Hey, everyone!
Long time no see : )
I've just updated EMPTY SHELL with some new content, specifically new gameplay modifiers (and some minor fix).
Each of them add either a realism element or a difficulty detail, plus a special one i hope you'll like, which can only be enabled after completing the game at least once.
Here's the full details.
WEAPON STATS
This one was requested quite often in the past years. Basically, in the inventory description you can see the weapons' stats (damage, rate of fire, knockback, recoil, magazine size, reload time). Even though i like the feeling of just wing it and discover the weapon by using it, sometimes it is nice to read raw numbers.
JAMMING CHANCE
When this modifier is enabled, weapons have a chance to jam each time they fire. Usually the probability is under 10%, sometimes very low, like 2%, but for low rpm weapons (like the Hunting Rifle) it's around 20% per shot. Also, the longer you keep the trigger pulled, the higher the chance (it doubles or triples in a matter of seconds).
BLEEDING
This modifiers adds a 20% probability of starting bleeding after being hit. If the bleed starts, the player will lose 1HP every ~5 seconds. The bleeding can be stopped using a 500gr MEDKIT (the 250gr one won't stop the bleed) or a new item, BANDAGES (that only spawns as loot if the modifier is enabled or can be purchased in a Upgrade Station). BANDAGES don't restore HP, they just stop the bleeding.
WEAPON SWAP TIME
Without the modifier, you just open the inventory, select a new weapon, and you're ready to fire. With this modifier enabled, every weapon has like 1-2s of swapping time (depending on the weapon, shown by a countdown label above the volunteer until it reaches zero), so when you select another weapon from the inventory and you go back to the gunfight, you're vulnerable for a moment (that could end in death in the worst case scenario).
RUNNING RELOAD DISABLED
Normally, the reload action is interrupted only by aiming, entering a menu (inventory/map/pause) or interacting with lootables or puzzles. This means you can run and keep distance while reloading. With this modifier, running will interrupt a reload, so you can only walk or stay still to reload a weapon.
STRAY CAT
This modifier can only be enabled after completing the game at least once (on any difficulty level).
Once activated, the volunteer will be able to face their mission alongside a special furry companion... who occasionally enjoys being petted.
It will surely appreciate the attention and reward the volunteer in its own way.
From time to time, it will also start sniffing around and searching the area, and it will certainly find something interesting to collect.
The volunteer's mission will always remain difficult, but having someone to share it with will surely help.
Because sometimes, loneliness is the fiercest enemy.
Also, a couple of minor fixes:
That's all for this update.
Let me know what you think about the new modifiers!
Hello, everyone!
This update introduces two major features, along with a few QoL improvements (including a couple that have been requested for a while).
The first big addition is Scalable NG+: NG+ used to be a single mode with fixed higher difficulty, now features an incremental scaling system (NG+, NG+2, NG+3, etc.). Enemy damage to the player, resistance to volunteers attacks, and the score multiplier will all increase with each cycle, following a non-linear progression. The number of available volunteers will now start at 5 for NG+ and gradually decrease to only one volunteer from NG+5 onwards.
The second major feature is Gameplay Modifiers. From the main menu, you’ll be able to toggle a set of optional features that can significantly alter the gameplay experience. For now, there are five available:
Realistic Reload: reloading with bullets left in the magazine will cause them to be lost Ammo Scarcity: ammo will be much more limited, requiring resource management, good aim and increased dependence on melee weapons. Random Starting Stats: each volunteer starts with buffs and debuffs to HP, max armor, melee damage, critical damage, and stamina, based on their height and age, plus a luck factor that affects critical hit chance
And two long-requested features:
Full Equipment Recovery: if enabled, you’ll be able to recover all the items from a previously deceased volunteer body, instead of just part of it No Interactive Terminals: if enabled, interactive (command-line) terminals will be replaced with simpler, more accessible interfaces
Finally, a few general improvements based on the feedback you've shared over the past few months and from various chats :)
The Laser Rifle Light is no longer pitiful :) I personally liked it as a last-resort weapon, but now it should be more satisfying for everyone, with improved damage output (8 -> 10) and better energy efficiency (50% less energy consumption) Certain levels that previously ended abruptly will now show a countdown timer, giving a brief moment to retrieve any equipment left behind. You won't have much time, but it should be enough to quickly reorganize your inventory Hidden rooms will now be, in most cases, less noticeable. You'll need to rely more on the Detector to find them.
That's all for now.
Let me know what you think of the update, on Discord!
Hi everyone! Just a quick update to fix the recent security vulnerability issue that may affect all Unity games built in the past few years. The volunteers already have their own problems... they don't need any more vulnerability issues.