Some new gameplay mechanics, QoL and more

EMPTY SHELL: PROLOGUE

EMPTY SHELL: PROLOGUE will throw you in a dark industrial environment, a secret facility on a japanese island. Each volunteer has signed a contract for a "recovery operation" without being privy to too many details. A tense roguelite survival horror with a top down perspective.

Hey, everyone! I've just updated the Prologue, that used to be the original version of the game, with some features and improvements from the Next Fest demo and the full version. You'll find lots of [b]QoL updates, bug fixing, better balancing and much more[/b]. Here the full changelog: [list] [*]Weapons now have a [b]reload system[/b] [*][b]Secret rooms[/b] [*][b]More balanced enemies spawns[/b] in the second level [*][b]Shotgun overhaul[/b]: 30% more damage, ~11% less damage decay (distance), 20% less spread [*]Now the previously dead volunteer body will be found [b]closer to the start of the level[/b] (the distance scales with difficulty, closer on easy) [*][b]Better recoverable equipment[/b] from the previously dead volunteer body (scales with difficulty) [*]Option to change the [b]zoom type[/b] from original (automatic) to manual [*]Option to increase the [b]UI size[/b] (menus, documents screens, invetory, etc) [*][b]Options to reduce UI effects[/b] [*][b]Option to reduce in-game effects[/b] (scanlines, pixelation) [*][b]The Worm[/b] behaviour now scales with difficulty (and, while still hard, is [b]more fair to fight[/b]) [*]Armed Soulless now drops a small amount of ammo [*]Removed the "floating" effect from the documents screen, for better readability [*]Small bug fixes here and there [/list]