To our Hermes explorers,
Hello, this is the CODE EXIT development team. The CODE EXIT playtest you've been waiting for is finally here!
Here's an overview of the major updates you'll find as the playtest goes live. Take a look at the patch notes below for the systems we've reworked and the improvements we've made based on your feedback from Demo 1.0.
Single session structure
We've merged the previous three-stage session format into one, so there's no more interruption between stages as you play. (The Escape session remains the same as before.) Clearer objectives
We reworked mission stages that used to feel tangled and complicated, so the core objective is now immediately clear and the pace picks up faster. Beyond collecting C.O.D.E., a variety of other missions will roll out progressively over time. New special zones
We've added new special zones where the objective can only be completed if at least two players cooperate to meet the required conditions.
Randomized level layouts
Zone terrain and movement paths are now randomly generated on each entry, so every run offers a new environment to explore. New respawn system
In multiplayer, dying no longer ends your run, you now respawn as "MiRO" and can continue exploring. Another player can revive you by interacting with you. (Note: respawning isn't available during the Escape session.)
Mental Contamination system
We've added a Mental Contamination system that rises when you carry C.O.D.E. or are exposed to certain threats, adding a new survival factor during exploration. Contamination drops when you submit C.O.D.E. or stay near a C.O.D.E. storage unit. Override system We've added an Override system in which Minerva replaces and intensifies its search and pursuit rules. At set intervals, new random rules take effect, so S.O.M.A's pursuit patterns keep changing.
Offline S.O.M.A
S.O.M.A now starts in a dormant, offline state, and activates once it detects noise or player movement, becoming a new active pursuer.
New gear: the Scanner
We've added a piece of gear that lets you locate nearby enemies. Use it by pressing the spacebar.
New MiRO shop
We've added a shop system where you can turn in logs collected during exploration to a MiRO merchant in exchange for items that help you in-game.
The MiRO shop has a chance of offering special ammunition, the shock round. Press [2] to switch to the Tactical Launcher, then fire it to deal an electric shock to enemies.
Improved enemy (S.O.M.A) detection feedback
We've strengthened the visual and audio feedback when you're detected or pursued by S.O.M.A, so it's clear exactly 'why you got caught.' More intuitive interface and better visibility
We've cleaned up UI elements that were cluttering the screen and improved visibility so essential information is clear at a glance. Redesigned player default outfit
We simplified the player's default suit design to better fit the exploration theme. ==== We'll keep making steady improvements and updates throughout this playtest based on the feedback you share with us. Once again, our deepest thanks to every Hermes explorer who's believed in CODE EXIT and stuck with us this far. We hope you'll bring your best to this playtest and keep sharing your valuable feedback with us. Thank you.