BloodState Demo · published

FIXES AND IMPROVEMENTS
Thank you to everyone who has played the BLOODSTATE demo and shared feedback. This first update addresses many of the issues reported since the demo launched.
PLAYER AND CAMERA
Fixed several clipping issues around walls and tight indoor areas.
Fixed an issue near the sofa that allowed the player to clip through the stairs or upper floor.
Increased jump gravity to prevent players from reaching unintended areas.
Improved jump and grounded-state recovery to reduce animation lockups.
Fixed the camera continuing to move while the game was paused.
Added a short input lock during gameplay startup.
Fixed loading-screen input carrying over into gameplay and causing the player to jump.
Added an eye-opening transition to conceal the heaviest part of the initial loading process.
AIMING AND WEAPONS
Removed the obstructive sight-glass reflection from red-dot sights.
Aiming now disables Depth of Field to keep targets clear.
Adjusted the normal camera field of view.
Fixed aiming occasionally zooming outward instead of inward.
Improved transitions between the normal view and aiming.
Corrected reload-to-fire timing across 18 weapons.
Weapons can now fire sooner after their reload animations finish.
Removed unnecessary delays after ammunition has already been loaded.
Improved synchronization between reload animations, ammunition updates and firing availability.
Laser sights now stop at the first object instead of passing through walls and other surfaces.
Reduced muzzle-smoke duration from two seconds to one second.
Added the missing fire-mode keybind.
STAMINA, MOVEMENT AND NOISE
Added an always-visible stamina meter matching the BLOODSTATE interface.
Added support for custom stamina symbols.
Fixed stamina-regeneration settings so higher values correctly restore stamina faster.
Connected variable walking speed to the zombie noise-detection system.
The slowest movement speed is silent.
Faster movement progressively increases the zombie alert radius.
Sprinting and jumping remain louder actions.
INVENTORY AND INTERACTIONS
Added a player animation when collecting backpacks.
Improved weapon pickup and swapping behaviour.
Prevented the player from dropping their final usable pistol and becoming softlocked.
Added pistol-swapping support when no primary weapon remains.
Dropped inventory items can now alert nearby zombies at a shorter range than dropped weapons.
Added support for unique item-drop sounds.
Enlarged the lock hitbox to make shooting it easier and more consistent.
LEVEL AND NAVIGATION
Added directional arrows to guide players toward the electricity objective and better weapons.
Removed the lower-floor doors so alerted zombies can enter the building and pursue the player.
Increased overall lighting to improve visibility while preserving the intended atmosphere.
Moved the NVG goggles to the middle trailer so they are easier to discover and test during the demo.
ZOMBIE AND BOSS AI
Improved fence detection and climbing behaviour for chase zombies.
Zombies now search for climbing routes immediately when their path to the player is blocked.
Improved climbing-lane selection and reservation.
Zombies now wait when every climbing lane is occupied instead of running in circles.
Improved climbing recovery and the transition back into chasing.
Fixed the boss occasionally remaining idle after receiving a bullet hit reaction.
Improved the boss transition from hit reactions back into chasing or attacking.
RESPAWNING AND AUDIO
Respawning now fully reloads the scene to prevent leftover runtime objects and states from accumulating between attempts.
Improved starting voice-line playback.
Fixed footsteps playing too rapidly on stairs and sloped surfaces.
KNOWN ISSUES
The following issues are still being investigated:
Inconsistent crashes during level loading on certain hardware configurations.
First-time shader stutters when effects such as gunfire and explosions are loaded.
Some settings do not currently apply correctly in the demo. Display mode, resolution and graphical presets remain functional.
Master Volume control has not yet been implemented.
Crouching functionality and usefulness are still being evaluated.
Testing across additional hardware configurations is ongoing.
ADDITIONAL NOTES
Lifetime and profile statistics are saved only after successfully completing a level.
The NVG location is temporary for the demo. In the full game, the goggles will appear later because they are primarily intended for darker missions and environments.
Thank you for playing and helping improve BLOODSTATE. More fixes and improvements are on the way.