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Test Build - Feedback Sticky

A topic by binarynonsense created Mar 08, 2019 Views: 313 Replies: 22
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Developer (15 edits)

Topic to leave feedback about the Test Build.

You can check the Current State, Roadmap and Known Bugs topic to know more about the current state of the game.



  • Added a progress save system for the challenges.
  • Added an FOV slider to the graphics settings menu. Needs some testing, are the max and min values enough for everyone?
  • HELOS: Redesigned the telnet connection interface in the computers and changed the way the connection is closed to make it more intuitive and closer to the real thing.
  • HELOS: changed the prompt to make it shorter. You now need to use whoami to see the logged user.
  • Challenge 7: updated the instructions doc to show the specific door number.
  • Challenges: increased the font size of the hud objectives' text a little to improve readability at some resolutions (is it enough?).
  • The keyboard's numpad is now supported as input for the keypad panels.
  • Rewrote the HELOS manuals found in levels 5 and 7 to reflect the changes I've made.
  • Whenever possible, the prompted key to stop using an interactive object will now be E, although ESC will always work (for now, I've changed the document and panels UI to do so).
  • Added Left Ctrl as a secondary key for crouching.
  • Tutorials are not longer showed if the current level was already completed at least once.
  • Reduced the line jitter effect in the menus a little.
  • FIXED: HELOS, floppy content not being deleted after extraction, and path always resetting to c: after extracting disk...
  • FIXED: the window telling the player that was the last level in the build wasn't working correctly, at least some times, and there was no way to exit it (there was a pointer that could be null under some circumstances that I wasn't checking before using).


  • Added 3 new challenges (8, 9 & 10).
  • Added an interactive scissor lift.
  • Sentry
    Turrets: modified to improve enemy detection (now it has a detection meter like the bots) and network access. Also, now when a turret is woken up it doesn't go to sleep on its own, it goes to scanning mode if the target is gone.
  • Challenge 4: some changes to adapt it to the new Turret's behaviour (my solution to get a 100% score needs now an extra step).
  • Redid the doors to make adding new variations easier in the future, hopefully didn't break anything (had to tweak all the doors in the levels and reenter some values).
  • Security cameras: rewrote part of the code and added a raycast check to make the player detection more accurate/realistic. Still a little janky in some extreme cases but good enough for now. Also, the alarm sound now propagates and NPCs can hear it.
  • Added player footstep sound  propagation, a footstep plays a sound and now also checks a small area around it to for NPCs to alert, bigger when running.  Moving while crouched makes no sound (needs some tweaking and testing, is it worth it?).
  • Added working ladders.
  • Added composite objective (you have to achieve at least one of the sub-objectives to be successful).
  • Added 'pickable' handwheels to use with the pipe's valve.
  • The tutorials' window can now be closed using 'E'.
  • FIXED: HELOS: if a disk was inserted before turning a computer on for the first time, it broke (the path was malformed and the prompt was > instead of c:> and dir and other commands gave an error).
  • FIXED: run key now does nothing when crouched.
  • FIXED: turret bullet tracers were broken at some point and weren't visible (I hadn't noticed until now), they work again.


  • All challenge mode content is now included: added levels 11, 12, 13, 14 and 15 plus the standard ending and the 100% score ending.
  • Added new enemy type: walking turrets.
  • Added new type of enemy bot, one that throws energy balls.
  • Added exploding barrels.
  • Added safes.
  • Added assault rifle.
  • Added breakable crate.
  • Enemy bodies can now be looted.
  • Player now can't run or jump while grabbing big/heavy objects (right now, just the empty crate).
  • Changed the corridor wall color of challenge levels 1 to 7 to green (experimenting with the color giving an idea of the difficulty progression Green->Orange->Red). All rooms now have blue walls to add a little visual variety while keeping things simple.
  • Changed the lockpicking minigame to something similar to the one in fallout 3. The one I had is too ability/reflexes based, once you master it you rarely break lockpicks, and this new version, while maybe even more unrealistic, adds a little randomness so you always have the chance to break picks, even on the easy ones, but you also have the chance to be lucky and pick hard locks on the first try... (needs more testing to finetune the values for each difficulty)
  • Sentry Turret lock on target code modifications needed for new Spider Turret, may have broken something, needs testing.
  • Changed the sentry turret beep sounds to something less annoying.
  • Added code to the bots to avoid attacking through map obstacles like doors and walls (at least most of the time)... needs testing to see if everything works as expected and evaluate if the potential performance hit, if any, is worth it.
  • Improvements to how NPCs process sensory data (sounds, hits...) and how and when they investigate sounds (for some they just rotate to look at the sound origin and then rotate back, for others they go to investigate and come back soon, and for 'lure' items, right now just the soda cans, they stay there longer before returning). Turrets don't react to sounds (may change that in the future). Still needs more work.
  • Bots now alert nearby bots when detecting an enemy (the player). Bots that are alerted this way don't alert nearby bots, or it could escalate quickly.
  • Added HUD icon to show while reloading weapons. Also, interactions are now disabled while reloading.
  • Created more spam emails to add to the computers so they feel more real and also to make important emails less obvious.
  • Player can now use keys to take all and exit in the inventory/container UI.
  • Pressing the reload key while already reloading the shotgun stops the reload after the current projectile is loaded (until now this was done pressing the fire button, now both inputs do it).
  • Many other small tweaks to some levels and objects.
  • FIX: enemies can now see and damage the player while climbing a ladder.
  • FIX: wooden doors were missing in challenge level 0, I had accidentally deleted the prefab and didn't notice until now.
  • FIX: computers now correctly turn off when players abruptly stop using them because of an enemy attack.


  • Level 9: changed the interactive double doors below to a fixed broken version to eliminate an unplanned way to finish the level more easily than I wanted.
  • Level 13: moved the walking turrets' start position a little ahead so people replaying/speedrunning the level don't have to wait so long for them to get to a safe position.
  • Disabled climbing while reloading weapons.
(3 edits)


Great work so far with this 0.1 test build! 

First of all, just say that playing this gave me vibes of  games like Half-Life, System Shock and Deus Ex. Looking forward for the story mode!

I'll try to summarize below my first impressions:


Game runs stable and smooth, almost at 200 FPS with my rig: i5 4590, 8 GB RAM, Nvidia GTX960 2GB, 1 TB HD, running at 1366x768.

I just used the settings autodetected by the game itself, didn't have to change anything.


No crashes at the moment (I've played for 1 hour or so, in 2 different sessions ).


Graphics are fine for an indie game, nothing to complain about. 


The mechanics seem polished and play very well together. As I said before, I guess there are some strong influences from System Shock, Deus ex... etc, with some other interesting additions. Lockpicking, usage of access codes and security cards... feel very stable. Shooting also feels quite responsive.  I specially liked the climb feature as well.

On the other side, the inventory may need a bit of work to feel more comfortable.


These are some issues I found, nothing too critical but taking them into account would contribute to provide a better experience :

- The "old tape" effect of the intro and menus seems to run too fast, I think that the frequency of this effect should be decreased

- The font size for the objectives is too small for my resolution (1366x768), increasing it a bit would really make a difference

- I really miss a key remapping option, especially for crouching (I use to bind this action always to CTRL instead of C). It would be great to have the chance to use the E key to exit some actions as well. I guess that some remaping option will be eventually added...

- I had problems at the computer on level 7, trying to exit telnet . I think I missed a document somewhere explaining how to exit it... a save option would be nice, as I had to leave the game at this point and restart from level 1 again the next day.

Keep up the good work!


Hi davtheone,

Some of the issues you listed will be fixed in the next build I'm working on, probably for next week if I don't find any unexpected bugs (I still need to do some testing). You can check my public todo list for the project if you want to see what's currently done and things I have planned, but some of the things you mentioned that I've being adding lately are: I've increased the font size of the objectives a little (tell me if it's still not enough when you try it), changed the telnet interface a little to make it more intuitive (there's now a quit command instead of the previous way of closing a telnet session), E is now used as the key to exit documents and panels (although Esc still works),  added Ctrl as a 'hidden' secondary key for crouching, but I may need that key for something else in the future, we'll see (keymapping will be added at some point, but I'm not sure when) and I just implemented a progress save system for the challenges mode.

Thanks a lot for your thorough and helpful feedback!

Thanks for your quick response! Great to see that most of the issues were already considered in your TODO list 

Hey, just tested the update and  all the new changes seems to work perfect! (Just played until reaching level 4)


Great, thanks!

(1 edit)


I had quite a fun time playing this. The current graphics are really simple and honestly I would stick to that as I felt really comfortable with the environment as it is clean. I completed all the challenges (but not 100%). 

Issues to fix:

-Disable sprint when crouched.

-Add some more light source in vents, especially near the end because I didn't have the night vision goggles and had to reset as I was stuck in the vent from the pitch black.

-I personally like the progress but find it little too repetitive as it is just opening doors and going to an elevator, however I can't really make this a issue too much as this game doesn't have too much content to judge properly.

Anyway, great game, has potential and reminds me of fallout/half-life.

Developer (1 edit)


- I'll check the running when crouched, that's a bug I haven't noticed and should be easy to fix.

- Those vents are pitch dark on purpose, so you have to use the night vision goggles in order to navigate them. The challenges are designed to be relatively short so, although I'm trying to make it rarely necessary unless you die, having to reset should not be a mayor inconvenience.

- The challenges will probably feel more varied if you try to complete them with a 100% score, the first ones are designed to be quite easy to complete if you just try to get to the exit elevator, but to get all the objectives you'll need to explore them more carefully and use all the things you've learned in that and previous levels (at least that's my goal).

I'm designing the challenges to add a new gameplay element or twist of a previous one (new computer commands and things you can manipulate, new types of interactive objects, hidden paths...) each level while I slowly introduce them, so people learn about them by using them but without being overwhelmed with too many new things at a time (the more 'complex' ones I first introduce as part of one of the optional objectives and usually use later as part of other levels main path, so people learn about them as they play), so hopefully there will be enough variation between levels within the constrains of the type of game I'm trying to make (the levels in the challenges mode will all be at their core variations of the same theme: "figure out how to go from elevator to elevator, while trying to complete the objectives", I see them kind of like puzzles).

thanks for the feedback!


Just a quick point regarding 0.2 build. I've just seen that the savegames are maintained between 0.1 and 0.2 versions (which is great). However, I think that there may be a bug, as I was already completed all levels (1 to 7) and the new levels (8 to 10) appear as locked to mer. Shouldn't level 8 be unlocked? (I have to replay level 7 again in order to unlock it)



Yes, that's not a bug but the expected behavior given how I save the challenge levels' state: when you finish a level it tells the next one to unlock (and the state of each level is then stored in the save-game), as level 8 didn't exist in the previous version the last one you finished, 7, couldn't tell 8 to unlock, so it will be locked if you are using a save-game from the previous version. I'm trying for the saves to be compatible between test versions whenever possible, but small inconveniences like this may happen and if there's a solid reason maybe some future build won't be compatible with the current ones (I'll try my best to make them at least work, but I don't want to spend too much time writing custom code just to make the save-games compatible while the game is still in development).

If you don't want to replay level 7 in order to check the new ones you can unlock all the levels using the dev console.

Thanks for the feedback!

(1 edit)

Ok, thanks for the quick response! Just finished level 10, and I liked the new additions as they provide more variety to the game.  Hope that the computer/telnet interaction won't become much more complicated in upcoming levels, not everyone is an IT guy :p

Developer (1 edit) (+1)

:) yeah, I want the 'hacking' part to be more realistic than in other games, where it's just a mini-game or a prompt, but I'm trying to make it as intuitive as possible (have working computers that you really have to use, but be easy enough to figure out if you pay attention to the manuals and clues). Also, in these initial levels, I've tried to offer a way to complete them without using the command line, except in one of the first ones, 5?, where I wanted people to use it to know it's there (the ones I'm now starting to design may have parts where you need it, we'll see, as is a part of my game that I think makes it a little different and that I I like).

Congratulations! Harvey Spam here, congratulating you and 0.1.3 on what feels like almost a commercial-viable release!

Climbing is a bit finnicky right now. For example, Level 7 (the one with the stack of money), go to the double doors on the right (with the sealed boxes hallway immediately behind), close them, and open them outward into the main money hall. Climb the money, jump on the doors, then try to jump over the railing. It works sometimes, depending on if you're standing farther away than you'd expect. If you hadn't used "Stand on the door" as part of a Crane in an earlier level (The first one with flames, to get up to the central room's vent), I would have written it off as unintended behavior and not tried the jump, but still.

This climbing being unreliable behavior also happens around scissor lifts from time to time, but it's most replicable on those Level 7 doors.

Speaking of scissor lifts, standing on their railings does not move you along in the same way that standing on the platform itself does. Not saying it should or you should be able to stand on them at all, just that it's inconsistent.

also I'm sick of waiting for the Level 13 mobile sentries to walk around the corner every time I restart the level; rotate them like 45 (or perhaps 90) degrees about the center spire, so that they're "later" on their path at the start of the level, so that when you speedrun to the window because this is your 30th time restarting the level, you're not waiting for the second turret to walk the entirety of the right corridor.

Developer (6 edits)

Thanks!, and thanks for taking the time to write your thoughts about the build.

Yes, making the climbing system work in every possible scenario is quite hard (without the checking code getting out of hand and also not overdoing it and climbing when you don't want it to)... I'll think about ways to improve it, I'll probably never be able to make it perfect so I've tried to hide the worst cases by avoiding them while designing the levels. Railings in particular are quite finicky for my system right now, because it's a thin surface and depending on where you are trying to climb from and your orientation the detected surface may not be enough to have room for the player to stand on... maybe I should add vaulting for things like railings, but that would mean adding special cases, and more complexity, and I've being trying to make the system as generic and simple (especially performance-wise) as possible. I have to think more about the pros and cons and test if I'm able to make improvements...

Anyway, the case you mention (I think you are talking about level 9, not 7) is not just a situation where the climbing can fail but more importantly a flaw in my map design, I don't want the player to be able to do that to climb to the other side, I should have locked those doors to avoid the possibility of using them the way you did (it makes things easier than I wanted, but as you say it's my fault for 'teaching' that trick in a previous level and not noticing it could be used here :)), I'll add it to the TODO list.

The scissor lifts: the problem is the same as with the railings, you have to be facing them certain ways for the system to see enough room to climb. If I solve the problem with the railing I'd probably solve that too.

Standing on their railing works as expected (I only "enslave" the player movement to the lift when inside the inner area, not if just touching/standing on the railings), but it's true that it may seem unrealistic (I'm not sure if I'll change that because it would mean making the 'player inside lift' system of detection more complex but it's another thing to think about if more people mention it).

About level 13, I remember thinking the same when testing the level over and over before I released it... it is annoying to have to wait for them when you are speed-running and you know what you have to do. I placed the walking turrets where they are because I wanted to make sure the player saw them the first time even if he/she took some time in the previous room... maybe I should put them just a little ahead, you are right.

Hi, I think I found a bug regarding the shotgun.

At certain point I emptied a magazine of shots during a fight. I still had 4 remaining shots that could be loaded into the magazine, but I was unable to reload the shotgun (However, minutes later, after several unsuccesul attempts, the reloading started to work again...).

Developer (3 edits)

Umm, I never experienced something similar but I recently modified the shotgun code so I may have broken something and could be a good point to start looking, I'll try to replicate the bug and fix it if I find the cause (if you can replicate it again, try to switch weapons and see if that fixes it, that would give me a clue of the cause). Thanks for the feedback!

I just wanted to say that finally completed all levels. Didn't accomplish the 100% achievements target, so I guess that I saw the normal end. All I can say is that it's been a great experience and the end has hyped me too much for the story mode!


Thanks! I'm really glad to hear about people having fun playing the build, it's really encouraging.

I absolutely loved the game thus far but I have to ask, in the level with the 1 melee bot, 2 flame barrels and where we first see Night Vision, are we supposed to set off the flame barrels to get one of the origami cranes? I'm stuck there because I can find 4, but in the room where you see the melee on the other side of the window, I can't find my way to that vent which I assume is where the last origami crane is.

Developer (2 edits)

Glad you like it! No, in that level you don't have anything to make the barrels explode, but there is a way to climb to the vents in the room where there are lockers and windows, although you don't need to reach those vents to finish the level, only to get an origami crane to get the 100% score. In a way, that origami may be one of the trickiest I placed in all the levels (to make getting a 100% a little harder), but only because you have to use something in a way you haven't in other levels... I'll give you a clue: you have to use something in the environment, in that room (the one with the lockers) or maybe the very small one inside it, I won't tell you exactly what or where :), to help you reach those vents (think about the previous level where in a room mostly exactly like that one you could reach the vents thanks to something that isn't there in this one and think of ways to replace what is missing with other thing near you)... I'm trying to give you clues without totally spoiling it, hope I'm being helpful.

I figured it out! Though, I'm not completely sure I did it the riiight way but I used a certain piece of the environment in a manner that got me where I needed to go. In fact I 100%'ed the whole thing and I think god the secret ending which was a great twist. 

My favorite part was in Level 14 that I accidentally did a stealth run since I wanted to gather enough resources before going all out, but after a while I realized I had all the cranes and the exit was in sight so I high-tailed it. No complaints here I just want this gameplay into a bigger and interconnected world.

Are you also thinking of adding a kind of character progression? 


Great! The story mode, which I just started making, will be an 'open world' (in the sense that it will be an interconnected series of areas you can go back and forth, instead of separated maps like the challenges) and you will keep the things you take, your health...