2026-09-07 22:30 UTC · Community Announcements · IndecisionLabs
It’s clear that gadgets is one system I’m still not happy with and trying to improve. This update aims to improve these things: While cool in theory, I really didn’t like how unlocking blueprints, and then still having to upgrade/roll those blueprints in mission felt. This update solidifies the feel that unlocking a blueprint means you have the tech to use forever in the future (as long as you find said gadget).Gadgets having a downside or cost is something I think fits the system well, but having to rely on other game systems to power some of them felt weird. I like that these perk rolls allo
2026-08-30 21:13 UTC · Community Announcements · IndecisionLabs
FixesFixed one instance of clients in multiplayer causing a hang during boss arena loading(Trying to) fix one instance of not being able to join a friend’s lobby
2026-08-23 20:07 UTC · Community Announcements · IndecisionLabs
UpdatesWhile an objective is active, other objectives’ 3D markers only show within TacInfoMenu visual updatesLandscape texture improvementsIncreased Archers, Gunners and Sorcerer’s accuracy reduction when firing through enemies
2026-08-17 05:09 UTC · Community Announcements · IndecisionLabs
This was another large code update that sets things up for the future. Multiple things I’m excited about in this updateOriginally, I thought it would be really cool to integrate all the bosses into the procedural maps. Turns out doing that puts a ton of constraints on what I can make for boss arenas, as well as causes lots of problems with mission distances and pacing. Boss arenas should be unique and grand in scale, and having them as separate levels gives me that freedom now. I think a fade to black/loading screen is a small price to pay for how much more can be done with the arenas now. Con
2026-08-09 05:59 UTC · Community Announcements · IndecisionLabs
UpdatesThe Hud tips system has been re-enabledTips aren’t shown until the training checklist has been completedThe tips covered by the training checklist system have been removedTips don’t pause the game, even when offlineI see this now as supplementary knowledge that can be easily skipped/missed and doesn’t hurt the basic necessities of knowledge that the checklist system now provides.Unused path skills now show up in the incomplete loadout indicatorImproved the overall look of the game while on lowest shadow settingsImproved the look of some particle effects on lowest effects settingEnemy sc
2026-08-02 20:35 UTC · Community Announcements · IndecisionLabs
NewNew interactable: Damage Type RelayUpdatesFurther mechanic differentiationDaggers damage increased to 95% (was 80)Shocks now chain to 2 additional targets by default. Damage reduced to 60% at base (was 80)Embers (renamed to Scorch) now hit enemies in a short ranged cone by default. Damage reduced to 60% at base (was 80). New VFXPulses (AOE with stun) and Ice Shards (longer range pierce) just had minor stat changes.Scorch buff has been renamed to HeatGadgets(Rimeguard) baseline no longer releases ice shards(Rimeguard) Tier 3 now releases 3 ice shards on any hit taken(Windshield) instead of h
2026-07-26 22:41 UTC · Community Announcements · IndecisionLabs
NewNew firearm: Dragon’s Breath. Weapon visuals are obviously placeholderNew firearm mod: FlamerUpdatesWishing Wells have been split into 2 types: A medallion reward that costs shimmerA relic reward that costs coins Stage extract objectives should spawn more reliably close to players. In Operations, stage extract objective will move locations to try and maintain reasonable distance to players as optional objectives are completed (Firearm Launcher Mod) Now fires automatically when reaching max charge. The aim target ring is also 3d now to help see it better.Hipfire accuracy improvement from mob
2026-07-13 00:22 UTC · Community Announcements · IndecisionLabs
I’m a big fan of games with minimal or no tutorial, the ‘figure it out’ style of gameplay. Unfortunately I'm also making a game with many things going on at once. Those 2 things do not go together well, so I've been doing what I can to make as minimalistic of a ‘tutorial’ as possible. I’ve seen two main issues with new players’ first runs: Tutorial steps are missed for various reasons (timed reading, busy in combat, other menus overriding, etc.)People are annoyed with the frequent pausing of the game to have things explainedI think this new checklist style system is a much better solution to t
2026-07-05 23:28 UTC · Community Announcements · IndecisionLabs
UpdatesPhysical dmg, elemental dmg, crit chance, perk range, status strength and overcharge strength beacons have been moved into the path stats systemStatus effect resistance has been added to the path stats systemCrit chance, status effect strength&resistance have been added to the base path stats pool. The base pool of path stats is more bloated than is intended right now. There is an entirely new system coming in the future that interfaces with this, so this is just a temporary phase to deal with.(Path of the Rampage) Passive now requires Close Range kills and lasts for 2s (was any kill fo
2026-06-28 19:30 UTC · Community Announcements · IndecisionLabs
Updates(Daggerfall, Pressurized, Static Shock, Ventilation, Coalesce Beacons) Now have 20% chance (linear overflow) to send a Dagger/Pulse/Shock/Ember/Shard at a nearby enemy when gaining resource with a 1s internal CD. (was 5s cooldown with stacks reducing the cooldown, diminishing) (Rend, Impulse, Chaining, Cooling, Flammable beacons) chance increased to 10% per stack (was 8)(Blood Daggers, Weak Pulse, Charged Shocks, Burnt Embers, Slow Shards beacons) Now have 20% chance per hit to send the relevant projectile (linear overflowing), with 1s cooldown. (was 10% chance diminishing)(Pyro beacon)
2026-06-21 22:59 UTC · Community Announcements · IndecisionLabs
UpdatesAdded backgrounds to world holograms to improve visibility at distanceMost interactables now have world icons Interactable spawn selection code updated. I’m trying to spread them out more, increasing the chance of finding things while travelling towards objectives, instead of them just being centered around them. Doing this while maintaining consistency and not spawning things too far on a procedural open style map has been a challenge. FixesFixed some interactables not correctly despawning during map transitionFixed Wanderer marker not showing on the radar
2026-06-14 21:13 UTC · Community Announcements · IndecisionLabs
NewNew Longsword, Claymore and Zweihander models. Improvements and Estoc are on the wayUpdatesMission interactables have been separated into more categories and the spawning code reworked. This should result in more consistent sources of various resources and more interactables spawned overallJourney XP gained from shrines now overflows into the next level Catapults now shoot a random number of shots between 1-3 before reloading (was always 3). The explosion radius is smaller the more shots are fired.More enemy spawn locations added to every map and improved many locations. This should improve
2026-05-24 22:24 UTC · Community Announcements · IndecisionLabs
NewNew Keep mapUpdatesAlternate destroy objective visual. And the system to allow for more has been improvedDamage type buff changes (Flurry/Pulse/Static/Scorch/Crystallize)Max stacks have been uncapped. Effectively no more secondary function at max stacks now, just a straight damage buff.Base decay improved to 1 every 5sDecay rate increases the more stacks you have (~5% faster per stack)Many perks that gave these buffs have been changed and/or buffed (apologies for lack of specifics here)Miscellaneous mission map polish Miscellaneous menu polish Many quests now popup live completion notice in
2026-05-11 02:00 UTC · Community Announcements · IndecisionLabs
Until now, enemies seemingly seem to spawn randomly/out of nowhere. In reality, one of the main ways enemies are spawned are when you reach certain locations within the map. This was supposed to feel like ‘combat rooms’ but really just ended up feeling random. This has been replaced with the Sentries, giving you visibility and some control over when and where certain groups of enemies spawn. This is also the first small step in filling the map and making it feel more alive as you move through it. This is only phase 1 for the Sentries, the plan is to have multiple types of Sentries in the futur
2026-05-03 21:53 UTC · Community Announcements · IndecisionLabs
NewCreated a new system during first time main menu to load and compile a bunch of extra fx/shaders and therefore hopefully improve first run experience6 new beacons (1 existing replaced)UpdatesDestroy objective has been reworked to require destruction of 3 cells instead of just shooting the beaconDestroy objective health now increases with difficulty (diminishing)Beacons that granted damage type buffs now have those damage types as roll requirementsFixesLeaving armory and path keep menus using escape button should correctly still build loadouts now DemoUpdated to matchFYIFor anyone experienci
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