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Changelog for Definitely Sneaky But Not Sneaky 1.5.3

Hello!

It's been exactly a year since the last update to Definitely Sneaky But Not Sneaky! But you know I'm not done just yet... The timing with the update is actually accidental but since I noticed the year was coming up, I figured I'd try to get the update out!

I'm here to introduce a new feature update to Definitely Sneaky But Not Sneaky! This update features some new items, a new mode setting, graphics improvements, and many QOL and bug fixes.

Check out the new Crown Mode for the Missions, it should make playthroughs have a bit more randomness to them! It's even better co-op!

Features:
  • Renamed modes from Classic, Survival, and Versus to Missions, Zombie, and Party respectively
  • Added Missions mode setting: Crown mode -> This is a new mode for single and co-op. You must be the last one standing to complete the level. Whoever wins (player or enemy) gets a crown to show who last won. If an enemy has a crown, they will be slightly stronger. This mode makes the Missions mode a little more random and adds a competitive flavor to co-op playthroughs!
  • Added item: Stun Baton -> Slightly slower melee speed than the knife, but if you clash, the other person gets stunned for a short time
  • Added utility: Bear Trap -> Throw this trap out, when it is stepped on does 1 damage
  • Added mod: Split -> Control two players with one controller; each half of the controller controls one player. But there players are linked, if one dies, they both die!
  • Added mod: Martial Artist -> Empty hands in the equipped loadout will turn into fist weapons. 1st punch stuns the enemy and the 2nd punch kills
  • Added mod: Thrust -> 2x melee thrust distance
  • Added achievement: Doppleganger -> Use the new Split mod
  • Added achievement: Briefing -> Receive the mission briefing
  • Changed Unity graphics pipeline from SRP -> URP
  • Added brightness graphics setting

Balance Changes:
  • Tactical Bullet and Mirror utilities now target teammates after all enemies are cleared (this is fun I promise)
  • Can no longer charge two melee weapons at once

Small Changes:
  • Added YouTube channel to Social menu
  • Any table can now be flipped, even with objects on them
  • Explosions will flip nearby tables
  • Added more player colors to choose from: green and magenta
  • You can now change your player color in the menus (L1 / R1)
  • Spawn point visual updated to spotlight
  • Door model replaced with a laser door
  • The extra: Chaser now unlocks automatically when added to shop
  • Moved volume settings to the top of the options menu for easier access
  • Moved controls for level changing and flipping tables into the MISSIONS mode controls section
  • Controller rumble on death reduced slightly
  • Table flip VFX turned down slightly
  • Quickstep VFX turned down slightly
  • Renamed "Money" to "Credits"
  • Renamed "How to Play" menus to "Briefings"
  • Reworded all Briefings menus text
  • Changing colors plays a menu SFX
  • Grey timer text in top-left made slightly brighter
  • C4 UI icon centered
  • Slight color/shadow changes on level themes

Bugs fixed:
  • Utilities were not being thrown further based on how long you held the utility button down
  • Silenced pistol enemies would kill their own human shields when you got close to them
  • Melee clashing when using two weapons had inconsistent behavior
  • Players could whistle or swap weapon hands after death
  • Enemies would not react to sounds made right when the level starts
  • Goal spawned at incorrect height sometimes
  • Visual inconsistencies caused by layered camera not matching main camera
  • Camera zoom level reset when and post processing setting is changed
  • Bullet VFX did not disappear after collisions sometimes
  • Stun VFX did not disappear after death sometimes
  • Bullets disappeared shortly after reloading the level sometimes
  • Some editor button texts were incorrect
  • Using the mouse wheel did not rotate objects in the level editor
  • Players on keyboard could change their versus mode team mid-game
  • Loadouts would not update if changed from the EDIT_LOADOUT menu and then unpaused from that menu
  • Swapping items from a two-handed item to no items did not reset arms positions
  • If you were holding a frying pan in one hand, and another non-deflecting melee weapon in the other, you could deflect bullets with the non-deflecting melee weapon
  • Loadout menu did not update when changing loadouts with that menu visible
  • C4 was being obscured by DOF effect
  • The extra achievement would unlock when getting the Chaser extra

I'm sure there's some bugs introduced with this update... So I'll be testing and keeping an eye on the Community Hub!

Thanks,

Thomas
boxedworks

Changelog for Definitely Sneaky But Not Sneaky 1.4.7

Hello, just a small crash fix.

Bugs fixed:
  • Game softlocked on open if you had no save file but had a settings save file with an incorrect loadout number (this makes sense I promise)

Thanks,

Thomas
boxedworks

Changelog for Definitely Sneaky But Not Sneaky 1.4.6

Hello, I'm here to drop another small update that fixes a few bugs and adds a feature or two.

Check out the video below for a brief overview of the new features. It's pretty short:
[previewyoutube][/previewyoutube]

Features:
  • New Utility: Mirror -> Throw this object like a shuriken, and stick it to walls (or people). Shooting this utility will reflect your bullets toward the nearest enemy! Use this to kill enemies from behind corners, or chain them together to make a crazy shot. (Try pairing this with Smart Bullets)
  • New smoke FX: now shooting a gun or killing someone will leave behind some subtle smoke. Gun and blood smoke! You can find a game option to disable this new FX in the menus.

Small Changes:
  • Enemies killed by knife or rapier now have a small force applied to ragdoll.
  • Upgraded to Unity 6 -> Removed the Unity splash screen + small performance boosts!

Bugs fixed:
  • Versus mode: Tactical Bullet utility and Smart Bullets mod did not target players properly.
  • Versus mode: If all players died simultaneously, time slowed so much that the next round never begins.
  • Versus mode: "Cyan" text color was not displaying properly.
  • Golden cube you pick up was not moving smoothly in slow-mo.

Thanks,

Thomas
boxedworks

Changelog for Definitely Sneaky But Not Sneaky 1.4.5

Hello, I'm here to drop a very small QOL change and some misc bug fixes.

I have received some feedback about the chaser introduced in the 2nd difficulty. So I have changed it so that you can disable the chaser almost as soon as he is introduced. This is done by automatically unlocking the Chaser extra setting in the Extras menu. However, using this extra will make it so you cannot set a best time and therefore cannot earn any money for the shop.

Small Changes:
  • Extras: No Chaser extra is now unlocked sooner; as soon as you unlock the extras menu after completing the first level directory in the 2nd difficulty.

Bugs fixed:
  • The game would soft lock trying to complete the 1st level after deleting local save data
  • Menu input got stuck up or down when toggling the "force keyboard" control option
  • Random level selection and Random level section (any difficulty) game options could load locked levels
  • An extra player spawn was in the 1st level of the 2nd difficulty

Thanks,

Thomas
boxedworks

Changelog for Definitely Sneaky But Not Sneaky 1.4.4

Hello, I'm here to drop an update inspired by some community feedback I received!

Introducing: Versus mode! A 2-4 local player mode where you fight your friends! Settings include free-for-all or teams, last-group-standing or kills-for-points, starting health, slow-mo toggle, and changing score to win. Play on a handful of mode-specific maps with randomly generated loadouts. Access it in the Mode Selection menu where you can see the "Classic" and "Survival" modes.

Along with the Versus mode comes some bugfixes and QOL!

Features:
  • New Versus Mode (read above for details)

Small Changes:
  • Extras: No Enemies extra now causes all doors in the level to open on start
  • Extras: Added wording to the About menu to specify you can only unlock extras with 1 player
  • Loadout number is now shown next to your loadout UI
  • Added game option to hide loadout number
  • Levels now support more than one player spawn point
  • Player spawn point visual changed
  • Ring around the player is slightly less opaque

Bugs fixed:
  • Level Editor: Right shift key inputs did not register
  • Level Editor: Copying an object made the original object unselectable until map reload
  • Level Editor: Inconsistent object selection behavior when selecting an object of the same type
  • Extras: Horde enemies only triggered from Player 1
  • Extras: Horde extra did not work if No Enemies extra was enabled
  • Extras: No Enemies extra soft-locked the game on levels where there are enemy-linked doors
  • Extras: Extras settings did not save if changed from the pause menu
  • When switching modes, player loadouts did not reflect the correct mode
  • Too many audio sources caused some SFX not to register
  • Unhandled non-fatal error when player grappled another player and melee'd
  • Level timer display bug if player 1 immediately died and others were still playing
  • Loadout swapping SFX did not trigger in menus
  • Player ring UI would not start at the player's location

The Versus Mode is something I've always wanted to add and am glad it is finally here! However, it leaves a lot to be desired such as custom loadouts and maps, toggling on/off maps, and additional versus game modes such as Keep Away and Capture The Flag to name a few ideas. I may work on these depending on player feedback.

Many of the features added and bugs fixed were pointed out by the community. So, head over to the Community Hub to provide feedback or suggestions (or report bugs)!

Thanks,

Thomas
boxedworks