0.6.0 — Major Update

Echo Mates Playtest · published · build 26268899

0.6.0 — Major Update


Campaign difficulty, on-screen indicators that finally tell the truth, a floor rage that stops multiplying with depth, visible psi, and a pause screen where you can shut down a teammate who won't stop kicking you.

Campaign difficulty


Four levels — Easy / Normal / Hard / Max. You pick one once, when you start a campaign in an empty slot, and that slot keeps it; a different one means a different slot. Max is locked until a campaign is finished on Hard, and it unlocks for everyone who was on that shift. The difficulty is shown in the game list, so you know what you are joining.

It moves descent permits (4/3/3/2), payouts and prices, how much the director may spend and how many bodies it may hold, the price of a death, the shift timer (back on Hard and Max) and friendly fire: on Easy a wrench or a crate in a scrum knocks a teammate down instead of killing them, while mines, the defibrillator and a cryo flask still kill on every difficulty.

On-screen indicators, by difficulty

  • Easy — health, stamina, the required objectives and the floor's rage.
  • Normal — rage only.
  • Hard / Max — nothing at all.


A Screen indicators switch in Settings turns them off on any difficulty, and the tablet is untouched either way.

Health is now a real pool instead of "a second hit inside a window kills you". That window could not be drawn honestly — the bar healed while the next blow still killed — so the mechanic changed rather than the picture. It applies on every difficulty, whether or not you can see the bar.

Floor rage no longer scales with depth


A three-player shift walked the offices and the metro, then cleared the warehouse once in seven attempts. Depth was multiplied into rage in three separate places, so depths 5-6 heated two to three times faster and effectively never cooled.

Rage now does two things: it keeps one or two extra creatures in reserve (and they leave on their own, out of sight, when it cools) and it points whatever is already on the floor at whoever is making noise. No more speed, hearing or lunge bonuses from it. Going deeper brings costlier creatures rather than more of them.

Visible psi


While the emitter runs — and while the Hypnotist is working on someone — the psi field is something you can see: shells spreading out, rings running to the victim, both strengthening on whoever is being affected. It is clipped to what the field can actually reach, so it never glows through a wall into a room it cannot touch.

The emitter is also always a single device now, and never sits in a room that cuts the crew off from the lift. Depth adds another power cell instead of a second emitter.

The players page


A new mark in the top right of the pause screen. You can forbid kicking and carrying — everyone, or one specific person — set each voice individually for yourself (radio and the PA included), and the host can remove someone from the session for good. Playtesters asked for this after being kicked around the warehouse for a whole shift.

Also in

  • Warehouse cover — pillars and partitions at the room corners, something to break a creature's line of sight with. Warehouse floors are a little smaller, too.
  • Cart upgrades at the base research table: soft bumpers, a cargo chassis, a scanner and soundproofing (foam plus a two-leaf lid — it stays open, and the insulation off, while a passenger, a body or a device rides along). There is no separate soundproof cart any more; every cart the crew brings down carries what you researched, and a glowing company mark on the sides.
  • Lab grenades have a pin and a fuse. Click to throw as before, or hold the fire button to pull the pin and release to throw it short. You can hear it ticking.
  • Worn gear stays on your corpse, so it comes back with the body.
  • The tinfoil hat now blocks hallucinations completely — the Hypnotist cannot make a teammate look like a monster to you.

Fixes

  • The last-chance crate never actually arrived — the condition meant to grant it could not be true. It works now.
  • Job types no longer repeat back to back.

There is more in this build that sits outside the demo's scope, and we are holding that back for now.

Bug reports and ideas are read, and several of the changes above came straight from them. Thank you for playing.