Attention, Facility personnel: a new update has been deployed. All operators are required to review the changes before beginning their shift.
Thank you to everyone meeting their production quotas and continuing to share feedback with us!
Development is proceeding at full speed. We're closely monitoring your feedback and gradually reworking the systems that can be made better, clearer, and more engaging.
This update introduces a new game mode, a reworked containment weapon, and revised behavior for one of the escaped specimens.
Crew is an alternative game mode that gives you more room to explore the Facility and progress through the story. A reserve of colonists travels aboard your ship: if the current employee is disposed of, the system will assign a replacement from the reserve.
Keep playing for as long as colonists remain on board. Once the reserve is depleted, the run is over.
The old flamethrower has been replaced with a new model — it now feels significantly heavier and more powerful, better suited to its role as a tool for containing dangerous specimens.
A secondary firing mode is planned for the future, allowing you to suppress and stop monsters without destroying them. More on that in upcoming updates.
Kozol's escape behavior has been reworked — the monster is now smarter, more aggressive, and more dangerous. New charge animations have been added, melee attacks improved, and its reaction to catching fire refined. Kozol responds more sharply to player actions and will force you to reposition more often. Watch for its attacks and dodge accordingly.
The highlight effect for interactive objects on hover has been improved — it's now more noticeable and visually cleaner.
A new track has been added to the boombox.
Various minor cosmetic improvements.
Additional adjustments to game balance.
Fixed a number of minor bugs.
We're continuing to refine the Facility, its systems, and the ways to survive yet another shift. Have a safe shift, operator!