Hello everyone, thank you very much for continuing to wait for our development, we appreciate it very much, we continue working and developing functionalities, together with the testers we continue to test and solve all the bugs.

We remind you that you can follow the process of development:
Trello: https://trello.com/b/PpXSzIAH/slashers
Web patches: https://www.slashersgame.com/#patches
Discord: https://discord.gg/naXRq9aB5X
By the way, our trello is main, this means that we do not have another trello where we develop, absolutely everything is transparent and we are doing it in this Trello.
Paperwork
All legal procedures are finalized, now we are waiting to confirm our data with Steam, this process if it is not solved this week we will take measures to streamline the process for the following week.
In the end we have performed these procedures much faster and can guarantee the departure of Slashers in May!
Release Date
We do not have an estimated date yet, but as soon as we have it we will publish it and give 2 weeks in advance, we strongly ask all translators to have the new changes that we will publish just after announcing the departure, they have 2 weeks to finish the last translations.
New development
We remember that from time to time the most characteristic features are commented on by discord, among them are several important and very relevant changes.
To begin with, it is real, you will have to play in the shadows, any emission of light will make the enemy can see you from far away.
We have added a system of sanity to "force" you to stay in the light or with your companions (Otherwise things will begin to be heard and entities will appear in front of you, it will also make you confuse yourself with respect to the enemy, sometimes you can believe that you have him next to you, behind etc).
Light emissions work of any kind, the most characteristic are flicker effects, this effect restores your sanity and makes you visible to the enemy when the flicker is visible.
In addition the enemy listens to your microphone, any voice emission above x range will make it go to your location, beware of the voices.

We have changed the following map to a bunker, the story is already thought out and will be developed in the coming weeks, we want to remember that making maps will be very simple with the number of tools we have developed, however we always want to leave it well and correct.
We have made substantial improvements in our fragments, in the case of the circus if a mini bottle of water is placed you can shoot a water gun at a clown that will make the balloon swell and explode, containing the necessary mask inside, all the elements of the game we call fragments, these fragments are infinite and can be established in multiple ways for example:
- Can act as a generator
- Can Turn on/off the generator
- Can act as a lockpick for 1 or more cells
- Can act as a puzzle to get multiple fragments
- It can act as a multiple to use the same fragment several times.
- Can open/close/lock and unlock doors.
- Can be modified when placed
- You can add components while placing multiple necessary objects.
- Play an animation
- Finish the game
And currently we have developed a progress bar, this bar is always visual for the player, but not only that, we can make the progression maintain or not, we can adjust the time, the maximum amount of progression, how much it adds for each individual and best of all, it can be used simultaneously by several players increasing to if the progression faster, we can even determine the maximum number of players who can interact at once.
This is one of the systems, we have many so it will make developing levels very simple.
Procedural
Along with this and having 4 maps, we want to develop a new system called Procedural, this can be activated in any game in the lobby and will make the map be generated procedurally, its objects, doors, fragments, etc ...
This will give endless possibilities to our game and will make you never finish playing.
Along with this in Discord we clarify that we will always take out a map developed with history etc, but there will always be a procedural version for the new map.
It should be noted that animations, interactions, cinematics, will only be available on the original map, while the procedural versions will be fast, without animations, cinematics or story-type interactions.
In addition, this system will be developed more and more and fixing all the failures that occur.
Escape
We have also stressed that the next game mode will be the Escape mode, this time you must escape from the maps by activating a series of fragments and opening a series of doors, in this mode YOU WILL NOT BE ABLE TO KILL THE ENEMY.
However, it will be a more casual mode, also compatible with the procedural mode, it will also be the gateway for the Slashers mode since it will be exactly the same or very similar but with a player enemy stalking the survivors.
Without much more to add we recommend that you join our discord group since you can interact with the ideas we are having and developing them with us.
