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.
Greetings, Mercs and Those Who Lurk in Shadows,
We're excited to roll out something new—our experimental Solo Queue mode!
[h3][b]🛠️ PATCH NOTES & WHAT’S IN STORE 🛠️[/b][/h3]
[h3][b]General Changes[/b][/h3]
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[*]📌 [b]New Experimental Solo Queue Mode:[/b] You can now choose between Solo or Squad when queuing up for a map.
[*]📌 Solo mode is a 9v1 challenge on the same maps.
[*]📌 Squad mode stays the same, but solo players queuing up in squads will now earn a 30% currency bonus when extracting.
[*]📌 Fill in mode from squad play is temporarily removed.
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[i]We’d love to hear your feedback on this new feature to help us fine-tune the balance and make it the best it can be.[/i]
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[h3][b]Weekend Event[/b][/h3]
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[*]📌 During this weekend, enjoy a +30% XP boost on both alien and merc accounts.
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[h3][b]Merc Changes[/b][/h3]
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[*] Replaced Nail gun with a Fox Five pistol in the starting kit.
[*] New players will now get extraction tools for the Research Facility map on their first 5 matches.
[*] Improved the movement for mercs - we’ve identified and were able to fix character twitches that could happen when going in/out of sprint or suddenly stopping.
[*] Added report cheat button on merc’s death screen (prior to final screen).
[*] Melee weapons won’t instakill players without knocking them first.
[*] Improved visibility of player’s level on their dog tags.
[*] Fixed an issue with the Backup Power Device contract - it should now spawn properly.
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[h3][b]Alien Changes[/b][/h3]
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[*] Egg Traps can now be placed near mercs, but take 3 seconds to “activate” before it can be triggered.
[*] If one of the aliens leaves the game or is disconnected, the other aliens respawn timer is reduced by 50%.
[*] Fixed most of the cases where aliens were getting light damage through walls.
[*] Increased radius at which aliens can charge from wires.
[*] Corrected visual and actual light damage zones to be the same size, so aliens can better see when they’ll start getting damage from merc’s light sources.
[*] Added a feedback sound when the alien's energy is drained while under the effect of light in invisibility.
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[h3][b]Other Changes[/b][/h3]
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[*] Fixed several previously bugged Steam achievements.
[*] Added unique sounds for solo elevator doors on Caves of Turion.
[*] Added unique sounds to warehouse internal room doors on Research Facility.
[*] Increased volume of warehouse door siren on Caves of Turion.
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[h3][b]Bug Fixes[/b][/h3]
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[*] Fixed an issue that allowed aliens to place eggs on the ceiling in certain areas, including the ice corridor in the Research Facility.
[*] Fixed an issue with flash drive disappearing from the map when it’s carrier has been killed.
[*] Fixed an issue with aliens getting the burning sound stuck when turning invisible.
[*] Fixed an issue with aliens getting visual effects of burn stuck on character after stopping getting the light damage.
[*] Fixed an issue where aliens could spawn with active invisibility skill.
[*] Fixed an issue preventing mutants in warehouses to spit with acid.
[*] Minor tooltip fixes for medkit stations.
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[i][b]Please restart and update your game.[/b][/i]
Thanks for sticking with us and for all your support. Have a great weekend!
[i]Much love,
Lexarion & Doghowl Games[/i]