Greetings survivors! We’re back again with update! At long last, we're ready to release mission 3 along with a number of other big updates, so let’s dive right in and get to it!
First on deck is mission 3! Mission 3 once again changes things up a bit and introduces some new gameplay experiences. We don’t want to spoil it for you so we hope you give it a try, and report back to us and let us know what you think! One fair bit of warning, you’ll need to put on your thinking caps for this one, and if you find yourself in a pinch with nowhere to run, you can always try hiding! ;)
Next up, we’ve also completely reworked the tutorial. We were never really happy with the original tutorial, and considering changes to the core game and our need to reduce scope, we felt it best to start from scratch and rework it completely taking other platforms into consideration. We’re extremely pleased with the result, and even if you are already familiar with the game, we hope you’ll check it out and let us know what you think, as well as tell us if you feel we’re missing anything!
We’ve also been hard at work reworking the shooting range. The original iteration was not quite in line with the vision we had it mind so we scrapped it and started over. There’s currently only a few different challenges to play, but the framework is there for us to expand it in future content updates. We hope you give it a try and report back to us and let us know how we’re doing!
Core mechanics are something we’re constantly trying to improve on. This update is no different, as we’ve made a pretty significant change to the player inventory system. Previously players had a total of 9 attachment points on their body (not including the backpack). We’ve logged a number of users feedback around this, mainly with trying to grab something off your body but something else getting in the way. We’ve done a lot of tweaking and tuning, but nothing was solving the issue so we decided to simply reduce the number of attachment points down from 9 to 5, as well as change some of the rules for items and where they can be socketed. Melee and 2 handed weapons (shotguns and rifles) now both can use the chest socket. Naturally this does mean what you decide to carry will require a bit more thought, and utilizing the backpack more important as your total inventory space is more limited.
Some other better quality of life improvements we’ve made to firearms are that we’ve finally added some feedback when fire select is manipulated. Important objects in the game such as inventory quest items and ammo boxes also have a new shader effect applied to make them more noticeable in the world. It was also decided to enable ammo counters on the magazines while inside the guns by default, as you can now look at the gun while it’s loaded and see how many rounds are left and decide if you wish to reload early or squeeze off that last round first. You can disable this by enabling immersive mode for those who find it distracting and wanting less visible information.
Mission 1 “Outbreak” we’ve never been completely satisfied with the ending. We had attempted to have multiple endings, but each of them left us feeling none of them really brought any sense of accomplishment or closure to that story as such we have implemented a new ending which also adds a new gameplay sequence. Finally we can look forward and start working on mission 4 now that Outbreak has that final sense of closure we were originally trying to achieve.
Finally we want to apologize for the long delay since the last update to this one. We’ve spent a lot of time getting ready for our release on Playstation 4, and as such it ended up slowing the progress of this update. The good news out of all of this is that the game is EXTREMELY well optimized at this point for PC as well as for Playstation. We hope this update is well received and all the improvements we’ve been making are noticed.
We’re very grateful for the ongoing support as we get closer to moving out of early access, we would appreciate it very much if those who have been critical of the game in their reviews, revisit and update your review based on the current state of the game. We take reviews seriously, and refer to them often as a way to prioritize bugs and features, so we would greatly appreciate you helping us in that regard by updating your reviews. From all of us at Monochrome, we thank you for the continuous support, we’ll see you next update!
[b]Update 6.0 Changelog
- New mission 3 “Charlie”
- New mission ending system (story credits)
- Ambient music system (all maps)
- New tutorial
- New shooting range with challenges
- New usable turret gameplay (Outbreak)
- Player inventory socket improvements
- Visible ammo counter on magazines in guns
- Mission 1 ending reworked
- Mission 1 balance pass
- Mission 2 reworked dialogues
- Mission 2 difficulty balance pass
- Riot Boss rebalance, damage feedback (helmet)
- GPU and CPU optimizations
- GUI elements polish
- Audio polish campaign (weapons and environmental)
- Flashlight reworked (no longer uses batteries)
- Player movement system recoded
- New Vacancy clerk dialogue
- New Vacancy player, clerk and Ken dialogues
- Cleaned up Outbreak dialogue audio
- Low health post process improved effect
- Improved search icon
- Survivors when grouped don’t launch into space
- Weapon ammo correctly spawns + despawns on belt
- Soldiers when killed or culled no longer leave ammo floating
- Gibs from broken doors despawn correctly
- Jumpscare door no longer interactable during animation
- Sky clouds correctly animate
- Flashlight emissive correct value when on
- Vacancy last survivor audio fixed
- Firearms can no longer spawn from searchable in apartment
- Vacancy clerk dialogue fixed
Known Critical Issues