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Containment Initiative News

Containment Initiative: Recon - Now available for Quest 2 and Vive XR Elite

I'm happy to announce that work on the port of Containment Initiative to standalone headsets is finally complete!





I've been working on this project on and off for the past 8 months(Which is why there has been a lack of updates for this game. Sorry!)

Optimizing the base game to run on standalone headsets took quite a lot of work. The biggest changes you'll notice are more baked lighting and less real time lighting in maps. There is also much more aggressive occlusion culling that happens behind the scenes. The biggest challenge was porting a game that was designed using the SteamVR 1.0 plugin from 2016(yes you read that right.) Every interaction had to be able to handle the new OpenXR standard which allows the game to run across multiple headsets and is the current industry standard for new VR titles.

Containment Initiative: Recon is the full experience except for one feature that I wasn't able to include. Sadly, the asymmetric co-op wasn't really feasible without a monitor. If I included a separate app for phone or PC to play over a network, it would have probably taken me another year to finish it(probably wouldn't have finished it at all).

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.

So there you have it. Containment Initiative on the go. If you enjoyed the base game, I hope you will check out this new portable version of it.

[h2]Trailer:[/h2]
[previewyoutube][/previewyoutube]






Thanks for playing,
CIDev

1.903

-Checkpoint and factory performance optimizations
-Boundary break fixes in sewers
-Grenade launcher falling through floor when holstering fix

Containment Initiative 1.9 Released

It's been way too long since I've released a major update for the game, but today, the 1.9 update is finally ready to be released.

Features


[h2]New Map: Sewers[/h2]

This map features all new mechanics that include doors that need a certain item/keycard to unlock and a nasty surprise that will make the area more challenging until you disable it. You will also need to do some searching in previous maps in order to unlock all of the secrets in the area.



[h2]New Zombies[/h2]

New poison variant zombies also appear in this map. When you kill them, there is a chance that they will emit a green mist that can damage you. You can quickly cut off your exit points if they bunch up and you get unlucky enough.



[h2]New VR Weapon: C4 Explosive[/h2]

This can really come in handy if you need to defend your extraction point and are getting overwhelmed. I will probably include a supply drop in a future update to allow you to refill this weapon during a mission.



[h2]New PC Weapon: Proximity Bomb[/h2]
The PC player also gets a fun new explosive weapon in this update. If you ever enjoyed playing with proximity mines in Goldeneye 007, then these will be right up your alley. You can place these anywhere in a level and they will explode whenever zombies get near them. Another great way to defend your exit point.



One major change in this update is the way you unlock the new weapons. These can't be bought with cash and must be 'discovered' within the game. I don't want to spoil anything else, but I'm happy to answer questions on the forums or Discord.

If you have any questions/comments regarding the update, please come join the Discord. I'm usually around and am happy to answer any questions you may have.

I hope you enjoy the new update! Thanks again for playing.

-CIDev

Update 1.856

[h2]Holster/Vest Tracking system redesign[/h2]
This is probably one of the most requested improvements(Especially mentioned in negative reviews). The old body tracking for the holster vest was less than ideal. It would always follow the headset unless the player looked directly down. This led to confusion when placing guns/melee items in holster slots because sometimes you could break the threshold and the vest would snap away. This could cause a lot of frustration when you are being swamped by zombies.

This new system takes into account the direction that both controllers are facing in order to make an educated guess as to when the player turns their shoulders/chest. The alleviates the sudden snapping behavior when looking down to place items in inventory slots.

This was really challenging to get right, so any feedback is greatly appreciated. So far the testers have said that this new system is a massive improvement. I'll keep refining this new system based on player feedback. Feel free to comment in the forums or on the Discord.


[h3]-Added a prompt that only appears at first launch to allow players to enable snap turn if they prefer[/h3]

This is mainly to make sure that all players are aware of snap turn being available in the game. I will most likely add other setup options as needed. Let me know if you think of any that would be helpful.

[h3]-Improved vest rotation speed when using snap turn[/h3]

The vest used to have a slight lag to it when the player would rotate 45 degrees. Now the snap turn script will also handle rotation on the vest when the rotation occurs. This will ensure that the vest will always be in the exact position it was before the player was turned.

[h3]-Fixed minor UI issues[/h3]


Thanks for playing!

Update 1.854

-Fixed an issue that only affected controllers with joysticks(Mainly Oculus users) where sometimes the players position would drift slightly even if no input was currently being pressed.