The night shift has a desert now, a gun that issues coworkers, and a freight lift that takes you down. Zombies are tougher and there are more of them, so we gave you legs.
New
- Sandbox: a new menu row. An open desert to test things in.
- Spawner pistol (pink): pull the trigger to place a zombie or a soldier where you aim. Rack the slide to switch. It lives in your backpack.
- Inventory: reach over your shoulder and pull. The inventory floats on that hand; take items out and put them in with the other. Let go and it's gone.
- Explosive barrels, sliding drawers and swinging doors.
- Whiteboard pens write on the guard room board.
Combat and movement
- Zombies take more punishment, and there are more of them per floor. They stumble, fall, get up again, and fly when hit hard enough.
- Arm-pump sprint in three gears. Jump, air burst, crouch, body punches.
- Cannonball: a fast sprint, slide or air burst plows through enemies. Walls still stop you.
- New explosion for barrels and grenades.
Levels
- Level 1 has a story now: hold the line, then the stairwell last stand.
- New ways down: freight lift, loading ramp, and stairwells on deeper floors.
- New rooms: ramps, a mezzanine hall, an atrium and a cryo plant hall. Doorways are taller.
- Each floor rolls a mood, from working night to near dark.
- One loading screen per level, with a real progress wheel. The version number is on every loading screen.
Changes
- Every visit to the guard room starts a new shift. Continue, Mail and the saved-run floppy disks are gone for now.
Fixes
- Jumping works on ramps and stairs, and just after landing.
- The clock-in card and the wrist keycard are easier to grab.
- Many fixes to zombie poses, floating bodies, textures and loading.
This is Early Access and we're just getting started. Tell us what breaks.
