Get ready for the Demo!
Hello Operatives! We've got great news for you all! Just in time, too! We had a minor setback recently, because, well.. 6 Tornadoes hit the State that I live in recently, causing me to go without power and internet for 5 days.
That sucked, because we're on crunch time now. The reason being, the Nextfest demo has finally been confirmed, and you'll all get your first hands-on look of CURE II on May 29th! On May 29th, a playable vertical slice of CURE II will be available for everyone, and you will be able to try out a small portion of the game during the duration of Nextfest. It'll also be just in time for the 10 year Anniversary of Codename CURE 1's Early Access Release on Steam too; a very special occasion! Even though the Nextfest Event itself is June 9th to the 16th, we'll release significantly earlier.

WHAT TO EXPECT:
As said before, this is a vertical slice. This will NOT be representative of everything in the full game on release; this, instead, will be a representation of part of the core Gameplay loop. I.e. you can join and host lobbies at Cure HQ, go on bomb escape runs in a fully procedurally generated map, with all the standard loadouts and equipments familiar to CURE 1 veterans, while experiencing the new CURE II Gameplay enhancements; like destructible props and new zombie AI behavior. Many of the CURE II enhancements will be present as well; new gore system, new zombie AI, idle zombie systems, overhauled gameplay, destructible props and reactive environments, procedural tileset system for diverse layouts in maps, etc... There's so many improvements that it would be difficult to list them all here, but the core CURE experience will be available, but new and improved in pretty much any conceivable way. You host and join servers easily without the need to portforward, as well as play the game completely singleplayer/offline if preferred, with fully functional bots exceeding the capabilities and feel of CURE 1's!

WHAT WILL BE MISSING:
Only one 'map' will be available during the Demo. However, the map is procedural with a wide assortment of tiles, so, in reality, one map will feel like many; with any given run playing very differently the last. Player customization and leveling will also not be available, meaning no loadouts, sidegrades or customization just yet. Loot or scavenging and new enemy types will also have to wait for the full release, but the enemies that are there will be significantly improved however. Like I say, this Demo is just a vertical slice of the whole game.

We are very excited to get this demo in your hands so you all can experience it for yourself! We will have big news after the Demo too! Dedicated Servers will also be available in addition to easy to host peer to peer sessions, and we already have community members hosting Dedicated Servers in preparation for the Demo.
To keep up to date with CURE II news and posts, be sure to wishlist on the steam store page as well as follow on Patreon:

GLHF; we'll see you all on May 29th!
That sucked, because we're on crunch time now. The reason being, the Nextfest demo has finally been confirmed, and you'll all get your first hands-on look of CURE II on May 29th! On May 29th, a playable vertical slice of CURE II will be available for everyone, and you will be able to try out a small portion of the game during the duration of Nextfest. It'll also be just in time for the 10 year Anniversary of Codename CURE 1's Early Access Release on Steam too; a very special occasion! Even though the Nextfest Event itself is June 9th to the 16th, we'll release significantly earlier.

WHAT TO EXPECT:
As said before, this is a vertical slice. This will NOT be representative of everything in the full game on release; this, instead, will be a representation of part of the core Gameplay loop. I.e. you can join and host lobbies at Cure HQ, go on bomb escape runs in a fully procedurally generated map, with all the standard loadouts and equipments familiar to CURE 1 veterans, while experiencing the new CURE II Gameplay enhancements; like destructible props and new zombie AI behavior. Many of the CURE II enhancements will be present as well; new gore system, new zombie AI, idle zombie systems, overhauled gameplay, destructible props and reactive environments, procedural tileset system for diverse layouts in maps, etc... There's so many improvements that it would be difficult to list them all here, but the core CURE experience will be available, but new and improved in pretty much any conceivable way. You host and join servers easily without the need to portforward, as well as play the game completely singleplayer/offline if preferred, with fully functional bots exceeding the capabilities and feel of CURE 1's!

WHAT WILL BE MISSING:
Only one 'map' will be available during the Demo. However, the map is procedural with a wide assortment of tiles, so, in reality, one map will feel like many; with any given run playing very differently the last. Player customization and leveling will also not be available, meaning no loadouts, sidegrades or customization just yet. Loot or scavenging and new enemy types will also have to wait for the full release, but the enemies that are there will be significantly improved however. Like I say, this Demo is just a vertical slice of the whole game.

We are very excited to get this demo in your hands so you all can experience it for yourself! We will have big news after the Demo too! Dedicated Servers will also be available in addition to easy to host peer to peer sessions, and we already have community members hosting Dedicated Servers in preparation for the Demo.
To keep up to date with CURE II news and posts, be sure to wishlist on the steam store page as well as follow on Patreon:

GLHF; we'll see you all on May 29th!