All Walls Must Fall

All Walls Must Fall

 This topic has been pinned, so it's probably important
Eyes  [developer] Aug 8, 2017 @ 12:20am
Change Notes
This post will be kept up to date with changes to the build.

26.05.2024: v1.4.11163
  • Updated to new version of Unreal to fix game not starting on new version of Windows 11
05.09.2019: v1.3.11136
  • Added French and Polish translations
15.12.2018: v1.3.11056
  • Added German Translation
  • Fixed issue where enemy weapon shots would not go over low cover objects
11.12.2018: v1.3.10983
  • Added Russian Translation
  • Adjusted some text sizes and positioning
  • Fixed a phyiscs crash
  • Fixed not being able to shoot enemies in some situations
  • Fixed some objects having incorrect cover and collision
06.10.2018: v1.2.10884
  • Fixed a crash that happend at the beginning of the Drop
  • Fixed some objects has missing or wrong collision
03.10.2018: v1.2.10881
Version 1.2: NEW GAME +
  • After completing a campaign, you can begin a New Game + campaign, keeping your previous purchases and loadout
  • New Game + campaigns are always on VERY HARD difficulty and enemies have +1 health. Permadeath and the Decision Timer are always enabled, and resetting a Mission costs 1000 credits.
  • After completing a New Game + campaign, you can start a new one where enemies have an additional health point. You can continue this forever
  • If you've previously completed the game, you can convert an existing campaign to New Game +
Other changes and bug fixes
  • Added a button to reset control mapping (requires restart)
  • Losing a mission when permadeath is enabled only fails the campaign if the player is dead
  • Fixed issue where you can't progress if dynamic tutorials are enabled and you finish a combat with an empty weapon
  • Fixed issues with the mission objectives in the Kill Dragan Muller mission
  • Fix for enemies that spawn during missions not being properly removed if you undo to before they were spawned
  • Fix for walls not being properly hidden during the drop
  • Improved handling for audio device loss
  • Fix for issues when attempting to combine clicking action buttons with the mouse with pressing space to confirm actions
  • Fixed some issues with dialogues in the Infiltrate Private Suite mission
11.05.2018: v1.1.10718
  • Added Spanish and Simplified Chinese translation
07.04.2018: v1.1.10649
  • Fixed labroom furniture blocking doors
  • Fix for hitch when opening options menu
  • Fixed crash that happened when triggering a drop on missions that took > 20 mins to play
  • Fixed augmentation descriptions being incorrect after fully upgrading them
  • Fixed "Basic Training" achievement
28.03.2018: v1.1.10627
Version 1.1: LAST MINUTES
New
  • Added Portuguese-Brazilian translation
  • New music track: Last Minutes by muuutsch[soundcloud.com]
  • New room type: Bathrooms
  • New Labroom furniture and layouts
  • New clubber character variations
  • Triggering a weapon scanner now has a sound
Changes
  • Added some variation to story NPC clothing
  • Projectiles, blood and hit FX now have different styles based on the enemy and weapon type that shot them
  • Improved player weapon FX
  • Added more neon to outer club walls
  • Drop camera now has walls correctly hidden and has fewer cuts, improved framing and depth of field blur
  • Clubbers will now begin the mission more evenly distributed throughout the club
  • Added some water bird sounds to the Glienicke sections
  • Adjusted Dodge, Ambient Dialogue and Tactical Danger sounds
  • Lowered cost of using undo in dialogues
Bug Fixes
  • Improved performance in later, larger levels
  • Fixed some badly setup wall corner pieces
  • Fix for some bars not having bottles etc on the bar and having some tiles blocked that shouldn’t be
  • Fixed various achievements that weren’t correctly unlocking
  • Fixed relative volume of sounds vs music
    vFix for lighting pop when final cutscene begins
  • Fix for Kai opening doors without being told to after winning a backroom dialogue
  • Fixed various typos
  • Fix for main menu music playing at 3x volume in some situations
  • Drones no longer clip into doors


28.02.2018: v1.10047
New features
  • Added new enemy sprites that didn't quite make it into the Version 1.0 build!
Changes
  • Picking up a drink now plays a sound effect
  • If an objective is failed but there are still TR to collect by exploring the club, don't fail the mission yet
Bug fixes
  • Fix for Identify Target achievements not working
  • Fix for pacifist achievements being wrongly given
  • Fix for Hanno Noon not spawning sometimes in Confiscate Contraband mission
  • Fix for shop layout having overlapping text in 4:3 resolution
  • Fixed some dialogue typos

23.02.2018: v1.9905.1
VERSION 1.0!
New features
  • New music tracks: The glienicke bridge sections now all have music by muuutsch
  • New music track: The Last Stop by muuutsch, that plays during credits after completing a campaign
  • Parties now have posters that can be collected
  • Drinks are now visible as holograms that can be collected
  • Clubs now have themes that affect their lighting and colours of certain objects
  • Clubs now have fog
  • Clubs now have trash on the floor
  • The endings now have a bit more going on
  • Added a warning to the mission briefing when you’re on the final mission
  • Objectives will now be marked as failed if they are failed (which may fail your mission)
  • New NPC health bar & icons
  • New feedback for losing health and being at 1 health
  • New eye icon for tiles that will trigger an NPC or scanner
  • New HUD icons for Reset Camera and Draw/Holster weapon
  • New icons for Augmentations
  • New combat HUD
Changes:
  • Improved DJ pink dialogue
  • Improved campaign generation and savegame loading times
  • If a hostile AI can’t path to the player, doors may open to create a path
  • Can now view Leaderboards from the main menu (steam only)
  • Adjusted nudity distribution
  • Weapon scanner is triggered by the same things patrolling enemies are
  • Added more bar variations
  • Many small HUD readability improvements
  • Added more wall light fixture variations
  • During the drop, if the camera is pointing at a wall, the wall will get hidden
Fixes:
  • Group Elimination targets will now go to the closest escape point
  • Fixed some clubbers having mismatching heads
  • Fixed some club entrance signs not displaying non-English characters correctly
  • Fixed some objective NPCs not becoming hostile correctly
  • Reduced hitch when complications spawn
  • Fixed some labrooms not getting a computer or cabinet for the relevant missions
  • Fixed dressingroom guard having an empty dialogue line
  • Improved buttcrack definition
  • Celebrity portraits are higher resolution
  • Many many performance improvements
  • Reload tutorial doesn’t get triggered by persuador being empty (As that can’t be reloaded)
  • Fixed various objects being invisible when detached from walls
  • Fixed combat mode grid not rendering everywhere
  • Fixed spectres teleporting out of the simulation area in the Traceback tutorial
  • Fix for spectres teleporting while using Traceback
  • Fix for danger tiles not being rendered during the tutorial about danger tiles
  • When taking damage, the damage tutorial will override other tutorials
  • When leaving combat during the combat tutorial, that tutorial will be cancelled
  • Fixed the identification computer being spawned outside the club in the ID Target mission sometimes
  • Fixed rooms that sometimes were emptier than they should be
  • Fixed nemesis weapons not playing correct SFX
  • Fixed gaps in snow
  • Fixed upsetting camera teleport when drop begins
  • Fixed double tap and triple tap drop rewards not being given
  • Can no longer shoot friendly mission critical NPCs (except with persuador)
  • Wind no longer plays in training simulations
  • Fixed some missions not increasing music intensity when objectives are completed
  • Fix for complication enemies not re-spawning after undoing to before the spawn and then playing time forward again
  • Fix for complication enemies spawning twice if in combat mode
  • Fix for spectre tutorials not firing
  • Fixed some mission-relevant containers not getting HUD markers


26.01.2018: Beta 9136
BETA BUILD!
New Features
  • All missions are now part of 3-mission narrative “arcs”
  • Campaigns now always consist of 4 arcs
  • After each arc there’s a narrative debriefing section on the Glienicke Brucke
  • New mission: Identify Target
  • Added more narrative to the missions that had very little
  • Completed campaigns get a score and time that’s posted to a global leaderboard
  • New room type: private storage hallways
  • Bartenders will now offer you a drink (drink names and descriptions from backers)
  • Clubs will now have a “Celebrity” NPC who will welcome you to the club and party (NPC, Party and many Club names from backers)
  • Many NPCs will now have new portraits (portraits and names from backers)
  • Added new “Nudity & Profanity” option (defaults to on!)
Changes
  • Added a wider variety of club sizes, with larger clubs towards the end of a campaign
  • Added a wider variety of club courtyard sizes and placement locations
  • Enemy groups now spawn in a wider variety of combinations of enemy types
  • Hacking costs increased
  • Room sizes are now more evenly distributed, instead of the rooms closest to the entrance normally being the biggest
  • Weapon scanners can now be found throughout a club
  • Clubs may contain patrolling enemies from the beginning of a mission
  • Club entrances now display the club name in glowing neon scripts
  • More detailed mission descriptions
  • When exfiltrating during combat, that combat will be dropped before the mission ends
  • In the “Group Elimination” mission, the targets escape points are now marked by big black cars
  • Added some pazzazz to the Persuador shooting sound
Bug fixes
  • Fix for out-of-sync music on windows
  • Fix for dialogues that reference club names not containing the correct text
  • Persuador Mk2 & Mk3 have correct names
  • Tunnel Elevator in “Shut down tunnel” mission is no longer high cover
  • Wall hiding based on cursor position is active even during scripts
  • Computers can now contain collectible IDs

10.01.2018:Alpha 8598.2 (windows only)
Fixed a crash that many users experienced (see this thread)

21.12.2017: Alpha 8598
ALPHA 6: NICE & NAUGHTY

New Features
  • Enemy abilities:
    • Phantoms:
      • Now go invisible when stunned
    • Spectres:
      • Move at double speed
      • Teleport away when hit
      • Teleport to enemies when trying to get line of sight
    • Nemesis:
      • Can’t be stunned
      • Can’t use cover
      • Will walk directly to enemies, smashing walls in their path
      • Will shoot at enemies even if a wall is in the way
      • Ignore time manipulation abilities
  • New weapon: “Persuador”: Make humans fall for you and fight on your side. Can’t be reloaded during a mission.
  • New augmentation: “Precharger”: increases Time Resource you start with at the beginning of a mission
  • Cybernetic Fist upgrades now increase the number of wall chunks destroyed by the fist
  • Added “courtyard” rooms to clubs, which are areas of the club that are outside. Both entrances and simple empty spaces supported. Still under construction!
  • Containers can now contain collectible ID cards. You can view your collected cards by selecting “Collectibles” in the main menu
  • Kickstarter backers can enter ID codes into the “Rewards” section in the options to view their backer rewards
  • Added Turbo Trabbi skin switching (Kickstarter backers only)
  • Backers can ensure their rewards are guaranteed in a campaign
  • Added and adjusted some tutorials
Changes
  • Hacking now lowers your maximum time resource for the mission
  • Some enemies now patrol, both inside and outside the club
  • Hostile enemies now display which tiles will make them hostile
  • Adjusted enemy health
  • Adjusted starting Time Resource
  • Adjusted Explosive rounds tuning
  • Shop UI marks upgradable items as upgradable
  • Updated final list of Backer names for credits, clubs and NPCs
  • Lowered the frequency of enemies taking cover instead of shooting
  • When binding keys, if the new key is already bound, that binding will be cleared
  • Renamed “Displacement Dash” to “Dash”
Bug fixes
  • Game should now be playable without an audio device (not recommended though!)
  • NPC names should be the same for all playthroughs of the same seed (eg Daily Challenges)
  • Reload button is disabled when current weapon can’t be reloaded
  • Can bind Reload input key
  • Clubber names are correctly displayed

22.11.2017: Alpha 8050
  • Fixed issue where it wasn't possible to leave the Shop after buying an upgrade to an item without having played the tutorial for it
  • Fixed issues regarding posting a leaderboard score after losing connection to steam

22.11.2017: Alpha 8044
ALPHA 5: DAILY CHALLENGES

New Features

Daily Challenges
  • You can now play a new, randomly generated mission every day in the form of a Daily Challenge
  • Each challenge can only be attempted once
  • Everybody plays the same mission each day
  • Your score for completing the challenge is displayed on the leaderboards

Player Animations
  • New animations for shooting and dashing
  • Updated walking animation
  • New poses for being in cover and dead

New Sounds
  • Enemy weapons have their own set of sounds
  • Player weapon sounds have an extra ‘servo’ element
  • New UI, interaction, dashing and dialogue sounds

Enemies
  • Added new Nemesis enemy type (still a work in progress!)
  • Tuned the health of enemies
  • Adjusted the group composition of enemy spawns

Changes
  • Added more variety to Backroom dialogues
  • Permadeath is now off by default
  • Added difficulty display to mission briefing
  • During the Drop, sections where no combat actions happen will be skipped over
  • The first 3 missions of a campaign are always connected by a narrative instead of completely random
  • The Campaign Map is only available after the first 3 missions have been played, and there is a choice of missions
  • Tweaked some lighting settings
  • If the player doesn’t have enough Time Resource to Dash, normal walking with happen instead
  • If the player doesn’t have enough Time Resource to perform other actions, Kai will say so
  • Waiting in combat now requires confirmation
  • Cyber Fist is now only usable in combat mode (tutorial updated to reflect this)

Bug Fixes
  • Fixed bad performance when many Drones were following the player
  • Fixed issues where Drop would begin much earlier than it should
  • Fix for drones playing their shooting animation when not shooting
  • Fixed text wrapping in mission briefing screen
  • Danger markers are displayed during tutorials that teach player about danger
  • If the player dies during a tutorial, the death tutorial has priority
  • Fix for tiles that contain large objects not getting properly explored
  • Fix for grid not displaying on Linux
  • Fix for music going out of sync on Linux and Mac
  • Fix for the Left Arrow key not being bindable in the controls menu
  • Drones no longer fall through the floor when destroyed
  • Bartenders should stay behind the bar, and other NPCs won’t go behind the bar
  • Fix for weapons not being displayed on the HUD in some configurations
  • Fixed some inconsistencies when low cover is provided by a stunned enemy
  • Fix for Time Resource cost not being displayed for some interactable items (like the weapon scanner)
  • Dynamic Tutorials are disabled in the training simulator
  • Friendly Drone deaths are not counted as Human Casualties
  • Fixed some chairs counting as low cover when they shouldn’t


03.11.2017: Alpha 7561.1

Bug Fixes
  • Fixed issue where the game would begin drops from a much earlier time than it should have, if the player had previously used Rewind to leave combat
  • Fixed issue where AI would often not shoot the player when they could and wanted to do so

26.10.2017: Alpha 7561
ALPHA 4: RPG ELEMENTS

New Features

Items
  • All weapons now have 3 tiers that can be unlocked with different stats and properties
  • Added new “AUGMENTATIONS” category to the shop with 8 different upgrades, each with 3 tiers:
    • Body Armor: Increases maximum health
    • Flux Capacitor: Increases maximum time resource
    • Explosive Rounds: Increases damage
    • Tesla Rounds: Increases stun
    • Displacement Dodge: Improves Dash
    • Neural Matrix: Reduces hacking costs
    • Silencer: Reduces weapon noise
    • Pheromones: Increases positive emotional responses

AI & Combat
  • Enemies now get different weapon types: Pistol, Rifle, SMG and Shotgun
  • AI can now crouch behind cover, and will often go to places where they have cover
  • Enemies will no longer enter each other’s tile, and can path around each other
  • Added new Drop Rewards
  • Added combo counter to Drop Rewards that increases for each reward but resets if you take damage
  • Leaning around corners from high cover has a wider line of sight so is more useful

Clubs and rooms
  • Some clubs will now contain holes in the floor
  • Wall bases now appear jagged when hidden
  • Added more variations of Lobbies, Entrances and Backrooms
  • Club exploration now happens based on player’s line-of-sight, instead of entire rooms at once
  • Clubs will now have fewer dead-ends and more interesting circular room layouts
  • Enemy Agents, Bartenders, Bouncers, DJs and Clubbers now have names (including Backer names)

Misc
  • Players can now include a screenshot when sending feedback in-game
  • Added 135 Steam Achievements
  • Added Steam trading cards

Changes
  • Improvements to positioning of the drop cameras
  • Heavy enemies renamed to Phantoms
  • Updated Backer Credits and Club Names
  • Combat Drops will now begin with the first combat action, even if it wasn’t from the player
  • Can no longer walk to interactions if they are further than the normal maximum move distance
  • Various small text and script improvements
  • It’s possible to complete all mission non-violently now.

Bugfixes
  • Queueing actions in combat no longer causes enemies outline to flicker
  • Can no longer lose Time Resource during the drop
  • Can no longer take cover behind metal railings with massive holes in them
  • Can no longer Drop a combat if your agent is dead
  • Enemies in backrooms more reliably become hostile
  • Fix for combat mode toggling on and off rapidly when using Rewind in some situations
  • Fix for getting stuck in a barrier in the Glienicker Bruecke level in some situations
  • Drone Terminals display the proper state
  • Fixed not being able to drop a combat if it only had one shoot action
  • Fixed hacking actions not displaying the TR cost in combat
  • Fixed corrupted names in Backroom dialogues
  • Fix for player shooting not displaying correctly during the Drop in some situations

26.09.2017: Alpha 6862
ALPHA 3: BASIC TRAINING

New Features
New camera and controls scheme
  • You can now directly control the camera using the WSAD keys, or by putting the mouse to the edge of the screen.
  • You can now manually enter combat mode at any time by pressing “C”, or clicking the “DRAW WEAPON” button.
  • When a combat is over, you can now manually trigger the reply by pressing “SPACE”, or the “DROP IT” button. Alternatively, you can use this opportunity to Undo and try something else.
  • You can now bind new keys to controls in the options menu! We’ve also changed the default bindings a bit.
Tutorials
  • We’ve added a number of dynamic tutorials that will appear in-game when you encounter the relevant scenario for the first time.
  • Some items also have special Training Scenario levels. When you buy these items in the shop, you will have the option of playing the Training Scenario and learning about the item.
Combat Mode
  • During combat, a new (WIP) UI is displayed that gives you information about stats for the current combat.
  • The confirm-action button is now part of this new UI, and includes additional information about the action you are considering: action time and Time Resource cost.
  • During the combat replay (or, The Drop), the action is displayed with a series of camera-cuts that show the action close-up. This is just a first step for this feature, we plan on doing a lot more with it in the next update.
  • After combat, Kai will automatically reload all his weapons.
Dialogues
  • Added a display of the full history of a dialogue, so you can see what was said previously.
  • Each dialogue line in the history displays an emoticon, so you can see what line cause what reaction.
  • We’ve heard some feedback that sometimes, the dialogue responses don’t make sense as part of the conversation. This is in part due to how our dialogues are procedurally recombined. That said, we want to eliminate this problem, so we’ve added a new button that you can click if you think a particular line doesn’t make sense. When you click it, it’ll send us a report about the dialogue lines that were used.
Misc
  • Added Club Names from Kickstarter backers!

Changes
Missions
  • When starting a new campaign, you can select a few gameplay options before beginning.
  • First mission is now randomly selected and isn’t always “Kill Dragan Müller”
  • Kai and the Turbo Trabbi will now begin missions in a variety of locations
  • Mission Objectives now display a marker once explored
  • Doors now display markers
  • Adjusted the maximum time resource
  • After completing a mission, the game goes directly to the Shop.
  • The “Drag or Die” mission chain now has a variety of club sizes it can choose from
  • Adjusted the currency received when completing a mission
  • Health now persists between missions even if Permadeath is disabled, and you can now restore lost health in the Shop.
UI
  • Checkbox state is more readable when hovering over
  • New Font is used everywhere in mission UI
  • Interaction Selection menu easier to read in all situations
  • Some important ambient dialogues now require Space to be pressed to continue
Main Menu
  • Art pass on the background scene
    Misc
  • Updated to Unreal Engine 4.17.1
  • Various lighting adjustments
  • Reduced the delay between requested an action and it starting
  • Clubs now have windows on the outside again
  • Adjusted the distribution of furniture in some rooms to make them feel less cluttered
  • Mac: can now play in Fullscreen mode
  • Destroying “corner” wall segments now explores all adjacent rooms
  • After giving feedback, you can now enter your email address to be notified of replies to your message
Bug fixes
  • Shower cubicle areas in the guard rooms have correct collision and cover setup
  • Time Resource cost for Dashing no longer gets charged twice
  • Black Bars no longer displayed in main menu in some resolutions
  • When using a time ability, the sound effect now stops when it should
  • Wall attachments (eg paintings) now detach from the wall correctly when it gets damaged
  • No longer lose Time Resource while the cutscene is playing
  • Fixed some occurrences where replaying same mission would have a slightly different furniture layout
  • Fixed some actions not having their sound effects played on the beat correctly (in particular, the SMG)
  • Fixed some Sound Effect volumes not being affected by SFX slider
  • Fix for player health in campaign being set to zero after failing or aborting a mission
  • In the Group Elimination mission, only display TARGET ESCAPED if the target that escaped wasn’t already eliminated
  • Fix for game not pausing/resuming properly when opening the pause menu
  • Fixed some dialogue typos
  • Kai plays animations backwards when going back in time
  • Fix for camera in main menu being incorrect when returning there from a mission
  • Fix for not being able to punch adjacent enemies (“not adjacent” would be displayed even though they were totally adjacent)
  • Grid UI now displays at the correct height
  • Fix for cyber fist radius indicator not being displayed if fist was equipped in slot 1

22.08.2017: Alpha 5980
Bugfix and tweak patch
New features and changes
  • New walking animations for Kai
  • New font for Dialogues
  • Added Objective markers for more Mission Objectives
  • Offscreen enemies in explored rooms now get a marker
  • Objective markers are animated
  • Cutscene includes a prompt for pressing Enter to skip
  • Tooltips are now always displayed on Action buttons and display Time Resource cost
  • Added Permadeath and Decision Timer toggles to new Gameplay Options menu
  • Interactions now require confirmation when in Combat
  • If player doesn’t have enough Time Resource to hack something, the interaction is available and Kai will tell the player
  • During the combat replay, long sections where there are no combat actions will be sped up
  • Drone Terminals now cost Time Resource to hack instead of giving you Time Resource
  • Drone Terminals now always hack the closest drone
  • Friendly and Hostile drones now move at double speed
  • Friendly Drones now explore their rooms for you
  • Updated Backer Credits
  • New variations of Front Entrance outside area
  • Adjustments to tooltips, controls screen and some tutorial dialogues
  • Less confusing options menu checkboxes
  • Additional splash text informing about autosaving, permadeath and permahurt
  • Tool tip text adjustments
  • Added tutorial lines about damage avoidance in the intro mission
  • Renamed 'Dance' action to 'Wait'
  • Added Faceless script lines when additional enemy groups spawn
  • Added variations for public entrance outside area
Bug fixes
  • Fixed issue where cursor would not display on some Windows machines
  • Music: fixed issue where sometimes “empty” loops would not get chosen
  • Music: fixed problem where sound would "pop" on some machines. Note: if you still get sound popping, try lowering the "maximum audio loops" slider in the Audio Options.
  • UI: fixed issue where weapon name text would be clipped
  • Added missing “cheering” dancing animation for dancers
  • Fix for Glienicker Brücke level not having shadows
  • No longer possible to get a Dialogue with no text
  • Combat replay won’t trigger if player is dead
  • Fix for double tooltips being displayed sometimes
  • No longer possible to hack scanners and doors if there are no guards that will be alerted
  • Number of guards displayed on Weapon Scanner now only includes alive guards
  • Fix for some lab rooms sometimes having inaccessible tiles
  • Fix for “Start New Campaign” sometimes failing to generate a campaign
  • Fix for sometimes the Coat Checker would not have a dialogue even though the weapon scanner was active

08.08.2017: Alpha 5721
Early Access launch build!
New features
  • Added Kickstarter backer credits
  • New SMG sound effects
  • New sound effect that plays when you use a time ability
  • When the game first runs it auto-detects settings
  • Weapons and destruction sounds now get quieter when the player is further away
  • Done a pass on volume levels and ducking
  • Added breathing effect to characters
  • Dialogues are now aborted and cannot be started when in Combat mode
Bug fixes and tweaks
  • Fixed an issue where some of the new environment objects (shelves and bunk beds) would not have the correct cover type
  • Fixed an issue where music loops would play over each other on some tracks (mac and linux still have issues though)
  • Agents no longer get stuck on each other when moving through the club
  • Tweaked tagging and added some new loops to tracks Zugzwang, Who Gave You Access, and Propaganda
  • Weapons don’t have reverb outside the club
  • In the “Interrogate Dragan Mueller” mission, he will now properly move around the club after being successfully interrogated
  • Fixed drone particle effects
  • Tweaked lighting, shadows and post-process
  • In the “Group Elimination” mission, escaped targets will now display as being Escaped rather than Outside
  • Entrance bouncers now have a “talk to” option on their guarded door
  • Fixed some issues when using time abilities during dialogues
  • Music intensity now gets correctly raised in all missions
  • Spelling and punctuation pass on many dialogues
Previous versions
For previous versions before the steam launch, check out the Closed Alpha patch notes[itch.io].
Last edited by Eyes; May 26 @ 7:10am