New Steam Build Released:
- New character models
- Better performance
- Added a shooting range to the waiting area (so you can shoot at something between rounds)
- You can now change your reticle size and color for holo and red dot sights. Theres no tutorial on this yet, so I will just explain it here for now. There is a loadout selection in the waiting area and below it, your weapon in a vice. You can grab this weapon and calibrate your aim, or you can grab the sight on it and move it up and down the rails (for most sights/weapons). Once you are holding the sight, you can press A/B or X/Y (depending on the hand holding the sight) to make the reticle bigger or smaller. You can also rotate your joystick with the same hand to change the color of it. Letting go of it saves it.
- You can now hold your breath while aiming. This adds like 10x the gun smoothing, and gets rid of any jitter with the weapon. It also makes quick aiming impossible. To do this, click in the joystick of your foregrip hand on any riffle while holding with two hands.
- Worked on running animations, and footstep sound occlusion. I was really successful with the sound occlusion, less so with the running animations. Im still polishing that piece of it.
- Decided to remove shooting while down. It felt clunky, it wasn't fun. Either your inventroy sinks into the ground, or it rotates up and everything is hard to grab. I've made it so you can only grab your radio, and your tablet while down now. You can still crawl around, but slowly. I may make it so you drop your syringe when downed, becuase it feels a little frustrating when you get downed, see a syringe in front of you, and your teammate cant revive you beucase they already used one. They should be able to grab your syringe. I am open on ideas to solve this.Lastly, I just want to say most of the work this update actually went into making this game run on quest.... and im pretty much there... it just doesnt look as pretty.
Theres a few people that have tested the quest version already, and thanks for that. Ive passed it out to about a dozen people. I am also developing a method to distribute keys for it, but I am still hesitant to do that, becuase its really not ready yet. In fact the update I just pushed to steam may even entirely break the quest version.
Currently I am updating the quest version to match this latest PC version, I would like to add some more optimizations, and make a few of the shaders a little more complex once I buy myself some more performance headroom. These things will be my focus of attention for the next week or two, then we can run the first cross-platform playtest.



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