The 2020 Update

Out of Ammo: Death Drive

Death Drive is the apocalyptic sequel to Out of Ammo, a hybrid VR Tower Defense / FPS strategy game. Embark on a wild road trip developed exclusively for VR. Build defenses, scavenge scrap and and kill undead zombie hordes using an arsenal of firearms, melee weapons and mounted defenses.

[img]{STEAM_CLAN_IMAGE}/23687817/bdaaadae18577decefe15afd22dc956d3e9317c1.png[/img] [i][h2]WELL HEY, Y'ALL - WELCOME BACK![/h2][/i] It's been a [b]LONG [/b]time since [b]RocketWerkz[/b] originally released [i]Out of Ammo[/i] in 2016 and it's sequel, [i]Death Drive[/i] in 2017. And a long time since we've updated them. [i]But all of that is about to change.[/i] [b]Get ready for... [/b] [h2]THE 2020 UPDATE[/h2] How big is this update? [b]REAL BIG.[/b] Strap in. We've got a lot of ground to cover. [u][h3]General Improvements to BOTH games:[/h3][/u] [h3]Both [i]Out of Ammo[/i] and [i]Death Drive[/i] now have...[/h3] [list] [*] Valve Index support [*] Oculus Rift support [*] HTC Vive Pro / Cosmos support [*] An Unreal Engine 4.24 Update [*] An overhaul of teleport, snap-turn, and control bindings, up to date with more modern VR practices [*] Laser pointers for manipulating menus, instead of having to click buttons with your (chunky) fingertips. [*] Lots of general bug fixing [*] Lots of general quality of life improvements [*] Various frame rate optimizations [*] Adding new achievements and fixes to existing achievements [*] And more more! (Patch Notes TBA) [/list] [h3]Game specific updates!? [b]You bet.[/b][/h3] [img]https://media.giphy.com/media/VGK9PEp762skNi7rOK/giphy.gif[/img] [u][h3][i]Out of Ammo[/i] Changes / Improvements[/h3][/u] [list][*] [i]Out of Ammo[/i] is has received a large overhaul to quality of life features, such as manipulating units and structures in Commander Mode, and the ease of handling your weapons in First Person Mode. With these changes, we’re hoping to bring [i]Out of Ammo[/i] up to a more modern VR standard, while correcting many issues that have been present, including feedback from the community forums and Steam reviews. [*] Added briefing text for every mission, to give you a better understanding of the goals of a given scenario. [*] Additional quality of life and polish to all missions, and ensuring all missions are fun while still being challenging. We've also taken lots of feedback from the forums and reviews regarding some of the missions being too difficult or unclear. [*] Improvements to the Escape (Pause) Menu, including adding volume settings and floor height settings to the Pause Menu. [*] Better tutorialization and more informative tooltips [*] Large UI updates all over the game, for a more unified look that's up to date with more modern VR practices [*] Improvements to the main menu to help orient the player. [*] Various tweaks to controller rumble, using it in more appropriate places and up to date with more modern VR practices [*] Various sound updates to many aspects of the game, including (but not limited to) new sounds and "Commander" lines for certain gameplay events and better feedback on Units when they move, take damage, and die. [*] Some tweaks to game balance, all across the board. [*]A price drop! [i]Out of Ammo[/i] is now [b]only $9.99 USD[/b] [/list] [img]https://media.giphy.com/media/YSBZ3YRm8pWWOt5Ucc/giphy.gif[/img] [u][h3][i]Out of Ammo 2: Death Drive[/i] Changes / Improvements[/h3][/u] [list] [*] We consider [i]Death Drive[/i] to be in a more polished state, already featuring quite a few of the quality-of-life touches that we’re giving to [i]Out of Ammo[/i]. Our main priority will be giving the game improved controls and accessibility, with a laser-sharp focus on what already makes it fun and exciting. [*] Adding a required completion order to the campaign, locking out subsequent levels until you beat the current one. [*] Additional quality of life and polish to all missions, and ensuring all missions are fun while still being challenging. [*] Improvements to the Escape (Pause) Menu, including better volume controls, particularly for music. [*] Improved tutorialization and more informative tooltips in a few places. [*] Added Snap Turning [*] Added interaction lasers in Commander Mode for easier unit and structure selection and manipulation. [*] Updated VOs and new friendly unit VOs added [*] Gameplay tweaks and rebalancing [*] And much more! (Patch Notes TBA) [/list] [img]https://media.giphy.com/media/RISz3t6apK7ub95C0P/giphy.gif[/img] [u][h3]Commander Mode Improvements[/h3][/u] [list] [*] In [i]Out of Ammo[/i], you start most missions in [i]Commander Mode[/i], where you can place defensive positions and order units to locations around your base. [*] (OOA) All of your friendly units will have an indicator over their head. (Visible in First Person Mode as well.) [*] (OOA) All defenses will have an icon showing which soldier class is manning the structure. [*] (OOA) Improvements to Commander Radio Abilities, both in ease of use and effectiveness. [*] (OOA) Unit stats will show when hovering your hand over a unit. [*] (OOA) Addition of a 3-star ranking system for individual Units, so that Units who perform well during a round (when not under player control) will receive bonuses, such as better accuracy. This will add a reason to keep specific individual units alive. [*] (BOTH) Laser pointers added to hands when in Commander mode for better ease-of-use and accuracy. [*] (BOTH) Improvements to the radial menu when ordering units to a defensive position. [*] (BOTH) A bunch more! [/list] [img]https://media.giphy.com/media/cmqpeJIPLfnqxYsNev/giphy.gif[/img] [u][h3]First Person Mode Improvements[/h3][/u] [list] [*] In [i]Out of Ammo[/i], you can possess any friendly unit on the battlefield. We’re improving how this feels and providing better feedback to the player while in this mode. [*] (DD) Improved audio tells for certain things, such as getting low on ammunition. [*] (OOA) Improved Wristwatch interface (Commander mode also) [*] (OOA) Better gun smoothing, especially on scoped weaponry, making it easier to stabilize a long-distance shot [*] (BOTH) Allow snap-turning in defences while possessing a unit [*] (BOTH) Improvements that allow you to more easily pick up items, especially off of the ground. [*] (BOTH) Most weapons now have faster projectiles when shooting them in First Person Mode. [*] (BOTH) Better signalling when something occurs, such as the unit running Out of Ammo™ or dying from enemy fire. [*] (BOTH) Better (slightly smaller) proportions to weapons for easier weapon handling and up to date with more modern VR practices [*] (BOTH) Improved throwing [*] (BOTH) Improved weapon handling [/list] [img]https://media.giphy.com/media/YOSH4Z47YbEHs4v2v8/giphy.gif[/img] [h3]We hope you all enjoy these updates and can now enjoy [i]Out of Ammo[/i] and [i]Death Drive[/i] more than ever before on the latest VR hardware.[/h3] https://store.steampowered.com/app/451840/Out_of_Ammo/ https://store.steampowered.com/app/569630/Out_of_Ammo_2_Death_Drive/