SPRAWL is a hardcore retro FPS set in an endless cyberpunk megalopolis. Escape the walled city and take on the militarized government of the sprawl. Fueled by the blood of your enemies and a mysterious voice in your head, make your way towards the spire to topple whatever lays within.
Everyone!
We’ve been hard at work bringing some new content, plus some heavily requested features and bug fixes into the game. Game dev for a team of two is tough, but we love you all and wanted to continue to iterate on the game. We read every piece of feedback and although we can’t get everything in at once, we’ve got some cool things to give you this time around. As always, for free, no DLC here!
The QR code logs are now LIVE and in game. You will now be able to view them from inside SPRAWL and have them saved for you to revisit later. With the same not so subtle stylistic reference you get when you view them with your phone. This has been a colossal effort from Hannah to get all 50 lore docs into the game, so some kudos are in order!
Thank you all again for being a part of this incredible community, all the love, support and kindness keeps us going. We couldn’t have built SPRAWL without you all.
We’ve got some more things in store in the future, so keep an eye out for that!
PATCH NOTES:
[list]
[*] Added “Codex” into the game. Walking over a PDA with a QR code on it will automatically populate the “Codex” menu. 50 pieces of unique collectable lore are now accessible in game.
[*] Added Time Trial map “TIER 2 MOVEMENT (ADVANCED)”
[*] Added Time Trial map “SLINGSHOT (ADVANCED)”
[*] Added secondary weapons to all time trial maps with shotguns. This should allow for quick swapping movement tricks.
[*] Added option to disable gamepad auto switching
[*] Added option to hide crosshair
[*] Fixed issue with lights not saving their state when hitting checkpoints
[*] Fixed collision issues on E3M2
[*] Updated navigation mesh on E1M2
[*] Fixed issue where prototype enemy would be stuck behind shield wall on E3M2
[*] Fixed issue with drops not triggering on prototype carrier enemy on E3M3
[*] Fixed collision issue on some walls in E2M2
[*] Fixed collision issue on some walls in E2M3
[/list]