This month's update covers a few things from various areas.
- Abyssal enemies now have their proper eyes, which gives an intimidating feel when encountering them.
- A bunch of new sounds for various movers in the levels, grates, doors, extending ladders etc.
- Several dozens of new props and environment textures/materials for E1M5
- Continued work on re-balancing all the audio in the game to work with audio occlusion
- Updated foot step sounds for different enemy types to help differentiate who you can hear.
Code
Keybinding has been resolved so now you can rebind movement keys. You can rebind any key even if it is bound to an action already.
Menu options that weren't saving now save, we had some custom properties that we just needed to plug in to our save system.
E1M5 - Logistics Facility
Work began on the 5th level from Episode One, that is the central goods storage for the TEC Complex on Titan. All Earth delivers are made here, then all the goods are distributed throughout the facility either by Sky-Rail or Drones.

The player will use the Drones which are flying around their stand by tunnels waiting for deliveries. You will jump across various drone routes to gain access to various parts of the level.
Music track for E1M5 when the player has access to the delivery Drones.
Animation Improvements
over 60 animations were updated and polished for weapons and AI.
We tweaked the SMG and Shotgun animations. The SMG now has more kick back to give the sensation of more intense firing.
The Shotgun now reloads ~50% faster, we found internally we thought the shotgun reloaded too slowly, resulting in basically using all your shells, then switching to another weapon for the duration of the encounter. Now that it reloads quicker you use it more during the same encounter.
Human Enemy Updates
The Human enemy heads (6 new ones in total) have been updated to look more inline with what we wanted, a more corrupted altered human look. They sometimes come with head accessories now like helmets or face shields. When you shoot the AI in the head, the head accessory flies off.
The TEC-Shotgun Human is now fully integrated and deadly as ever. A close ranged enemy that will flank your position.

We have a lot of stuff to show you soon, as it's not quite ready, that's going to really improve the damage system and how the enemy reacts to being shot with specific weapons, and directions.
As always, feel free to let us know what you think of the game on various platforms, and join us on Discord https://discord.gg/CzXYxBsfTn
