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Project Bad Apple's AP400 Playtest · public · first seen

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Major update · published by the developer

0.0.4.0 Update (9/22/26)

On Steam

i don't exactly know what i did more since i don't exactly keep track of all the things i do for the game, but this is one hell of a major update, at least by this game's patch standards.

  • Checkpoint system! yes, that's a thing that you expect to find in most video games, but doing polished stuff like this for someone that still has yet to learn a lot is impressive. this means that there's now also a autosave system in place. i still has to work on data persistence between maps. This was tested on the first map of the prologue.

  • Expanded upon the first story map, which has what i consider to be the best scenery with the SE-81 fight later on. there's still isn't much to play and be excited about, but recent discoveries on shortcuts and others WILL make level designing much faster. i am still waiting upon a way to move player data from one map to another without having to create a new save file... or, i could play with that actually, use the autosave feature for that purpose? god are blueprints weird.

  • SUPPRESSED MK23 PISTOL! No, this isn't a huge addition, but it's still noteworthy. currently only available in the devtest level of the game. (accessible through the dev console (`, or ² for the azerty folks), and typing the command "open devtest").

  • Squad Behavior first tests! not much to play with yet, but the NPC behavior is being worked on actively. note that this is completely uncharted territories, but you can thank studying the HL2 source code for making me understand it better. tho the current implementation is... not impressive at best.

  • DOCUMENTS!!!! who doesn't love when their game has dozens of pages of lore hidden around for players to find out? :3

  • others thing i didn't really account for, or are mostly engine stuff, shut up mom i know i'm not professional but UGHHHHH

that's all for today folks

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