Klepto has officially launched as Early Access with our Alpha 0.1.0 release. It will be available at a discounted launch sale price of $9.74 until July 7th. Purchasing during Early Access will also unlock the following two items:
Show off your early support of the game by sporting the exclusive skin, the prison stripe Founder's backpack in Klepto's online multiplayer.
Delivery Details: This cosmetic item will be wearable by players online in a future content update bringing multiplayer customization and reward unlocks to the online gameplay.
Kick off your hacking career in style with the Founder's Edition Zeus 2000f Laptop featuring LED color selection and a 10% speed upgrade*
Delivery Details: This in-game item will be available to players in a future content update bringing new hacking equipment and vehicle customization.
* 10% speed is in comparison to default starting laptop.
Game Updates
We are planning weekly patches for fixes and minor content updates/improvements. In addition to the minor content updates, we’ll be posting larger content and feature updates on a monthly basis as these new features are completed. Be sure to cast your votes on the Trello Early Access Roadmap to help us determine which of these upcoming features you're most interested in seeing implemented first.
Issue Reporting
We’ve setup a subforum on the Steam Community discussion board to report new issues. We will open a Jira (internal bug tracking tool) ticket for new issues and include the ticket number in our response.
We will then post cards of these tickets on the Trello Early Access Roadmap under the Bug Tracking list. Be sure to cast your vote on these cards if you are also impacted by one of these open issues.
VR Support
We are planning to release an update next week that includes several VR specific options to customize from the main menu including graphical settings and default locomotion options.
Supporting both VR and non-VR gameplay presents us with a difficult decision regarding tradeoffs. We don't want a visual reduction in quality to impact non-VR players who are not impacted by the massive rendering overhead of VR but at the same time, we want to make sure our VR players enjoy the same level of gameplay.
Our VR implementation still needs quite a bit of work on both an optimization perspective and overall controls. Keep the feedback coming on the VR subforum. We’ve got a lot of improvements in the works, much of which has been based on feedback we’ve seen so far.