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Late 2024 to 3/20/25:

//Pistol

    Enforcer Sidearm is now called the Vengeance Stryker Sidearm

    Pistol magazine count changed from 12 to 18.

    Pistol sprites completely revamped and overhauled, with newer sprites by TSF.

    Pistol animations have also been redone as well

    New sounds for the pistol

    Burst Fire is now a weapon special switch, similar to BD having it as an alt fire switch.

    Aim down the sights is alt fire for the Pistol.

    The Vengeance Striker tag name is slightly changed, to Vengeance Stryker.

    Burst Fire is now a weapon special switch, similar to BD having it as an alt fire switch.

    Alt Fire is now ADS.

    Reloading with Haste shows the normal reload animation.

//Deagle

    Deagle is now called the Shatterhand Pocket Cannon.

    Reload sounds tweaked

    New animations for firing, kicking, and reloading.

    Reload animations are based on magazine count. Tactical reload is when you have more than one round

    (which is a visual thing), A standard reload when exactly one round is left, and an empty reload if the

    magazine is depleted.

    The reload animations will also be different if you have Haste. The normal reload animation is the

    default animation used for one or more rounds, but faster.

    The empty reload animation when you have Haste is the same as the normal one,

    but now has a chambering animation that is different.

    This is inspired by the Sleight of Hand perk in Call of Duty, particularly the recent versions

    from MW19 and later.

    Aim down the sights is the alt fire.

    Magazine count increased from 7 to 8 for the +1 in the chamber effect.

    Several sounds got minor edits. While still using Magmacow's sounds for reloading,

    portions of the MW19 Deagle reload sounds are mixed in.

    Deagle now takes away twice the amount of reserve ammo.

    Example: 7 Deagle rounds uses 14 pistol rounds. This is a balance change.

//Misc

    Changed some ammo sprites

    Updated some pickup sounds.

    Pickup messages for ammo, health and armor simplified.

    Armor bonus AP increased:

        Normal: +2 AP

        Geminus: +3 AP

        Treble: +4 AP

    Health Bonus HP increased:

        Normal: +2 HP

        Corrupted: +3 HP

        Spiritual: +4 HP

3/21/25:

    Pickup messages for items, armor, health and ammo simplified. They now just display the name, and what amount is given.

    Fixed bugs with the Pistol, mainly the ADS being buggy when out of reserve ammo, and burst count resets properly after reloading.

    Fuel has pick up sounds

    Fuel ammo spawns randomly in place of the Cells and Cellpacks

    Fuel ammo has new pickup sprites, sprites by Cescade.

    Heavy Marksman Rifle buffed

3/23/25:

    New mod logo thanks to XxSwag masterxX! Thanks man!

    HACX compatibility added.

4/7/25 - 9/19/25:

    Kick sprites separated from weapon offsets, now they don't look weird of using Offset or A_WeaponOffset.

    Throwing equipment doesn't suck anymore, responds better and is now an event handler.

    Ammo1 is now the magazine pool for some weapons (Pistol and Rifle for now).

    A_Eject from Beautiful Doom is implemented for some weapons, which will replace the ZWL spawns.

    Base Weapon changes, Ammo use changes.

    Deagle and SMG have been overhauled with new animations. Functionality is mainly the same as before,

    but more features may get added to them later.

    Flamethrower flames and cryo flames are faster.

    Sniper bullets on Heavy Marksman Rifle sniper zoom scrapped. They were honestly terrible and ate ammo like a motherfucker.

    Reworked ammo check for Reload and no ammo again.

    Rocket Launcher has a new draw sound

    SMG now has 35 bullets instead of 40.

    Deagle ADS reload animations completed.

    SMG ADS reload animations completed and reworked

    Placement of option menu tips changed.

    SMG has a random empty reload animation that is inspired by the AK-47 mag bump reload animations.

9/19/25 - 10/27/25:

    Chainsword added, it is now a proper Chainsaw replacement.

    More sound updates

    Molotovs have a better flame animation when destroyed

    Fixed Katana being selected automatically when starting a new game.

    Fixed bug with equipment when you run out.

    Renamed empty plasma cell sprites to fix potential sprite conflicts.

    Plasma Rifle beam now autoaims, thanks to Agent_Ash's ZSLoRWeapons! Used the ZSLoRWeapons

    Calamity Blade's pitch code.

    Molotov flame damage reworked

    Minigun sprites tweaked, mainly changed the hand and reanimated the kick and select animations.