1. EMPTY SHELL
  2. News

EMPTY SHELL News

Quick Unity Fix

Hi everyone!

Just a quick update to fix the recent security vulnerability issue that may affect all Unity games built in the past few years.
The volunteers already have their own problems... they don't need any more vulnerability issues.

Gadget amount fix

Hey!

Just a quick patch: using the "Ammo Scarcity" modifiers was zeroing the amount of gadgets bought from the Upgrades Station. Now it's fixed.

Difficulty resetting bug

Hey everyone,

a quick patch to fix an issue that appeared after the latest major update. In some cases, the difficulty would reset to "Easy". This problem has now been fixed.
Sorry about that and thanks for pointing this out!

Scalable NG+, Gameplay Modifiers and more

[p]Hello, everyone!

This update introduces two major features, along with a few QoL improvements (including a couple that have been requested for a while).

[/p][h3]SCALABLE NG+[/h3][p]The first big addition is Scalable NG+: NG+ used to be a single mode with fixed higher difficulty, now features an incremental scaling system (NG+, NG+2, NG+3, etc.). Enemy damage to the player, resistance to volunteers attacks, and the score multiplier will all increase with each cycle, following a non-linear progression. The number of available volunteers will now start at 5 for NG+ and gradually decrease to only one volunteer from NG+5 onwards.

[/p][h3]GAMEPLAY MODIFIERS[/h3][p]The second major feature is Gameplay Modifiers. From the main menu, you’ll be able to toggle a set of optional features that can significantly alter the gameplay experience.
For now, there are five available:


Realistic Reload: reloading with bullets left in the magazine will cause them to be lost
Ammo Scarcity: ammo will be much more limited, requiring resource management, good aim and increased dependence on melee weapons.
Random Starting Stats: each volunteer starts with buffs and debuffs to HP, max armor, melee damage, critical damage, and stamina, based on their height and age, plus a luck factor that affects critical hit chance
And two long-requested features:


Full Equipment Recovery: if enabled, you’ll be able to recover all the items from a previously deceased volunteer body, instead of just part of it
No Interactive Terminals: if enabled, interactive (command-line) terminals will be replaced with simpler, more accessible interfaces

[/p][h3]QOL[/h3][p]Finally, a few general improvements based on the feedback you've shared over the past few months and from various chats :)


The Laser Rifle Light is no longer pitiful :) I personally liked it as a last-resort weapon, but now it should be more satisfying for everyone, with improved damage output (8 -> 10) and better energy efficiency (50% less energy consumption)
Certain levels that previously ended abruptly will now show a countdown timer, giving a brief moment to retrieve any equipment left behind. You won't have much time, but it should be enough to quickly reorganize your inventory
Hidden rooms will now be, in most cases, less noticeable. You'll need to rely more on the Detector to find them.

That's all for now.
Let me know what you think of the update, here or on Discord![/p]

Small tweak for That One Level

Hey, everyone!

Since I've been told more than once that one particular level might be a bit too harsh (even by EMPTY SHELL standards), I decided to make a simple change that should make things feel a little less unfair, without disrupting the overall balance of the run.

Basically, instead of facing 3 big enemies in that area, you'll now encounter no more than 2.
A small tweak, but sometimes that’s all it takes to make the difference between life and death (for the volunteer).

You probably know which level I’m talking about. :)

Let me know how it goes!