I'm excited to release They Came for Blood's first big content update! There are two new game modes being added to the game.
Arcade Mode
Arcade Mode is unlocked by completing any day after Day 5, since Day 5 is the last of the tutorial days. There's two different arcade modes, One Day, where you can see how many people you can process in one day, and Endless, which goes on and on and on until you make a mistake.
Rite to Work Mode
This is a lot like the regular game mode, except you are unable to restart your day, and you can't go back to previous days. Think of it as a higher difficulty setting! Now when you start a new game, you'll be able to pick your worker's protection, either Normal or Rite to Work.
Along with these, I'm adding six new achievements to do with these new game modes, along with two new achievements that pertain to two of the twelve game endings.
Other Patch Notes (Some I patched in the last weeks and am just documenting now)
[Fix] Fixed some typos and animation errors
[Fix] A soft lock that sometimes happen when an employee dies
[Fix] Employee death animations not happening until the end of the day
[Change] IDs you've sold weren't circulating fast enough to be a danger, they now circulate much more immediately
[Change] Color blind ID language was confusing people, the way it worked is that I was dying all IDs that weren't from Chiroptera a dark blue, which made the IDs different shades of blue. Some looked purple, which confused people. Now instead of "Pale" and "Blue" it says "Pale" and "Dark"
[Change] Altered how the game decides which employees start the day inside, and which ones don't
[Change] 5 of the employees are story dependent, 3 are not, now when an employee is killed, the non-story dependent employees are targeted first. (Sorry Seward, Agatha, and Billings!)
[Change] You can now reassign the hotkey that picks up the phone
