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Containment Initiative News

Containment Initiative 1.61 Released

If you have questions or suggestions regarding the update, please join the Discord:
https://discord.gg/Xw7dHKt

Just a small quick update that includes some bug fixes and a few new features:

New Assault Vest(This new vest replaces the old orb holster system)
Added PC player to the tutorial
Fixed some tutorial text that shouldn't have been plural
Fix a issue where the PC player was not seeing headshot blood due to layer difference
Reduced texture resolution in PC Level select scene on unseen items
Fixed an issue with some text not displaying the appropriate message in the main menu
Fixed PC players 9mm pistol slide animating farther back than it should have
Fixed an issue that cause abnormalities when loading shells into the shotgun

Containment Initiative 1.6 Released

Come join the Discord if you have questions or want to discuss the update: https://discord.gg/Xw7dHKt


New Map: Checkpoint
The new map is a scavenge map, but serves to introduce the first elite enemy into the game that can't be killed through conventional means. This map is very dark but has a generator that must be kept on if you want to see the zombies before they get to you. The checkpoint consists of a few explorable buildings and contains lots of underbrush that conceals zombies when they approach you if you leave the center of the map. This map has two of it's own objectives as well.



New Advanced Mutant
This mutant is a boss that can't be killed by bullets alone. You must explore the map in order to figure out it's weakness. He can be stunned but will eventually run away if you are unable to kill him. Killing him nets you $250 and the objective.



New Main Menu
Since the game released into early access back in 2016, the main menu has never been touched up. Now I've introduced a much higher quality version of the cargo helicopter.



New Tutorial
The tutorial has also only had minor changes since the game first released three years ago. The old tutorial has been completely thrown out in favor of a much more hands on one. Each step will guide you through the process of reloading your weapon and make sure you know how important it is to hit the extract button BEFORE you get overwhelmed.



New Loading Screen Transitions
Maps are now loaded in smoothly with a fade in/out and a loading screen animation.



Plans going forward:
I have an additional defense map planned for release and then I'm going to switch over to focusing on building out multiplayer. The scavenge maps will be the first to be ported over for the online co-op.

Full notes:
-New map Checkpoint
-New boss Advanced Mutant
-New tutorial
-New main menu
-New loading screen transitions
-Players can no longer drop their weapons unless they are placing them back in the holster
-Memory optimizations
-Fixed a bug with save file corruption preventing the game from loading
-Tutorial is now the first map selected by default for new players

Features Coming Soon and Discord Launch

Discord


First, I want to announce that Containment Initiative now has an official Discord server. If you have questions about the game or want to voice your opinion on future content and would like to take part in the development process, then come stop by!

Join here: https://discord.gg/Xw7dHKt


Features Coming Soon


There are a few features I'm working on that I'm going to be rolling out to beta this weekend(Some are already live in the devbranch right now). They should be available in the default branch within the next week or two.

-New Loading Transition Screens
The game will now feature smoother transitions between maps with an animated screen and fade in/fade out upon loading a new level.

-Revamped Tutorial
As the game has increased in complexity, I feel that the original tutorial isn't holding up these days. I'm working on a step by step guide to introduce players to the main gameplay elements.

-New Main Menu

The original model for the main menu was less than ideal. It's now been replaced with a much larger, updated helicopter, that has much higher resolution textures.



Upcoming content:


After these three features are in place over the next few weeks, my next goal is to start adding more maps to the game. I'm shooting to have another locomotion enabled map that takes place outside the city in the woods added to the game soon.

Small Update 1.51

Features:

-Added a comfort locomotion mode that restricts peripheral vision while moving.
-Modified the main menu to support non-roomscale setups.(Options menu has been moved and the deploy button no longer requires a physical press)

-Modified default Oculus bindings within Steam. Magazines can now be ejected with the A or X buttons.

Fixes:

-Fixed the slide on the .45 and 9mm not registering touches depending on position.
-Fixed buttons not responding to touches while holding items.
-Fixed the magazine falling slowly out of certain weapons.

Containment Initiative 1.5 Released

Features


New Weapon: Semi-Auto Shotgun
The new shotgun is a departure from the usual play style in the game. Each round needs to be loaded individually and it only holds six. You have to keep in mind how many you have left, otherwise, you can find yourself in a bad situation. In exchange, this weapon provides the highest burst damage in the game. Letting loose a volley of six shots one right after another can take down entire hordes with ease.



New PC Player Weapons
.45 Pistol: Strong single bullet damage with a lower ammo capacity.
7.62 Rifle: Higher damage potential than any other PC player rifle. Large magazine capacity and quick follow up shots mean you can churn out serious damage.



New Loot Drop System
In scavenge levels, all enemies have a chance to drop items now. These items include money, ammo for the PC player, and rare upgrades and skins.

Blood improvements
The blood reaction that a zombie produces when they are shot has been vastly improved. The blood will now eject towards where the bullet was shot from and also has a mist effect that accompanies the blood spurts. Zombie parts and blood drips will now leave blood that pools on the ground.



Zombie Deformation
Zombies can now have their legs/arms blown or cut off.



New Skin: Red Zebra Stripe
This is a new skin that is being added as a potential drop to the loot system. It cannot be bought.

New Weapon Stat Mods
Double stack magazines and different types of ammo that either buff damage to zombies or mutants are possible drops from the loot system.

New Melee Weapon: Katana
Does more damage and has a longer reach than the axe. Also is much better at taking heads off.



City Scavenge Redesign
The City: Scavenge map has undergone a fairly massive redesign. All environmental assets have been replaced with completely new, higher quality versions. The layout has undergone a few minor changes, but is largely the same.

General Improvements
Bug fixes
Locomotion has been improved
Better menu navigation for Oculus users
Improved snap turn for Oculus users


Full patch notes:

-New blood/gore effects on zombies. Mist now erupts when you shoot them. When you blow a head off, the dripping blood will splatter on the ground as well
-Zombies arms/legs are now capable of being blown/cut off.
-New Loot system. On Scavenge maps, zombies will sometimes drop money/ammo for the PC player. Rare drops include damage upgrades for weapons, better magazines, a new skin, and a new melee weapon. Note that this is the only way to obtain the new melee weapon and skin.
-New melee weapon(Katana). Does more damage and has a longer reach than the axe. Much better at slicing heads off.
-City Scavenge has been completely rebuilt to use better looking textures/environments.
-New weapon(Semi-auto Shotgun). This is more of an advanced weapon. It has the best burst damage potential in the, game requires manual reloading of each shell. Requires the player to plan ahead and know how much ammo they have.
-New Skin(Red Zebra Stripe)
-New PC Player Weapons(1911/Semi Auto Sniper)
-VR player locomotion has been refined. Controller position no longer affects acceleration
-Fixed a bug where Oculus players weren't able to easily select items in the menu
-Improved snap turn for Oculus users. Now the joystick on the right controller can be flicked in either direction to turn the camera 90 degrees in that direction
-Weapon follow delay added for PC player when looking around.
-Made slight grip adjustments to a few weapons to better support the Index controllers.
-Improved haptic feedback when shooting weapons
-Removed two of the older zombie models(one has been replaced with a new version)
-Multiplayer stability improvements
-Improved startup logo animation