
Because of new functionalities, any older save games will be wiped upon first launch of the latest version.
normal Version (inluding savegames and progression)
Playing on Steam's default branch will launch the default version of the game.
This allows you to play the game normally.
Demo Version
Switching to the Steam beta branch called "Demo" will present you with a demo version of the game.
This version will not save your progress.
It will load a predefined Lvl 15 savegame everytime its started.
The demo version is meant to be used to preview or showcase later weapons and features of the game, that are normally unlocked step-by-step playing the game.
The demo version does not have a tutorial. So for the first attempt, it's advised to use the normal version.
Please note the following hints for new game features:
If the player wants to close the game, they can do so by open the VR Menu by pressing the 'Quest' button on the right controller and then select and click 'close app'. Or the player presses ALT + F4 on the keyboard or tabs with ALT + TAB through open applications until the Steam window is in front and clicks 'Stop' with the mouse.
Host: If the player wants to invite their friends, they have to press the 'Multiplayer' button ingame (left to the mission selection). Then a small screen opens with an invite button on it. Press and hold this button until a small beep can be heard. The Steam invite overlay is now open on the pc screen. Enter the name of the player you want to invite or find them in the list of available players and click on them. This sends out an invite. After sending the invitation, close the overlay and go back to the game. Once the client accepts the invite they join the host's game.
Client: Once the host has send an invitation, the client has to accept it. The client can do this by opening the Steam overlay (standard SHIFT + TAB) and click on the green 'Play Game' in the chat with the Host. After clicking it the client joins the Host's game.
Best practice: To prevent desyncs while in multiplayer, the players should wait until all trucks for all players have arrived at the scanner and wait for entrance. While waiting they should do nothing, so don't use the control terminal and don't walk around. This way the desync chance is reduced dastrically.
Players can now open the host multiplayer menu to the left of the mission control board.
Up to 3 players can be invited and join a match
Multiplayer mode is working as a first draft and still has a lot of issues
First early draft of a tutorial has been added
Tutorial is triggered by playing the normal version of the game from the start (not demo)
A drone will teleport in and explain basics of the game for Our, one in a while
The tutorial is a first draft and still incomplete and with many issues
Players can now walk freely with left stick and use snap rotation with right stick
Objects can be remotely grabbed or interacted with the interaction beam
Hold grab-button to activate the beam → point at an object to grab/interact -> click or hold the trigger-button in addition to the grab button
Players now activate the report in the final room, by holding their hands on a touchpad
To take over the ship, they take a hacking-key card and insert it into the slot next to the touchpad
This triggers returning to the main mission hub
Enemies are now quicker and much more active
Also, more enemies spawn but they are weaker than before
This creates more intense combat and the feeling of getting overrun
Enemy bullets travel slower to enable the player to avoid them
Player now gains protocol points for doing "good things" (confiscating illegal goods, intercepting trucks that have illegal goods on board, waiving trucks that doesn't haul illegal goods, etc )
Player looses protocol points for doing "bad things" (confiscating legal wares, intercepting trucks without legal wares, etc.)
Accumulating enough protocol points grants ranking up, unlocking a new weapon.
Confiscating goods is now done by throwing them into a wormhole in front of the player.
Confiscating goods always grants money
However, only confiscating illegal goods grants protocol points
confiscating legal goods will punish the player with a loss of some protocol points
The game now gets more complex, step by step, by ranking up
New ranks increase and unlock complexity, containing: amount of wares available, amount of illegal wares, amount of color variations for wares, target amount of ships to process to gain bonus
Money received for activities is now increasing when rank increases
Costs for weapon upgrades are now balanced in relation to their strength and when they become available
Death Ray now has milestone upgrades (Additional rays and supercharge)
Shotgun Milestone Upgrades changed (superheated plasma shells & larger explosion radius)
Butterfly Milestone Upgrades changed (wormhole attributes)
Strength of weapon balanced to make them equally good and match the progression of the game
Balanced Relation between weapon strength and enemy attributes to create a slowly growing challenge for the player, when progressing through the game
"The Tank" now acts like an artillery, shooting explosive projectiles in an arc
enemies are invincible, as long as they are teleporting into the room
Overhauled UI for shift debriefing
Added UI for away mission debriefing
Added UI for gaining credits and protocol points in hub area
Added UI for ranking up
Added UI for Multiplayer host screen
Added UI for Multiplayer guest screens
containers of trucks are now available in 3 different sizes
interiors of containers now match dimensions of the exterior container
windows can now only spawn at the backside of containers
enemy spawnpoints repositioned
prop spawn positions in containers reworked
added more room layout types for containers
More activity in the background of the customs area
More truck types available
More truck engines available
reworked color palettes for trucks
Corrosive Damage (Acidifier, Shotgun, etc.) now acts as damage over time instead of armor reduction.
Players can now go back through the door behind them (in away missions) by clicking on the virtual feet below them
many
These are major issues that are already known for that version.
Singleplayer:
The zoom of the scope of the blaster is not correctly calculated and doesn't work for two blasters at the same time.
When the player looks (moves their heads) out of bounds of the control platform, the game becomes black and it has to be restarted.
Multiplayer:
The game breaks when a multiplayer game is started without selecting a mission first. Pressing the start button without the shifts being visible or without selecting a shift breaks the game.
The game breaks if the host tries to invite more players than seats available.
The bracelet UI is broken most of the time in multiplayer.
The shield is not functional yet in multiplayer.
During Missions desyncs can happen.
The UI for when the dungeon ship spawns is not available.
You can't kick out other players.
When the player looks (moves their heads) out of bounds of the control platform, the game becomes black and it has to be restarted.
Singleplayer:
There can be ammunition pickups even when the player doesn't have a fitting weapon.
Weapons that are thrown to the ground in the dungeon will not despawn on return to the main hub.
The ship flying around in space can suddenly disapear and has a return frequency.
The screens in the rooms show only one picture and the animation might not play. Especially the maps.
When trooper enemies don't find cover they are so confused they just stand around without doing anything.
The highlights for the two hand weapons sometimes don't work accordingly, especially in the armory.
The scanner ui at shift end is overloaded when it scanns a truck right when the shift ends.
The player can't see the two hand weapon on his back or an indicator for it.
A controller rumble for when the player reaches for ammunition is not functional yet.
Some reflections in the main hub still not work as intended.
The UI for the armory table has problems when a weapon is placed or removed. Futher the amount of credits is not integrated in the main screen yet and the text animation is not final.
If the player activates the interaction beam when dead, the beam stays visible until the player triggers it again.
The shild might not shield the player from damage. It reloads and uses energy at the same time, so the energy neither de- or increases. It shows two icons at the same time once the upgrade for the blaster beam is unlocked.
The player's hand might get stuck in the shild which makes it glitch.
After the super shot upgrade is unlocked for the blaster, the first time the player uses it the animation is not shown.
When the player tries to grap an object that is to close to them or underneath them the remote grap doesn't work.
Around the confiscating hole wares might fall through the ground and are lost forever.
When using the lever for letting a truck into the scanner the brace UI is dislocated.
The tanks have no sound for their second shot, they rarely use their second idle animation and their charging effect is out of sync.
The rank symbol on the dungeon map doesn't show the correct rank. Instead it shows rank 1.
If the player intercepts a truck too early, the previous truck is attracted again.
If the player takes a two handed weapon from the armory with them in the back holster and starts a mission they will have the taken along weapon instead of the one shown in the loadout.
In cases when the dungeons are very wide they overflow the detail map edges.
When the player has a weapon in hand and shakes it the UI of the bracelet flickers.
The Acidifier and the shild don't have a collision for the second Hand.
The Slicer Dicer can shoot backwards.
The sound of the wizard attack is played even when they are dead or get killed while charging.
Multiplayer:
The UI for the weapons is not correctly synced:
At the end of a dungeon the terminal for hand and hacking-card will not be shown correctly to all players.
If a player joins while the dungeon ship spawns in the hosts game it might not be visible for the new player.
The spawn effect for enemies is only visible for the host
The audio can have desyncs.
The loadout of the client player can only be selected via remote grap not by motion.