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Endgame: Road To SalvationNewsUpcoming Third Person/Immersive Mode 0.8 News
Community

Upcoming Third Person/Immersive Mode 0.8 News

Endgame: Road To Salvation · published 8 Feb 2022, 22:41 UTC

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Survivors!

I'm happy to announce that the upcoming 0.8 major content update will feature a 3rd person/ Immersive mode. I thought the top down and third person mix would be a unique game style that could have been popular, but many players have been asking for a 3rd person style. This could very well be the default game mode in the future, leaving the top down aspect as a classic mode that can be activated through the options screen.

The new immersive mode comes with new challenges, requiring a re-write of many systems, which allowed me to make improvements on many features that were implemented when I was first learning the engine.

A third person perspective can now be activated, adding a whole new level of immersion to the game. Many animations have been reworked, adding aim up/down, as well as proper running/walking/strafing animations for different weapon types. Headshot/weak spot detections was added to most NPCs, replacing the old chance of crit system. Downed zombies/NPCs/bandits can now be shot in the head while in ragdoll, allowing for a double-tap crit kill and preventing reanimation. The walking speed of many NPCs has been lowered for the immersive mode, giving the player a chance to reposition a little easier for tactical effectiveness. Bullet force is now applied to enemies on death to make more realistic death ragdolls. Grenades can now be thrown up/down in immersive mode, and they will now properly spawn on the right side of the character (near the throwing hand).

Status effects like bleed and nauseous now only have a chance of triggering based on your Endurance attribute, and you can no longer die directly from nausea. Your health shouldn't drop below 10 or so from the status effect, but will leave you quite vulnerable. Many actions can now be performed while reloading, with the exception of butchering, foraging, and searching lootables. The Rate of Fire for all weapons has been fixed, showing the stat in rounds per minute.

A proper wheat and corn foliage has been added to the farmlands maps, replacing the old ugly tallgrass. The item details panel has been improved to be more clear, also adding in a compare stats function that compares the selected item with your currently equipped item. All NPC names and pickup item names have all been modified to always face the camera, regardless of viewpoint. Many support options have had their costs reduced to make them more accessible, including all Airstrike style support drops, so pick a target and party.

If the game gets enough popularity after the full release launch, (Feedback/Reviews/Sales) I will add an extra game mode featuring an open world, with colony/base building, exploration, and demonic horde assaults. This could be after reaching salvation, and possibly a game mode you can select from the start menu.

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Community25 Jun 2026Patch Preview Report- 0.9 Deliver Us From EvilHello Survivors! It's time to let people know what's happening once again in the progress of Endgame: Road to Salvation Major update 0.9 Deliver Us From Evil. This is by far Endgame's largest update ever, and I'm still making daily progress towards the release. I'm having a lot of fun testing the new features and content in Endgame, I can't wait to share it with you. I apologize that it's takin…Community24 Dec 2025News Update V0.9 "Deliver Us From Evil"Season's Greetings from IndieAnonGames! Hello Survivors! There are some exciting things happening behind the scenes, time to shed some light on the situation. The upcoming Major Content Update "0.9 Deliver Us From Evil" Is on the horizon, along with a ton of new features and content for you. New weapon models, enemies, allies, game mechanics, equipment modifications, new NPC skill and equipment…In-game event28 Oct 2025V0.895 UpdateHello survivors! It's been some time since the last update, but I'm here with a small bugfix to start. This one will tackle some of the community bug reports and suggestions, and is quite small compared to what I've got planned for the next major content update. For now I've added a few features, fixed a few bigger AI issues and bugs, and made some general QOL improvements aside from the commun…