There's an ammo pickup (floating bullet pile) in every level. Shoot that to get full ammo in your power weapons.
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If you want to play with a friend I would suggest using the demo on Steam as it's a lot simply to invite and join a friend. With itch.io, you need to use direct connect and use the lobby hosts IP to connect.
This is the first time I've been asked about the lore so I'm happy to give some details, however most of the story will be told though cutscenes later and may change slightly.
The virus is created by a rogue pharmacist who was trying to cure her son from a degenerative disease. Due to a series of events involving the police, an informant, an anti bioterrorism group and rats, the virus is spread throughout the city over a 24 hour period. The game takes place on the 24th hour of the outbreak, where 2 agents (the players) have been sent to track down an informant who has information on the virus.
At this point no one has really had time to react as the outbreak is fresh but throughout the levels you can find clues of what has happened and how certain groups of people responded.
The new update tomorrow adds ranks and a mechanic where your lives are carried over to the next level but other than that there are no plans to save progress as there isn't really any progress to save. Both levels are unlocked from the start in the demo (haven't decided if this will be the case in the full game) so if you would like to improve your rank in 1 level you can load it up without having to play the other.
A quick update to this post. Tests on Dead Containment's new network code showed players with a 400ms ping had no stuttering or desync, minimal delay on weapon & zombie visuals along with every shot fired from the client hit on the server correctly. A bit more work to be done but should massively improve online gameplay once complete.
Thanks for trying it out, really happy you liked it! Appreciate the video too. There's a big update planned for summer which will add a few more levels, enemy types and boss fights so stay tuned for that.
Hey, thanks for the feedback. Balancing is something I've been tweaking a lot so I'll take in the difficultly for any future updates.
VR should be fixed in the update today. The plugin was enabled for some reason when it shouldn't have been.