Deadshot Patch 1.5.2
Changelog: - Fixed possible stuck spot - Fixed 2nd boss getting stuck in water
Changelog:
- Fixed possible stuck spot
- Fixed 2nd boss getting stuck in water


Changelog: - Fixed possible stuck spot - Fixed 2nd boss getting stuck in water
Changelog:
- Fixed possible stuck spot
- Fixed 2nd boss getting stuck in water

Changelog: - Adjusted the volume slider audio curve - Fixed audio sliders text capping to 90% - Fixed possible stuck spot in C2L4
Changelog:
- Adjusted the volume slider audio curve
- Fixed audio sliders text capping to 90%
- Fixed possible stuck spot in C2L4

Changelog: - Slightly decreased shotgun damage - The 2nd boss should now wake up the moment you enter the room - Fixed the 2nd boss AI not finding the player in corners - Decreased the volume sliders max value from 20db to 10db - Adjusted tree leaves colliders - Fixed overlapping
Changelog:
- Slightly decreased shotgun damage
- The 2nd boss should now wake up the moment you enter the room
- Fixed the 2nd boss AI not finding the player in corners
- Decreased the volume sliders max value from 20db to 10db
- Adjusted tree leaves colliders
- Fixed overlapping tree in C2L1
- Fixed an issue where sometimes the player would not be able to jump
- Fixed the Thirsty achievement unlocking after interacting with 5 drinking fountains instead of 6
- Doors should now close right away when they are not powered
- Optimized the first 2 levels of Chapter 2

- Fixed possible softlock in C1L2 - Disabled Unity's GPU Resident Drawer and GPU Occlusion Culling which should fix any crashes but comes at a slight performance cost
- Fixed possible softlock in C1L2
- Disabled Unity's GPU Resident Drawer and GPU Occlusion Culling which should fix any crashes but comes at a slight performance cost

Changelog: - Added damage indicators - You can now hold down to shoot the super shotgun - Added more HP pickups in the last level - Made the final boss more clear how to beat - Added a text prompt on what to press to continue in a chapter end text screen - Increased the door clos
Changelog:
- Added damage indicators
- You can now hold down to shoot the super shotgun
- Added more HP pickups in the last level
- Made the final boss more clear how to beat
- Added a text prompt on what to press to continue in a chapter end text screen
- Increased the door close timer from 5s to 10s
- Fixed super shotgun muzzle flash masking the portal shader
- Fixed missing word in note from C3L5
- Fixed the weapon tutorial text saying "press scroll" instead of "use scroll"
- Added alternative fire tutorial to shotgun attachment
- Fixed sparks still appearing when shooting the portal fuses even if they are destroyed

- Fixed save triggers not working in C3L3 - Removed overlapping door in C3L4 - Fixed fuse door not powering off when removing the fuse in C3L3 - Fixed lever door in C3L4 autoclosing when it shouldn't
- Fixed save triggers not working in C3L3
- Removed overlapping door in C3L4
- Fixed fuse door not powering off when removing the fuse in C3L3
- Fixed lever door in C3L4 autoclosing when it shouldn't

Changelog: - Fixed secret triggers not triggering in C2L3
Changelog:
- Fixed secret triggers not triggering in C2L3

Changelog: - Fixed the tips in the pause menu not generating properly - Fixed not being able to scroll backwards to a weapon with no normal ammo but with attachment ammo - Fixed rockets going in the wrong direction when aiming at the sky - Mutated Rats and Dogs now traverse edges
Changelog:
- Fixed the tips in the pause menu not generating properly
- Fixed not being able to scroll backwards to a weapon with no normal ammo but with attachment ammo
- Fixed rockets going in the wrong direction when aiming at the sky
- Mutated Rats and Dogs now traverse edges slower
The Demo has also been updated to reflect these changes.

Changelog: - Fixed a weirdly placed ragdoll in C1L3 - Increased paper scroll step - Added some ammo mags next to the C1L1 pistols on the ground - Slightly increased restart level button size on the death screen - Fixed C2L2 triggers not triggering - Fixed a bug where you could in
Changelog:
- Fixed a weirdly placed ragdoll in C1L3
- Increased paper scroll step
- Added some ammo mags next to the C1L1 pistols on the ground
- Slightly increased restart level button size on the death screen
- Fixed C2L2 triggers not triggering
- Fixed a bug where you could interact with stuff while you are dead
- The first fuse slot in C1L2 should now always be interactable
The Demo has also been updated to reflect these changes.

Changelog: - Tooltips now show on gamepad - Added text on the power core doors - You can now navigate to the paper scrollbar - Changed the button selected color to be more obvious - Changed the restart button text on death screen to "Restart Level" for clarity - Fixed an objectiv
Changelog:
- Tooltips now show on gamepad
- Added text on the power core doors
- You can now navigate to the paper scrollbar
- Changed the button selected color to be more obvious
- Changed the restart button text on death screen to "Restart Level" for clarity
- Fixed an objective in C1L1 not loading correctly
- Fixed some doors not being interactable in C3L4
- Fixed being able to toggle the flashlight when dead
- Fixed tutorial and objective UI not fully disappearing sometimes
- Fixed a bug that caused dropdowns scroll to break when selecting the last item on a gamepad
- Fixed the "What are you gonna do about it?" achievement unlocking when an enemy is not stunned
- The game has been built with IL2CPP which will improve overall performance and decrease the size on disk
The Demo has also been updated to reflect these changes.

After 2 years of development the game is finally out!!! Go get it.
After 2 years of development the game is finally out!!! Go get it.

Changelog: - Fixed player not being able to uncrouch - Increased the range of explosions - Enemies that wake up via range now also check if the player is in sight - Added more pickups to the 2nd and 3rd level - Made the 2 fuse slots in the 2nd level more obvious - Slightly increa
Changelog:
- Fixed player not being able to uncrouch
- Increased the range of explosions
- Enemies that wake up via range now also check if the player is in sight
- Added more pickups to the 2nd and 3rd level
- Made the 2 fuse slots in the 2nd level more obvious
- Slightly increased shotgun damage
- Fixed an issue where doors powered by the core would be closed when loading the game
- Other small fixes and improvements

Changelog: - Fixed player being able to wall jump - Added a light above the armory vent to make it more obvious where you need to go - Added a new note in the armory making it more obvious that you have to blow up the barrels
Changelog:
- Fixed player being able to wall jump
- Added a light above the armory vent to make it more obvious where you need to go
- Added a new note in the armory making it more obvious that you have to blow up the barrels

After another year of development and a new demo has arrived, this demo is closer to what the final game will be, and it will remain public even when the full game is done. Unlike the old demo who had the whole first chapter this one only has the first 3 levels because I can't ju
After another year of development and a new demo has arrived, this demo is closer to what the final game will be, and it will remain public even when the full game is done.
Unlike the old demo who had the whole first chapter this one only has the first 3 levels because I can't just share 33.3333333333% of the game in a demo, and if people complete the demo and then get the full game they will have to go trough the first chapter again.
As for whats different in this demo then the old one (other then the level count):
- Improved graphics. Lighting and post processing has been improved.
- New weapon designs. The models for all weapons have been better optimized and retextured.
- Improved controller support. Before you had to rebind all keybinds to your controller which sucked, now there is a dedicated control scheme for gamepads that's automatically applied when a controller is detected.
- Added a new tab to the player menu. There is new a weapon tab on the player menu where you can read about all weapons you get so you better understand them.
- All chapter 1 levels have been refurbished (In the case of the demo you will only see the first 3 levels). Some levels have been extended, better optimized, better structured and now include some parts of the soundtrack that have been cut.
- Added explosive barrels. They should be fun.
- A billion of bug fixes and other improvements. There has been a ton of changes that improve the experience overall, there is just too much to list here and I probably forgot most of them.
Don't worry the demo is not all I have been working on for a whole year, the full game is nearly complete and I'm planning to release it this summer if nothing goes wrong, this is just a small preview of what to expect, since this demo is representing the full game better then the old one.
If you want to see all the progress I have been making on the game all this time feel free to join my discord server if you haven't already.
Also, here is a showcase from Noxtromo of the chapter 2 soundtrack, give it a listen: https://soundcloud.com/noxtromo/deadshot-ost-showcase

- Slightly increased interaction distance - Fixed transparent objects bot being visible trough glass - Fixed the mutant solider melee ragdoll - Readjusted the core top cables from the 3rd level - Fixed the keybind menu wrong anchoring on lower UI scale values - Fixed a weirdly po
- Slightly increased interaction distance
- Fixed transparent objects bot being visible trough glass
- Fixed the mutant solider melee ragdoll
- Readjusted the core top cables from the 3rd level
- Fixed the keybind menu wrong anchoring on lower UI scale values
- Fixed a weirdly posed ragdoll in the 5th level
- Fixed a bug that would set the difficulty on hard when exiting the game on apocalypse difficulty
- Fixed a bug where certain stuff like the player position wouldn't load properly after respawning (hopefully...)

- Fixed level restarting - Fixed decals not rendering - Some water shader tweaks
- Fixed level restarting
- Fixed decals not rendering
- Some water shader tweaks

- Fixed lightmapping on the 6th level - Slightly decreased the damage taken from explosions - Decreased bloom intensity - Fixed an issue where the restart button restarts from the checkpoint instead of the beginning of the level as is meant to - Fixed a bug where binding any acti
- Fixed lightmapping on the 6th level
- Slightly decreased the damage taken from explosions
- Decreased bloom intensity
- Fixed an issue where the restart button restarts from the checkpoint instead of the beginning of the level as is meant to
- Fixed a bug where binding any action to keys 6, 7 and 8 will detect a keybind conflict
- Steam achievement notifications now appear in game
- Added 2 new achievements
Known issues:
- Decals are not rendered in the game build (blood, street lines, bullet holes, blast holes)