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Update notes via Steam Community
Sorry for the long radio silence in the past couple of weeks. We've been working on a lot of issues both in the game (bugfixing and new features) and in the team (organization and planning).

Patch notes v0.1.002

NEW
- Full support from 16:9 up to 21:9 aspect ratio.
- New buttons for adding/subtracting 5 tickets when creating a server.
- Capped frame rate in the menus.
- Added an "unready" button.
- Added visual shot feedback to all surfaces.
- Created an anti-idle system so players don't stay dead forever.
- Added 2-second respawn immunity.
- Resolution settings.
- Tutorial screen with basic gameplay info.
- Added pickup one-shot sounds to some pickups.
- Ragdoll is now calculated according to the body part hit.

CHANGES
- Slightly reworked the functionality of the respawn timer.
- Removed friendly fire.
- Gameplay balancing.
- Level graphic improvements.
- HUD graphic improvements.
- Changes to blood VFX.
- Hand position adjustments on both factions.

BUGFIXES
- Fixed an issue where some power ups would leave their sound effects behind even after being picked up.
- Fixed an issue where the kill message would show up even when shooting a dead body.
- Fixed an issue where you'd lose control of the mouse if someone shot your dead body.
- Minor fixes (this is for insignificant things like the ticket button graying out when you're at the max tickets when creating a server).
- Major lag issues that were happening despite having a good connection seem to be solved.
- Keybind settings are fixed
- Solved an issue where dying while in the pause menu would keep the pause menu on top of the screen without any functionality.

KNOWN MAIN ISSUES
- Material animations affected by distance fields sometimes won't work properly. This is most noticeable in water and some foliage.

--

Adding to the patch notes, we detailed the leveling system taking into account the amount of experience needed for each level, as well as an estimated play time to reach each one.

In the past couple of months we've also created content to put into the game, but we hadn't yet created the economic system that's needed for it to work, so we also did that. We've created pricing for Roylium, which is the type of currency that can be bought with real money, and we've also estimated how many credits you can get per play time. Along with this, we've also devised a reward system per level where you'll unlock in-game content like avatars, weapon skins and other cosmetics.

None of this is yet implemented into the game.
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