Tactical extraction shooter meets immersive survival horror. Play as rival mercenaries fighting for loot, or as alien monsters hunting humans from the shadows. Solo or with friends, experience this unique dark take on asymmetrical PvPvE multiplayer.
[h3][b]As of now, we're focusing on major changes to the core gameplay.[/b][/h3]
Currently, our team is in a bit of a quiet phase. That is because we’re focused on a [b]large-scale overhaul of the gameplay and progression[/b] for both factions. Hence, the recent patches are of a smaller scale. The overhaul is a complex task that requires a careful approach. So far, we haven’t implemented any new small balance changes, but they will be included in upcoming updates. The global update is scheduled for [b]December[/b], and it’s going to be a [b]massive update with a wipe[/b]. Not to be confused with the 1.0 update which will come later in the future. We are also planning on doing an additional wipe before December to adjust the economy and address some of the present ourstanding issues.
[quote]We plan on conducting a comprehensive [b]marketing campaign in December[/b]. Before attracting new players, we need to ensure that everything is working well. So rest assured, the influx of new players will definitely happen, but a bit later. This week, we may also start testing some gameplay changes.[/quote]
[b]Here are our short-term goals for upcoming patches and the pre-global update wipe:[/b]
[list]
[*] New optical sights: We will add optical sights of various magnifications and thermal scopes. This will allow players to choose the optimal tools for combat at different distances and in challenging visibility conditions.
[*] Stamina mechanics for melee weapons: A stamina system for melee weapons will be introduced. Now, strikes and swings will consume stamina, adding a tactical element of resource management during close combat.
[*] Economy rework: We will adjust the economic system to ensure that progression in the next wipe is more extended and balanced.
[*] Exploit fixes and anti-cheat improvements: We are actively working on fixing remaining vulnerabilities that allow players to exploit bugs in the game. Additionally, we continue to improve the anti-cheat system for a fairer gameplay experience.
[*] Lumen player balance: We are still working on balancing players with and without Lumen. We have some ideas, but they require prototyping. Hopefully, we can show you something soon.
[*] Inbox system: A message system will be added to the game, which will send notifications about rewards and other game events directly to the interface. This system will allow players to receive critical information without leaving the game.
[*] Improved weapon animations while moving: We are continuously improving character animations to make weapon movements look more natural.
[*] Contract visibility on the map: Contracts will now be displayed on the map with an approximate area, making them easier to locate and complete, especially for new players.
[*] Continued UI rework: We are improving the UI in both the main menu and in-session to make it more cohesive, understandable, and user-friendly.
[*] Leaderboard: In upcoming patches, a leaderboard will be introduced, allowing players to track their achievements and compare their results with others.
[*] New weapon types: New types of weapons will be added to the game, offering more tactical possibilities in combat and diversifying the players’ arsenal.
[*] Laser mines: In upcoming updates, we’ll introduce a new type of trap — laser mines, which players can place to defend strategic points or ambush enemies.
[*] Halloween event: We are preparing a festive Halloween event with themed activities and rewards to bring a fun and celebratory atmosphere to the game.
[*] A dedicated in-game news page. All important changes and events will be accessible directly within the game client.
[/list]
[b]Long-term goals for the big December update:[/b]
[list]
[*] In-session progression for mercenaries: Session progress will directly impact your game progression. Contracts will be divided into difficulty tiers, and as your reputation increases, more complex tasks will unlock. These contracts will require visiting dangerous zones with special survival conditions, pushing players to stay longer in sessions and take greater risks, but with higher rewards to match.
[*] Research Facility map rework: The map will be significantly expanded and divided into zones with varying danger levels. Each zone will have unique conditions for entry and survival. The further you venture into the map, the harder it becomes to survive, but the loot found in these areas will be far more valuable. This approach will give players more strategic choices — risk it all for better rewards or stay in safer areas. Lower-difficulty zones will be tailored for newer players.
[*] Cave map rework: The gameplay will significantly differ from the Research Facility map in terms of rules and extraction mechanics. We’re experimenting with new gameplay concepts to deliver a unique experience.
[*] Mutations for aliens both in-session and meta-game: Like mercenaries, aliens will now have meta-progression, and mutations will allow them to change their abilities during the session, influencing gameplay strategies.
[*] New contract type: A new contract type will be introduced to the game, designed specifically for new players who prefer to avoid high-risk situations.
[*] Regional matchmaking: We have already set up regional matchmaking for improved match quality. However, we’ll implement this feature with the major update when we expect a larger influx of new players. This will prevent the player base from being split too early.
[*] New grenade type for mercenaries: A new type of grenade will be added to the game, expanding tactical possibilities in combat.
[*] New weapons and sights: New types of weapons and optical sights will be introduced, offering players new ways to engage in combat.
[*] New perks for mercenaries: Unique perks will be added, enhancing character abilities and providing more strategic options in gameplay.
[*] New devices for mercenaries: We plan to update gadgets both visually and in terms of gameplay.
[*] Storage crates: Players will be able to organize their inventory using crates for more convenient item storage. Crates will need to be purchased and unlocked through trader reputation.
[*] New high-tier mercenary character: A new premium mercenary character will be added with deep customization options available for progression.
[*] Prestige levels for mercenaries: We will introduce a prestige system for those who reach the maximum level, allowing players to continue developing their characters after the next wipe.
[/list]
[h3][b]Why do we choose not to focus on creating a full-fledged playable tutorial?[/b][/h3]
We’ve created video tutorials for the game—our small team can manage as much. Since our game is a multiplayer title and runs on external servers, we can’t build a single-player tutorial without essentially creating a whole new game without network code. Implementing such a tutorial would be a colossal undertaking, requiring us to halt development for 3–5 months just to build a tutorial. We also don’t have the resources to run servers just for single-player tutorials, which would involve separate matchmaking and reworking many aspects of the game. It might seem simple, but it’s a very complex task, which is why it's not our path. In-game tutorials are usually something large projects with teams of 200+ people can afford. Our studio has around 25 members, with only five programmers—the rest are game designers and artists.
Instead, we’re looking at other solutions, like [b]creating a separate lobby for players under level 1[/b]0 so they don’t end up against stronger opponents. However, we’ll only introduce that when we have enough players to support it. Keep in mind that a separate lobby also splits the player base and increases matchmaking time. But we still plan to separate new players from more experienced ones, just at the point when we’re sure it won’t significantly affect matchmaking.
[hr][/hr][b]New Firearms WIP[/b]
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Also, we've noticed that you like the weapon token mechanic from our October 4th weekend event, so we decided to keep it in the game permanently.
[hr][/hr]
As always, thanks for the support and especially for your patience, guys. We greatly appreciate it.
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