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  3. New singleplayer companion, Enemies, Compendium and Status Effects!

New singleplayer companion, Enemies, Compendium and Status Effects!

[h2]Hello Preppers![/h2]

We've been keeping a low profile since Steam Next Fest, but now, as we gear up for Early Access, our development is really picking up speed. Our top priority is ensuring the game shines at launch, and we are thrilled to share some of the latest additions to the game.


[h3]Meet Your New Flying Friend[/h3]
Being a game with mechanics designed specifically around co-op, you need a companion that can assist you with different acts and actions. We have used an AI-controlled player bot to support you with cover fire and revives when playing solo. However, the feedback from the playtest and Next Fest has clearly indicated that a lot of you were feeling frustrated or confused by this solution.
The demands for the solo bot are way different from its multiplayer siblings, and we want that to be obvious.

So, we´re pumped to reveal this brand-new drone that will follow you around and act as your wingman when flying solo!

The drone will autopilot, but you can also give it orders with the pinging system (middle mouse button).
We are incredibly excited about this, as it will open some very cool opportunities, like upgrading the drone.

Check it out and tell us what you think... oh, and while you´re at it, do you have any good suggestions for what we should call this fella?



[previewyoutube][/previewyoutube]

[h3]Prepper's Handbook[/h3]
We're thrilled to announce that we’re creating a comprehensive compendium, designed to showcase the vast array of content within the game and to give you an idea of all the things you can encounter and unlock through playing. An example of this is the "bestiary," where you can see details about enemies and their mutations. This will be perfect to casually verify your conspiracy theories, or for the hardcore nerds who want to memorize every single detail and secret of the game. This is still in the early phases, but the general idea is that we have a place to gather information about your overall progression and show you how to progress further.

We'd love to hear your opinions on what would be cool to see in a compendium. Have you tried games that did this well?



[h3]Improving UI and Communication: Status Effects[/h3]
We have several systems affecting both players and mutants that were shamefully uncommunicated during Steam Next Fest. Many of the perks that gave you quick boosts and bonuses were firing off behind the scenes like a surprise piñata but with zero confetti to celebrate.

To clear the fog, we have created new systems and UI to display all this glorious info. This has resulted in a lot of interesting finds. For instance, Linda's "Lethal Positivity" perk (Killing an enemy with the shovel increases your damage) now tends to encourage chasing a combo multiplier as it stacks (See attached image).
In addition, the movement penalty incurred when walking through corruption now feels much more severe because of the added clarity.

It’s a work in progress and a bit of a balancing act.
We want the game to be clear about information while remaining intuitive and easy to engage with, so it might take some iterations to determine the optimum level of detail.



[h3]Enhanced Gun Noises[/h3]
The gun sounds were implemented a very long time ago. So Christopher (sound guy) decided they were about as exciting as a wet sock, and replaced them all to give the guns more punch than a charging Wartusk.

Check out the video below!

[previewyoutube][/previewyoutube]

[h3]Ideas for New Common Enemies[/h3]
One of our persistent goals for Guntouchables is to create variety. From one run to the next, the experience should be meaningfully different so you feel engaged and excited to keep playing the game. Special enemies with unique abilities are always especially exciting... and WE WILL get to those. However, one of the areas we believe will have a higher immediate impact is adding more common enemies. At this point, 3 out of 4 starter enemies are the same for every single run, across every excursion. So if we expand the roster of starter enemies, you should experience greater variety in how runs begin, and not just how they progress over time. Designing common enemies presents a unique challenge, as they serve primarily as cannon fodder. If they become too intricate or specific in their actions, their sheer numbers can easily create (undesirable) chaos and become overwhelming. Yet, we’re determined to give them distinctive behaviors to ensure the change goes beyond mere appearance.
Here are two potential ideas we’re exploring:
  • Grub: A small foe that charges at players when it has a line of sight.
  • Hermit: A heavily armored foe that can pull back into its indestructible shell.

Can you guess what happens if you shoot at the shell?

We’d love to hear your thoughts and feedback and we’ll keep you posted on our progress.
However, it’s important to set expectations—these concepts are still in the brainstorming phase and may change during prototyping, with no guarantee of making it into the final game.





Thanks for following the latest additions and improvements. Remember the discussion continues in the Discord server!

XOXO,

Game Swing