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Containment Initiative 2 News

Containment Initiative 2 v1.0 Released

[p]After a year in Early Access, I'm excited to announce that v1.0 of Containment Initiative 2 is now available! I'd like to thank all of the players that helped shape the game by giving feedback during this period, as well as those who suffered through and reported the many bugs that were found.[/p][p][/p][p]This update mainly contains a large number of bug fixes and includes quite a few quality of life changes as well. There are still plenty of features that I would like to add, so please stop by the forums or the Discord to let me know what you'd like to see added to the game next.[/p][p][/p][h2]Features/Changes:[/h2][p]-PC player will now join the VR player in the main menu when they have selected their weapons/perks[/p][p]-Replaced crafting icons with new versions [/p][p]-Added footsteps for the VR player character(These only play if they are playing solo)[/p][p]-Made some improvements to the way music transitions work(Explore/Fight)[/p][p]-Added an in game cursor image[/p][p]-Infected will now be more likely to drop ammo if the player is running low[/p][p][/p][h2]Fixes:[/h2][p]-Toned down spawn rate on runners before the Emerald creek relay is active[/p][p]-Runner spawning will sometimes take a break to allow the player to gather resources[/p][p]-Fixed an issue where zombies would sometimes get stuck in place and couldn't find a new position to wander to[/p][p]-Fixed some issues with zombie ragdolls that should reduce the occurrence of them flying away when shot[/p][p]-Added a collider on a stair railing in Emerald Creek[/p][p]-Added an extra collider to a potential boundary break in Emerald Creek[/p][p]-Fixed a bug where a tester's name was mysteriously removed from the credits[/p][p]-Fixed a bug that could cause a crash in Market. Fast zombie spawn logic could sometimes be unable to find a valid spawn point if the player stood in a certain location.[/p][p]-Fixed issue with PC player not being able to press buttons on Generator or supply drop crate[/p][p]-Fixed an issue where the VR player couldn't use their gun to press the button on supply crates[/p][p]-Fixed a few visual glitches with level geometry on PD and Bridge[/p][p]-Fixed issue with the mouse disabling the active button when using a controller[/p][p]-Increased the distance that the advanced mutants spawn roar can be heard[/p][p]-Fixed a few loot occlusion issues on Bridge[/p][p]-Added some detail to the PC player weapon selection menu[/p][p]-Reorganized buttons in this menu to make more sense[/p][p]-Fixed bug where the PC player could grab weapons from the supply drops before they opened[/p][p]-Made a change that should prevent the PC player from being moved(boosted into the air) by crates/gas cans[/p][p]-Added a few colliders to objects in the main menu[/p][p]-Tweaked a menu button images[/p][p]-Fixed an issue in the main menu where the player could escape the loading box[/p][p]-Fixed a lightmap issue for PC player in main menu[/p][p]-Turned off sprinting noise whenever co-op is turned on[/p][p]-Adjusted colliders on all loot items to ensure they can be picked up while they are in any orientation[/p][p]-Added a null check to a script that runs during the intro to prevent a possible crash[/p][p]-Fixed occlusion issues in Emerald Creek[/p][p]-Fixed issue where snap/smooth turn could break when toggling them in the main menu[/p][p]-Removed axe from holster adjustment preview[/p][p]-Fixed nav mesh issue in Police Department[/p][p]-Fixed lightmap issue in police department[/p][p]-Toned down sprint breathing sound[/p][p]-Fixed a bug where the PC player grabbing the blue keycard would not spawn the keycard near the scanner as it should[/p][p]-Fixed a bug where UI input from the PC player wasn't working on a few levels[/p][p]-Made some changes to item pickup detection for PC player. Should fix a bug where sometimes items couldn't be picked up[/p][p]-Added a message to let the player know that the game is being saved when they click 'Quit Game'[/p][p]-Fixed a bug on Emerald Creek where sometimes the flock of birds would disappear[/p][p][/p][h2]Containment Initiative 2: Recon[/h2][p]In other news, I recently released the Meta Quest port of CI2. If you want to play the single player experience on the go, then you can check it out here: https://www.meta.com/experiences/containment-initiative-2-recon/10024621434269975/[/p][p][/p][p][/p][p]Once again, I'd like to thank you for your support and I look forward to hearing your suggestions regarding what you'd like to see added to the game over the coming months and years. Also, please consider leaving a review if you have enjoyed the game![/p][p][/p][p]Thanks for playing![/p][p][/p][p]-CIDev[/p]

Containment Initiative 2: Recon is now available for Meta Quest

[h2]Check it out here![/h2][p][/p][p]I'm excited to announce that the Meta Quest port of CI2 is now available![/p][p][/p][p]Aside from the lack of asymmetric co-op, CI2:Recon is the full experience that can now be played on the go. The graphical fidelity had to be downgraded somewhat and it mostly involves removing real time lights and a lot of the foliage. [/p][p][/p][p]All in all, I'm very happy with the final result. You'll see from the trailer below, that there weren't many concessions that I had to make in order to get this running on mobile hardware.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Thanks for playing![/p][p][/p][p]-CIDev[/p]

Update 2025.5 Released(Supply Drop Improvements, New Achievements + more)

Features -


[h2]New Supply Drop Mechanics -[/h2] I've made some major changes to the way supply drops work in this update. I've tried to keep most of the challenge intact, but also cut down on the amount of unfair failures due to the crate timer running out and it self destructing.
  • Players will now have much more time before the crate self destructs.
  • To compensate for this change, the crate can now spawn in a variety of locations
  • The crate will now emit an audible beep that will beep faster as the player gets closer to it's location
  • Once the player presses the button on the crate, it will now start a decryption process that takes 30 seconds to complete. The player will need to either defend themselves or avoid the infected while this occurs. After the process completes, the crate will open.
  • Level 1 supply drops now only cost $150(previously they were $300) and will also contain crafting materials and ammo for pistols and shotguns. This should make this a much more desirable option in the early game, when money and materials are scarce.


[h2]New Achievements - [/h2]

This update adds eight new achievements to the game. Some are story based, while others are skill based.



[h2]Refinements/Changes[/h2]
  • Players no longer lose ammo when they die. You will only lose any items that you have found while playing on the current level
  • Ammo Holster upgrade costs have been reduced across the board. The first one will only cost 25 Fabric(compared to 40 Fabric before this update)
  • Ammo Holster 3 Upgrade has been added. This will let the player carry 20 magazines or 100 shotgun shells
  • Added an extra voice line for Kay when the player first gets close to the Emerald Creek Relay
  • Advanced Mutants will now spawn during Defense missions


Full release notes:
-Players no longer lose ammo on death
-Fixed a bug where the gas mask item was subtracting too many resources when crafted
-Added 8 new achievements
-Changed the way supply drops work
-Reduced cost of L1 Supply Drop
-Added Tech and Weapon Parts to L1 Supply Drop
-SMG90 can now use the suppressor
-Fixed a bug where the PC player could potentially get items behind the jail cells in the Police Station before the doors were unlocked
-SMGs fire rates were causing too many infected to spawn. This has been fixed.
-Fixed a bug where the player could grip the slide and still fire a weapon
-Added an extra voice line for Kay when the player first gets close to the Emerald Creek Relay
-Added Ammo Holster 3 upgrade
-All Ammo Holster upgrades costs have been reduced
-Smoothed out the navmesh on the stairs in Market. Infected will now descend smoothly.
-Fixed a bug where the item highlight outline would remain enabled on gas cans once they were in the truck
-Added Advanced Mutant to Defense Missions
-Fixed a bug where the players ammo wasn't being transferred back to storage during the subway car sequence
-Increased post processing exposure levels in Emerald Creek
-Removed some old blood effects from certain zombies(This will increase performance)
-Added music to shooting range tutorial
-Reduced Snap turn delay


Update 2025.4 is Now Available(Intro changes, polish, and bug fixes)

Nothing too glamorous in this update. Just lots of fixes and refinements.

  • Tutorial refinements: Crafting materials can now be found during the post crash intro sequence as well as the GK-40 pistol + ammo that the player can pick up. A fence + gate has been added to prevent the player from getting to the truck immediately. They will need to shoot a lock on the gate to progress.
  • First time setup will now ask if the player would like to play through the weapon reloading tutorial in the shooting range before starting the game
  • Player can now load more than one weapon crate into the truck per run and the game will properly unlock both detected items
  • UI Line renderer will now appear faded out when not pointing at a UI element in the safe house
  • Turned off UI Line renderer in the safe house when player leaves to go on a mission
  • FIxed a collision issue on Tunnel where the PC player could climb on top of a car
  • The orange highlight on scavenge items can no longer be seen while the fade from black animation is playing when a player enters a map
  • Increased the height of the crate holding the AR-556 unlock during the subway car sequence
  • Error message from crafting UI when the player tries to craft an upgrade to an item they haven't unlocked will no longer persist when switching between panels
  • Fixed a bug with the CT-45 and CT-45 dual wield unlocks that could result in the CT-45 not being unlockable in the Police Station
  • Increased pickup collider size on all weapon unlock crates
  • Fixed a collision issue that could sometimes result in supply drop crates remaining closed indefinitely.
  • Fixed UI bug where L3 supply drops would show one unlock remaining even after everything was unlocked
  • Added a message informing the player that they need to use the joystick to move if they remain in their starting position for too long during the intro sequence.
  • Grab mode now defaults to hold instead of toggle.



After this, I plan to release one more update before the game leaves Early Access. My plan for that update is to revamp the supply drop mechanic, add more achievements, and potentially add some additional zombie variation, and still more bug fixes and refinements.

Thanks for playing,

-CIDev

Hotfix 2025.3.22

-Attempting to address potential crash in intro sequence