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Challenge rooms & Enemies!

[h2]Hello Preppers![/h2]

Welcome old timers and all the new players who joined us in the latest playtest! Thank you all for participating in the "Bring A Friend To The End" playtest, we got some great insights into the current stability of the game and the late-join feature. We really appreciate all the discussions and banter you brought to the Discord server as well.

We are currently focusing on the missions to tie them better to the world setting and giving you a harder challenge, that's really exciting and feel like this will improve the experience a lot. So look forward to more information on that in the next Dev Update!
Here is a small teaser [Disclaimer: This is very early progress and could change before launch] [previewyoutube][/previewyoutube]
[h3]Challenge rooms[/h3]
Red means danger!
We’ve got a nasty surprise for anyone who thinks red crates come too easy.

Weapon crates (yes, the red ones) have always been a reliable source of rare firepower. But power like that deserves a fight.

Enter: Challenge Rooms - a set of disgusting, arena-style encounters that lock the doors, crank up the tension, and make you earn those beautiful crates.
These rooms are built to stress-test teamwork, spike adrenaline, and inject a bit more chaos into your scav runs. We’ve had a blast running early versions internally (turns out tight spaces and spitter swarms are a crowd-pleaser), and we can’t wait to see how they play in the wild.
Naturally, we’re already plotting weirder, meaner variants.

Got ideas for awe-inspiring layouts, eclectic enemy combos, or chaotic modifiers that would absolutely ruin someone’s day (in a fun way)? Let us know. We’re listening.


[previewyoutube][/previewyoutube]
[h3]Runner dog enemy[/h3]
A new strong runner type enemy with a powerful explosive attack. The pulsating biles are ready to explode on touch so you better get out of the way!

... And are you even allowed to release a game without a dog these days? (Just don't pet this one)


[previewyoutube][/previewyoutube]
[h3]Changelog[/h3]
Along with the featured updated above we have done a bunch of changes in other areas as well.

General Gameplay
  • Added various new player perks
  • Added rarity visuals to perks, weapons and mods
  • Added visuals to armor
  • Added new 'Bile Dog' enemy
  • Added Decoy consumable, which draws aggro from enemies over time
  • Added challenge rooms, a dynamic room that can be added to any map
  • Added new enemy mutations and blessings
  • Changed weapon crate (red crate) interaction to be handled by challenge rooms
  • Changed so all players start with dash as default
  • Removed Running perk because all players start with dash
Singleplayer
  • Added ping commands to drone companion
Gameplay Weapon
  • Changed so weapon mods carry over when replacing a weapon
  • Changed so players have 2 weapon slots and a pistol that cannot be replaced
  • Added various new weapon mods
UI / UX
  • Changed of most UI buttons and layout with 'bunker' theme
  • Changed Ryan Gossip visuals
  • Changed visuals for using consumables
  • Changed visuals for using medkit on self and others
Sound
  • Added New gun sounds
  • Added New ambiences
  • Tweaks to voices
  • Added Multiplayer gun system so other players gun sounds are lower and have less low end
Meta
  • Added stats for characters, mutants, weapons and perks
  • Added 'undiscovered' element to perks, mutations and weapons that the player has yet to try
Networking
  • Added late-join to allow players to join a running game up until the end of the first mission
  • Added rejoin to allow players to reconnect to a game they have been disconnected from


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

XOXO,

Game Swing