Quantum Covenant Playtest · published · build 26286010
CAMPAIGN and ENDLESS are now separate missions, the campaign is fully voiced with an ending that takes you to SANCTUARY, five skill tree keystones unlock from challenges, and SOCCER goes 3v3 with CPU bots.
CAMPAIGN and ENDLESS are separate missions. ENDLESS shows up after your first win.
The lobby opens on the mode you last launched.
CAMPAIGN waves are curated. Each new enemy opens its own wave: the RAPTOR on wave 8, the tank on wave 9.
On wave 8 the camera cuts away to show the RAPTOR rezzing in red and flying out.
EVA voices the campaign: 13 story lines, an intro for each new enemy, and ULT READY.
In CAMPAIGN, EVA calls out downed teammates and a ready ult in place of the announcer.
Terminus speaks at waves 3, 6 and 11.
EVA tells you to break the Death Sphere's plates, and to kill its drones when its shield seals.
Beating the Death Sphere ends the run. The camera pushes in on a glass arch that takes the squad to SANCTUARY.
Downed pilots revive for the trip, and your XP and run summary show when you arrive.
ENDLESS starts harder: no damage easing or enemy introductions, and bigger waves that grow faster.
In SANCTUARY the arch is sealed, and the stone gate starts ENDLESS. Replay CAMPAIGN from the main menu.
Keystones unlock from challenges like shield breaks, tether catches and boost spent. The card shows your progress.
An earned keystone costs no points.
FAILSAFE: once per run, a hit that would kill you leaves 1 hull and a full shield.
KINETIC DISCHARGE: a blast goes off each time your shield's FAILSAFE floor fires.
AFTERBURNER: boosting holds your airborne lift, so it does not fade while you boost.
OFFENSIVE TETHER: an enemy on your tether takes 150 damage a second.
DEAD MAN'S HAND: a shield break doubles your fire rate for 3 s, with a RATE chip on the HUD.
SOCCER seats 6 pilots for 3v3, and so does SANCTUARY.
BOTS in the lobby fills a solo match with CPU teammates and opponents, at three levels.
The announcer counts down the last 10 s of the match.
A full-charge LANCE hits the ball at 180 u/s.
Team names stay after a rematch, and jump pads only go on cooldown after a real launch.
The lobby leader sets KILLS TO WIN, from 5 to 100. FFA is first to 50 kills, with a 20-minute limit.
FFA and TDM seat 8 pilots.
In DM, your second death deals a utility rack and your third a power rack, the only place COUNT and HOMING drop.
DM racks show stat cards half as often, and no longer offer DECOY, PHASE CLOAK or REPAIR.
A dead pilot fitting a mod stays on hold until CONTINUE, and FFA colors stay distinct.
LANCE's hit is as wide as its beam (was a thin ray), so near misses land.
LANCE's charge reticle is teal like the others.
GLAIVE's HOMING locks on far more often.
SKYFALL dives hit the Death Sphere's outer plates instead of passing through.
A mod that does nothing on a weapon reads OFFLINE, and the drop says so before you take it.
Drones no longer wedge behind OVERGROWTH's lone stones.
GARAGE is in the lobby's top bar beside SKILL TREE, for host and guests, without leaving the lobby.
The NUDGE has its own sound.
A guest's RAPID bolt leaves the gun the moment they press fire.
SANCTUARY's way out is a tear of daylight with a spiral of souls rising through it.
The ENDLESS gate has a glyph ring that spells its name.
TRAINING's drift station says why it refuses, such as TOO SLOW TO DRIFT, and drifting starts at 15 u/s (was 25).
Subtitles sit over the reward rack, clear of the HUD.
Skill tree hubs and core levels no longer say FULL GAME.
EVENT HORIZON no longer ducks EVA.
No DISCARD THIS RUN? prompt after a win.
Skipping TRAINING no longer leaves EVA talking over the loading screen.
The camera no longer eases through the bowl wall when you swing fast at the rim.
Debris from the last level no longer spawns in the next one.
PLAYER VIEW replaces NEW PLAYER. FRESH, FIRST RUN DONE and CLEARED show the player's mission list.