Dead Moon -Revenge on Phobos- is already available on Steam and Oculus Store as Early Access.
Features
- New 3D models
- New textures
- Higher dynamic through Volumetric Light
- New texture variations
- And of course more blood!
Fixes
- Fixed a problem with the light calculation in some maps
- Some collision queries for 3D objects have been improved
- Fixed a problem where the player could get stuck in the tutorial map
- Fixed a problem where opponents could not pass a door in one map
- Fixed a problem with texture overlays
- Fixed a problem with the gravitation of destructible walls
News
- New trashy Stickney 2 design elements
- More ammo on difficult hard
- Loading/Screen information
Fixes
- Small Medikits 25 could partially charge 75 hp on difficult easy and hard
- Collision adjustments
- Revised light design in some places
Description and new features
- Optimized depth effects through color dynamics and texturing
- Adaptation of AI ranged combat for better game dynamics
- New 3D elements
- New textures
- Revised texture design
- Partially revised level design
- Partially revised lighting design
- Higher level of details in many maps
- Opponents have been repositioned in some places
- New sky environment
3D Elements
- Spotlights
- Small acid tanks
- Preservation tanks
- Steel structures
- Diffferent wall typs
- Monster pieces
Fixed
- Some walls were set wrong
- Some items were set wrong
- Texturings were faulty in some places
- Corrections to various light sources
- It could happen that opponents switched to close combat mode too quickly
- Adjustment of collision detection for some 3D elements
Designs
- New texturedesign for some 3d elements
- New 3D Elements (Monster parts, destroyed wall elements, moon base scrap metal, steel elements)
- Some sloping ceiling elements have been adapted
- Higher level of detail, especially in two Boss maps
Hotfixes
- Adjustment of sequences
- Shadow corrections
- There were components that were not set correctly
- In a boss map the ground level has been adjusted
- Collisions adjusted
- Replacement of textures
Description
- Numerous new environmental elements in all four episodes
- Redesign of maps in many places
- Fixed integration of the billboards in the tutorial map
- Revised and more detailed shooting range. Expansion of the tutorial map
- New light and particle effects
- More tactical behaviour during monster hunt possible due to the new 3D elements
- New textures
- Access card in the third episode, second map has been placed more sensibly
3D Elements
- Seven new lamp types
- Different versions of acid tanks
- New wall types (broken-, dented-, sloping- and abstract walls)
- Protective barrier, floor- and electronic panels, diversified cover sheets, new box type
Fixed
- Light reflections in the maps
- In some places the walls were set incorrectly
- In the second episode the final monster could only run to a limited extent
- Adjustment of the light intensity on some maps
- In the fourth episode, third map it could happen that the porjectile collision was partly not correct
- Optimized collision detection for projectiles in 3D elements
• New Monster Jumpscares
• New 3D elements in numerous maps
• New Textures
• Revised labels in the tutorial scenario
• Diversification of enemy behavior in the tutorial map
• Interactive tablets with story elements and background information
• New particle effects for the Green Gold
• New splash effects for the Green Gold
• Fixed problems with the collision of monster parts optimized
• Fixed texture error monster cage episode 1,2
• Fixed faulty light calculation in episode 4
• Fixed. Some players had problems picking up items.
- Fixed high bug
- Fixed health/armor percentage
- Fixed armoured door closing times
- Fixed impact radius for pink alpha monster
- Keycard size changed
- Adjusting the player's deceleration with glide locomotion
- AI variation of the blue boxer monster
- No more stucking opponents in doors
- New enhanced locomotion system
- Walking/Running function via thumbpad (Vive) and thumbstick (Rift)
- Stepless speed control
- Speed-up function
- Teleportation (To reach higher places for medikits, etc.)
- Turn function
- Still suitable for left and right handed players
All functions can be used at any time during the gameplay.
- Difficulty level for each of the four episodes
- Easy
- Medium
- Hard
- More balanced health and damage ratio
- CPU performance update (Tested with FX6350/R390)
- New gore effects (Monsters can cut into pieces)
- Holobutton for ingame video screen
- New geometric wall elements
- Music support for endboss fight
- New powerful alpha monster in ep 3 and ep 4
- More damage with Plasma Gun
- Adapted instruction graphic
- Some smaller bug fixes
- More diversification of enemies AI
- And again revision of locomotion e.g.:
- Faster teleport
- Faster walking speed (If you have Motion Sickness use slow down or teleport)
- Speed-up effect - Higher level of detail in the maps
- Bigger explosions with more particel details
- Improved blood and splatter details
- Tons of smaller bugfixes, tweaks and otimizations
• Complete revision of the tutorial map
• Remove tutorial voice (Thanks to JadeK)
• Drastic increase of walking speed (Thanks to VoodooDE)
• Hit-Animations and demage feedback
• Complete new monster noises
• Bugfix sounds of dead monsters
• Tons of smaller bugfixes, tweaks and otimizations