SamuKata
roadtovostok
roadtovostok

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Dev Build - First Playable (Apartments)

IMPORTANT (Read before downloading):
The following dev build was made by extracting multiple features from the commercial branch and combining it to some demo branch elements.

This method is messy, might produce possible conflicting files and doesn't represent what the actual early access will look like since there's still demo elements in place related to this extraction method.

Extra warning: Development builds might override the demo save files.
Extra warning 2: I might have forgotten to remove one AI related debug key. Key number 9 might kill all AI and disable the AI spawner, so do not press number 9 :)

Main test features

Known issues & limitations

Download link:
https://drive.google.com/file/d/10aBhRqvyY3tRGigOG20cjVur63TB8KGA/view?usp=sharing

How to test?

Info and rules

Feedback

Topic 1: Early access map
- How does that 4x playable area feel (roaming, distances, details)?
- How does the early access visuals look?
- Collisions should be super smooth (compared to the demo), are they?
- Does the AI amount (3-4 active at same time) work with 4x playable area.

Topic 2: Performance
- With the 4x playable area, dynamic TOD, increased details, what is the performance?
- Is there any hardware issues or visual artifacts?
- Do you notice any AI navigation spikes (related larger distances) ?

Topic 3: Grenades & Lasers
- Easy to use and understand?
- Are the throwing distances suitable (upper and lower throw)?
- Are the lasers easy to see and usable?

Topic 4: Extras
- Voice acting frequency, is it enough or too little?
- Voice acting directional audio, is easy to locate?
- Rain overhaul performance hit (should be almost zero) and wetness effects visually?
- Any other bugs or game breaking things?

-Antti (Developer)

Comments

just tried out the test branch heres some stuff i noticed, I wish there was a "debug" mode where you can spawn the new items introduced in the update to fully test, i also notice some insane performance issues i have an okay laptop AMD Ryzen 5 3500u integrated vega 8 with 12gb of DDR3 or 4 ( i dont remember lol) otherwise great job man i look forward to future updates :), :edit the map is perfectly sized, AI can see a bit too far however i was in the start area and an AI about 150-200 meters away (not even rendered yet my laptop is just really bad lol) and i got shot he wasn't very accurate but i still think a slight reduction in their view distance would help out, 3-4 AI active at one time is a small amount for the size of the map however it's a good amount for someone as blind as me in FPS games lol

Brendon

It already is pretty playable in my testing.

Jon Hermansen

new here. will this game be able to be played on linux?

Marcus

Topic 1: Early access map - The map feels small compared to other games I play. However, a smaller map isn't an issue if it's dense with engaging exploration. Currently, the exploration feels empty. Increased indoor density: Make exploring every room in buildings more rewarding. Greater randomization: Introduce more varied or randomized elements within rooms. Environmental storytelling: Add more details or clues in the environment to encourage thorough exploration and provide narrative depth. These changes would give me more reasons to explore and make the current map size feel more substantial and less empty -Visuals, while they may not be as technically impressive as games like Gray Zone Warfare, I find them highly immersive. This speaks to a strong and consistent art direction, which I genuinely appreciate. Please keep up the excellent work in this area; I think it looks great. - No issue getting stuck any where - More AI, doesn't feel like much is going on but this can be due to no loot Topic 2: Performance -System Specs 4090, i7-3700k, 32 GB DDR5 ran stable with no spike in performance Topic 3: Grenades & Lasers - Yes really easy to use the lasers, key binds are in sensible location by default which made it easy to use. - Throw distance felt good. Feels like Counter strike physics. Would like to see more physics on the grenades like rolling or bouncing. When throwing it a window and missing it sort of just drop straight down. (Maybe it does have physics but I didn't notice it to much?) - Laser are easy to see during day and night Topic 4: Extras - Enough to know when a npc is near by -When NPCs were inside buildings, I found it difficult to accurately determine their vertical position (which floor they were on). Similarly, it was hard to pinpoint their exact location within a specific section of the building. My perception was limited to knowing they were indoors rather than outdoors. More precise sound cues for verticality and positional awareness within structures would be great - Did not notice performance lost with rain

Kelvin Quach

- How does that 4x playable area feel (roaming, distances, details)? Map still feels relatively small. That could be due to there only being a few AI tho, so roaming around didn’t feel dangerous or risky. Also, no looting to preoccupy time. - How does the early access visuals look? Visually reminds me very much of EFT. I think it looks great. Kind of mind blowing that this is in Godot. - Collisions should be super smooth (compared to the demo), are they? Collisions were PERFECT. - Does the AI amount (3-4 active at same time) work with 4x playable area. For playtesting systems, yes. But there weren’t enough to make me feel like I was in danger at any given time. I did die to one but I was full sprinting around for a while looking for AI and killed many before I ran out of ammo and was killed. Topic 2: Performance - With the 4x playable area, dynamic TOD, increased details, what is the performance? My performance was set to VSYNC / ULTRA settings (RTX 4080 & i7-12700K) and was running at 143-144 the entire time. - Is there any hardware issues or visual artifacts? None that I could find. - Do you notice any AI navigation spikes (related larger distances) ? I didn’t see any Topic 3: Grenades & Lasers - Easy to use and understand? Lasers were easy to use…once i figured out the RMB+MMB binding. Using it feels smooth and intuitive. Grenades were a bit less intuitive. Took me nearly killing myself a couple of times to get the ranges down. The initial trajectory kept making me think they were going to land farther away. This could easily just be biases developed from playing other games tho. - Are the throwing distances suitable (upper and lower throw)? I think overall the difference in distances between upper and lower handed is okay. Feel like this is something that will create a bit of a skill gap which I am fine with. - Are the lasers easy to see and usable? Yes. The visual fall-off at range seems reasonable to me. Topic 4: Extras - Voice acting frequency, is it enough or too little? I think it is enough. It doesn’t feel too repetitive like it does in many other games. If enemies are not aggroed, and they aren’t near another AI, why would they voiceline, right? Too many other games treat this as an audio clue to help the player…but it is immersion breaking IMO. All this to say, well done :) - Voice acting directional audio, is easy to locate? Honestly had trouble pin-pointing where voices were coming from. Footstep audio seemed much easier to locate. - Rain overhaul performance hit (should be almost zero) and wetness effects visually? I think it dipped as low as 137 fps when raining and running and engaging with AI all at once. - Any other bugs or game breaking things? If I clicked the “place” option on an object in my inventory, then I was no longer able to access my menus. I had to ALT-F4 out of the game because I did not know how to cancel the action. lol -Antti (Developer)

Rex Watkins

you should add where you can check your mags to see how much ammo you have

lelon montgomery


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