Update 0.12.4 Release!


Its the second year of development since the first demo was released, a lot has changed and hopefully improved over this time, the knowledge and feedback gained from tests and lets'plays has helped in improving the game, while helping other members of the RM community has improved the visual resource quality this project can have.

Lets start with the changes mentioned in the previous devlog:

Difficulty settings is now illustrated:

Cute chibi style illustrations and codename badges showing the 2 available difficulties now named "snake normal" and "rabbit easy"


Skill Revamp: Sudden Death.

The skill should no longer softlock boss battles, its now an AOE (area of effect) and now has CG effects and custom animations.


New UI Elements:

The UI has once again been tweaked, with new elements and edits to previous ones.

Weapon & ammo info:


Condensed the previous version into a more streamlined info, a weapon type image will display along with the weapon name, under it the current/max bullets loaded and next to it the total ammo count, with a bar representing the maximum amount of ammo the player can hold in the inventory, the most significant change is that the ammo info and bar represents the current bullet count minus the ones loaded on the gun, so the player knows exactly how many bullets are left.

Minimap:

Moving the player-affecting states under the portrait/bars freed up the top right corner of the screen, which is now occupied by a minimap, its main function will be to show the player the enemies lurking around, and an overall layout of the area.

Weapon SFX:

All gun sounds (firing and reloading) were replaced from the placeholders to a more accurate one with the exception of silencer equiped weapons, for stylistic reasons, reload still applies to those.

New icons and pictures:

All "area change" events now have a different icon from the default "?" which will still apply to interactables, cardkeys now have custom made detailed icons, a special "file" will now show as a picture instead of just in game text.

Alert System:


As every stealth game should, now getting dicovered will spawn additional enemies, these will home in on your last known position (really fast) and engage you, they will come out from logical places so depending on where you were spotted, getting away might be harder, after 10 seconds whitout engaging any enemy the alarm will be called off and all remaining reinforcements will despawn, tools like flashbang and CQC will be useful in getting away from getting spotted!

The difficulty setting will affect the amount of enemies that spawn during alarms.

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