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Public Beta #2 Update

[h2]❗UPDATE❗[/h2][p]Due to some unexpected (but positive) personal events, I plan on pushing back the next beta to sometime in the beginning of April. [/p][p][/p][p]This will give me enough time to resolve some personal things and properly playtest all the changes that I'm excited for you to play. Things are shaping up really well so far and I can't wait to hear your feedback on the state of the game![/p][p][/p][p]Keep your eyes peeled for more updates here. When the playtest is live, you will receive an email notification. Be sure to request access and wishlist the game![/p][p][/p][p][/p][h2]πŸ‘€ SNEAK PEEK πŸ‘€[/h2][p]Here are just a few new things you might notice during the next playtest...[/p][p][/p][p]You ready for a new challenge?[/p][p][/p][p][/p][p]The zombie mutations appear to be getting worse...[/p][p][/p][p][/p][p]Looking for more supplies?[/p][p][/p][p][/p][p]Try not to get ambushed, visibility may be limited...
[/p][p][/p][p]Scrapping is love, scrapping is life[/p][p][/p][p][/p][h2]CURRENT PROGRESS[/h2][p]Currently Working On:[/p][p]☐ Improved tutorial[/p][p]☐ Playtesting[/p][p][/p][p]Completed Features:[/p][p]β˜‘ More meaningful Base Module upgrades[/p][p]β˜‘ Scrapping system overhaul and more uses for scrapped items[/p][p]β˜‘ Map Modifiers for increased difficulty and better loot[/p][p]β˜‘ Simplified and more meaningful Danger system[/p][p]β˜‘ Trader Inventory overhaul[/p][p]β˜‘ Toggle Controls for Sprint, Crouch, and ADS[/p][p]β˜‘ Difficulty Settings (Lose Items On Death toggle, enemy HP and damage multipliers)[/p][p]β˜‘ Per-magnification scope sensitivity settings[/p][p]β˜‘ Enemy AI Improvements[/p][p]β˜‘ Inventory / weight management[/p][p]β˜‘ Common material availability[/p][p]β˜‘ A few new surprises and systems[/p]