Dev log ·

Dev log 3: your squad, and the road out

New game now starts by making your own squad of six, from ten roles. After the relay there's a new ending, a running fight from the convoy's truck down the spillway road. The wounded can be carried out, every gun fires and sounds like itself, and the music follows the chase.

Two big additions since the last dev log: you make your own squad now, and the demo no longer ends at the relay. There's a short video of the first, Creating your squad, on YouTube.

Make your squad

New game now opens the squad creator. (Demo is gone from the title screen; New game is the way in.) You start from the built-in six and make each one your own, beginning with the leader:

The squad creator: the Technician, an augmented human with a bionic eye and goggles pushed up, beside the choices for her face, origin, bionics, attributes and voice.
Making the Technician

There are ten roles now. The four new ones each bring a new signature ability: the Demolitions expert's breaching charge, the Infiltrator's smoke, the Officer's rally and the Bodyguard's guard. We played every squad of six (no role more than twice) through the game's simulator, and tuned the signatures so no single role swings the odds by more than a few points.

The road out

The relay used to be the end. Now, once the all-clear is sent, the convoy's truck comes up onto the dam crest and parks. Everyone still standing has to get to it, and anyone who's down and not carried there is left behind for good.

Then the truck runs for it down the spillway road, with the squad aboard. Each round, you steer for Captain Hale first: pick a speed (slow, steady or fast), lay the path, swerve, and ram whatever's in the way. Then you fight from your places aboard: the back door, the passenger seat, the hatch and the roof gun, each with its own view and its own cover. Machines on bikes and drones come after you, and more join the longer the run takes. The truck can be patched up from inside, and it can be wrecked.

The truck cut away mid-chase: Hale at the wheel, the squad on the benches and at their places.

Nobody left behind

Every gun is its own

Each weapon fires and sounds like itself now. The marksman rifle kicks the muzzle up and settles, the carbine snaps, and the shotgun shoves, then racks its pump with the hand riding the slide and throws a red hull. Brass flies with every shot, flashes are sized to the gun, and the machines have a cold discharge of their own.

The squad also moves better. Going down, lying wounded, climbing ladders and dropping a level have their own motions now, and hands hold their guns properly.

Music that follows the chase

The chase has its own score, and it follows the run. The tempo climbs as the truck gets further down the road, there's a hit for every machine you wreck, and a drop when you reach the end. Ramming something lands a heavy hit, and the rest of the music ducks under it.

From your reports

Dozens of the issues testers raised were closed in this stretch, from crates that now open their lids to captions that no longer run across ORACLE's screen. Keep them coming: the bug in the top-right corner of the game is the quickest way.

Thank you for playing.