Hello Commandos,
More suffering, more chaos. We're launching the official Public Test Server for John Carpenter's Toxic Commando! We'll mainly be testing our new difficulty mode: INSANE.
A Public test server is an alternative version of John Carpenter's Toxic Commando which allows you to test upcoming changes or content before they officially release. For us, the goal is to get feedback and adjust the changes we plan on making. For you, the goal is to try out new features and have some fun!
The Public Test Server builds still include "work in progress" content. You should expect some technical issues and non-definitive features.
We will close this Public Test Server on Monday 20/04
If you own John Carpenter's Toxic Commando, the Public Test Server should have popped up in your Steam library already.
It's a different Steam application, requiring a separate download.
All missions (maps) are unlocked
All tutorials (game, hub) are skipped
Very Hard and Insane (new) difficulty levels are unlocked for all missions
Players are level 40 for all classes and have 40 skill points for all classes
Every weapon is maxxed out and all attachments/tiers are already purchased
Player's profile is level 20
When the Insane difficulty mode releases, it'll be unlocked if you completed each mission on Hard difficulty, just like the Very Hard difficulty.
On the PTS, all progression including all missions on Insane is unlocked right away.
Prepare to suffer! This difficulty setting is impossible to pass without a maxed-out player progression. We want your feedback on it!
Attachments and Tiers are no longer removed when upgrading a Weapon's Prestige; only the Weapon's level is now removed when upgrading a Weapon's Prestige.
The moment the first player dies, a random Revival Pod is selected for him from those located between 100 and 160 meters away. If there are no such Revival Pods, the nearest Revival Pod is selected
The Operator Class.
Drone: Base damage increased by 20%. Ability duration increased by 100%.
Dragonbreath: Base damage increased by 125%. Ability duration increased by 100%.
Lancer: Ability duration reduced by 75%.
Impulse: Base damage reduced by 20%. Ability duration increased by 200%.
The Defender Class.
Triad becomes Pentad: Deploys 5 barriers instead of 3. The ability also uses 55% less energy when the Barrier is not dealing damage or not taking damage.
Efficiency Perk: The ability uses 15% less energy when the Barrier is not dealing damage or not taking damage. 4 perk upgrade levels, each +15%.
The Medic Class.
Trauma Center: By default, ability energy regenerates only from enemy kills. Can be changed with the Wizardry perk. Ability duration reduced by 50%.
Emergency Aid: By default, ability energy regenerates only from enemy kills. Can be changed with the Wizardry perk.
Wizardry Perk: Passive ability energy regeneration increased by 1% per second.
The Strike Class.
Shatterblast: Passive ability energy regeneration time increased 18x (20 seconds). Cluster explosion damage increased by 33%.
Sentinel: Projectile damage increased by 33%. Sentinel can now fire 25 shots (previously 7).
Each player on the team now sees a different color for weapon pickup beams on the map.
The color of beam corresponds to the rarity of the weapon in each player’s profile (progression).
Hellspawn could have remained invincible in the final stage of The Pit. (
The Defender Class - Temporary armor which was lost due to any damage cannot be restored by re-entering the shield.
The Defender Class - The Repulsor perk does not activate on all Roamers caught in the shield.
Two players cannot activate the terminals to open the container on Root of Evil (they could only do so if both pressed on the terminals at the same time).
Snare could remain idle for a period of time after spawning.
Two players with the Medic class and the Remote subclass could infinitely restore their abilities.
Have fun commandos, and don't hesitate to write your feedback on our Discord server !