Section 13

Section 13

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Just some more suggestions
1. Add a battle rifle, with a 3 shot salvo, that has a lot of burst dmg but no sustain.
2. Add the option to regain a small ammount of health as a 3rd option on the med bay in the safe rooms. Feels better for players.
3. Add mutators for small rewards etc. Like having more special enemies, endless spawns while you roam, only secondary weapons, half magazine size, more fear, lethal fear, etc.
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Showing 1-9 of 9 comments
ODS_Jungsoo  [developer] Mar 30 @ 9:19am 
Thanks for playing the game and suggestions. We are actively reviewing feedback to prepare official release and your feedback is very appreciated.
56er Mar 30 @ 12:34pm 
Hey, some more feedback:
1. Sometimes the charge of the infested yellow/red-suits and the other QTs are a bit glitchy, and they end up raming into something, "bouncing" off and then by chance land on top of you. They get you, hurt and/or stun you then. That feels a unfair to me as a player.
2. I ran into this issue, but I only got as far as the exo suit boss fight so far. But there is a lack of shops and "cubes" or synaptic choices or whatever they are in the later levels. Maybe there could also be a shop in the safe room, as an unlock? I run around with 4.000+ Credits and cant really buy anything.
3. Pause the game when opening up new weapon attachments. I picked one up early game, and almost got killed by the QTs that stood around.
4. Sometimes a X-Ray function would good. For example, in the offices, when you clear the "extra" room full of goodies and you walk into it, there is a bridge right infront of you, so you cant see any enemies coming your way.
5. The translation is sometimes a bit unclear and/or cut off (in german version atleast - Guten Tag ;) ). That makes it hard to decide for an upgrade.

Otherwise, this game is great, good luck and success for you developers!
56er Mar 30 @ 12:36pm 
Also, when the connection with a MP session fails, then have the player respawn next to the phone booth, else he will always have to walk to try again.
56er Mar 31 @ 2:57am 
Another round of suggestions:
1. As an Idea for another level: A cell block for detainment of semi-paranormals etc. The twist is that you have some broad hallways, that have been blocked of by the alarm, and you have lots and lots of cells. Some of the cells are empty, some might contain QTs, Items or else, and some have breakthroughs, which though you can reach sealed of areas. So now it will be a tense situation to open the cells, as you never can now, what you will find. The cells should be narrow and small, and the AI should be scripted to burst outwards, also there should be a few cells containing high level QTs to ramp up the tension in the player when opening cells. At one of the breakthroughs there should be an ambush typ script that spawns alot of QTs on the players front and back, and lastly, you could have a central security switch, that alows to unlock all the gates and the exit, but also releases a big wave to battle through.
2. For more weapons, there could be a researchers gun, that gives data at a high chance when you aim with it at targets and shot them, the weapon itself could be like a slow firing SMG.
Also a recharging energy/laser type weapon, that has no ammo, just a magazine size that is able to unload quickly but takes time to recharge, so unlimted ammo for the trade off that you have to time your shots.
A grenade launcher, one shot like a thumper, that can be charged up by holding the fire button while aiming down to, when fully charged fire a grenade with a delayed fuse and a noise box, so it attracts QTs before exploding.
An Tesla Arc weapon that has a medium range but arcs onto other targets with some distance, so it can roast whole grouops of lower QTs
3. Add the option for the meteroit fragment to rip ghost enemys from their state of being immaterial, so you can use the fragments to kill them better - basically make the ghost fragment to a stun grenade for enemies that are more paranormal than regular QTs
4. Make the secondary slot bound to number 4 on Pcs, rather then making it share the slot of 3
5. Add more verticallity into the levels. The parking lot and the office level would be great if you could also clear multiple levels of it, currently they seem like a slice of a bigger cake. Maybe tether this to the selected difficulty, so if I go in after my first run, the level has another area that I have to battle through, before decending.
6. Add more ares with other shady research. I know the story resolves around the QTs and it really scratches all my needs, but I would love to see other fragments of un-ethical research done by S2P in the S13 facility. Would be very cool.
7. Add some opptional things. I just played through the current content and when I came upon the suspended entity in the final level, I thought: Damm, how can I release this to fight it, after the camera tilt, even more so. That would be a nice thing for a run to run into some parts of a level that rewards you for some extra risk, a mini boss fight that players can select to trigger for example.
56er Mar 31 @ 4:17am 
And another one:
1. Make the Chernobyl QTs immun to knockback from melee when using there ground attack.
2. Make some fear induced halluzinations, and maybe add multiple, stacking fear levels. So you have the regular fear, and after the fear bar doubles, you start to hear things, screams, gun shots monsters, whispers, etc. etc. and after trippling the fear, you start to see enemys floating towards you.
3. For another weapon idea, a Lumen "Shotgun" basically a camera on steroids, this weapon has a small to medium cone (maybe a charge for holding down the button, making the cone longer but more narrow and also stronger), and releases a a cone of light, that is so strong it damages QTs (by burning the small nephellim parasites) and stunning them. The damage could be relativ low, but it could have a stun.
3. Pause the game when opening up new weapon attachments. I picked one up early game, and almost got killed by the QTs that stood around!
This would be a problem in multiplayer run right?
ODS GeeK  [developer] Mar 31 @ 2:29pm 
Thank you so much for the detailed suggestions and ideas! I shared each of them with the team for review, and our team does take a look at all of them!

For "4. Make the secondary slot bound to number 4 on Pcs, rather then making it share the slot of 3", can I get more additional clarification? I am thinking this is about the tacticals (e.g., grenades), and can be rebound as necessary. If you can provide more info on this, I can explain it to the team better!

It's cool that some of your ideas were aligning with our dev team! For example, there is a weapon perk (currently in the game) that splits the beam of the Arc Cannon to allow anchoring on multiple enemies at a time. Also, we will bring back the Plasmoid Launcher at official release, which works like a grenade launcher.

We hope you continue to enjoy the sci-fi mystery to the fullest, especially when we bring the narrative elements at official launch!

If the team has any questions about the suggestions, we will let you know. Meanwhile, feel free to keep sharing more ideas! Once again, we greatly appreciate your feedback and suggestions so that we can make the game more fun :D
I got the game a few days ago, and have been binging it offline on my steam deck, I haven’t gotten to the final boss yet, but I have a few suggestions/balance complaints.

First, and biggest, is that the SMG is too powerful a support tool. The ability to have a 1% chance to heal 5 hp every hit, and being able to stack that effect multiple times, means I bring it every run, as my main source of healing. I feel like every weapon needs that effect added to it, balanced for their firerate/projectile count/method of use, and make them not stack, so that the SMG isn’t so overwhelmingly forgiving, but still requiring players to sacrifice a damage boosting upgrade slot, in exchange for getting to heal, making it suboptimal if your plan is “just don’t get hit”

For example, the crossbow could be a guaranteed heal when you kill an unaware enemy, without alerting any others. Or the shotgun could heal when all the pellets hit the same enemy.
That way each weapon can bring a reduced version of the current effect to the table.


Secondly, I feel like there needs to be a better balancing of data nug gain. I felt like my first few runs, where I only made it through two zones, I would make about 50, and when I would reach the first boss, and die to it, I’d only have 60, the only times I really felt like I was earning more than when I started was when I got the defrag that doubles them.


Lastly, I wish the “tech” weapons of the arc cannon and the photon cannon were more “exotic”.
With “arc” in its name, I was expecting the arc canon to be shooting chain lightning, and though the laser is cool, it feels like a multiplayer support weapon more than a useful single player one, and I wish the beam cannon, instead of requiring you to charge to fire, got larger/more pierce, the longer you charged, so that you could either spam shots to take out a single enemy, or charge and send out a wave into a crowd. Because as it is now, it just kind of feels like a midpoint between the sniper and assault rifle.


All this aside though, I’m really loving the game
Last edited by ICBPenguin; Apr 2 @ 2:09am
ODS GeeK  [developer] Apr 2 @ 11:59am 
Hi, ICBPenguin! We're super happy to hear you're enjoying Section 13 :D
Thank you for the feedback on various aspects of the game. I shared it with the team for review!

Healing/HP management (part of the SMG weapon perk feedback you shared) and Data Nug drops are things we're currently & actively looking at, and we might be able to introduce some adjustments in our balance patch coming this month. Please stay tuned! :D
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