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Patch notes · published by the developer

0.3.0 — Playing as a Crew

On Steam

You told us a full crew dies on the first floor while a solo run gets to the fifth. Here's the first pass at that — with the noise rules intact, because sound being dangerous is the whole game.

Noise is now a person, not a crowd

  • Four people running is charged as one runner. A crew moving together no longer heats the floor four times over.
  • When most of the crew goes quiet, the floor cools down noticeably faster. Going quiet alone still helps you, just less.
  • Running with cargo doesn't heat the floor — but it doesn't let it cool either.

The floor answers you

  • Make a loud noise and the nearest creature that heard it answers with a red wave. Now you can tell that something out there heard you, and roughly where it is.
  • Creatures called in on you now arrive one at a time instead of the whole floor at once.
  • Go quiet for eight seconds and they lose your position entirely.
  • Fighting for your life is forgiven more generously: the noise discount during a chase now reaches much further.
  • The payout screen calls out who was LOUDEST and who was QUIETEST on the run. Settle it among yourselves.

Easier early floorsFlood & contracts[/h2>

  • The flood job now lists both halves on your tablet: leaks sealed, pumps running. And you no longer have to go back and switch the pumps off — draining the floor is enough.
  • Every shift now rolls one main job — Core, Psi Emitter or Flood — so a run of nothing but fetch-and-carry is rare.
  • Bodies can be carried in a loot cart.
  • You can climb out of the water onto a ledge, and splashes now ripple and spray properly.

Keep the reports coming — this is a balance pass, not the final word.

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