Lethal Company

Lethal Company

OLKE Feb 8, 2024 @ 5:02am
Predictions for update 50?
I feel like it's gotta be a reasonably sized update with some decent content to keep the game going, what do you guys think? how many new monsters? new moons? level system? achievements? new items?
< >
Showing 1-15 of 15 comments
so007 Feb 8, 2024 @ 5:38am 
who cares? mods have already surpassed anything the dev can do at this point
they're gonna add skibidi rizz and the ohio moon
Blank Feb 8, 2024 @ 6:26am 
major bug fixes hopefully, like flood water lever isn't going up sometimes, generation issues, and etc
OLKE Feb 8, 2024 @ 6:58am 
Originally posted by so007:
who cares? mods have already surpassed anything the dev can do at this point

I'd say a few people care because the mods are super unstable at times, some even prefer unmodded. Plus the game lost like half it's playerbase already
OLKE Feb 8, 2024 @ 6:58am 
Originally posted by phthalocyaninefrog:
they're gonna add skibidi rizz and the ohio moon

:steamhappy:
Tavegner Feb 8, 2024 @ 7:13am 
there's really a lot of room in the game to implement new content, you just named it: new rooms for existing levels, new level layouts, new wheather conditions and events, new moons, new scrap items, new creatures, new costumes and emotes, and so on, you can make a separate thread discussing any of those.
Tavegner Feb 8, 2024 @ 7:23am 
Levels: I really love how it feels wandering those labyrinths, and the fact that they are generated randomly (well, assembled from ready-made rooms and crorridors), makes exploring them and finding your way back even more exciting. But zamn there are so much you can add to it to make level structure more complex and interesting: elvators or just empty lift shafts, some air vents or sewers big enough for player to crouch in, trapdoors and ladders like that one on company building, secret rooms visible only on radar (remember those corridors and staircases leading to a dead end? now imagine aproaching one and seeing [open] or [locked] pop up, or hitting a wall with a shovel to see that brick suddenly cracks, plaster or wallpaper falls off, revealing a hidden door). Or being able to go down to the bottom of those pits under the catwalks in which you usually fall and die (I remember trying to retrive my pals body and loot from there, but the extension ladder just won't extend when dropped in the pit. it appears that it's not fall damage that kills you, it's just floor on the bottom of the pit), and pit rooms, where a door leads to an emty room with no floor but a just bottomless pit (another reason to use flashlights). Maybe even some hidden portals (I mean, some places in the facility are pretty similar or look exactly the same, yeah? now imagine your confusion if you were quietly teleported upon entering a new room. imagine trying to remember your way back and suddenly realizing that the room you came from is now replaced with some other one. like "Curse of the Maze" in Binding of Isaac)
Last edited by Tavegner; Feb 8, 2024 @ 1:55pm
Tavegner Feb 8, 2024 @ 7:58am 
Level layouts: I remember how surprised I was when I entered the facility again, and instead of industrial premise there was... a huge mansion. You can't experience that surprise again, but the first time is always "where the hell am I?". That means one important thing - you can encounter absolutely anything inside the facility. It's not just some abandoned factory anymore, it's an anomaly, a non-Euclidean space, it shouldn't be here, and neither should you. When I started playing LC I was getting some decent Strugatsky's Roadside Picnic vibes, but once I saw the mansion level I realized that it was something higher, it's damn backrooms now, and I like it. Now what can dev put in there? Here's my guess: a shopping centre mixed with some office rooms. Spacious hubs, halls and studios, some brightly lit, some pitch dark. Tile or carpet floor, rows of empty shelves, crumpled boxes and cans lie around here and there, display cases with naked and damaged mannequins, and annoyingly joyful music echoes from speakers somewhere in the distance. And when the music stops, the mannequins begin to move.
Last edited by Tavegner; Feb 8, 2024 @ 8:13am
Tavegner Feb 8, 2024 @ 12:40pm 
Moons: I'd really like to see some playable aquaplanet like Gordion, just another moon covered with ocean. And the facility will be like a man-made island of metal, going deep under the water surface. Or a huge submarine. With leaking walls and ceilings, and some lower levels flooded. Sheesh, I remember a dude on discord proposed a level inside a gigantic whale, that would be sick (cool).
Tavegner Feb 8, 2024 @ 12:57pm 
Monsters: First, I think it's inevitable that some kind of skinwalker voice mechanic willl be added to the game, I know the dev won't miss such an opportunity - he himself proposed recording and using player voicelines in phasmophobia reddit. The question is how this will be implemented. Will it be recorded randomly or using some speech recognition tool? Will it use some AI to synthesize new voicelines or just play what's recorded? It all depends on our fellow dev. Personally I hope it will be made simple and stable, because confirguring speech recognition can be tricky for some non-english players (I remember my frustration when I found out that I need to install Vosk so that the phasmophobian ghost would understand my ukrainian screams and curses.) Also, maybe the ghost girl could talk to you though your walkie-talkie, that would be creepy.
Then, there is a monster that can be soothed with dancing, I was seing this idea a lot, and it's a really nice one indeed.
And finally, I'd like some unique outside creatures for winter moons. I mean, I can take dogs, but why is there a forest keeper roaming around in blizzard? It should be in the woods, not in the middle of snowy mountains.
Last edited by Tavegner; Feb 9, 2024 @ 2:42am
Tavegner Feb 8, 2024 @ 1:29pm 
Plus there are some minor fixes and mechanics that could make the game a little more enjoyable (most of which already exist as mods): like allowing new players join to lobbies late (durnig matches in progress), quickswitching between items in your inventory using your keyboard, thowing items (spending your stamina of course), a player POV visible on the monitor along with radar (aka helmet cameras; i'd like to emphasize this one: yeah, it doesn't give you any real advantages, you have all useful info on your radar, but hey! seing what others player sees makes "mission control" duty much more engaging. This way, you won't feel like you're missing out on anything by staying on the ship while your colleagues are risking their lives on site. The limitations of walkie-talkie communication, where you don't know exactly what your teammates are dealing with, but only hear their voices and see flat icons on the screen, are still important, which is why I think helmet cameras should be a purchasable ship upgrade, relatively cheap though.)
Also, the game could use some simple access restictions to prevent griefing when playing with strangers. For example, all players need to vote when someone who's not the host is trying to start the ship when there are players still alive outside; only host can spend money/route the ship/move furniture in the ship and so on.
Last edited by Tavegner; Feb 8, 2024 @ 2:19pm
Tavegner Feb 8, 2024 @ 1:42pm 
All in all, its kinda sad that the game begins to feel empty once you explore it a bit. I know it's an early access of a project made solely by one person, so it's doomed to be rough and empty at first, but people are impatient, and sheesh I wish there'd be something more out there. For example with that catwalk pit thingy I mentioned, imagine if there were some unique structures and objects that can only be found at the bottom of the pit, as if this is not just an obstacle, but the entrance to a separate area of the level that requires a ladder to access. A game with such a mysterious aura deserves to be filled to the brim with secrets, so that most of your 'what if ...' or 'is there ...' are met with 'go find out' wink, and even after playing it for hours you still feel like a little wanderer lost in dark and dangerous nebulae. Lethal company has some big potential in it, I hope dev won't waste it, and will expand the game further.
Last edited by Tavegner; Feb 8, 2024 @ 2:15pm
KODLIX_user1 Feb 8, 2024 @ 1:49pm 
i think they should add a monster that is only visible in the dark
meaning flashlights have no use against it
Originally posted by so007:
who cares? mods have already surpassed anything the dev can do at this point

Not really. That's such a strange take. None of the mods available are that good. The developer can add system level changes that matter, more interesting creatures, and even new modes.
Tavegner Feb 8, 2024 @ 2:08pm 
Originally posted by KODLIX_user1:
i think they should add a monster that is only visible in the dark
meaning flashlights have no use against it
or an opposite: transparent/invisible monster that can only be detected with a scanner or by its blurry shadow/footprints. Or its little floating eyes (bc if its completely transparent, it should be blind - you cannot perceive light unless it is reflected from the photoreceptors in your eye. and also because a pair of floating eyes staring at you and slowly moving in your direction is creepy). and yeah, it should be slow and sneaky, otherwise it will be super op.
Last edited by Tavegner; Feb 8, 2024 @ 2:12pm
< >
Showing 1-15 of 15 comments
Per page: 1530 50

Date Posted: Feb 8, 2024 @ 5:02am
Posts: 15