
Hi Immortals! As we get closer to launch on September 7, we wanted to give you an update on some of the tweaks and changes we've been working on over the last few months, largely thanks to your alpha feedback.
You may have already spotted these changes in some recent streams and previews. But if you haven't, here's a quick note from Daniel Mesonero, Studio Manager at Toadman Interactive Berlin to give you more of an insight into what we've been working on:

Hi everyone, Daniel from the Berlin studio here! During the months since the alpha, we've been working hard on the game and listening to player feedback, tweaking the game to create an even better experience.
While we want to retain the gameplay of high-intensity encounters, we also want to push for a stronger connection with our 100+ guns. One of the big changes we have implemented is setting free aim as default. This means that the game demands a higher level of player skill to aim well (especially while dodging enemy attacks!), but provides an experience that we hope feels more tactile and rewarding. The option to lock-on to an enemy's core will still be available if you prefer to play that way, but skill-shots, like shooting off limbs and headshots, can only be achieved with free aim.
This was high on your list of feedback, so we're really happy to say that we've been able to implement it in time for launch.

Alongside this change, we've also introduced fully automatic weapons and removed stamina consumption from guns. As these introduce some balancing changes, the flip-side is that we have made ammo drops a lot rarer, so you now have to make every bullet count!
We have also made a lot of other smaller fixes as we polish up the game in time for launch, of course, and can't wait to see everyone playing on September 7!
