1. Milo
  2. News

Milo News

Milo Demo v.0.1.21 is LIVE!

Milo Demo v0.1.21 Patch Notes
-Turned Virtual Shadow Maps ON. It has higher cost to performance but looks better. If I like it I will add a setting to either use it or not

-Cultists can sprint indoors. Sprint-to-barricade speed also slightly increased. The chances of them sprinting increases with the rounds

-Removed ability UI indicators for common FPS abilities

-Added indicator component that helps you track your rats by on and off screen

-Every third round the door will open. Right now a crate will spawn there, but that's a placeholder for a ticket shop and/or other things as well. After a pause the door will open and will not close until you well away from it, so I'm hoping that it is impossible to get stuck in that tiny room now. If anyone manages to do it I will Paypal them 10 dollars

-Reduced exploding body fuse duration (2 seconds) and damage. The damage will no longer kill you at full health and instead do 75 damage

-Updated rat scavenge icons, fertilizer was replaced with "food" and instead poop it is a carrot icon. The food doesn't do anything yet, its a placeholder for food your rats will eat to grow over time as a kind of meta-progression. Plan is to have some permanent rats that you customize and take through different playthroughs

-There is a timer the starts when the round ends. When it finishes, the rewards despawn and the next round starts. You get a audio and visual cue to warn you that the round is about to expire. (clicking sounds, and the lights turn off for a few seconds)

-Cultists have more health

-Higher chance for cultists to sprint indoors

Milo Demo v0.1.18 LIVE!

Thank you for your feedback and 350 Steam wishlists! I'm also happy to report that the median playtime for the Milo Demo is now 19 minutes (up from 13), and 269 different people have launched Milo, so thanks for playing!

Milo Demo v0.1.18 Changelog

o Exploding bodies now have a random fuse duration (3.0-7.0 seconds), as well as an AOE damage indicator**

o Exploding body spawn chance reduced from 25% to 10%

o Tweaked opening arms animation and blur screen. Adjusted camera shake for knife ability

o Improved barrier lights, by adjusting the mesh and materials

o Reduced number of initial rat spawns to 1

o Power-ups once again spawn every round

o Adjusted the number of cultist spawns per wave. It starts off at 10 and soon the wave number gets added to the horde size. This is mainly so I can increase difficulty to test and come up with more ideas on how to raise the difficulty but still keep the fun

o Adjusted overall post-processing effects like saturation, film grain, bloom, lens flare, and exposure

o Base rat scavenge value reduced from 6 to 3 (takes longer for rats to harvest bodies)

o Choosing “Exit” from the death screen now returns you to the main menu instead of quitting the application

Milo Demo Patch Notes v0.1.17

Milo Demo Patch v0.1.17 Changelog
(changes that significantly impact gameplay are in bold)

o Fixed issue where players were stuck in the automatic door between rounds

o Removed Grenade ability

o Increased the speed of Knife attack animation and reduced the cooldown

o Removed idle cultists spawning in between rounds

o Increased the volume of cultist footsteps

o Increased frequency of cultist make groan sounds when damaged

o Changed the spawn rates for all cultist body types i.e. Fertilizer, Ammo, Bombs
o As a test, I double the amount of cultists from 10 to 20 after round 6, significantly increasing the difficulty


o Reworked the way the automatic door works. Now it opens every other round. Then when you enter it closes and then reopens after a few seconds. Then when you leave it triggers the close and the start of the next round

o Reduced the volume and changed the attenuation of beep sound effects

o Raised volume of cultist footsteps

o Adjusted rat AI pathfinding for harvest bodies

Milo Demo v0.1.16 is LIVE!

Thank you everyone who has been playing the Demo, and thanks for all the feedback. It's fun to watch Milo grow alongside this budding community. There have been a bunch of Youtubers also who have played Milo and the reception from the community has been really positive and honestly that is a huge relief.

I'm excited to see what comes in the next few months as I start to tighten more mechanics and hopefully make a few more bold design decisions. I really appreciate your feedback, it helps me move the game in a direction that players will like and it helps me avoid traps and course correct if I'm on a bad path. Enjoy the patch!



**Milo Demo** ***v0.1.16 Changelog***

o Added and tweaked cosmetics for explosions and blood FX

o Rats now covered in blood when harvesting/attacking, blood decals spawn on them and a blood ribbon trail follows them briefly

o I'm starting players with around 8 rats right now

o I added a second room

o Rewards spawn every other round. You now need to enter another room to collect, when you exit you will be met with a different room.

o Added exploding corpses. They have a beeping timer and will harm the player but will only stun the cultists

o Changed some icons, SFX, atmospheric stuff, sound attenuation etc.

o Changed grenade to explode on impact. I may remove the grenade tomorrow in a hot fix. I'm leaning towards making it a stun/flash grenade by default

o Cultists now spawn between rounds before you enter the room. They won't bother you unless they can hear or see you

o Replaced the lobby background with the original one with the hanging lamp

Milo Demo v0.1.5 is LIVE!

Milo Demo v0.1.5 Changelog

o Input icons now show for Keyboard & Mouse users automatically

o Fixed bug where two hats would spawn on a cultist

o You now can look at powerups and choose them instead of needing to place yourself in front of them

o Fixed bug where stencil outline wasn't including a cultist's hat

o Reduced grenade blast radius from 165-135

o Cultist body expiration increased from 25 seconds to 35 seconds

o Changed base rat nibble cooldown from .25 to .75 seconds

o Adjusted metallic and roughness adjusted for first person models. Opening first person arms animation now plays faster

o Removed a lot of triggers that create blood decals. I am looking for some alternatives because mine are known to cause crashes.