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EMPTY SHELL News

"Quick" question

Hey, everyone!

How are you doing?

I just wanted to ask you something: given that i'm still fixing things, is there any particular feature that you would like to see in the game?

Feel free to drop any idea, even if you think are quite time consuming: who knows, perhaps in a hypothetical sequel...

Items dropped close to Upgrade Station

Hey, everyone!

Just a small update to fix a common problem: when dropping items close to an Upgrade Station, now the box spawns far enough to avoid the action override that sometimes was preventing to interact again with the box or the Upgrade Station.

(Mild) ammo rebalancing

Hey, everyone!

This update brings a ammo rebalancing (mild, for now). You are more likely to notice it at higher difficulties, but in general:

- now there are more Small caliber bullets and slightly less Medium caliber bullets
- the spawn of Shells and Large caliber bullets has been slightly reduced too
- the prices and the amounts of bullets in the Upgrade Stations have been adjusted (less cheap)

Also, MD5A2-B has been buffed, specifically:

- faster reload time (2.2s -> 1.5s)
- damage increased by 4%
- kickback increased by 48% (was too low due to the low rate of fire, compared to automatic weapons)

Misc:
- You will now see how much bullets you're buying at the Upgrade Stations

Ammo rebalancing

Hey, everyone!

After some talks on Discord, i was thinking to rebalance ammo in the whole game, especially late levels.

The idea is not to leave the volunteers without ammo, but rather to leave the volunteers with more fear of running out of ammo (it's something already there, but i'd like to emphasise it more).

I've seen a few screenshots (and i had a look once again at the config files) and i realized that medium and large calibers are too abundant, especially compared to small calibers.

This will scale with difficulty, so it will become more noticeable towards Nightmare/NG+ difficulties.

What do you think about it?

Level exit prompt

Hey, everyone!

This small update brings a prompt at the end of each level that asks for an interaction to proceed to the next one, so that you don't accidentally exit a level leaving stuff you were planning to recover behind.