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FAQ
Yes. Player-hosted servers will exist.
Due to the overwhelming support for the game, the decision has been made to proceed with multiplayer development. Multiplayer has been in backburner planning and analysis for some time and it's execution is already underway! Due to this decision, Steam Early Access dates are estimated to be around Q4-2025.
Keep in mind that there has been no hard dates announced. The publicly shared dates are generally derived from the level of effort behind the given scope at that time. There will always be changes and the game will continue to evolve. Absolutely everything is progress.

Two builds exist:
beta decay [Alpha Build] [v0.0.4a]
Legacy Without Multiplayer.
beta decay [Pre-Production Build] [v0.0.5a]
Multiplayer included.
Migration from legacy is in progress.
Performance considerations have always been in consideration throughout development. It has taken a lot of testing to determine the most appropriate methods to create systems that allow overarching features to exist. For beta decay, the majority of performance/processing time is spent on AI, entity management, world subsystems, and character animations.
Reduced Overall Game package size to less than 700 MB
The game now only uses a handful of revised Materials and Textures. Overall this has reduced game initial processing times and package size.
Completely reworked AI Core Systems. The game has been tested to handle firefights with around 40-64 players on the same screen before noticeable FPS decrease. This is a major improvement from previous Alpha builds, where AI was a major performance burden. The game was previously only able to handle around 8 enemies before noticing performance drops.
Traditional LOD's and occlusion culling for the majority of object optimization. Nanite is being leveraged very specifically to pull off some really cool rendering techniques [Will be showcased in later devlogs].
In lieu of the new multiplayer build - all code has been revised, reorganized, and optimized. From a development perspective, this is the most exciting update as there is greater control, over each systems, ease of troubleshooting. Overall, this tremendously supports the stretch features and vision.
Sun and Solar time systems have been simplified. Sun position/rotation/shadow no longer constantly calculate yielding a performance increase. Weather, Solar Times, and other systems are ensured to run on separate threads in order to increase performance.
All revised Models, Textures, and Materials
All models have been reworked with increased detail to aid in creating beta decay's own style.
Completely new Textures and Materials. Textures have been rescaled/refined/and reorganized to allow for better management and scalability.
Many many many, performance tweaks especially with character system and AI, foliage, wind effects, LODs, view distances, logic, and more.
While undergoing multiplayer development, the game's asset overhead has been dramatically reduced (Meaning getting rid of all the materials, textures that are needlessly being used.)
Time has been dedicated to perform upgrades of the project to run on a more recent version of Unreal Engine. This has benefited development performance and workflow.
Minimal Impact to code changes/Migration effort.
Editor Performance Improvements and stability.
Improved Workflow
Looking forward - This has also allowed the opportunity to leverage new of features with newer version technologies.
Majority of changes have been reworked on the back end. The overall feel will still be the same.
Now primarily event driven, executing less updates in the main thread, overall increasing performance.
This has also added more flexibility for other dynamic camera shots such as Item pickups and cinematics.
Migrated from legacy to new engine input system.
This overall helps with better development input troubleshooting and management. This also provides an easier system for key remapping for the future.
Lastly, this should alleviate previous controller issues and provide support for more controllers.
When issuing commands, AI will respond via radio.
Recorded voices have been heavily modulated/post processed to have a grungy radio effect.
Overall this better fits the aesthetic.
Created a new Development Console and Logging system
In general, logging is critical during development, now even more so with the introduction of networked multiplayer. Therefore it is extremely important to have in-depth visibility that is quickly understandable - and to ensure all systems are designed to transferring the least data as possible over the network.
First iteration of Save/Load system
Game will save every 30 seconds by default
All core player stats and location are saved.
Only one primary character may exist at a time.
Rainstorms will now randomly occur including rain, smoke, and lightning particle effects.
A rare chance of lightning will strike that applies damage to characters within it's radius.
Rain audio effects will dampen/become stronger depending if the player is sheltered/under cover.
Wind will become stronger, effecting the environment.
To more immersion, the wind system now effects the player's body and hair. Player's hair and clothes will dynamically blow with the wind direction and turbulence.
An open world sandbox 'exclusion zone' has been modeled for play testing / early alpha builds, but will unlikely make it to Early Access.
Locations include
Swamp/Forest - With a few facilities within
Industrial Megastructure
Underground Metro Tunnels
Aboveground Grassland
Faction Warzones, trenches and minefields
City Ruins
Randomly placed Compounds
Open fields and roads.


Major overhaul to the aiming system to allow for more accurate hit detection.
Bullet drop exists for long range sniper rifles.
Default
Pistol
SMG
Shotgun
Rifle
RPG
Sniper Rifle
HMG
The M82 sniper rifle now includes an attached scope
The Scope is a single zoom with an acceptable range of 1000 meters.
Ability to Zero in the Scope through elevation 0.1 MIL adjustments to account for bullet drop.
Scope Elevation Adjustments are represented in the Scopes UI Meter above the scope.
Sniping and Spotting is an important aspect of the game. Especially in the strata observing enemy patrols
This can be toggled on/off by tapping the aim button once.
Holding the Aim button still results in normal aiming.
In Third Person view and changing between shoulders, the character will also re-adjust the weapon for the respective shoulder.
The result is improved CQC aiming especially indoors, working around corners.
Character will lower their weapon when too close to walls/objects. This alleviates visual clipping of weapons in walls.

G3A3
P90
FAMAS
Steyr Aug
HMG
New RPG model
HMG and 7.62 Drum ammo packs
Added mag drops for M82 and M16
Updated M16 model with more detail
Sniper Rifle recoil no longer exists with in prone. But exists when crouching/standing.
Reduced projectile damage while wearing body armor or Heavy Armor.
Introduced a Heavy Armor Exosuit that when worn significantly reduces bullet damage taken.
Players now have the ability to go prone.
This includes the ability to dive forward and backward into prone position while sprinting.
When players take damage below 20 health, they will be knocked to the ground on their back. The player still has the ability to Look around, Fire, and even crawl backwards to safety.
During knock down HP will slowly regain.
You are only able to stand stand once HP has regenerates above 50hp

Kicking now causes enemy pushback and animation along with a small amount of damage. Previously Kicking caused an insta kill.
Pressing 'F' when close to Enemy AI will throw either a left hook, right hook, or jab
Holding 'F' will perform a takedown causing an instant kill.
Pressing the 'x' Kick button will perform a low kick or curb stomp.
Blood Splatters / Splashes / Effects have all been revamped.
Added additional bleeding from dismembered limbs.
Improved blood splatter decals with random placement

New blood particles and systems.
On dismemberment small gibs will now spawn.
Blood splatter will appear on walls from enemies depending on bullet trajectory.
New blood sprite/effect animations and particle systems
Improved Bullet impact effects, with concrete particles, shards, and tracer effects emerging from impacts.
Revised shaders and materials for quicker particle generation.
Fixed issues and improved audio for the sound effects for bullets that nearly hit the player.
Randomized airstrikes now barrage the Strata.
Prior to an artillery strike, distant artillery shell fire sounds can be heard as a warning signal. Thereafter, the shells will hit a random target area.
Amongst the Alpha Centauri (AC) colonists, foreign lifeforms also exist. Viruses, Fungus, Bacteria, and even creatures, may pose a threat to the player. One threat in particular is highly contagious and is able to spread throughout the world

The following core phenomenon exist.
Singularity
Entanglement Swap
Infection/Sickness/Virus
Flocks (Creatures)

New Sprinting animation when carry weight is above a certain amount.
Added reload animation for the HMG.
Added mag drops for the M16 and Sniper Rifle.
New pistol crouching animation.
RPG Fire Animation.
Shotgun Fire Animation.
Added Fire animations for Shotgun and RPG.
Shotgun reload animations now work when looking vertically.
New lowered a/holstered weapon animations for all weapon types.
New crouch running animation.
Walk while Aim animations have been tweaked for more aim stability.
Modified all cover mode animations.
Added Rifle Reloading animation.
Added RPG Reloading with shell drop.
Added Sniper Rifle Reloading animation
Added M16 Reloading animation
Added Shotgun fire animation.
Added RPG Fire animation.
Added new kick animation.
Added a curb stomp animation.
Many adjustments and tweaks to existing animations.
Added more lean and smoothing when running/turning.
Character movement speed is now determined by the current weight of carried items.
Reduced the minimum amount of dynamic walk speed. This means you can make your character walk even slower with the mouse scroll.
Introduction of creature hordes (hundreds of enemy swarms)
Used in several other areas of the game.


Characters will now die from high falls.
Previously characters were unaffected by landing from high falls.
Casing Audio
Casings now collide with the ground/terrain/objects.
Added Voxel-esque/Stylistic Grass
Wind now effects grass.
Camera now occludes (Shows invisible) grass up close
Infrared eyewear/goggles added.
Picks up the heat signatures of objects and characters.
Equipped to the Eye sockets.
Pressing 'N' will now activate eyewear/goggles.
Added audio when activating thermal vision.
Visual Aesthetic Changes
Wind Display
MOV numbers
Enables Sniper/Spotter Scenarios
Added 4 Different Levels of Zoom for binoculars
Added Sound effects when changing zoom.
There have been several design considerations and changes around the usage of Voxels for different aspects of the game. Certain game functions do leverage a voxel tech. For example, the planetary terrain is set to be voxel based.
Development will continue with planetary terrain to be voxel based and terraformed
Buildings and other game world models/elements are not voxel based.
Certain Walls and pillars have destructible paneling that fall apart when shot.
Holding 'F' / NLNK Button now displays all Entity components (Text) within a minimum radius. This is different from previously executing an NLNK scan, which provides visual icon classification of the entity from extended distances.

Green - BioEnergy meter. Bioenergy is required for implants to function.
Blue - Water meter.
Red - Hazard/Alert - An indicator light that triggers when nearing hazardous materials, radioactivity, or unbreathable air.

Proximity AT mines (Effective against MCVs)
Claymore Mines
Shooting at claymores will cause them to explode
Added more friction to grenades, so they do not slide as far.
New Smoke Grenade Type that will block enemy AI visibility

Cover mode can be entered without needing the character to be facing the wall.
Improvement to the Cover mode move and idle animations.
Several animation glitch fixes.
Added delay before being able to aim again from cover (To prevent spamming).
Overall Many bugfixes to smooth out the system.
Character will now automatically leave cover mode if too far away from the initial locked on cover position

T-92 Twardy Tank
V-23 Osprey - VTOL Helicopter
Barbed Wire barriers
Ruined Buildings
Large Platform elevators
Large Industrial Doors
Light Beacons
Glowsticks
Markers (For Construction or marking areas you have traveled)
Cigarettes (Reduces Stamina burn rate).
New BioCell Texture and Model

The life support kit is a chest mountable device that functions to provide hydration and clean air to the operator.
Powered by bioenergy.
Extendable suction tube that functions to extract water into the purification and filtration apparatus. Miniature air filter for short term breathing/ life support.

Character's now has a stamina stat that gradually decreases over time.
When Stamina is too low, a character becomes fatigued resulting in darkened vision/low visibility. It will take around 3 in game day cycles to become fully fatigued.
Holding 'Z' will allow the character to lay down and sleep (With time dilation).
Tapping 'Z' will allow the character to sit, rest, and regain stamina (Without time dilation).
Time will pass 3x as fast while sleeping.
Jumping now decreases Stamina temporarily. This prevents bunny hopping and jumping all over the place.
A 'thirst' stat and a 'water' stat now exist. Water indicates how much water is contained by your Life support Kit. Thirst will automatically be replenished as long as you have Stored water available on your character.
Water may be collected from pools/puddles that exist within the game world.
Hold Right Mouse and Press 'F' while in a pool of water to collect it.
Introduced a variable burn rate to the stamina stat. This will allow different actions/consumables to affect the rate at which stamina decreases or increases.
Smoking Cigarettes reduces Stamina burn rate.
Coughing - Player and AI will cough on certain conditions such as sickness/hazardous breaking air. (Animation and audio).
When thirst levels are severe, players will experience dehydration side effects consisting of reduced stamina, blurred vision, and eventually death.

First iteration of Weapon modifications.
Weapon components exist in the world just as other entities. Can be picked up etc.
New player model details such as creases in clothing/bagginess.
Added more clothing audio foley sounds on certain movements.
Fixed several bugs with the cover system.
Player sickness/infection stat.
Added dust and camera shake when diving front/back
Updated entity UI text style and added subtext for entity amounts/counts.
Player Cough Audio and Animation when infected/has illness or the air is not stable.
Climb with Weapons - It is now possible to climb with a weapon unholstered
AI Now react to noise events and will investigate sounds
AI will investigate and move towards sounds and sighted enemies.
AI are able to dodge left and right
AI difficulty has increased. They will fire more consecutive rounds to keep you behind cover or make dashes for cover. This makes it extremely difficult to fight out in the open.
AI will not fire at the target unless there is a clear line of sight/no obstructions.
When AI are investigating a potential threat, they will have a scanning 'sweep' animation indicating they are alerted and inspecting the area.
AI Now use Rifles
More AI combat vocals (Yelling, Awareness, Grenades)
AI Now receive fall damage
AI will have a harder time detecting players in prone at a distance.
AI now use RPGs
AI will target and engage any character who has attacked them (Not Only the player)
Added ability to carry and drop wounded Friendly AI characters.
Reduced AI Cone of Vision
Certain AI now wear boots.
Improved AI Cone of vision and specificity of vision. However AI will still not fully be able to detect you when leaning around corners.
AI will investigate sounds and last known Enemy locations at varying speeds.
Other Nearby AI will now be alerted when one of them is attacked.
AI will now sprint away from thrown grenades.
AI are able to have their own 'Commanders' / Leaders, in which they will follow in formation.
A first iteration of the command system has been developed. This system will continue to evolve over time.
Players may open up a command menu with 'tilda' and issue a few basic commands:
Move to
Return to formation
Change formation (Several different formation types exist.)

A controllable Mecha character (Controls similar to a tank)
Must be physically mounted/climbed into to operate.
Enemy AI MCV's exist.
Weaponry consist of Miniguns, and Heat Seeking Rockets
Flares/Countermeasures may be launched with 'x' that deter incoming RPG fire. An alarm will signal for incoming RPGs.
A Red indicator light will appear on the MCV exterior when firing.
Ability to switch camera shoulders left/right.
A Cooldown exists when firing the minigun.
Added Functional Compass
Killing AI Pilots will disable the Mech
The torso of the MCV no longer rotates with the legs. This not only improves general piloting experience, but this this also fixes AI MCVs having bad aim as the turn motion would throw off their aim.
Added Functional Throttle UI.
Added Legs/Lower Body rotation UI.
Added functional KPH UI
Added 'Target Locked' UI Text when a lock has been aquired on an enemy.
HUD Improvements
Compass
Ammunition screen
Increased MCV FPS FOV
MVC minigun will now overheat and can only be fired periodically.
Added ammunition and flare counts that will deplete
Future versions will include normal rockets, front gunner functionality.

Added new Sun Flare effects.
Updated Stars and Space Backgrounds.
Previously there was bad texture warping at the tops and bottoms of the stars skybox. This has been fixed.
Created new Jewel Case cover photos and primary Game Art wallpapers.
23 + New music tracks for the Pre-Alpha OST.
Added Slider/Toggle Settings for:
Mouse Sharpness
Music Volume
Brightness
Vsync
Sun Shadows (Disable)
Added more controls instructions to the main menu UI.
Added ability to change mouse sensitivity.
Added ability to change screen brightness

All Entities (Ammo, Weapons, Equipment) are physically attached to the player. Entities that are picked up search for an available open 'slot' on the player in order to attach.
Tap 'Tab' to activate inventory mode.
Hold Right Mouse / Aim Right to rotate the camera.
Mouse over any item to read it's name
Left click on Any item to drop.
Press 'G' to drop the current held weapon.
Hold 'F' to view nearby entities. Entities that are close enough will have a grey outline, dot, and text.
Tab to activate inventory.
Hold Right mouse to rotate camera.
Left Click Inventory slot to drop item
There are 23 slots for ammo inventory
There are 6 slots for small containers. (Clothing, various equipment not worn).
There are 2 slots for large containers (Rifles,
There are 7 Slots for RPGs
There are 4 Slots for large ammo containers.
Each wearable item has its respective slot (Helmet, Outfit, Face, etc).
When activating the 'Entity Highlight' a second subtext will show the 'Entity Amount'.
RPG Ammo Mounts
Creatures and Anomalies
- Added bird flocks that become dangerous and attack if too close
- Virus anomalies that are visually represented by particles in the air.
Helmet MCV (Pilot)
Helmet Foliage
Helmet Tactical
Helmet Tactical with strap
Helmet Imperium
Helmet Syndicate Type 2
Helmet Heavy Armor
Goggles (Clear)
Scarf
New key outfits: MCV, Pilot, Tactical, Overalls, Hex, Delta, and more.
Construction Helmet
Beanie
Body Armor (Type 2)
K6-3 Helmet
K6-3 Helmet with Visor
Boonie Hat
Combat boots (Equipped with certain outfits)
Headband with Hair.
Gasmask Type 2, 3, 4
3 New Body armor types
2 New heavy armor suits
Tactical Outfits (White/Green/Black)
Trenchcoat Nomad
Trenchcoat Imperium
Trenchcoat Leather
Trenchcoat K
Trenchcoat Overalls
Synthetic Type 2
Clan Type 3
Revised many Face textures to be more gritty.
Many more items unlisted here.
New Pallet Texture.
Plethora of new world sound effects.
All chain link fences have been re modeled and textured.
Added cinematic smoke to open world.
Created new Grenade Explosion Effects.
Added slow motion sound effects for weapons and AI Voices.
Added ear ringing audio from close by grenades and RPG explosions.
Added new Main Menu Idle animation for player character.
Added Resolution 2560 x 1440.
Aiming and shooting will now escape holster mode.
Added camera shake when diving forward or diving backwards.
Characters no longer blink when dead.
FPS Camera Zoom has 'Re-Increased' so that the FPS camera appears closer to the body and weapons.
Third person camera lean rotation has now returned.
Added camera shake when firing the Sub Machine Gun
Added bullet impact Smoke Clouds that linger for a long duration.
Added camera shake when player is hit by projectiles.
Increased minimum spawn distance of AI characters from the player.
Adjusted Audio of AI MCV, to be heard in correct location at far distances.
Decreased the amount of MCV Jump/Thrust to prevent endless flight.
Increased climb angle of MCV to prevent from getting stuck on terrain.
Added an 'Idle' mode to enemey MCV AI.
Fixed NVG blocking FPS Camera view when piloting an MCV.
Fixed MCV tracers going through walls.
RPG Shells now weigh 8kg.
Empty Magazines no longer fall through the ground.
Enemy Entity Drops (Ammo, Weapons, Items) will remain in the world indefinitely.
Tapping 'H' will lower your weapon. Holding 'H' will put away your weapon.
Re-adjusted throw angles of grenade and flare throw locations for TPS view to be more accurate.
The Main Menu Player Profile now displays hours played.
The Main Menu player Profile now shows the amount of Centeks collected.
Headshots will now cause double damage.
Increased speed of weapon switching
Ammo magazines are now removed after some time.
The shoulder lamp becomes transparent if too close. This allows more visibility when camera is close to the character.
You can now change weapons while aiming.
Middle Mouse button now throws grenades/flares/knives
Tab now activates inventory mode. Holding Tab displays the text of any items in the near vicinity.
Enemy AI Now drop SMG's (Instead of only Rifle weapon Drops)
Tapping Crouch once while sprinting will now initiate a slide. Tapping crouch without sprinting will crouch. Holding crouch will prone.
Changed Dialogue Text Font, background highlight, and added notification sound.
Slowed Slide animation (To Prevent moving faster by spamming slide periodically). You can only slide if you have enough stamina.
Darkened color of claymores to blend in more with grass.
Updated model details of Backpacks
Updated model details of All Ammo Packs
Updated model details of Character Legs and Torso
PMC Helmet has now been updated to the K6-3 Helmet.
Updated Landmine explosion sound effect.
Grenades, landmines, and claymores now cause dismemberment.
Added IR Scope to RPG (Less expensive on performance and intended style for the scope).
Improved RPG animations to prevent camera clipping.
Updated RPG Weapon Screen and Texture.
Reduced Breathing during aiming for RPG for better stability.
Improved RPG distant explosions sounds.
Temporarily removed RPG camera scope (For performance reasons).
Upgrade grenade near explosion and distant explosion sounds.
Added enemy female spawned characters.
When picking up ammo/multiple items, the amount is now displayed in the UI notification.
Adjusted angle of Gas mask to prevent clipping within Clothing.
Improved right hand positioning on all weapon handles (Not perfect but improved).
Added distant explosion sounds for RPGs and grenades.
Improved quality of flashlight beams seen from a distance in dark or foggy areas.
Added 'super' distant weapon fire sounds. In addition to regular fire and mid range distant sounds. This adds immersion when you can hear very distant AI encounters.
Added slight dirt mask effect to camera lens.
Decreased throw power for grenades.
Saturated Color of explorer backpack.
AI Characters will now have random walk speeds on spawn.
Modified character arms to appear less stiff on death/ragdoll.
Decreased leaning left/right animation speed.
Added a full collar to certain outfit types.
Increased Player Max Walk Speed
Increased distance which you can pick up items in TPS view.
Modified aiming crosshair and firing mechanics to be more accurate during CQC aiming.
Adjusted Shotgun tracers to be true to actual projectiles being fired.
Changed font type for Entity pickup Text
AI now drop the primary weapon they were carrying on death.
Decreased size of RPG shell ammunition
Added Weapon Switch animations.
Added Item Switch animations.
Lengthened TPS left and right should camera positions.
Updated Ghillie suit - Many model adjustments and brightening of texture color.
Mouse/Joystick Aim sensitivity is now automatically decreased during Aim mode. There is an additional decrease with Sniper scope aiming.
Decreased default input speed when aiming down the sights.
When sliding the camera will now auto switch to right shoulder view for easier aiming.
Added audio when switching shoulder views when a weapon is equipped.
Added field of view (FOV) change on sprint when in FPS and TPS camera modes.
Increased AI Weapon Accuracy (Due to larger open world play areas)
Added new Distant weapon fire audio.
Increased view distance of enemy AI
Decreased color of Osprey wind dust.
Increased range of binocular target distance (in meters). Previously was capped at 50m
Knife throws now deal 100 damage resulting in a one shot one kill.
Increased size of Spetsnaz Helmet.
Minor model positioning updates to kill block.
AI Spawner Updates to kill block.
Increased TPS Shoulder Camera Field of View (FOV).
Added delay for weapon switch
Decreased delay for item switch.
Added Chromatic Aberration effect when Sprinting
Added Chromatic Aberration effect when Firing.
Decreased FOV for Start menu camera.
Increased FOV for Inventory camera.
Increased speed of pistol fire animation
Reduced Camera shake on hit
Fixed a bug where you were unable to climb.
Removed the nose dip from MCVs when jumping.
Fixed a bug with the RPG screen that hindered performance.
Fixed a bug where animations would spin in cover mode
Fixed a bug where you could not crouch/stand within cover mode
Several other bugfixes to the cover system.
Fixed a bug where tracers would go through walls
Fixed a bug where creatures could not be damaged in the overhead cam.
Fixed several animation weapon positioning bugs
Fixed a bug where shotgun tracers did not show when firing.2
Fixed a bug where weapon audio would not play for a single shot.
Fixed a bug where you could not pick up multiple primary weapons.
Fixed a bug where rain was present while underground.
Fixed a bug where claymores would not cause dismemberment
Fixed a bug where shotgun tracers did not exist.
Fixed a bug where tracers traveled through walls.
Fixed bug where you could enter 'ready mode' while 'resting'.
Fixed bug where you could jump while laying on your back.
Fixed bug where character legs would stretch when playing the 'getting hit' animation while strafing.
Fixed major bug with the VTOL propellers that caused an immediate engine crash.
Fixed bug where NVG goggles would turn on when using the Overhead camera (Remote Optic)
Fixed Bug where the 'Remote Optic' goggles stayed on when switching to Inventory mode from overhead camera.
Fixed bug where on foot AI Weapon tracers traveled through buildings.
Fixed bug where Holstering while aiming would not work properly.
Fixed bug where Highlight UI Square would remain visible after picking up items.
Fixed bug with the MCV where switching weapons would cause the minigun to 'Stick' on in a loop.
Fixed bug where leaving and re-entering an MCV caused all UI systems to stop functioning.
Fixed bug where you could change camera views while using binoculars.
Fixed bug where tactical aiming animation did not play in ready mode.
AI will no longer spawn if they are viewable on the player's screen
Reduced amount of camera wall clipping in third person.
Fixed weapon switch animation glitching when switching with weapons while in ADS mode.
Fixed bug where you could spin head around 360 when landing from a long fall.
Head/Helmet Character models now become invisible when camera is too close.
Fixed many issues around too many sounds playing at once.
Fixed bug when being killed by projectile that the character would always have force added in the same direction.
Fixed bug that would throw UI errors when switching weapons.
Fixed bug where all UI Entity Description Texts in the level would appear when switching to inventory mode.
Fixed bug where AI torso model was disappearing.
Fixed bug where AI pistol model remained floating in the air on death.
Fixed camera bugs when entering and leaving cover mode.
Fixed bug when aiming with weapon lowered that caused camera issues.
Fixed bugs with the AI Spawners where no spawning occurred.
Fixed bug where character would not blink.
Fixed bug where thrown knives played a Flare burning sound on loop.
Fixed bug where grenade explosion that a effects a player in cover would cause them to be stuck as a ragdoll.
Fixed bug where you could initiate NLNK Scan while in Ragdoll/Death.
Fixed bug with binoculars that would no longer zoom due to Auto Depth of Field Camera.
Fixed bug where 'near miss sound' would play when firing the shotgun.
Fixed bug where highlight UI would not disappear when not looking at Entities/items.
Fixed bug where all HUD elements did not display after unequipping binoculars.
Fixed bug where character would continue to sprint after landing from a fall where the player had been sprinting (Sounds confusing...).
Fixed bug where health/heartbeat/blood on screen effects would not go away after taking damage.
Fixed a bug where player could not fire weapon after coming out of cover while aiming.
Fixed a bug where Entity text still remained in the world at last pickup location.
Fixed a bug where weapon tracers traveled through walls.
Fixed critical bug where Animation would not initiate upon start.
Fixed major bug where TPS Camera commonly clipped through walls.
Fixed bug where moving out of cover disabled ability to fire weapons.
Fixed FOV Issues when in FPS and TPS that caused camera flickering.
Fixed bug where picking up the same Sniper Rifle, Shotgun, SMG added a small container to the character inventory instead of a large container.
Fixed bug where you could have infinite VTOL/Smoke Grenades
Several fixes, adjustments, and tweaks to AI weapon audio especially at far distances.
Fixed bug where Item drops spammed on AI death.
Fixed bug where sniper scope would only render Black.
Fixed bug that caused trench coat cloth to flicker.
Fixed bug where you could not fire after exiting cover via the 'Alt' key.
Fixed critical physics bug during dismemberment that would throwing several warnings/errors every time a limb was dismembered.
Fixed bug where you could dodge left/right while in crouch. This would cause broken animations.
Fixed bug where too many simultaneous hit detection audio events played at once (especially during shotgun hits) which would drown out all other audio.
And much much more...
Hannibal
2025-10-24 15:29:28 +0000 UTCItz Me
2025-10-21 15:49:43 +0000 UTCSkeet
2025-08-15 19:18:31 +0000 UTCmoophette
2025-08-05 18:44:46 +0000 UTCAvenge Our Ragers
2025-05-30 15:18:15 +0000 UTCBig Squint
2025-05-29 02:53:29 +0000 UTCCronen Builder
2025-05-26 19:38:00 +0000 UTC