
  • Added confirmation check for Return to menu button.
  • Now, you can manually join a matchmaking lobby. Those are not separated session types anymore.
  • Now, you can join a manually created lobby from matchmaking unless it's a private session.
  • Toggle Crouch is now available.
  • You can now rebind Primary and Secondary weapons as you like on the controls menu.
  • Safety fire mode was causing issues and it was removed.


For more information and details or if you want to get in touch and speak with us please consider joining our Discord . We are online, and we mostly use Discord for instant, direct communications.

- Contain DEV Team

Let the communication flow!

It's been a while since we have updated the game but it's for a good reason. If you didn't catch the latest dev blog we have released, please consider checking it up from here to learn what we are cooking.

Before we mention the current bugs and the next patch details. We would like to talk about the two new features that we are working on with the Discord Community. If you are not joined yet, to get in touch please consider joining our Discord. We are online, and we mostly use Discord for instant, direct communications.

[h2]Progression System is shaping out![/h2]

As may you know we are working on a progression system. We are trying to figure out how to make it simple, effective, and good enough to spend time on for worthy progress with it.

A progression system has to show how much time you invested in the game. Like, do your character appearance, or even abilities, etc, reflect your time investment or not? We think it has to so we are working on this matter. Also as we can see, seems like most of the players don't like the idea of all currently available pieces of equipment, weapons, and attachments getting into a progression system, and from time to time with a reset losing it all again and again. But, Not just for Contain, but mainly with many other games that have that progressions and resets until it reaches its peak point. This is not a small issue we are concerned about.

As you all know we have a considerable arsenal, but still a small arsenal. Even though we are working on it to expand. This means, that unlocking current equipment, weapons, and attachments with a progression system will be a very short journey. Which is, that brings us to another issue, every time we try to balance leveling (experience, etc.) for the progression system or try to set the balance of weapons, etc, etc, we have to reset it from time to time. And this is unavoidable, we will have to eventually.

Long story short, for now, we decided not to add the current equipment, weapons, and attachments to the progression system when we introduce it. But this could change, with your feedback, even change at the final reset. So, no promises for that unseen feature for now! Because even a progression system can evolve many other shapes with feedback from you!

[h2]The other new game mechanic![/h2]

Let's talk about the other new game mechanic that we are planning and working on next to the player progression system.

This one is about adding smaller anomalies into the game that players have to capture/collect (needs to be extracted). Then, you have to use a synthesizing machine in the Base of Operations to turn them into temporary boosters (we call them candies for now). Players will be able to choose one booster at a time before a mission deployment. The booster will persist until players return to the BoO.

We created a pool in our discord for this one and it's getting upvotes! To give a vote, tell us what you think about that new feature and tell us what boosters would you like to see, join the discord

[h2]A new map, and it's getting huge![/h2]

You may remember that we have announced that map before and shared some screenshots of it. But it's getting bigger and more complex. This new map is not like the others before, after this one we are considering adding more maps like this one instead of linear ones. On this one, we are planning to add a specific main mission like the old ones, but this one will have more randomized starting (player spawn) locations and a few objectives. Then you have to go to a random extraction location to finish the mission. We keep sharing more detailed screenshots later!


Screenshots are not represent the final version of the map, those are WIP.


There are several bugs, some of them is seem impossible to fix until our codebase changes, but we are still fixing the current base version of the game and those fixes keep coming until we release our first Major Patch and, we call that Major Patch as Contain 0.2. As mentioned before you can read more details about it here.

[h2]When is the next fix patch?[/h2]

You can expect it on the next week. With that we will update our roadmap too, you can reach our roadmap from here. That roadmap outlines the features and content you can expect to see in the feature for Contain.

[h2]What do you get with the next patch?[/h2]

With that patch, you can expect (Coming Soon);

  • Magcheck widget reappearing when changing weapons fix
  • Weapon off position at customization screen fix
  • Flashlight and Laser self-activation after self-revive fix
  • Flashlight and Laser self activation despite not having attachments fix
  • Flashlight and Laser self-activation after Scan use fix
  • Added confirmation check for Return to menu button.
  • Now you can manually join a lobby that is created from matchmaking. Those are not separated session types anymore.
  • Now you can join a manually created lobby with matchmaking if it's not a private session.
  • Toggle Crouch is fixed and it's now available.
  • Added sensitivity option for Free Look.
  • You can rebind Primary and Secondary guns as you like.
  • Safety fire mode was causing issues and it was removed.
  • Endgame Score Screen details fix


[h2]What are the known issues that we want to fix before 0.2 Major Update?[/h2]

  • Unable to fire after self-revive.
  • Stimpack bugs
  • Some of specific client-side issues.
  • Client Host desync on the enemy issues. (we want to fix it, but seems like this can be left to Contain 0.2)
  • Localization issues.
  • Switching Sight for the Vanguard-M4 after loading a custom preset causing issues.


Thank you all for your support and feedback for making Contain a better game.

- Contain DEV Team

Hot Fix v20240425

[h2] Gameplay [/h2]
  • In Echo Surge, the Husk horde spawn count and how often they will be have been reworked. So now that depends on the player count and the selected difficulty.

[h2] Maps [/h2]
  • Some layout and design changes were made in Echo Surge, Too Late, and District 8 mission maps. (Community Request)
  • Anomaly room sequence fixed in Too Late mission. Players can't jump in the room if the Sequence has not been triggered, so they won't get stuck inside. (This anomaly sequence still triggers randomly)

For more information and details or if you want to get in touch and speak with us please consider joining our Discord. We are online, and we mostly use Discord for instant, direct communications.

Dev Blog 2

[h2]About the current known issues, fixes, and what we are up to?[/h2]
We continue to receive feedback about different problems in different systems. So to simply put the biggest reason for these problems is that the current infrastructure is not programmed as it should be, and it's hard to detect and fix it immediately, so some of them take time to fix.

[h2]What we are going to do about it?[/h2]
Thanks to our new programming team, we were able to detect this situation and had already started preparations and work for the necessary changes at a certain pace a while ago as we told you before.

However, we could not fully accelerate the code base change because we had to continue patching the game. And trying to patch the game while using the current infrastructure made those fixes go slow.

But! We would like to happily inform you that as of today, we have started to completely overhaul the code base infrastructure and get rid of the old one.

It will not take ages for you to meet these innovations and changes, they seem to be completed in a reasonable time frame. However, we refrain from giving an exact date. And we think you will understand this. Giving a date but presenting it before reaches a sufficient level, will mean repeating the mistake that we made at the release date and will make everyone unhappy once again.

However, while making this change, we keep working on some changes, fixes, or updates to the current version, so yes patches will continue. But there is one point we need to state for sure, and that is some bugs could not be fixed in the meantime (of course, if it's a game-breaking bug we will take immediate action to fix it) therefore we decided that it would be better to do some of this fixes through the code base changed version.

While our programming team works on this overhaul and fixes, our 3D, animation, level design, sfx, and vfx reworks are also will keep coming.

[h2]What to expect with this?[/h2]
Gunplay and movement changes, guns and attachment stats will impact your gameplay. The general responsiveness of the game will be different and better. Higher performance and optimization.

Also, with that new base code, we will have a chance to increase AI density and spawning systems on the maps. This also brings another freedom for the level design, we want to make them wider and break that linear feeling much more (This will take time, can't do an overnight tbh).

[h2]Cleaning what's left from UE4[/h2]
You may know we started with UE4 and then moved to UE5. We kept the UE4 skeleton system until now, but with the overhaul, we are going to get rid of UE4 skeleton systems and renew with UE5, this will give our animators more freedom, and with that, it will impact some of the character animations look better.

[h2]Directx 11/12 Controversy [/h2]
We are using LOD (for DX11) & Nanite (DX12). To do this we did every single 3D mesh with LOD and Nanite, which made our 3D teams work double. Because this double-edged work has brought many issues, we are wasting our time fixing them to make work fine on both sides. For a small dev team, this is not efficient. Also for the lighting, we did not use Lumen because Lumen works better with Nanite and/or Virtual Shadow Maps, so when we tested Lumen with DX11 results were very very bad, and decided not to do it.

But as we have seen on the reports many of the players are using DX12. So this brought us a new thought that we have started to consider removing the DX11 option, going for DX12, using Nanite, VS, and relighting all the levels with Lumen for more quality. But this is still a consideration, we have not yet reached a final decision. We just wanted you all to know this thought.

[h2]New and more detailed roadmap[/h2]
We will continue to move forward with a Roadmap but we made a board for you to see more details.


Its here: DETAILED ROADMAP

We believe even after that overhaul, Contain could feel like a new game. Thank you all for your support and feedback for making Contain a better game.

For more information and details or if you want to get in touch and speak with us please consider joining our Discord. We are online, and we mostly use Discord for instant, direct communications.

- Contain DEV Team