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GUNTOUCHABLES News

It’s not the end of the world



Hello Preppers!


We’ve had a last-minute change of plans, and pretty big changes at that.

Let’s get the big news out of the way:
  1. We’re pushing the launch of Guntouchables to Thursday, August 7th.
  2. We’ve decided to launch to 1.0, rather than early access as previously announced.
The rest of this post is about why these decisions fell into place. As we’ll reiterate down below, we’ve still got the exact same post-launch plans for Guntouchables as we had before, so don’t worry about us scaling back ambitions or cutting anything. We’re just pushing the timeline a bit, and we'll explain why.

I guess we’re not the first doomsday preppers to get the date wrong for the apocalypse.

[h2]Why the delay?[/h2]

In our discussions leading up to launch, we realized that we’ve effectively been operating like Guntouchables was in early access for the past six months.

We ran several playtests, and pushed out multiple game updates based on what we learned. We’ve kindled a little Discord community around the game already, and implemented lots of game features from their discussions and feedback. Looking at our development checklist, we’ve pretty much done everything we initially wanted to get from early access.

This puts us at a point where early access feels a little redundant. We don’t think it’d be best for the game, and we don’t want to dilute the meaning and experience of early access for other developers.

Because we feel Guntouchables is now closer to 1.0 than early access, we’d rather just give it a couple more minutes in the oven and launch right to 1.0.

[h2]Considering the meaning of early access[/h2]

As game developers, we’ve got a lot more tools to do early access and open development than we used to. This is, generally speaking, a good thing: it’s way easier to create communities around your games, to connect with players, and to put draft versions of what you’re working on out in the world.

But in our case, this also makes it easy to end up basically doing early access without realizing it. This can be nice. But we also see how it sort of changes the meaning of the whole thing. Early access is still a terrific tool for a lot of projects, but we realized it’s no longer the right tool for where Guntouchables is at now.

Most of us can think of an example of a game that launched to early access when it could have (or maybe should have) just been a 1.0 release. We don’t want to end up in that situation, especially when we feel we’ve brought Guntouchables past the development goals we set out when we first looked into early access.

That’s why we made the call to push the release a bit and launch right to 1.0 instead. It feels like a more honest reflection of where the game is at, and like the healthier move for how we as game developers define and practice early access.

[h2]Our plans after launch[/h2]

It’s important to say that our swap to 1.0 doesn’t mean we’re done updating Guntouchables after release.

We’ve still got the same development plans we had last week, and the week before. More content, missions, metaprogression, guns, enemies and more is on the way. And we’ll still be chatting with everyone on the Guntouchables Discord, eager to hear your ideas on where we can go from here. So in a sense, nothing’s changed there. Our post-launch ambitions are still the same.

As we work toward our 1.0 release on August 7th, we’ll also put together a new road map to share our next development goals. Keep an eye out for that.


[hr][/hr]

Alright, we’re heading back into the bunker to make sure everything’s ready for release.

Thanks for reading, thanks for your interest in GUNTOUCHABLES, and thanks for your patience and understanding. And sorry for the last-minute switcheroo. Game development can be a bit chaotic and unpredictable sometimes. But hey, it’s not the end of the world.

We’ll see you on August 7th to greet the apocalypse with open arms. Doomsday is going to be a great day.

XOXO
Game Swing



Guntouchables releasing on June 17th into Early Access

[h2]Hello Preppers![/h2][p]
[/p][p]It’s happening! The Apocalypse release of Guntouchables into Early Access is nearly upon us - more specifically on June 17th.[/p][p]
[/p][p]We got the opportunity to make a trailer to announce it, and have it showcased during the PC Gaming Show. [/p][p][/p][p]Well, it’s more of a motivational video than a trailer, if you were to ask Brick Baxter. And he narrated it. Check it out below, you be the judge of that.[/p][p]
[/p][p][/p][previewyoutube][/previewyoutube][p]
[/p][p]We are bunkered down right now and working hard to make sure the game is in great shape for Early Access launch. But we’ll try our best to pop our head out for any other news before launch in a weeks time.[/p][p]
[/p][p]There’s only a week left!? We gotta wrap this up and head back to the ol’ mainframe to polish up that wasteland.[/p][p]
[/p][p]But remember: Guntouchables. June 17th. Bring your friends.[/p][p]
[/p][p]XOXO[/p][p] [/p][p]Game Swing[/p][p]

[/p]

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

Bring a Friend to the End - The Next GUNTOUCHABLES Playtest is Coming

Hello Preppers,


We've got big news.

Next week, we are reopening the blast doors to another GUNTOUCHABLES Playtest, and we are inviting you to help us battle-test some of the latest features and content.

This time around, you can bring your friends along to enjoy the apocalypse!
We got the awesome opportunity to use the Friend Invites Steam Playtest feature, currently in Beta.



That means:

If you're in the playtest, you can invite up to 3 friends to join you in the apocalypse. No keys. No hassle. Just squad up and get prepping.


[h3]Practical Info[/h3]

The playtest runs May 22nd at 13:00 CET to May 26th.

To get access, just head to the GUNTOUCHABLES Steam store page and click the big green “Request Access” button.

This is what to look for



We’ve been hard at work tuning features, squashing bugs, and adding new chaos to the wasteland. We can’t wait to hear your feedback, and see what kind of nonsense you and your friends get into.


See you in the field,

The GUNTOUCHABLES Team

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