Ghostware EPISODE 2 announcement

GHOSTWARE: Arena of the Dead

An unique blend of retro-fps, metroidvania and adventure. Escape the cyber afterlife you've been trapped into, hop between realities and shoot your way out with the help of your new allies. But are they really your friends? The Arena conspiracy goes deeper than you could possibly imagine...

Welcome back everyone, Daev Team here! Start packing your bags, because next month we'll return to the Island: that's right, we're here today to announce that [b]Episode 2[/b] of [i]Ghostware[/i] will arrive on [b]October 26th[/b]! Episode 2 will continue Molly's adventure through the real world, as we left her stranded alone at the end of the first one. This update will entroduce the entire second arc of Ghostware's story, which means there is a [i]lot [/i] coming your way by the end of the spooky month. Let's break it down: [b]MAPS & EXPLORATION[/b] Episode 2 will entroduce 12 new levels! Thanks to the interconnected nature of the world, you'll be able to freely roam between areas to explore everything at your own pace. Not just that: new abilities that can be unlocked through of Episode 2 will open paths to new areas for you to explore (hint: pay a visit to the skull sigils sometime...) [img]{STEAM_CLAN_IMAGE}/41933760/a7253eeb6508d0b0b18b95bc1271d3cce158fff9.png[/img] [b]CHARACTERS & STORY[/b] Just like the new season for a series, Episode 2 will entroduce a whole cast of new characters between enemy types, bosses, and story-related ones. Molly's journey will continue through the main storyline, and new areas to explore also mean there will be more pieces of backstory to piece together, in order to get the full picture of what's not being explicitly told about the story. [img]{STEAM_CLAN_IMAGE}/41933760/ada1c687eebc9681f0895ac9b0219ed630a81e97.png[/img] [b]WEAPONS & LOADOUTS[/b] Episode 2 will add the remainder of Real world's weapon roster, in addition of the Sonic Shotgun and SMG as seen in the last level of Episode 1. Player's freedom of exploration means that you can travel between the virtual ad real space, and this lead to the implementation of a semi-permanent inventory system. Guns and ammo gathered in realspace will stay with you instead of resetting when entering a new level; however, any realspace gun in the arsenal will temporarily disappear when the player goes into a game world's area, but the guns and ammo will become available again as soon as the player re-enters realspace. [img]{STEAM_CLAN_IMAGE}/41933760/fc2e817ea92b82d6d64279239b8e0e4343801721.png[/img] [b]QOL IMPROVEMENTS, VISUAL UPDATES, BUGFIXES[/b] With this update we will bring much needed tweaks to various aspects of the base game, starting with gunplay and AI behavior. Episode 2 gives previously existing weapons improved VFX and SFX feedback to make them feel as powerful as they should, as well as improved texture work for some of them. Base AI behavior has been tweaked to make enemies move in a human-like way without being too oppressive or too good for their own sake, and to make them challenging but in a fair way. As the environments for Episode 2 made a substantial leap in quality, we went back and gave some touch ups to all areas of the first episode as well, in order to raise their looks to the standards set by the new maps. New arcade content will most likely be added with the release of this update, but we won't spoil any potential surprise about it... [img]{STEAM_CLAN_IMAGE}/41933760/fdf4fb036bf4a7ad802892a878dc3a8d881fa09e.png[/img] This should comprise most if not everything that will come your way next month, so stay tuned and be sure to follow us on X/Twitter for more news! [i]-Daev Team[/i]