[h1]Single Player Mode[/h1]
https://store.steampowered.com/app/1622570/Out_of_Sight
After much discussion about the accessibility of Out of Sight, we have decided to include a single-player mode. This wasn't an easy choice as we only work a few hours a day outside our day jobs towards development. However, with some early experimentation, it turned out it was going to be a little easier than we thought to implement. Well worth our efforts as now you can enjoy the game without the barrier of needing a partner to join.
[h2]MacOS[/h2]
What it says on the tin. We now support macOS M1 and Intel. However, we only have an M1 MacBook to test on so Intel may not be as reliable.
[h1]Future Plans[/h1]
[h3]Mobile Ports[/h3]
Since the single-player mode is now available this has opened up more opportunities for us. Since the game was co-op only and we sadly can not dedicate enough resources to online co-op, mobile ports were out of the question for us previously. Thankfully this is no longer the case and we have already put in motion demo builds for iOS and Android.
[h3]Full Game[/h3]
This release announcement concludes the production of our demo. We will no longer be adding any new features or providing updates. However, some updates may be backported as we work towards the full game. We feel the vertical slice communicates the hook of what we are trying to achieve with Out of Sight. We are also ready to move on and start introducing new enemies, player abilities, and room puzzles.
[h3]Console[/h3]
Currently, we have our eyes set on releasing Out of Sight on Nintendo Switch and Xbox. So far the only update on this is that we have applied for and been accepted as developers. The next phase is to gain access to development kits and start testing on those platforms.
[h1]Help Wanted[/h1]
[h3]Discord[/h3]
If you would like to be a part of the development process and help us playtest the full game come and join our [url=https://discord.gg/pap4Jjr]Discord[/url]. Steam keys will only be given out to active Discord members so be sure to join us!
[url=https://discord.gg/pap4Jjr][img]{STEAM_CLAN_IMAGE}/40456481/e8555403e2246a2d611d4767798b4c1f34c11364.png[/img][/url]
[h3]Patreon[/h3]
If you really love what we do and want to help financially, consider becoming a Patron. We're not 100% sure what to do for our Patreon supporters but you will definitely have a more direct influence on the future of this game.
https://www.patreon.com/mainframegames
[h3]Wishlist[/h3]
Wishlisting our game really helps us. It tells the Steam algorithm that people are interested in our game and when it comes time to launch it gives us a better chance of being featured on the front page!
https://store.steampowered.com/app/1622570/Out_of_Sight
- Happy Gaming
Mainframe Games
https://mainframe.games
[h1]Patch Notes[/h1]
[list]
[*] [b]Added[/b] transform as default listening pivot if no overrides are set
[*] [b]Fixed[/b] area issues with enemies
[*] [b]Fixed[/b] a part of the time problem with grid area issues for sinew.
[*] [b]Removed[/b] x86 version of steamworks
[*] [b]Fixed[/b] ios app id
[*] Prepared project for mobile builds
[*] [b]Improved[/b] (hopefully) throwing device into Sinew when its on a back wall
[*] [b]Fixed[/b] area issue when trying to hack sinew
[*] Moved RoomGraphData to streaming assets folder
[*] Multiple improvements to room graph scene
[*] [b]Removed[/b] UIFlippable for UI Extensions version. Fixed prefab instances where it was used.
[*] Made a start on room graph scene
[*] [b]Removed[/b] discord sdk. Wasn't actually using it
[*] Missed a thing from discord sdk
[*] [b]Fixed[/b] issue with discord sdk
[*] [b]Added[/b] mobile controls placeholders
[*] Adjusted camera FOV length in Room 11
[*] [b]Improved[/b] device trajectory clamping logic.
[*] [b]Added[/b] save slots for supporting multiple saves. co-op/solo
[*] [b]Fixed[/b] stage 2 sinew not chasing player
[*] Cleaned up MG_Steam class
[*] [b]Fixed[/b] player select screen not showing steam invite in co-op
[*] [b]Fixed[/b] discord sdk build issues for mac and linux
[*] [b]Fixed[/b] issue with radial menu reference after changing scenes
[*] [b]Fixed[/b] input issues with controlling mutliple radial menus in co-op
[*] [b]Fixed[/b] bug in radial menu defaulting to north button.
[*] [b]Updated[/b] Discord SDK
[*] [b]Fixed[/b] issues with boss due to bug in debounce method
[*] [b]Fixed[/b] issue with red door already being opened in NPC room
[*] [b]Fixed[/b] radial menu showing when Y button pressed
[*] [b]Removed[/b] leaderboard button from start menu
[*] Tidied up new cables in NPC room.
[*] [b]Changed[/b] NPC room a bit to suit solo/co-op
[*] [b]Removed[/b] unused properties on IFloorController
[*] [b]Added[/b] new tutorial prompt to player prefab for network cards
[*] [b]Fixed[/b] ability menu prompt showing after already completing
[*] [b]Fixed[/b] change of animation names
[*] Implemented new radial menu asset into game
[*] [b]Added[/b] new radial menu asset
[*] [b]Fixed[/b] male throw device animations. Added two animation variants for aiming while walking and idle.
[*] Made it so invite button always shows for co-op when steam is valid
[*] [b]Fixed[/b] not being able to switch input devices for solo mode
[*] [b]Added[/b] ability input prompt tutorial after second ability is obtained
[*] [b]Improved[/b] feel of selection from radial menu
[*] [b]Fixed[/b] player footstep glitch when aiming ability
[*] [b]Fixed[/b] debug save issues for sandbox scene
[*] [b]Updated[/b] full screen asset
[*] [b]Fixed[/b] opening cutscene subtitles being overlapped by Skip prompt
[*] [b]Fixed[/b] game saving on opening cut scene
[*] * Fixed issues with ability index for co-op play
[*] Stopped error on steam sdk already inialised
[*] [b]Fixed[/b] player ability index persistence
[*] [b]Added[/b] scale to selected ability
[*] Made ability icons larger.
[*] Visual improvements to ability selector
[*] [b]Added[/b] darkener behind ability icon to help it try stand out more
[*] [b]Added[/b] debug bool to set all abilties on
[*] [b]Updated[/b] app bundle id for mac
[*] [b]Added[/b] all screen ratios to settings
[*] [b]Fixed[/b] tutorial input prompt showing after non-player destroyed in solo mode
[*] [b]Fixed[/b] dialogue UI scale
[*] Put custom achievement card to bottom left of screen
[*] [b]Fixed[/b] issue with tutorial window
[*] Speed up player animation mix durations
[*] [b]Fixed[/b] issue when debugging without controller connected
[*] [b]Fixed[/b] getting under desk in room 5
[*] [b]Added[/b] new ability icons to radial menu
[*] Moved all art assets into Art folder
[*] [b]Fixed[/b] player inventory issues in co-op
[*] [b]Added[/b] gadget icons for radial menu.
[*] [b]Fixed[/b] getting unique skin when debugging
[*] [b]Added[/b] UniTaskEx for easier delays in seconds
[*] [b]Fixed[/b] controller vibration time.
[*] [b]Fixed[/b] issued with player controller connection
[*] Optimised getting all players
[*] [b]Added[/b] macos to steam vdf files
[*] Reverted PSB importer packaged. Was messing with cutscene stuff.
[*] [b]Fixed[/b] font sizing for cut scene subtitles
[*] Set up mac build config json
[*] [b]Added[/b] rider idea to ignore
[*] [b]Added[/b] build/deploy configs to repo
[*] [b]Removed[/b] ignoring the ignore conf
[*] [b]Fixed[/b] discord sdk double up
[*] Put co-op button at top in main menu.
[*] [b]Added[/b] co-op button disabled for mobile.
[*] Set better orth camera size target
[*] [b]Improved[/b] screen orth size value setting based on screen ratio
[*] [b]Fixed[/b] issues with Facepunch for mac/linux
[*] [b]Updated[/b] Unity and Packages. Because this version uses apple silicon
[*] [b]Fixed[/b] ability key ids for distraction and hacking device pickups
[*] [b]Removed[/b] the runtime IS_DEMO check in favour for pre-processor #ifdef
[*] [b]Updated[/b] dialogue system asset
[*] [b]Updated[/b] dialogue system asset
[*] [b]Updated[/b] Packages
[*] [b]Added[/b] Fullscreen editor asset
[/list]