Hello Everyone,
today we are excited to announce the release of the first major update for the Pistol House Demo.
This update features lots of reworks and we want to take this opportunity to clarify the overall vision for Pistol House in this announcement.
We also updated the store page for both the main game and the demo here on steam. Check it out.
Gameplay Loop
Pistol House aims to create a fresh first person combat system consisting of shooting and fighting elements.
The player starts his run in a progressing level. We want to call these levels houses from now on. A house consists of combat rooms, a shop room and a boss room.

At the beginning you will have basic abilities which are defined by your loadout. Clearing rooms will reward you with items and currency. Some items will improve your abilities and unlock new ones. Other items are consumables which help you maintain your health and other resources.
Entering a shop room will allow you to spend your currency for items.

Defeating the boss of a house will make you progress to the next house with new enemies and challanges.
For now we only have one house available to play. We are currently working on 2 new houses.
Loadout
In the future we want to have multiple loadouts for different playstyles. Our aim is to create a fun combination consisting of a pistol, spirit and element.
Spirit
Each spirit feels differently in their strengths and weaknesses.
For the first spirit of Pistol House we have created a martial artist specialized in controlling space and knocking enemies away with punches, kicks and throws.

Pistol
The pistol creates a classic first person shooter feeling with some special abilities to interact with your spirit or element.
The first pistol we decided to go for is the "MGM-50", a heavy hitting semi automatic handgun. If an enemy is stunned you can follow up with a Finisher Shot. Another ability is the Charge Shot which creates heavy knockback the longer you charge.

Element
We decided to go for the "Lightning" element first. After a specific amount of stacks have accumulated on enemies the lighting will proc - stunning the enemy.
Player Upgrades
The main way to get stronger is by opening booster packs, which contain cards of different rarities and classes. Each card carrys a infinetly stacking upgrade and atleast one perk. Collecting a specifc amount of perks will unlock badges, which are one time upgrades for your build this run.

Visuals
Each house has unique visuals elements and a specific theme. The first house we went for is called the "Neon House", which aims to capture a futuristic colorful penthouse during sunset.
We are also still working on the player and spirit animations.
User Interface (UI)
We completely overhauled the UI for the player and enemies. The new UI should feel more responsive and clearer.
Roadmap
To show our final vision for Pistol House we prepared this Roadmap visual for you.

Thank you all for reading.
Until next time.
