August 8, 2026 - IT'S PLAYABLE END TO END NOW!!!!!!

Anomaly Corp. Playtest · published

Ive been doing nothing but working on this game for like ten hours a day this past week and I've made more progress on the gameplay now than I have the past six months. Assuming I didn't miss any major bugs, you should now be able to play through the entire game with monsters and objectives on each level + lots of other nice big updates

As always number keys are debug keys:
- 2 pauses the game without opening the pause menu
- 3 may or may not open the gates in Garage and Station
- 4 destroys whatever object the player is looking at - use to get past doors that don't open
- 5 teleports the player to wherever they're looking (must be a flat surface)
- 6 puts the player in debug camera (not recommended to use because you can't use the number keys to get out and you will have to type toggledebugcamera into the console instead)

All code-locked doors use the code 4817

General
- Revamped the code of all monsters (minus gary and anarie b/c they already worked perfectly), they use behavior trees now. More details further down but monster sight is now much more complex:
-> Monsters don't instantly see you unless you're within a certain distance (usually between one and five meters, is usually less when crouched)
-> Monsters can see you more easily if you move quickly (algorithm computes move speed divided by distance to get a coefficient so being closer is more dangerous)
-> Monsters can see you if you stay in their vision for too long even if you are far away and don't move (usually between five and ten seconds but can be lower for monsters in smaller maps)
-> Monsters will forget about you after a few seconds if they lose sight of you

Chase behavior is also more complex:
-> Monsters play a sound on detecting the player
-> Music begins playing when the player is being chased
-> All monsters (minus the spider during the chase because it doesn't use the same code as the rest of them and I forgot to add it there) can now jumpscare the player
-> Monsters have different pathfinding depending on their size, no more amalgamation getting stuck between cars
-> Monsters idle for a few seconds after losing sight/being unable to reach the player

Hearing should also work better + monsters will idle for a few seconds after wandering; most monsters "know" where the player is and will wander near them

Garage
- Added fire
- Added more rocks
- I think I fixed all the weird map holes
- Redid Amalgamation's code, it uses behavior trees instead of blueprints now and it should be able to hear and see much better than before.
- Moved a bunch of the lighting around to help with player flow and to make objectives more obvious
- Rearranged everything in the first room to make the gameplay more obvious
- Partitioned the level into three segments to improve performance

Sewers
- nothing lol I forgot to fix the entrance to the level (I tried making a demo and did a bunch of work on sewers but I messed up the settings too much and broke all the lighting in the project)

Storage
- Added back the storage monster (it needs a name) - its section is completely optional because I forgot to add back the door blocking the entrance to station but you can go through a really cool two monster challenge area
- Fixed the chase in storage - it is missing obstacles but I played around with the lighting a lot so it should be legible and not too demanding graphics wise now + the layout is much smoother
- Added more decoration to the final area
- Added sound effects to the first few areas of the level - more will be added, I only did a quick pass but my audio design has definitely improved since last update
- removed the annoying max chromatic aberration effect from the chase

Station
- I added the generator count indicator around the level to make the objective more obvious and decrease player frustration
- removed all instances of one shelf model because of playtester feedback

basement
- Fixed the monster in the second generator section
- Added a monster to the fifth generator section - it will be able to open doors in the future but I didn't get that far yet so its stuck in a hallway for now
- Added music to the parkour section

hospital
- yeah you heard me right, I (re)added a new level
- No gameplay yet but I revamped all the lighting, will add gameplay after I finish fixing all the immersion breaking bugs in the main levels
- Can be entered from the code-locked door on floor 5 of the stairs between station and basement (code for all code locked doors is 4817)

Known bugs
- doors in Garage don't open sometimes
- collision in Garage isn't always accurate to reality, you can sometimes find invisible walls or clip into the rocks - let me know wherever you find these so I can fix them
- Possible issues with monsters detecting sound
- Spider entrance camera may not work - not tested but didn't work last version
- Sliding doors don't always open properly - will fix eventually
- DO NOT interact with the horizontal yellow pipe at the entrance to Sewers - your camera will be stuck on the pipe forever and you will have to alt-f4 the game
- Fullscreen mode does not work - use windowed fullscreen instead
- "Codex" menu button does not work - am in the middle of developing this feature
- some audio logs play no audio - lines are not recorded yet
- crosshair doesn't change texture when looking at an interactable object after opening the pause menu

Bugs that should be fixed but untested:
- anarie spawns in the wall or doesn't spawn at all
- Amalgamation can leave the bounds of Garage
- Hospital doesn't load and instead leaves a hole to the outside of the map when opening the door

As always, join the discord if you want to give feedback on the game