Jack in. 🖳📡 RSOD is part of the fest in its pre-release demo form. This a highly ambitious project with no full-time staff, so the release date (subject to change) is a number of months away. The snapshot available right now should be enough to entice fans of shooters and avant
Jack in. 🖳📡 RSOD is part of the fest in its pre-release demo form. This a highly ambitious project with no full-time staff, so the release date (subject to change) is a number of months away. The snapshot available right now should be enough to entice fans of shooters and avant-garde games, even if it is currently a bit short on content. Please try the demo, and stay tuned for "when it's done." 😎
List of changes: Direct new players more strongly to the elevator Add some stuff to the multiplayer map Reward for completing the first cyber map More precise timing for FPS limiter
Here are the changes in the latest patch: Added multiplayer chat feature (press Enter) Fixed multiple multiplayer bugs Fixed multiple AI bugs Some small map changes Made multiplayer playable before the tutorial (to more easily play with your friends)
Here are the changes in the latest patch:
Added multiplayer chat feature (press Enter)
Fixed multiple multiplayer bugs
Fixed multiple AI bugs
Some small map changes
Made multiplayer playable before the tutorial (to more easily play with your friends)
Texture quantization/posterization is moved to post-processing to affect lighting. It turns out buffer shadows are completely broken on Windows, so have some nice drop shadows instead. These graphical enhancements are only visible with PBR turned on (the default setting). This up
Texture quantization/posterization is moved to post-processing to affect lighting. It turns out buffer shadows are completely broken on Windows, so have some nice drop shadows instead. These graphical enhancements are only visible with PBR turned on (the default setting). This update also brings some map changes.
This is no longer an open-world game. Also, the default gender has changed. You now start in third-person (toggle by pressing tab) in a hub world structure that resembles earlier iterations of the game but replaces vehicular traversal with portal travel. The hub structure simplif
This is no longer an open-world game. Also, the default gender has changed. You now start in third-person (toggle by pressing tab) in a hub world structure that resembles earlier iterations of the game but replaces vehicular traversal with portal travel.
The hub structure simplifies things a lot and makes the game experience tighter and more focused. It also theoretically allows for gated areas designed specifically for deathmatch multiplayer. This is an experimental feature that, as of the latest update, is turned on for two maps, albeit no competitive or score-keeping features currently exist.
Some progress has been made since July. The minimap is now includes a real-time view of the map (unless pbr is set to false) Camera animations can now be skipped by pressing esc Weapon impacts changed to realistic sparks on most maps Bug fixes
Some progress has been made since July.
The minimap is now includes a real-time view of the map (unless pbr is set to false)
Camera animations can now be skipped by pressing esc
Weapon impacts changed to realistic sparks on most maps
I had some free time and I decided to do some work on the games. It's a US holiday, and fireworks are literally going off around me as I write this. Now (with a little bit of developer effort) the engine is capable of showing 3D animated movies. At present, the game includes two
I had some free time and I decided to do some work on the games. It's a US holiday, and fireworks are literally going off around me as I write this.
Now (with a little bit of developer effort) the engine is capable of showing 3D animated movies. At present, the game includes two of these animations, including an atmospheric new intro scene. All 2D stills have now been replaced with a 3D camera system, in line with most modern games.
In addition, you can now spend yen on weapons and refills. (Ways to make yen are forthcoming.) As usual, this release also includes small map geometry updates and bug fixes.
Welcome back to another pre-release update. The game has had many incremental updates this year, but I thought this one deserved a little bit more emphasis. The demo and playtest builds feature new stuff that may be of interest: Voiceover dialogue . The clips are probably not fin
Welcome back to another pre-release update. The game has had many incremental updates this year, but I thought this one deserved a little bit more emphasis. The demo and playtest builds feature new stuff that may be of interest:
Voiceover dialogue. The clips are probably not final, but even so...
Zombies make a noise when they see the player.
Small level geometry updates.
In addition to these updates, I have quietly postponed the game's release to the end of the year to give time for more wishlists and the lengthening and bettering of the game. Don't worry, it will release one day. :)
List of changes: Reorganized settings to include a Graphics section (you may want to manually delete RSOD/userdata/settings.ini) Added a depth_crunch graphics setting. Set this to false if your screen turns black when you pick up a weapon (only seems to occur with some Windows NV
List of changes:
Reorganized settings to include a Graphics section (you may want to manually delete RSOD/userdata/settings.ini)
Added a depth_crunch graphics setting. Set this to false if your screen turns black when you pick up a weapon (only seems to occur with some Windows NVidia drivers)
A lot happened in the past year. Many felt the impact of escalating geopolitical events, and I am personally somewhat anxious about my own wellbeing in the coming year. There is a space for games that speak to these issues, but RSOD is primarily a low-brow action game, so I will
A lot happened in the past year. Many felt the impact of escalating geopolitical events, and I am personally somewhat anxious about my own wellbeing in the coming year. There is a space for games that speak to these issues, but RSOD is primarily a low-brow action game, so I will leave the political discussion at that.
For RSOD, the single most important milestone in 2024 was the release of its source code under a permissive license. Since June, the Git commit log has tracked every change to the engine, including:
Projectile Weapons (Plasma Pup and enemy shotgun)
Game maps as title screen backgrounds
Continuous particle emitters (smoke barrels and rain)
Improvements to UI, enemy AI, and bug fixes
New Map: Hidden Valley
This is a work in progress. Anyone who tries to make a game with cyberpunk aesthetics will quickly come to the realization that the world we live in is quite cyberpunk already, thus the map looks like a place you might see in your town.
I'm proud of the architectural detail, which comes from that liminal space between minimalism and brutalism you see in a mid-90s FPS. This is a mid-2020s FPS, so I'd call it nostalgic.
The demo has been updated with all of these changes and more, so please give it a shot! Have a happy new year.
List of changes Highlight the agent the player is looking at VTOL quick travel after the player gets implanted (this may be used for future missions) Give Gogol a 2-way entrance Default to 2x MSAA (This may lead to some breakage/white screens. You can change msaa to 0 in the sett
List of changes
Highlight the agent the player is looking at
VTOL quick travel after the player gets implanted (this may be used for future missions)
Give Gogol a 2-way entrance
Default to 2x MSAA (This may lead to some breakage/white screens. You can change msaa to 0 in the settings, then restart the program.)
Removed a screen shake effect that nobody liked Increased hick turn speed Added particle effect to enemy shotgun Made the grocery district a little larger