NEVERMIND NEW BUILD
We have reverted back to and old build while we look into the issues we are having with the EXE in the new one

Developer posts and news about this game.

We have reverted back to and old build while we look into the issues we are having with the EXE in the new one

We re uploaded our fixed build with the new EXE

Issue with new build causing launch issues so we have reverted changes

Issue with EXE launch is now fixed

We saw that loading HUD and swapping weapons during game-play was spiking resource usage so we have looked into how to resolve this issue so that those on lower end hardware were able to have a smoother gaming experience when playing. We have switched the data gathering mode in e

So for the past few weeks we have been working on a few different fixes and optimization even further for the game so our players on lower end GPUs are able to run the game alittle more smooooothly. We also realised WE HAD NO PLAT ACHIEVEMENT so we definitely needed to fix that.

With the new map being introduced we found the AI was getting stuck on certain elements within the map. We are still currently monitoring this and making changes as we update the maps ESPECIALLY with any new vertical elements being added in! AI Changes: AI path calculations have

Over the last few weeks we have been monitoring the playtime of the different maps along with taking notes on player feedback as they were playing the game via streaming, we found the festival was without a doubt the most played map, the other maps rarely were played. We also fou

We're currently in the middle of remodelling the Supermarket map. We remodelled it so much, we kinda broke the old map! Keep an eye out for the new update dropping Check out how we broke the map here!

Bus gun!!!! The bus gun was under performing so we have made a few tweaks to create a more viable option Busses now reach full size 0.1 seconds after firing Bus gun now weighs less (for a bus you're lucky) so you can move alittle faster.. but not much... ITS A BUS!!!

We have been listening to feedback over the past few days and we have made some changes in line with what we had received, things in this patch include some weapon changes, map changes, enemy improvements and bug fixes. Map Changes: The supermarket ATM stack there was a section w

Retail Therapy Update Announcement Hey everyone, We’re excited to share some updates on what’s coming next for Retail Therapy ! Your feedback has been incredibly helpful, and we want to keep you in the loop about what’s in development. Map Balance Updates We’ve noticed that Festi

We have had feedback on a few things within the game, especially from those who are early on in the game that the drop rates of the different weapons seem to not be working as intended as we had some weapons ammo are dropping when you do not own it, this was originally down to de

Achievements for Retail Therapy are now live! Your achievements while playing the game no longer just appear as posters on the wall within the HUB area, they are now on display for all to see!!! One of them you probably don't want people to see. Other Changes: Pee Tsunami now has

Launch option fixed

Intro Scene was not correctly displaying. File path has been now changed to package properly with build

As the game just released we had some other minor issues we had missed being a few issues with some of the maps with enemies getting stuck as well as the flying enemies were rather frustrating to deal with as they were able to just sneak up behind you a lot of the time so here ar