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(Love the combination of RE2make controls, and the Dead Space handling of easy back-and-forth melee plus gun aiming!)
Some bugs in my first few minutes (writing this while still playing from my steam overlay)
-My crosshair vanishes from aiming, which feels bad, I have a dot crosshair while not aiming.
(Would love to see RE4 laser dot return...)
-Picking up items is really fiddly. Medkits seem pretty reliable to pick up, the E prompt comes up within a pretty good area, but ammo, the gun, all have needed a very specific spot, angle, where I get the prompt to pick them up.
That's all for now!
Could you consider adding true exclusive fullscreen natively supported?
Unity has a nasty habit of being bad with default fullscreen, it's mostly just borderless windowed.
I have a laptop, and Unity hates laptops, so exclusive fullscreen is the best way to get a massive boost in performance (plus I like the natural crisp pixelation instead of the vaseline washed out blur of borderless)
But, it's not a big deal, the launch command "-window-mode exclusive" seems to work, as long as I also ALT+Enter in the game to make it actually stick for my playsession.
Otherwise 60fps mostly so far in exclusive mode, so it runs well and looks really neat with good lighting/shadowing and stuff!
Yep. I' reworking the pickup system right now.
I'll see what i can do
Thank you!
Served me well enough, can even play some semi resent AAA games (Prey 2017 at medium settings, Alien Isolation at max, Resident Evil 2 at low with some bells & whistles on, Control & Doom Eternal at low but still 45fps, Dying Light with most high 60fps, and of course a bunch of indie stuff, if it's a custom engine 60fps high settings almost guaranteed, Unity runs worst, UE4 slightly better, mainly because I can in ini files turn most undesirable post processing effects straight off like motion blur, depth of field, lens flares, a lot).
Слушай, да, лифт сломался. Щас починим
А по поводу фризов - можешь записать видос с демонстрацией?
For a second I thought I was stuck, but walking forward did work, I didn't fall through the world map or anything, the hall loaded in at that point.
The ending cinematic seems a bit unfinished in the sense that the skybox there looks really out of place. In the city gameplay it looks fine and menacing, but when you see nothing but a flat purple background with no different shades behind that flying chopper, it looks like it hasn't loaded something properly.
Also the camera has some issues with staying at a good distance when the chopper blades are rotating, it seems to "clip" and try to readjust.
But that's it for bugs in that playthrough, might try to get the other endings, never went down the obvious exit door...
Seems only cosmetic as they haven't gotten up despite having a head model, but still, gave me a fright and is worth looking into for consistency and looking less buggy.
(noticed this when going around picking gas cans, filling it, going back to see if I've missed any kittens etc)
Oh, and there's a bug with when I pause/enter the main menu, the resolution resets from my 960x540 to 1920x1080 (probably borderless), goes back to exclusive fullscreen 960x540 when I from the main pause menu go to settings, can keep it at that if I just esc out, seems to alternate between going through menus.
Did dynamic shadows/lights get an intentional downgrade?
I remember before the last update that when your character walked past a lightsource, a cars headlights for instance, that it cast a long shadow, but it doesn't seem to now, even with the option toggled on.
Otherwise didn't run into any bugs, still plays smooth 60fps and looks great and plays great, got the schoolbus ending now and 100% the kittens :)
Yep there's a bug when you go back to headless zombies - they appear 50/50, headless and with head.
The resolutions - it doesnt switch you to it, right, only showing the wrong ones?
It's a little issue with saving data, yeah.
The lights were optimized to fit the slower PCs. It looks less impressive now, i agree.
Thank you!
It seems like the main thing is the ESC which resets, but after "refreshing" it, reminding it what my actual settings are, it switches to those.
In game it never switches by itself, only by opening the menu.
Do you think you could maybe add the better dynamic lights/shadows back as an option? They were cool :)
(Still worked great on my potato laptop as well!)
I'll experiment with the light. You see most of it are baked. And if i'll make the realtime light affect the enviroment - it would be overbrighted.
But i'll think about it
The game is really excellent, I had a lot of fun and I can't wait to see the finished game.
However, I have some problems with the gamepad controls, some buttons don't work, like the shooter.