New room update
Added some new rooms to the lab floors focusing on verticality. I also added a timer in the upper right to show how long you've been on the current floor.
Developer posts and news about this game.

Added some new rooms to the lab floors focusing on verticality. I also added a timer in the upper right to show how long you've been on the current floor.

Breakable glass windows have been added to the office floors and hazard rooms(Exploding barrels and bottomless pits) have been added to the Lab floors.

Fixed some bugs with map generation that could lead to the player getting stuck in the elevator.

Improvements to the movement including snappier jumps, and a smoother slide mechanic. There was a bug when trying to set a custom screen resolution that should be fixed now.

The way that item drops work has been adjusted to grant less ammo per drop but to drop about twice as often. They also leave a blue trail as they fall so they should be easier to notice in combat. Health packs have also been split into two sizes with the larger one granting a goo

I believe I have found the root issue of the audio bug that would randomly mute the audio for some players, but not others. If you are still running into issues please let me know with either a comment below or through the feedback form.

I've made a lot of additions to the gun feel and FX. It's still a work in progress so make sure to check it out and provide feedback on what's working and what needs more work. There is an issue that some have had with the Audio cutting out completely when adjusting the volume sl

Updates: Changed crosshairs to black to make it easier to see the current bloom. Made the audio sliders more evenly transition from quiet to loud allowing for finer control The gun no longer visually clips through the environment. Some UI visual updates.

Pushing out a few quick tweaks while working on new content: Enemies now flinch when damaged even if it's not enough force to knock them down. Some UI tweaks were made to the ammo selection UI to help prevent the player from overriding existing ammo types or trying to mutate empt

Updates The framework for a more unified and robust enemy logic has been put in place. While there aren't new enemy attack patterns yet their agro logic is more line of sight based leading to a more even distribution within rooms vs running in single file from the next room over

Settings General lighting adjustments(Not final) Audio settings sliders were fixed to more smoothly fade out Improved Default gamepad bindings Added inverted look option in the gameplay settings Enemies Made spark effects on hit enemies more visible. Enemy audio has been reworked

The public playtest for OmniGun is now live so get in there and test out the weapon of the future! The playtest has the following content with more being added as the playtest goes on: 5 floors to fight through 5 floors of escalating difficulty await you in a procedurally generat

Fixed particle issue

Release of the game in its current state for the upcoming round of playtesting.