Hey, Wonderers!
Today we start the last playtest before the public demo release. There are many things we have changed and improved, thanks for your feedback, and now we need a little help to test the technical stability of the game.
Major points in this playtest:
New voice chat system empowered by Dissonance Voice Chat
You may expect better voice quality and better volume control
Some enemies better at listening for player voices and now also listen for walkie-talkie sound
Better voice transition between rooms
New: Voice chat for deceased employees
New and reworked enemies
Some enemies learned new attacks including (but not limited to) throwing, dashing, kicking
New enemy: Messenger (Cherub) - we'll leave details out, go and find them yourselves. You'll find them primarily in bunker for now
New enemy: Sandsoul (Alien tribesman) - could be found in dunes
Reworked enemy: Reaper
Reworked enemy: Soldier -> Scientist
New and reworked locations
New location: Thrift store - we doubt you can miss it
Reworked location: Dunes - you may need to visit this location multiple times across different expeditions, to uncover its secrets
Reworked location: Offices - complete overhaul
Minor rework: City with zombies - nothing too fancy, some retopology, some cleanup
Minor rework: Rooftops - slight visual rework
New and improved quests
New quest: Thrift store shift - no details, go figure it out yourselves
Reworked quest: Rooftops antennas - antennas now a proper functional quest
Anomalies preview
New anomaly mechanic: Tutorial anomaly
New anomaly mechanic: Wendigo head
New anomaly mechanic: Mystery box - for now as placeholder
Minor anomaly changes: Rusted heart
In future you may expect more anomalies mechanics replacing current placeholder anomalies
Minor points:
Optimizations
Numerous networking optimizations - if you experience prolonged network disruptions during expedition, you should more reliably catch up with actual game state
Numerous rendering optimizations - you may expect general FPS improvements. Still the most performance impacting feature is seamless doors. You may disable them in settings menu.
Localization
New: Proper language system in main menu
English localization pass (mainly regarding lore texts and different notes)
Those who is not afraid of spoilers may find localization tables in 'ProjectDoors_Data\\StreamingAssets\\Tables\\' if you wish to rewrite some texts
You may expect in few days support for languages: German, Portuguese, Simplified Chinese, Japanese, Korean
Progression and tutorial rework
Instead of enabling tutorial artifact to play tutorial - tutorial now starts if you have no major artifacts enabled
Less quests spam during tutorial, all instruction are displayed on boards
Bunker now enabled via artifact from tutorial instead of always enabled
Item reworks
New bugged item: Turbine
Reworked bugged item: Blue crystal - visual rework
Reworked bugged item: Super dense cube - added functionality
Reworked bugged item: Bouncing crowbar - added funny interaction
Reworked common loot items: Rosary and Cross - we saw numerous people trying to use those items against particular enemies, so why not, why not add this particular interaction
New shop item: Quota item detector - go and try it
Artifact reworks
Added new artifact effects focused on changing gameplay
(i.e. shuffling door connections, shuffling enemies locations, revealing map or changing movement)
Toned down % effects of existing effects (It's still possible to get summ -99% to enemy damage, but you'll need to grind more artifacts)
Out of bounds gameplay limitations (OOB)
We still dont know how to gracefully limit you all guys to a playable space, but, atleast for now, instead of outright killing you in some places we summon entity to catch you for us
And many many bug fixes, too numerous to remember, too numerous to count
If you didn’t get into this playtest – don’t worry, our next step after this one is to release a public demo, in which everyone can participate!
Don’t hesitate to join our Discord community and share your thoughts there.
And as always…
Don’t count your chickens doors before Grungler hatches.
