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Contagion VR Outbreak

 
10 Year Anniversary!Dec 29, 2019 - Community AnnouncementsFrom Zombie Panic! Source, Contagion and to Contagion VR: Outbreak 10 years has passed! Come check out the Anniversary Update! Thank you all for sticking with us! http://www.contagion-outbreak.com/2019/12/30/10-year-anniversary-at-monochrome/ Please hang tight, you guys have overloaded the site. xDHalloween update!Oct 25, 2019 - Community Announcements{STEAM_CLAN_IMAGE}/31741039/77658335b76288b7c22f99c40f95fd39757f2969.png http://www.contagion-outbreak.com/2019/10/25/2019-halloween-update/ With PSVR on the horizon it make sense to bring back our updates to the website to include all stores! Let us know your thoughts in the comments!October Minor UpdateOct 4, 2019 - Community AnnouncementsHello everyone and happy October! As said in the last update, we have found potential candidates for fixing the original Contagion. Nothing is set in stone, but we are hoping to get cracking ASAP on bug fixes. Now back to our update. We have a small update for you. Plenty of fixes and new features to enjoy! Fixes: -On Hold Grip: secondary grip not releasing in some conditions now fixed -Player can now only die once (eg, no more multi-screams post-mortem) -In SP_Apartment: UMP magazine on dead swat cop in stairwell now has 30 rounds again (was 3038 for some reason?!?) -Propane tank gibs now behave properly and stick around long enough to impact the ground and look cooler Features: -Pump shotguns will now only allow a pump when it needs one. No more accidentally ejecting shells! You can also force it to allow a pump by pressing the eject button. -Grenade Launcher added to firing range. -Arcade machine in SP_Apartment is now actually a working arcade game. SOON: Are you ready for what's at the end of the tunnel? https://youtu.be/r9j3SJi3on0September UpdateSep 16, 2019 - Community AnnouncementsHello survivors! There has been a pretty wide focus as of late, so we wanted to compile all that’s been worked on since our last update. We have made huge improvements and additions to CVRO. We now have a moving car for mission 4, thanks to Alex and Jason it looks like so much fun! We may even see them in free roam in the future. It is a bit wonky with the levers. May even change the intros with Outbreak and Vacancy. https://youtu.be/jC4O5gbhfUE Mission 4 map layout is complete, Jason has been streaming almost daily to show his work and how huge Mission 4 is. Currently, He is going through to optimize performance in level. Soon moving to scripting and dialogue with Alex and Mike’s help. Please feel free to follow Jason in the twitch link below! Https://twitch.tv/cr1tlord Back in August we have submitted our build to Sony. There are a few steps to pass in order to release to PSVR. With each update from Sony, Lawrence, Brian and Mike have adjusted the build from Metadata, art assets, sony builds. Sony is specific with what is included, and we have adhered with each step. We are now currently in QA testing. We are hoping to release this month. It’s been a pretty bumpy ride, but it's moving now much faster. We are proud and excited for when we are finally fully approved! Mike has prepared a new trailer for this release! With this update, we are releasing a patch which should clean up the last few smaller nasty bugs we had. For example, the Riot boss in Vacancy will chase you now like he used to. In addition to bug fixes, we have also implemented a handful of smaller features and quality of life improvements. For example, In the main menu level you can now select the level monitors from across the room rather instead of having to be right next to them. Another cool thing, certain weapons now have the gripping hand physically attach to the charging handle/bolt/etc when going for a reload. And coming up in the near future, Alex has prepared a few new weapon art assets that should be making their way into the game. We have also been prototyping some new loading screens which will improve the starting experience. The tutorial has been made mandatory for first time players. To skip it, all you have to do is click on your watch and click on main menu. If you already have played the game, you will not be affected. Mike worked with some reps to bring back a Chinese (simplified) draft localization for the tutorial and missions 1-3. We will be looking to add in localization for other languages in the near future officially and are building a budget for them. This will likely apply for future Monochrome titles. Original Contagion update: After PSVR Release we are planning to hire some help! What comes first? Bug fixes and crashes.This is priority. Following the major bugs we will try to re-add Steam workshop compatibility. Some tweaks to Zombie players, and if possible to clean up exploitable objectives. We will try to see if a vote mute option is available for ...A call to the community!Jul 12, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/0ec2c109c613cc469c38d7a1e08fd6d58ec125c1.jpg Hello Survivors! It would be super helpful if we could touch back on the subject of reviews real quick. We feel this is vital to ensure we address what you feel most needs attention in our game. Good reviews help generate sales which we can funnel directly back into new content for you - and honest, constructive negative reviews are important so we know where we are going wrong and can improve! If you haven’t taken the time to review our game yet, we would be very much obliged if you could find a minute to do so. Also, if you have previously given a negative review it would be invaluable if you could try and replay the game to see if we have resolved the issues you faced, and update your review to reflect how you feel the current state of the game is. One last thing, if you stream or record current footage of Contagion VR: Outbreak, feel free to post it to our discord! We do watch them and love seeing some of the reactions folks have. Also, we are a fairly friendly bunch of guys, we don’t bite. Well mostly, so come on in and feel free to hang around our channel. Discord.gg/monochrome Many thanks, and have fun out there in the apocalypse ;) -The Contagion:VR Team 4th of July Update!Jul 4, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/4db3dcf2794e223c0810c05152396dac31aba24a.png Hello Survivors! For those in the states, Happy Independence Day! https://gfycat.com/sophisticatedacrobaticgrouse We have a new update for you! Amongst other things, the main changes are: Charlie: -More polish to Mission 3 -Fixed a load of edge-case bugs with the puzzles -Charlie zombies work better with distraction and pathing -Charlie hiding places have been completely reworked -Charlie AI majorly improved in dealing with hiding cabinet, as well as many bug fixes and behind-the-scenes improvements; -Many charlie puzzles have had improved functionality and reliability; -UV light weight puzzle now should work all the time (no longer should get into unpredictable state with regard to secret door opening); -Ladder combo lock now has highlighted dial numbers so you can actually tell what number is "active" -Cabinet hiding framework has been massively improved (hand in hand with the AI improvements). Now employs change that zombie will bash down the doors if it sees you go into one. -Added random-chance ambient sounds for more spookyness -Compass now has extra arms that point to the clocks, as well as improved visuals to show what color matches what number on the clocks. -Changed clock color from purple to red. Should a lot easier to see (in contrast to the blue clock) in-game now. Vacancy: -Fixed Riot boss not attacking -Fixed misc event manager stuff for Vacancy -Rebalanced survivors and AI, now easier to tune -Added more ammo to the bus, added shotgun to the finale table, Changed ammo spawn for deagle to magazines via box ammo spawner. Misc: -Fixed objective marker actor leaving behind old markers -Menu can now no longer ever be activated by left hand https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/f986d219255e1c59c901014398918d80f2cb6aae.png With that said Grand Prix Summer Sale is still happening! Only a few more days, so make sure to take advantage of the sales! Good things are coming, so game on! Hotfix 6.0.2Jun 21, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/0ec2c109c613cc469c38d7a1e08fd6d58ec125c1.jpg Happy Friday! Got another quick fix ready for everyone. This should fix the last of the game breaking issues for Mission 3. The team is still working to make sure the game is as polished as we can make it. These are updates and fixes released this hotfix: General Updates -Mission 3 item hand grips all items correctly -Mission 3 subtle hints added for some puzzles Bug Fixes -Tutorial ammo spawns correctly -Mission 3 final chest emblem spawns correctly -Mission 1 waypoint marker correctly triggers near finale -Mission 1 can no longer wiggle past gate As always keep reporting any bugs you encounter to our discord, that has been a huge help. Thank you to all who have been playtesting and streaming it has been an invaluable asset! Also, let us know any suggestions or ideas you may have in our #FeatureRequest channel. More to come soon! Discord.gg/MonochromeHotfix 6.0.1Jun 17, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/0ec2c109c613cc469c38d7a1e08fd6d58ec125c1.jpg Hello everyone, over the weekend we worked some bug fixes and we are now live with the hotfix. This patch should fix the following issues that popped up last minute. Patch notes: -added UX pass to tvs in charlie -fixed emblem bug in chest -fixed tv noise issues -changed pill materials -cleaned up charlie level collisions -disabled grenades rotating -changes some doors in charlie -consolidated rifle ammo types More to come soon! Please let us know in the discord if you encounter any other issues. Discord.gg/MonochromeMajor Update 6!Jun 11, 2019 - Community AnnouncementsGreetings survivors! We’re back again with update! At long last, we're ready to release mission 3 along with a number of other big updates, so let’s dive right in and get to it! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/25e563887cd398af0dfd4b1c036e6b2552344bf4.png First on deck is mission 3! Mission 3 once again changes things up a bit and introduces some new gameplay experiences. We don’t want to spoil it for you so we hope you give it a try, and report back to us and let us know what you think! One fair bit of warning, you’ll need to put on your thinking caps for this one, and if you find yourself in a pinch with nowhere to run, you can always try hiding! ;) https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/927489a6c96e520dad2da0f0eb4f6e5861a0f45e.png Next up, we’ve also completely reworked the tutorial. We were never really happy with the original tutorial, and considering changes to the core game and our need to reduce scope, we felt it best to start from scratch and rework it completely taking other platforms into consideration. We’re extremely pleased with the result, and even if you are already familiar with the game, we hope you’ll check it out and let us know what you think, as well as tell us if you feel we’re missing anything! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/0fcfc57860fe8977cf6cf41ba06035a05d1c4c2f.png We’ve also been hard at work reworking the shooting range. The original iteration was not quite in line with the vision we had it mind so we scrapped it and started over. There’s currently only a few different challenges to play, but the framework is there for us to expand it in future content updates. We hope you give it a try and report back to us and let us know how we’re doing! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/4971e66a9d0bf6cac7d6272f8d1f15b1c9b871d9.png Core mechanics are something we’re constantly trying to improve on. This update is no different, as we’ve made a pretty significant change to the player inventory system. Previously players had a total of 9 attachment points on their body (not including the backpack). We’ve logged a number of users feedback around this, mainly with trying to grab something off your body but something else getting in the way. We’ve done a lot of tweaking and tuning, but nothing was solving the issue so we decided to simply reduce the number of attachment points down from 9 to 5, as well as change some of the rules for items and where they can be socketed. Melee and 2 handed weapons (shotguns and rifles) now both can use the chest socket. Naturally this does mean what you decide to carry will require a bit more thought, and utilizing the backpack more important as your total inventory space is more limited. Some other better quality of life improvements we’ve made to firearms are that we’ve finally added some feedback when fire select is manipulated. Importa...2019 Devblog #4Apr 26, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/0ec2c109c613cc469c38d7a1e08fd6d58ec125c1.jpg Jason Things have been quiet on the public front, but behind the scenes it’s been anything but. We’ve all been working extra hard trying to finalize mission 3, as well as making massive performance boosting optimizations to the entire game. PlayStation VR release is definitely getting closer, but we’ve still got some work to do on that front yet. All these performance boosting changes can definitely be experienced soon in our next major public update which will include mission 3. We’ve also finally gotten around to bringing a better sense of conclusion to the ending of mission 1, having decided to completely rewrite, and redesign it in its entirety. It’s currently in testing, but we hope to have it released to the public build shortly. https://media.giphy.com/media/fxC90ZdFd5LeLlRTco/giphy.gif We also decided it was time to rework the shooting range level, and make a better effort to bring that up to a much higher level of polish than its original design. That too will be available in the next upcoming major update. Alex It’s been a while! It's hard to encompass everything that's gone on since the last blog, but this last week I’ve been focusing almost exclusively on PSVR stuff. For the past few days I've been going through all the actors that use AK components (a Wwise specific Unreal object that allows us to do stuff with sound) and tweaking things to squeeze out every last ounce of performance. Thanks to some discoveries by Lawrence, we've learned that the way we had been doing things were A) needlessly computationally expensive, and B) not the right way to even do them. All in all, this is great news for the PSVR build and will translate to good news for the PC side; less CPU wasted on this stuff means more zombies running around. Brian These last two weeks I’ve been focusing on optimizing Wwise for our PS4 release candidate. I’ve set new volume thresholds, specified voice limitations, updated all Spatial volumes and portals, as well as cleaned up level audio and placement. Things are coming along nicely and excited to get this submitted shortly! Lawrence This week I have been managing the PSVR optimization, we are getting really close to meeting the hardware-budget and have already got some of the levels running at 60FPS on PSVR with the regular PS4 console. Many of these optimizations are being merged back to PC build and as such will drop the CPU demands of that as well. Also, we now officially support 3DRudder on the PS4 port of the game. Paul Last week I’ve wrapped up the third mission and shipped it to the Beta branch. While it is in the hands of our testers, whom are trying break it in any way they can I am on a “bugs watch” squashing any bugs that may come into light. Additionally, all of us within Monochrome agreed that the ending of the first mission did not feel like it provided enough closure and conclusion to t...Minor Update: Mission 3 + PSVR NewsMar 22, 2019 - Community AnnouncementsHello survivors! It has been some time since the last update. Though with it, we have some news. First off, we apologize for the two week radio silence. The team had to focus on Mission 3 while Lawrence finally was able to get a first PSVR iteration to work! Great news! Keep in mind, bug fixing and optimizing is continuous. We will try to include several fixes and new features with each update. Next update expect to be able to melee zombies with rifles and shotguns. ;) Mission 3: Without giving too much away, this will be a slower and eerie mission compared to the first missions. Paul has finished with some of the main aspects of the missions features. Brian and Alex have begun polish passes on art and sound. We expect the mission to be sent out to begin play testing by the end of this month. With an internal goal of Launching in early April! PSVR: The PSVR port of the game is now fully playable with PSVR headset and Move Controllers. It just requires optimisation and fixes to bring this title to a state where it can be enjoyed by all our very patient fans on the playstation ecosystem. We are all busting ass here to get this submitted as soon as possible without sacrificing quality for sure! https://i.gyazo.com/17f73ceba2d95685ecef92da056e54a9.mp4 Within the next few weeks we will be finishing the final steps to releasing the Mission 3 and PSVR. If all goes well we may well be supporting another, up and coming controller as it seems like such an essential peripheral for the PSVR experience. Current Controls (subject to change) https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/e6b5dd9cb27d9a169d241785bb276c27f3b56dd9.png Post PSVR: Original Contagion bug fixes. Now we don’t want to leave you all in the dark, but we are looking into hiring a source coder to fix game breaking issues and restore steam workshop or a decent alternative for the Original Contagion. Mike will then attempt to put in more mod maps into the official escape servers make sure you subscribe to them! In the future we might make an Official Community made map server per region that way we don’t force any new players to play Community content on all Escape/Hunted Servers. Mission 4: Vertigo has been put on the shelf, so to speak. In its place, Jason has already started the level design and initial script concept for this new map. Currently, the map code name is Patient Zero. Expect more updates for Patient Zero in the future. Main work will start pending PSVR release. Good things are coming folks! Just a matter of time. Minor Update: Demo edition!Mar 1, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/4db3dcf2794e223c0810c05152396dac31aba24a.png Demo update: In this latest update, we had some time to put back into the demo version. We want the demo to reflect the full game in all of its essence. Along with optimizations and new weapons, we have only included the first mission for the Demo. You will now see that the demo is now slightly extended. The team is very committed to ensuring a very comfortable playthrough, and as such we added several features from the full version to the demo. Grab assist as we have named it, is now available to use for those hard to reach items. All you have to do is point your controller at the item and once the item glows blue, press the grab button. Included in this update is our newest checkpoint save system. Make sure to fill up on your ammo and supplies as you hit checkpoints. If things get too intense, try taking off your HMD for our new pause feature. That’s right, you can now pause by taking off your headgear. You may notice some changes in the audio as well. This update was overdue, and we have now pushed majority of our audio to Wwise. The game is still in early access, and we will continue to improve on the game. Please leave us any requests or suggestions on forums or Discord where we are most active! https://discord.gg/monochrome Stores: In other news, we have recently been accepted into Viveport and the Oculus store. We are one step closer to PSVR launch. Currently, we are looking to get as much gear as possible to the rest of our team. It does help if every member of the team has access to the different VR sets. The process to getting to PSVR will still take some time, and we do hope you guys are as hyped as we are. We will have a playtest application for PSVR users at some point so keep an eye out for that! Mission 3: We are already cracking away, still some time until we can push this out. This map will be different than the other missions. My recommendation is that you take your time in this next one. You might even get lost, so be sure to remember your way as much as you can. On a final note on Mission 3, keep and eye out for clues. And when you hear the footsteps… Hide… 2019 Devblog #3Feb 22, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/d831cd42a5fd55d8156c23173a312d48f335b577.png Jason This week I’ve been doing a bit of research before I get started constructing the world for mission 4. It’s amazing how much progress the entire team has been making of late, and we’re all feeling very optimistic about the future of the game! Mission 3 is well underway, speaking of which Paul has really been putting in crazy hours to get ahead of himself so much so that we decided to give him the day off today! I’ve done a bit more optimizing of the project, tracking down 2k and 4k textures and downscaling them as much as possible. I’ve also started redesigning the main menu level and how in a future update it will be implemented in the game that better positions us for our upcoming Playstation VR release. Sorry no media from me this time around, next week I guarantee, see you then! Alex Since the last update I have been working on reworking the underpinnings of free roam. We have settled on a design and now we're implementing it! So far it's pretty basic but it should be a good foundation to add all manner of bells and whistles in the near future. Along with that, there's been lots of little bug fixes across the board (most of which are not really user-facing for the most part, so not very sexy to write about here) A sneak peek into the next mission though! Or, at least, a weapon you will get to use.. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/0028564a994750674f5166b1f87b50995f687010.jpg Brian I spent this week focusing on improved Audio quality of our current weapons of which many you have yet to see. I also applied unique haptic curve feedback for each individual weapon so you can get the most out of your gun play. I am also working on applying haptics and unique audio to the mechanics of the weapon as well from magazine interaction to fire select. It is our goal to make all our Melee and Firearms as enjoyable as possible. Also I scaled images for our Oculus Store………………. (legit, he did. -Lawrence) Lawrence This 168.3-hour chunk of our planet’s orbit (apparently we use “this week” too much) I have been preparing our game for shipping on a whole variety of platforms! I have the PS4 dev kit set up and just waiting for a few things from Sony and Epic and then I’ll be starting work on the long-awaited PSVR release! We have already submitted the Oculus build which is pending approval, and are very close to the Viveport submission. Things are moving fast around here! Paul I spent my time assembling new core mechanics for the upcoming mission. Unfortunately I can’t really speak about specifics of these things because we want to keep it a secret until it’s closer to release! That said, I’m happy to report that new mission is looks promising and provides a fresh perspective to the game and is already halfway there. If no further delays occur, Mission3 should hit test builds early next month and p...Major update 5.3 Live!Feb 18, 2019 - Community AnnouncementsGreetings and salutations survivors! We’re back again with another monster of an update! (No pun intended) This time around we’ve got major bugs fixed, gameplay updates, and new content, so without further delay let’s get right to it! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/c6d41ff10fc8a589027f7d1012b2b771bbe491dc.png First we would like to announce that as of this writing, all known critical bugs are hereby fixed! This includes the ever annoying toggle grip related bugs that were numerous and often revealed its ugly head at the most inopportune times. No longer will objects get stuck in your hands preventing you from being able to drop them. If anyone should still experience this or anything similar with toggle drip, please let us know but after a week of constant testing, we’re confident that bug has finally been squashed after the code was entirely re-written. One other not so exciting but significant part of this update is that we have optimized well over an excess of 1,000 textures, so users should see an increase in performance with this update. Next up we’d like to also talk about gun mechanics, and zombies! Specifically the balance of the two and how they coexist. After much work and iteration, we’ve significantly changed the balance of that relationship. Zombie health has had a bit of a rework and as you will soon notice, you are able to knock down zombies with a well placed smack from a melee weapon, or a blast from a shotgun. Not only did we rework zombie movement, but now all weapons are capable of staggering zombies, as well as knocking them down. All weapons in the game have been re-tuned and rebalanced. Our hope is that the weapons in the game meet player expectations of how effective they should be versus zombies. So please, jump in and give it a try and let us know what you think! A little more than a week ago, we reached out via our discord channel and on social media with a poll regarding free roam mode. We’ve gone over the results and after some internal discussions with the team, we’ve begun the process of restarting that mode from the ground up. We are still working in parallel with creating our next single player mission while also making rapid progress on breathing new life into free roam mode. We’ll have much more to talk about this in future dev blogs and releases. In the meantime, we’ve reworked the original Dustbowl map for free roam and are releasing a new map we call Bunker. Both maps are accessible as part of this update. New Map Bunker (Free Roam) https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/d15291b29b3a9edea411b06c89f3b810c8d5910b.jpg But wait!.. in safety, as now if you open the menu in game, open the Oculus Universal Menu on Rift, or just take off your VR Headset the game will pause, keeping you safe while you take a break. No more getting killed just because the pizza arrived while you were mid-game. Also - Oculus users can now toggle the ingame...2019 Devblog #2Feb 8, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/d831cd42a5fd55d8156c23173a312d48f335b577.png Jason This week I’ve been working on a final script for the next mission, which I am happy to report is 95% complete! I’ve also been back working in the level for mission 3, tidying up and working on final lighting and gameplay support areas, ensuring navigation is solid. I’ve also decided on a winter setting, while it doesn’t fully look like it yet, I’ve added in falling snow particles, and will be next doing a texture update to give the outdoors areas a bit of snow coverage. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/d8e7ebda9c795a5755693ae92083702a1faa0619.png https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/8064fd6c5774bc0e0880011e453bf876114d9f97.png I’ve also been going over the results of our public poll regarding free roam, and working with Alex on solidifying a design on that front moving forward. To see the results of that poll check out the bottom of this blog post. While we will not be releasing a public update this week, next week our goal is to do so with much of what we’re all talking about in this weeks blog. Before then, I’ll be rebalancing all of the weapons and zombies in the game now that Paul is finishing up the new knock-down logic which he’ll be talking about in his blog, stay tuned! Alex The major thing this week has been the reworking of the existing tutorial tooltip stuff in aid of releasing the game on other platforms that have requirements on what headset/controllers can be shown in-game. We now have an in-game system to globally set what VR Environment we're building a package for and anything in the game (ie the tooltip system) can check that and display appropriate stuff. Not super exciting, but something that should hopefully pay off when we're ready to release on other platforms. I've also set up a slightly different (read: better!) system in the firearms as per Brian's specification that uses a single shot, multishot (ie rapid fire) and ending sound, arranged dynamically depending on how fast you pull the trigger, or if you're shooting a full auto gun. Brian This week I have been reworking sounds for all our remaining stockpile of guns so we can hopefully very soon get some new boomsticks in the game for you all to enjoy. Some of the existing weapon sounds that didn't fit or weren't all they could be have either been reworked, or replaced with better SFX to increase player satisfaction. As well as this, I have gone through some of the upcoming Free Roam maps and started building up the WWISE setup in the level, and building ambiences to make the levels feel real Lawrence This week I have been focused on setting up the framework we need for scripting the AI of the new missions, and in doing so found a way to substantially improve the responsiveness of the zombies to gaining and losing targets while at the same time saving performance. A...Community Poll!Feb 4, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/0ec2c109c613cc469c38d7a1e08fd6d58ec125c1.jpg Hey everyone, so a couple things, firstly we had a community talk on discord asking players what they would like to see in Free Roam. The following options are from players, if you’d like to make your own submissions in future polls please join us on our discord! Free Roam poll: https://goo.gl/forms/iPjS8pR6hnc3slYT2 Secondly, we’ve received notices from youtubers that some the music ingame is claiming copyrights. If this happens to you please let us know so we can dispute it for you. Keep in mind it may take up 5 days. If we do have issues, we will be sure to let you know. Discord: https://discord.gg/monochromeMajor Update 5.2Feb 1, 2019 - Community AnnouncementsHello everyone, it’s that time again, another update we’re ready to release to the masses. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/c6d41ff10fc8a589027f7d1012b2b771bbe491dc.png We’d like to thank everyone for hanging in there while we redo our checkpoint and save system, but after the long wait we think everyone will agree it’s definitely worth it. We’ve replaced the old system which required users to manually save at designated locations, in favor of a less complicated system that automatically saves your progress at the most logical points during the campaign. When a checkpoint is reached, the player inventory is saved which includes everything in your hands, backpack, and socketed to your body. Should the player die after that checkpoint location and before saving at another, the player automatically gets respawned back at that checkpoint with everything they previously had in their inventory, in their hands, and inside their backpack, at the same exact location when it was saved. We have always wanted to deliver a punishing zombie shooter, and have held back a bit in tuning the game to match the original vision due to lacking a good save system. We believe a hard and challenging zombie game makes for the most fun, so long as players have a way to restart from their last checkpoint and rethink their last plan which failed them. That said, in another update in the not so distant future, we’ll be updating a significant portion of the overall difficulty with the core mechanics of the game and zombie rebalance. Along with adding new content to the game, we’ve also updated and polished some important gameplay player feedback systems we think everyone will enjoy. Waypoints, updated objectives, and save points have a new visual treatment that not only look good, but should help out players keep track of objectives and navigate the levels. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/d31f17c86d1bb0bf6b612b9e4d16df02d3afbe04.png While waypoint markers may not excite you terribly, we find it hard to believe our new bolt action sniper rifle and chainsaw won’t! We’ve replaced the scoped M-16 rifle on the rooftop in mission 1 with the S96 bolt action sniper rifle. It has a scope which if interacted with can change to 3 different levels of magnification. After each shot, you’ll need to work the bolt up and back then forward to chamber the next round from the magazine. What it lacks in capacity size for the magazine it makes up for it with raw stopping power. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/5033edb6204287c7807f9e439c461e65363113bf.png We’ve also updated durability of all melee weapons, roughly able to deal twice as much damage before breaking as requested by various players. Firearms also now can trigger zombies to stagger and stumble which we all agree makes the guns that much more satisfying to shoot. With the checkpoint system finally released to ...2019 Devblog #1Jan 25, 2019 - Community Announcementshttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/d831cd42a5fd55d8156c23173a312d48f335b577.png Jason and Alex This week I’ve been sick (boooo). Today however I’m feeling much better (yayyyyy). There is some quite exciting news to share, we are very close to releasing the next update which will include our new checkpoint system. We would like to thank everyone for being so patient while we worked on this important addition to the game. We’ve always wanted to deliver a challenging game, but without a proper working save system the game was too punishing and a source of a lot of frustration to anyone who perished to a pack of zombies. We hope to have the checkpoint system live as early as next week, it’s currently in testing. We’ve updated mission 1 “Outbreak” and added in a new weapon to the game. It’s the first true bolt action sniper rifle, and you’ll find it on the roof in place of the m16 that used to be there. It works just how you would expect, after every shot you’ll need to work the bolt action to chamber the next round. Additionally, you can change the magnification by interacting with the scope, there are 3 levels of magnifications so it’s a viable option at shorter or longer distances. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/25bc300d0d047da43826d2ce211bdeeb5680d89b.png Brian I’ve been working on creating low, med, mech, and tail layers for all of our weapons to give it that AAA touch. After organizing my tools, setting up presets, and base weapons you will all hear new audio when it comes to our firearms. This also means you should all be seeing quite a few new firearms in-game. Lastly I touched up quite a bit of audio after doing a quick Unreal Engine 4.21 pass that I will do a more meticulous pass on here shortly. Lawrence & Paul This week we have been building and putting into place a brand new, bespoke save system to replace the buggy original implementation which will ease some of the frustration of dying during the current campaigns. We have been further refining the checkpoint and waypoint system to improve the user experience. Also, more polish has gone into the death sequence. We haven’t forgotten about the Sticky Grip Control bug, it is next in our priority bug fix, and will start on it after the save system is live. Thanks again for your patience. We are so close! Update 5.1 - now released!Jan 18, 2019 - Community AnnouncementsGreetings everyone we hope you all enjoyed the holidays as much as we did! We’ve been working hard to try and get this important update out so let’s get to it! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/4db3dcf2794e223c0810c05152396dac31aba24a.png First off, we hope that everyone has been enjoying the previous update which featured mission 2 “Vacancy”. Since the beginning of the new year, we have been working hard on a number of important issues based on feedback we’ve been receiving from the community. First up, we have updated the version of the engine to 4.21.1. This change while largely beneficial has introduced a number of bugs which we have been working on in order to release todays update. We’ve also fixed a critical bug that’s been affecting Oculus users where some control bindings were being doubled up causing movement to eject magazines from weapons and other oddities. A significant change worth mentioning is that we’ve replaced auto-lift with grab helper. Grab helper is enabled by default, and will let you more easily pick things up in the game. Just point at whatever it is you want to pick up and when the item glows blue, you can press grab to snap it into your hand. It’s still in beta, with some additional polish coming later but we felt it was definitely ready for public consumption, enjoy! Grab Helper https://media.giphy.com/media/iBj2S5qONuUxoxXIUk/giphy.gif Many users understandably have been frustrated by the lack of a save system since our previous one was removed due to the overwhelming number of bugs associated with it. We’re happy to announce that work on the new checkpoint system has started and we will be moving it into beta branch soon! Beta branch is currently available to our testers only, but we may re-introduce a public beta branch so that when important changes are made we can get public access and feedback before it goes live on main branch. It’s been a long time coming, but we decided it was time to add a chainsaw to the game. Currently it only exists inside day 2 of Vacancy. You can find it down at the trailer park on top of a table just waiting to be put to good use. We have been getting numerous complaints from zombies that this is an unfair and unbalanced addition to the game, all we have to say is you had it coming! Chainsaw Preview https://media.giphy.com/media/39vevbiiDC9B9W0uvA/giphy.gif Zombies are retaliating and have called in for some reinforcements, along with the new runner that went in last update, we’ve been seeing a new beefier version of the standard zombie we call the “Thug” for reasons you’ll discover for yourself. Lastly we’ve also been layering in some polish, mission objectives in particular got a nice update. In any mission, when your objectives are displayed, you’ll see a nice pop up that should help a bit with some confusion players have been experiencing. From all of us at Monochrome, we thank you for the continuous support, we’ll see you next update! http...Update 5 - Mission 2 Live!Dec 21, 2018 - Community AnnouncementsGreetings! First off we want to wish everyone an early Merry Christmas and a happy holidays! Thank you all for being so patient while waiting for the next major update which we are happy to announce is coming out… NOW! https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31741039/b51ed5fcacb8fbf95a1d5d8b799811fe532a1530.png First off, we would like to officially announce that we have promoted Lawrence to lead programmer on the project. Lawrence is moving up the ranks to fill in for Victor who decided he wanted to take a break and work on his own project. While we are always sorry to see someone leave the team, we are already seeing Lawrence step up and prove he’s not just able to fill those shoes but making huge strides which means good things are coming! When we first started working on Outbreak, we had set a very high bar for ourselves and the game, but with the realization that we are a small team of just 6 full time developers, we have made the decision to down scope some of the previously planned features. While we expect there to be some disappointed faces out there, we believe this decision will allow us to deliver a much better, less buggy, and more satisfying game to you, our amazing supporters. Without a doubt you are wondering what will be getting shelved. First before we get to that, we want to make it very clear that nothing is for certain being permanently shelved, but instead put on hold for the short term until such time that it is feasible to resume working on them again. That said, the following will be put on hold until such time as the core aspects of the game are less buggy, and we have more playable missions delivered. The following are being set aside for the time being while we focus on bug fixing, and new playable missions. Multiplayer Crafting Free Roam Shooting Range In the near future, we will be re-releasing an updated version of our public roadmap that reflects the shifting of priorities amongst the team, and how that will positively impact the overall quality and increase the amount of playable content in the game. Rest assured that those who have been patiently awaiting news about a Playstation 4 version of the game, we will also be able to inform you on the happenings therin, stay tuned! Regarding the save load system, the current implementation has had more than its share of problems, so much in fact that it’s been slowing progress in other areas of the game and thus we decided unanimously amongst the team to scrap the current one and start a new, less complex iteration. No longer will players need to manually choose when to save by using candles, instead the new system will be checkpoints that are saved automatically at key points of the campaign. The difference with this new checkpoint system once implemented, will be that you will no longer be able to manually load up a save point in a level, however this brings us to our next important change to the game which is also now live in this update, wh...