First changelog since the January open playtest
Summary
Each mission now has side missions, so beside the main goal of retrieving the UpCrates™ the players have different side-objectives that will pay out cash to spend in the armory.
Players can now pick from the whole weapon arsenal if the have the cash to pay for it.
We've added a lot of new maps and enemies.
Gameplay
We've worked a lot with explaining the systems to the players in an easy to digest way.
We are still doing playtests every friday, it's always a hoot since we are pushing new stuff that not everyone on the team has seen in action before these tests. It's a great time to join and add your impressions and feedback straight to the developers. We don't always post them here, but they still happen over at OUR DISCORD
Each mission now has side missions, so beside the main goal of retrieving the UpCrates™ the players have different side-objectives that will pay out cash to spend in the armory.
Players can now pick from the whole weapon arsenal if the have the cash to pay for it.
We've added a lot of new maps and enemies.
Gameplay
- New environments: Facility
- New side-mission types: Repair the antennas, Destroy the nests, Exterminate the enemy breeders, Free the civilians
- New enemies: New base enemy, and elemental mutations for most enemy types (Fire spitter, Ice runner, Bile bugs etc)
- Destructible walls
- Final boss: New map layout and tweaked
We've worked a lot with explaining the systems to the players in an easy to digest way.
- Player cash
- Shop
- New progression overview
- New mission complete screen showing enemies upgrading from crates left behind
We are still doing playtests every friday, it's always a hoot since we are pushing new stuff that not everyone on the team has seen in action before these tests. It's a great time to join and add your impressions and feedback straight to the developers. We don't always post them here, but they still happen over at OUR DISCORD