MALPRAXIS™ - 25_06_26_01 - Major Replayability & Progression Overhaul

major update

MALPRAXIS™ · published · build 23918648

Thank you for the continued reports, reviews and feedback.

Since launch, we have read every review, every report, and every piece of feedback we could find.

This update represents roughly an additional month of work and the changes we have made (and why) are detailed in extensive detail below.

We also want to be transparent that Sunscorched has recently gone through layoffs. The team working on MALPRAXIS™ is now significantly smaller, but we are still here, we still care deeply about the game, and we intend to keep supporting it.

MALPRAXIS™ was built by people who cared a lot about making something strange, ambitious and different. This update is not about throwing that work away.

Many of the reviews and comments we have received have been incredibly thoughtful. A lot of you connected with the atmosphere, the audio, the visuals, the performances, the world and the core idea, but felt that the structure and execution around those things made the experience harder to enjoy than it should have been.This update is about closing that gap.

What Has Changed, And Why

MALPRAXIS™ was always built around the idea of a SPIDER unit reliving events. A reconstruction.

Some of those events may have happened. Some may not have happened. The SPIDER does not know, and neither do you. They could be real memories, corrupted recordings, false implanted experiences, or something else entirely.

The original goal was to turn that idea into a replayable roguelite structure, where each “memory” could shift, repeat, mutate and play out differently each time.

That was the intention.

We are well aware that the version we shipped did not fully deliver on that promise.

Game development is always a compromise when you have a limited budget & time to deliver on something unique and new. At every step you have to choose what wheels you re-invent. We believe that the individual operations, cases, writing, performances and systems were strong, but the way they were delivered was proven to be frustrating and overly punishing. Of course, having to replay tutorial content after failure was especially painful due that roguelite structure.

Many players made it clear that the structure was getting in the way of the best parts of the game.

This update is what we believe to be the best compromise between the original vision and the reality of what MALPRAXIS™ currently is. Instead of forcing you through larger shift blocks where the game only saves progress at the end of shift, operations are now split into individual replayable operations.

You can now:

  • Replay specific operations

  • Retry failed operations without having your save wiped

  • Return to unlocked material more easily

  • Progress without replaying tutorial content repeatedly

  • View your best rank, best time, attempts and operations status more clearly

  • To support this, all tutorial operations and the first main operations are now unlocked from the start.

Old Shift Screen:

Each shift had 3-4 operations and all had to be completed before the game saved. The layout of this screen was intended to convey the Rusanovs journey to it's destination Odysesseus 8 & at what point in the timeline the shifts took place.

New Shift Screen:

Each operation can now be played seperately. The game saves upon operation completion & unlocks the next one. We have unfortunately needed to lose the old journey style "roadmap" due to this restructure but we believe this sacrifice to be worth it for gameplay & progression reasons.

Mission Select Overhaul

The shift selection screen has been fully rebuilt around individual operations.

The new operation select screen includes:

  • Individual operation entries for all operations

  • Clear locked, unlocked, completed and failed states

  • Locked operations displaying as “???” until unlocked

  • First four operations unlocked by default

  • A clear divider between tutorial operations and normal operations

  • Updated patient records for all existing operations

  • Operation icons displayed alongside patient records

  • Best rank, best time, attempts and status displayed more clearly

  • Updated locked, unlocked and completed icons

  • Updated fail state visuals

Dreams

Dreams now have clearer presentation within the new operation structure.

Dream reports now display in a more corrupted format, reflecting their place in MALPRAXIS™ as unstable, unreliable memories. Dreams also now skip the score screen and return directly to operation select.

Progression Improvements

Progression has been heavily reworked.

  • Failed operations are now tracked and saved.

  • Shift progress is no longer wiped when failing instead the operation is marked as failed in the report screen and a replay attempt is prompted.

If malpractice reaches maximum during an operation, the fail screen now reads:

  • REACHED MAXIMUM MALPRACTICE

  • After this, the current operation will restart.

Collectables

Collectables have now been fully implemented.

The new collectables screen gives unlocked material a proper home, rather than hiding it behind temporary screens or post-operation flow. This gives you a clearer reason to revisit previous content, inspect unlocked material, and explore the world of MALPRAXIS™ outside of active operations.

This update adds:

  • 28 view model collectables

  • 28 image collectables

  • New collectable categories

  • Collectable entry notifications

  • Unread collectables marked with a “!” icon

  • Categories marked with a “!” icon when they contain unread unlocked collectables

  • A model viewer for 3D collectables

Audio Logs

Audio logs now have their own list within the mission select screen.

Hovering over an audio log highlights the relevant planetary icon, making the wider setting and location references easier to follow.

This update includes:

  • Sol unlocked by default

  • New audio logs unlocked through mission completion

  • One new audio log after the first mission

  • Further audio logs unlocked every three missions after that

  • All post-operation dialogue added as unlockable audio logs

    • Previously this was an unskippable screen.

The goal here is to make story material less intrusive during play, while still allowing players to revisit it whenever they want. Instead of forcing dialogue into the post-operation sequence, unlocked material now lives somewhere you can return to.

Scoring & Malpractice

Scoring and malpractice have been cleaned up across the game.

Malpractice now resets between shifts.

The malpractice bar has been simplified into a single bar during operations and on the evaluation screen.

This update includes:

  • Fixed all known malpractice issues

  • Fixed score issues relating to malpractice

  • Improved stat tracking

  • Stat tracking now saves and loads correctly

  • Added tracking for incorrectly answered queries

  • Operations now have an initial starting score

  • Bonus score is now awarded for “pristine” stats, such as answering no queries incorrectly

Save Deletion & Main Menu

Save deletion has been moved out of the main menu and into the mission select screen.

  • The RESTART button has been removed from the main menu.

  • DELETE SAVE is now available from mission select if a save exists.

To reduce accidental save deletion:

DELETE SAVE is disabled when first activated

It becomes available after a short delay

  • A terminal neurological failure sequence now acts as the delete save confirmation screen

  • The confirmation input now clearly says “DELETE SAVE”

  • The sequence can be exited at any point before completion

  • The save is only deleted at the end of the sequence

Gameplay & Input

Additional gameplay changes include:

  • Reduced drill input clamp from 2 to 1.25

  • Improved fail operation sequence

  • Added earlier diagnostic screen skipping

  • Added the ability to skip the cutscene after the diagnostic screen

  • Added a loading screen before transitioning from the diagnostic screen

  • Added the animated logo to make loading clearer

  • Fixed the glitch transition not resetting after the diagnostic screen

What Comes Next

This update is focused on the structure around the operations.

We have not reworked the operations themselves in this patch.

The cases, procedures and core operation content are mostly the same, but they should now be much easier to access, retry, understand and revisit.

Future updates will focus more directly on the operations themselves.

That includes things like:

  • Reworking evidence links

  • Adding additional evidence links

  • Making objectives and query flow clearer

  • Improving feedback during investigations and submissions

  • Continuing to reduce frustration in specific missions

  • Adding back cut missions from the initial release

This patch is the foundation for that work.

Before we start changing the individual operations more heavily, we wanted the game’s overall structure to be in a much better place. There is more to come.


Thank you for your feedback, reviews and continued support.

- Sunscorched Studios

MALPRAXIS™ - 25_06_26_01 - Major Replayability & Progression Overhaul · MALPRAXIS™ patch notes · SteamPeaks