1. Sector 452
  2. News

Sector 452 News

PRB 2025 0.1.1 Patch Notes

Hey there everyone!
I am here to list the fixes this update offers:

  • Server Settings menu disabled when in lobby as that menu is still under development
  • Void doors and missing textures are no longer an issue in the intro
  • You can no longer freeze the game while attempting to pause during a cutscene
  • Battle-mode now works when playing against other players


With that, I hope you all have an amazing weekend, and I will be back for the next update later in the month!
-Joseph L.

The planned 4 month roadmap

Hello there everyone,
As mentioned prior, here is the planned roadmap for the game for the next 4 months. ːDː



Things may change depending on various factors, but this is the most accurate roadmap so far.
Hopefully things go smoothly and each roadmap marker is met proper.
I will also be releasing a hotfix today to fix a handful of the bugs from yesterday (sadly the native linux build's graphical bugs are still ongoing, but I am still actively looking for a way to fix that).
With that, I will see you all later for the hotfix patch notes when the build goes live!
-Joseph L.

PRB 2025 0.1.0 Patch Notes

Hey there everyone, long time no see!
I hope things are all going well for everyone!
As stated in the previous post, I am going to try to start updating stuff on the public branch again. ːDː
So with that being said, here is the patch notes:
  • Changed parts of the main menu
  • Started work on re-implementing the campaign again (woo!)
  • Overhauled the weapon system to now use animations as well as projectiles and melee weapons
  • Overhauled the codebase once again
  • Redid Research Labs (for a final time)


Known bugs:
  • Graphical bugs on the Linux build
  • Bots are acting kinda... wacky... (not really moving, their models are not being updated, etc.)
  • Server Settings menu on the lobby screen is broken (the menu goes haywire and it's best to let it be for the time being ːwinter2019surprisedsnowmanː)
  • There are void doors in campaign, please disregard them, the engineers are working hard to close up the (supposed to be locked) doors, and entering them will cause some unforeseen consequences.
  • Pausing during the intro cutscene will also cause some unforeseen consequences.
  • Players can't damage each other in multiplayer (which is odd, cause it was working prior...)


With that, this is everything in this update.
The next update should resolve a handful of these bugs.
See you in the next post where I discuss the plan/roadmap for the game's eventual release.

Have a wonderful day and hope you all enjoy the sales going on! ːDː
-Joseph L.

The status of Sector 452 and it's future

Hello everyone,
It has been quite a long time since I have made an announcement like this.
First and foremost, just gonna clear the air here, the game is still in active development.
Secondly, I wanted to apologize for the lengthy lack of communication on my part.
Keeping everyone informed and in the loop is kind of one of my weakpoints but communication still should've been made nonetheless.

[h3]Where have I gone and what has happened?[/h3]
So to answer this, basically personal life stuff and overall priorities taking over.
When it comes to personal situations, it's one thing no one can control.
The past 3 years has been definitely crazy to say the least.
Burnout was also one of the big factors that slowed down progress.
I have also had to turn this project primarily into a hobby for those 3 years in order to keep stuff running.
Aside from that, you are all caught up on the last 3 years of where I have been.

[h3]What about the game?[/h3]
This is the big one that everyone wants to know.
Luckily, even though it was downsized to a hobby for those 3 years. Progress never stopped.
Some of you tried out the public beta branch and that was a bit of what I was working on since then.
The last update to that was around January of 2023.
Now this doesn't mean that the game wasn't actively tested from that point.
It was just that the game internally had shifted around to the point where bugs started popping up left and right.
I ideally don't wanna push out a build that has more bugs than the previous one.
There has been some amazing friends that have helped me squash a majority of the bugs.

With that being said, effective with the next update, I will be phasing out the public beta branch and finally merging version 2 onto the main branch!

Also I do apologize for everyone on the public branch, when setting up some stuff, I had messed with some settings prior. Such as accidentally setting a build that broke the bot system... Sorry for that one.

So what happened to this game when it was meant to release in 2021?
To anyone out of the loop, around early 2021, when the game was nearing completion, I took a step back, and took a long, good look at what was developed. Personally I did not like what I had seen, some textures were made when the game was still in it's prototyping phase, models didn't match the current designs, etc.

So I made a decision to completely rewrite the game and redo all of the assets.
Ripped apart every single map, gamemode, character, animation, and even music to make a more cohesive version of everything. Could I of released that version and made this a sequel? Sure, I could've done that. But I wouldn't have liked the finished product at all.

[h3]So, where do we go from here?[/h3]
As per usual, I will continue developing the game.
However, I want to give out proper plans and expectations for future content/updates.

The big first step right now is to get this update out to everyone as quick as possible without rushing.
I want everyone to play what has been made so far.

After that, make a proper roadmap explaining what is needed, what is left, and what is needed to achieve each milestone.

Then finally, make sure that 2025 is the year that this game gets the much needed love and care that it deserves for the community.

[h3]What to expect from this update[/h3]
To anyone who has not played on the public beta branch, it will be kind of a shock to see how much the game has changed and evolved.
But that goes without saying that this update aims to try and refresh the game with some bits of polish scattered around.
Most of the biggest changes are more technical, but they will be fully explained with the changelog for that update.

That being said, this new update version will not follow the standard update naming scheme!
Instead of beta 1.12, the next update will be called "PRB 2025 0.1.0"

Also this year marks 10 years since the game initially started development. 10 whole years.
Back in the day this was meant to be a small side game that was primarily singleplayer in order to hold people over for a much bigger game. But this game ended up becoming way bigger than I could've ever imagined. It has been 7 years since I put this game on steam. And frankly, I thought I would have this game out by now. But I kept trying to improve the game over and over again. So now I am going to restrict myself from keeping this loop going. I am going to finish this game, and have this game tell the story it deserves to tell.

I wanna thank everyone who has supported this game so far.
From the people who bought the game, to everyone who has given me honest and critical feedback that I needed to help shape the game so far.
You all are amazing, and I am glad that you all have been part of this game's development.
And I wish I could've communicated better over the past few years, and since may of last year, I wanted to write this, but I couldn't think of a way to word it proper. I am glad I was finally able to word this all proper.
I should've done this much sooner, but I can't go back in time and fix that. I can only go forward and try to do what should've been done since this game first went into early access on steam.
So here's to hopefully making 2025 the year of Sector 452!
~Joseph L.

Beta 1.11.2 Patch Notes

Hello everyone,
I am here once again to provide you with a small update that addresses some bugs and some additional quality of life changes.
I hope you all have enjoyed the halloween event so far (you only have a few hours left to enjoy it). But on that note, I am making the mansion map a permanant map to use! No more worrying about it disappearing, however the Ghost Chase gamemode will disappear until next year.
With that, here is the changelog:
  • Fixed a ton of potential memory leaks
  • Fixed a bug where the boss in Ghost Chase couldn't jump
  • Expanded the mansion map
  • Removed limited time date on the mansion
  • Added HUD notifications
  • Fixed voice chat glitch
  • Crouching and switching weapons no longer lift weapons in the air
  • Fixed a bug where at the end of a match, a player will still have their weapons floating
  • Fixed a suggested change where the healthbar doesn't disappear when dying
  • Investigated a potential memory leak issue at the end of Ghost Chase's match
  • Audio settings will now affect the audio in the game
  • Added hit sounds when the boss hits someone in ghost chase
  • Polished the Ghost Chase HUD
  • Fixed a bug where the player inventory no longer showed up in multiplayer