1. Containment Initiative 2
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Containment Initiative 2 News

Upcoming Save Wipe and Update News

[h2]An update on the next update[/h2]
For the past few weeks I've been busy writing a script and was able to hire some very talented voice actors to get the game's story fully fleshed out. I've nearly reached the point where the development work on this update(2025.3) is done. I expect that this latest update will be available in the next one to two weeks, depending on how testing goes.

As part of this update, a new radio operator(Kay) will guide the player through the major plot points in the game.

[h2]Preview[/h2]
Here is a clip of the current work in progress. I want to stress that this isn't final, and Kay's picture is just a placeholder:

[previewyoutube][/previewyoutube]

[h2]Save Wipe[/h2]
Due to the nature of these changes, I've implemented an optional save wipe that will detect if you've played prior to this update. You will be presented with an option to wipe your save and start fresh once you download the 2025.3 update. I would strongly encourage you to do this. You will experience more bugs and will miss out on a lot of new content if you continue using a pre-2025.3 save.

I will also post directions on the forum for manually deleting your save in case the need ever arises.


[h2]Release Plans[/h2]
After this update, I expect to release one more major update before v1.0 is ready to be released. I also want to give everyone plenty of heads up that when the game releases, the price will also increase. I still haven't arrived on a final price yet, but it will be an increase compared to it's current price.



2025.2 Released(Drones, Boss Encounter, + more)

Features


[h2]New Enemy: Drones[/h2]
Once the player has reached the midpoint of the game and attempted to escape on the subway car, drones will now start appearing in multiple maps and will need to be destroyed to escape the city. They will drop explosives on the player if they get close enough.



The subway encounter has been revised to reflect the modification to the story at this point in the game. Containment Operation's drones have been hijacked by an unknown entity and are attacking their own operatives. You will be tasked with destroying the drones in the area so that a transport helicopter is able to assist in your escape.

[h2]Final Boss Encounter:[/h2]

I've added the final map that player will unlock that includes an autonomous Armored Personnel Carrier that serves as the final boss. I wanted to make sure that CI2 had a good final encounter(Since the original's was a bit underwhelming and didn't feature a boss fight). Having an enemy that shoots back is quite exhilarating. The encounter is complete with new rocket launchers that either player can pick up.




Full release notes:

-Added Escape map that the player can unlock after destroying 25 drones
-Modified subway encounter when the player first tries to escape the city
-Added new Drone enemies that spawn in Emerald Creek and Market once the player tries to escape on the subway
-Added APC Boss fight that occurs on the Escape map
-Added RPG Launcher items that are used during boss fight(Both players can pick these up)
-Fixed an AI pathfinding bug that primarily affected the fast zombies. Sometimes they would stutter when running. This no longer occurs
-Reduced the crafting cost of the following items by approximately 15-20%: Light weight Boots Lvl1, Ammo Holster Lvl1, Control Lever.





[h2]Road to release/Post release support:[/h2]

Right now, I'm hoping to release by early summer. I expect there to be 2-3 updates that occur before then. Please feel free to leave feedback on what you'd like to see added in these final Early Access updates. I still plan on updating the game after release for a few years, just like I did with the first one. The only difference is that the updates will probably be slower to come out compared to the Early Access period.

Below are my priorities for these final updates:

-Add a true tutorial
-Re-work supply drop mechanic(Plan on having the player defend their position until the drop arrives instead of it self destructing)
-Add voice acting to give the player more direction and flesh out the story(Planning on hiring a few professional's to do this to ensure its high quality)
-Add animation when crafting items in the base of operations
-Hoping to add one additional PC player weapon
(As always, these are subject to change)


Thanks for playing! Please don't forget to review the game on Steam if you haven't already.

-CIDev

Hotfix 2025.1.2.1

-Added total headshot count to save data.

Minor Update 2025.1.2

-Fixed issue where Revolver could become locked out and the player would be unable to reload it
-Added total zombie kill tracker to the main menu near on the supply drop screen
-Added total head shot tracker to the main menu near on the supply drop screen

2025.1 is Now Available(Shove ability, ammo drops, level details + more)

Features


[h2]Shove[/h2]
The VR player can now shove zombies with their gun. This uses up around 60 percent of their stamina meter, so it's designed for emergencies. It's perfect for when you need some extra space to reload. I played around with a few different melee solutions and ultimately decided this felt the least janky and allows me to focus more on the gunplay over the long run instead of spending lots of time on an additional fighting method.



[h2]Ammo drops from Zombies[/h2]

Zombies now have a small chance of dropping ammo when you kill them. This should keep new players in the action longer and keep up the pace in the early game. SWAT zombies have a larger chance at dropping ammo and only they can drop ammo for higher level weapons. Normal zombies will only drop .40, .44, .45, and shotgun shells. The ammo dropped will favor the gun the player is currently using, but they can still drop other random ammo. As MrShovelNstuff on the forums put it: Less ammo, is less zombie's, is less killing, is less fun.



[h2]Additional Level Details[/h2]

I've been adding lots of small touches to hopefully boost immersion and make the environments feel more alive and lived in rather than the boring static places they currently are. I plan to continue adding more to this area. Some of the things that have been added is additional audio for trees, fluorescent lights, birds that fly in the sky, random jet fly bys, etc. Emerald Creek also got a facelift that involved adding a lot of additional foliage and grass.



[h2]Zombie Idle State[/h2]

Zombies can now stand still and randomly idle. This makes sneaking around without them noticing a bit easier.




Full change list:

-Zombies can now be shoved when you are holding any item(This will drain your stamina meter by around 60 percent)
-Zombies now have an idle state + animation
-Added additional lighting to dark areas of Emerald Creek and Police Station
-Zombies now have a chance to drop ammo when they die(Approx. 7% currently). The ammo type is weighted to the current gun the player is carrying by a factor of 4x. Normal zombies can drop .40, .45, Shotgun shells, and .44 bullets. SWAT zombies drop higher level ammo and do so at with a 25% chance.
-Added additional environment detail to Emerald Creek(mainly grass/foliage)
-Fluorescent lights now emit a hum sound when the player gets close
-Trees now emit wind noise when the player gets close
-Random Fighter jet will sometimes fly by on Emerald Creek
-Boosted SMG damage by 30%
-Birds added to multiple levels and randomly fly around the sky and sometimes make noise
-Water drips with sounds added to Subway
-Audio reverb zone added to Subway to more accurately reflect sound emission in the underground environment
-Rain added to intro sequence
-Night time ambience sounds added to Market
-Fixed a few occlusion issues on Emerald Creek
-Fixed a bug where the PC player animations weren't playing correctly for their upper torso



Thanks for playing!

-CIDev