New Map Gadget
it would be nice to have the planning map that can be brought in with missions even if it takes up a gadget slot like all the other ones.

john rogue point About 2 hours ago
Feature Request
New Map Gadget
it would be nice to have the planning map that can be brought in with missions even if it takes up a gadget slot like all the other ones.

john rogue point About 2 hours ago
Feature Request
New Weapon types
Double action revolver - click and hold to shoot once, simulates trigger resetting hammer then firing Marksman rifles - a good middle ground, this game isn’t quite suited for real sniper gameplay, but having that range in the bigger maps does help, especially with 1S1K potential.

john rogue point About 2 hours ago
Feature Request
New Weapon types
Double action revolver - click and hold to shoot once, simulates trigger resetting hammer then firing Marksman rifles - a good middle ground, this game isn’t quite suited for real sniper gameplay, but having that range in the bigger maps does help, especially with 1S1K potential.

john rogue point About 2 hours ago
Feature Request
New ammo types
I’ve noticed that with some pistols, shooting enemies from afar actually takes some time to hit the target. While not realistic this gave me the idea of adding different ammo types to the game, especially since there’s many different types of enemies and situations that you can find yourself in: FMJ - Standard AP(armor piercing) - Higher damage to tanks/future bosses Subsonic - reduced noise detection (great for stealth players) Soft Point/HP - higher chance to make enemies stagger/flinch, great for moving targets

john rogue point About 3 hours ago
Feature Request
New ammo types
I’ve noticed that with some pistols, shooting enemies from afar actually takes some time to hit the target. While not realistic this gave me the idea of adding different ammo types to the game, especially since there’s many different types of enemies and situations that you can find yourself in: FMJ - Standard AP(armor piercing) - Higher damage to tanks/future bosses Subsonic - reduced noise detection (great for stealth players) Soft Point/HP - higher chance to make enemies stagger/flinch, great for moving targets

john rogue point About 3 hours ago
Feature Request
Guns just not shooting sometimes.
Sometimes guns simply will not shoot. I don't know why this is, but they simply won't fire. Most notably this happened when I was using a shotgun and swapped weapons once. Incidentally, the Swap Weapons key stops working if you swap to a gadget and back to your guns. This only fixes after manually swapping to both weapons by pressing 1 and/or 2.

coffeecup1337 About 3 hours ago
Bugs
Guns just not shooting sometimes.
Sometimes guns simply will not shoot. I don't know why this is, but they simply won't fire. Most notably this happened when I was using a shotgun and swapped weapons once. Incidentally, the Swap Weapons key stops working if you swap to a gadget and back to your guns. This only fixes after manually swapping to both weapons by pressing 1 and/or 2.

coffeecup1337 About 3 hours ago
Bugs
Ammo refill (especially in Office)
Ammo refill in the locked rooms does not work. Noticed it in Office especially, may not be in other maps. Interacting with it does nothing and it can't be interacted with again.

coffeecup1337 About 3 hours ago
Bugs
Ammo refill (especially in Office)
Ammo refill in the locked rooms does not work. Noticed it in Office especially, may not be in other maps. Interacting with it does nothing and it can't be interacted with again.

coffeecup1337 About 3 hours ago
Bugs
Bullet penetration
I find myself using the optiwand to check locked doors only to find a number of enemies waiting right behind it, especially if its a wooden door, it would like to ability to be able to shoot through thinner objects and still damage targets, even if they take reduced damage.

john rogue point About 3 hours ago
Feature Request
Bullet penetration
I find myself using the optiwand to check locked doors only to find a number of enemies waiting right behind it, especially if its a wooden door, it would like to ability to be able to shoot through thinner objects and still damage targets, even if they take reduced damage.

john rogue point About 3 hours ago
Feature Request
Phone Room Rebalance
The phone room is a good idea, however since killing enemies to get phones requires skill, I believe that it shouldn’t be up to luck to pick the correct room that happens to have a dead drop in it. I propose adding a system in which there’s still multiple phone rooms, but some cost less then others to get into, and the dead drop room will always require the max number of phones per map. This will allow players to decide whether they want to risk fighting more enemies for all the phones for a reward, or prioritizing killing a lesser number to receive access to ammo, healing items, etc.

john rogue point About 3 hours ago
Feedback
Phone Room Rebalance
The phone room is a good idea, however since killing enemies to get phones requires skill, I believe that it shouldn’t be up to luck to pick the correct room that happens to have a dead drop in it. I propose adding a system in which there’s still multiple phone rooms, but some cost less then others to get into, and the dead drop room will always require the max number of phones per map. This will allow players to decide whether they want to risk fighting more enemies for all the phones for a reward, or prioritizing killing a lesser number to receive access to ammo, healing items, etc.

john rogue point About 3 hours ago
Feedback
glowstick lighting reflection on players
Specifically in the first vent of the mall map with a glowstick, the glowsticks will light the players hand to be entirely green, even if they are not as close to the glowsticks.

john rogue point About 3 hours ago
Feedback
glowstick lighting reflection on players
Specifically in the first vent of the mall map with a glowstick, the glowsticks will light the players hand to be entirely green, even if they are not as close to the glowsticks.

john rogue point About 3 hours ago
Feedback
Stealth Detection
enemies can detect you walking from a far distance while being on an entirely different level from them (in my case), making crouch walking the only stealth option of movement in the game. With missions being timed and some skills being tied to movement speed, this makes the game a little too linear with ways to complete the mission. An adjustment for enemy detection would be very helpful for solo players.

john rogue point About 3 hours ago
Feedback
Stealth Detection
enemies can detect you walking from a far distance while being on an entirely different level from them (in my case), making crouch walking the only stealth option of movement in the game. With missions being timed and some skills being tied to movement speed, this makes the game a little too linear with ways to complete the mission. An adjustment for enemy detection would be very helpful for solo players.

john rogue point About 3 hours ago
Feedback
Hotkeys for toolbox
Just how there’s hotkeys to navigate floors in the prep phase to move between floors of the map/tabs, it would be helpful to have hotkeys to change between drawing, pinning, & erasing items on the map.

john rogue point About 3 hours ago
Feature Request
Hotkeys for toolbox
Just how there’s hotkeys to navigate floors in the prep phase to move between floors of the map/tabs, it would be helpful to have hotkeys to change between drawing, pinning, & erasing items on the map.

john rogue point About 3 hours ago
Feature Request
Smooth out recoil, screen shake while using true ADS.
Current stage doesn’t make sense, aim points are not aligned on actual shooting point, while push zoom seems working properly.

nought40k About 5 hours ago
Feedback
Smooth out recoil, screen shake while using true ADS.
Current stage doesn’t make sense, aim points are not aligned on actual shooting point, while push zoom seems working properly.

nought40k About 5 hours ago
Feedback
Stuck on body
Killed an enemy in extreme close quarters, got stuck on his body and could not move, seemed to be floating in the air. I thought it was maybe the weapon he dropped but picking it up didn’t release me. Soon after, I was instantly killed, maybe by out-of-bounds because I was clipping into the doorway or maybe because of fall damage. See video attached.

isolatedinsomnia About 6 hours ago
Bugs
Stuck on body
Killed an enemy in extreme close quarters, got stuck on his body and could not move, seemed to be floating in the air. I thought it was maybe the weapon he dropped but picking it up didn’t release me. Soon after, I was instantly killed, maybe by out-of-bounds because I was clipping into the doorway or maybe because of fall damage. See video attached.

isolatedinsomnia About 6 hours ago
Bugs
In Progress
Clipping issue on this wall in mall maps. (falling out of map)
I noticed if you crouch you can walk through any of these types of walls on the mall maps.

Eean Ditto About 10 hours ago
High Priority
Bugs
In Progress
Clipping issue on this wall in mall maps. (falling out of map)
I noticed if you crouch you can walk through any of these types of walls on the mall maps.

Eean Ditto About 10 hours ago
High Priority
Bugs
Planned
Flamethrower Endboss
A new endboss for the Oil Rig. Their primary weapon is a flamethrower. Slow with a big target on their back. The endboss layout could contain fire based puzzles. Open to feedback and gameplay suggestions.

Josh Hubi 1 day ago
Feature Request
Planned
Flamethrower Endboss
A new endboss for the Oil Rig. Their primary weapon is a flamethrower. Slow with a big target on their back. The endboss layout could contain fire based puzzles. Open to feedback and gameplay suggestions.

Josh Hubi 1 day ago
Feature Request
Planned
Drone Operator Endboss
A new endboss enemy type planned for the Airport. It’s primary attack will be control of remote drones. Open to feedback and gameplay suggestions.

Josh Hubi 1 day ago
Feature Request
Planned
Drone Operator Endboss
A new endboss enemy type planned for the Airport. It’s primary attack will be control of remote drones. Open to feedback and gameplay suggestions.

Josh Hubi 1 day ago
Feature Request
Planned
Proximity Mines
These are items players can buy instead of standard grenades. It can defend their flanks or be used to setup defensive positions, especially during extract. It could be modular in that the proximity sensor is designed to hold any type of grenade and then detonate on sense of movement.

Josh Hubi 1 day ago
Feature Request
Planned
Proximity Mines
These are items players can buy instead of standard grenades. It can defend their flanks or be used to setup defensive positions, especially during extract. It could be modular in that the proximity sensor is designed to hold any type of grenade and then detonate on sense of movement.

Josh Hubi 1 day ago
Feature Request
Latest Playtest Feedback
A few notes after playing almost 3 hours of the playtest. It’s a fun game, had a blast, but the performance is pretty bad. It was rare to go above 60 FPS, tending to hover around 40-50ish FPS, with dips as low as 15 FPS. This was on a system with an AMD Threadripper 2950x and a AMD Radeon RX 9070 XT. Granted, I was running the game via Proton on Bazzite 43. My only other real complaint was that voice chat seems to be voice activation by default. I’d suggest a popup on boot asking what the user would prefer, as playing via Discord meant having to go through each player in the group and muting them individually, while also making sure you’ve muted yourself. I’d personally advocate for making the default Push to Talk.

Sabrina 23 days ago
Feedback
Latest Playtest Feedback
A few notes after playing almost 3 hours of the playtest. It’s a fun game, had a blast, but the performance is pretty bad. It was rare to go above 60 FPS, tending to hover around 40-50ish FPS, with dips as low as 15 FPS. This was on a system with an AMD Threadripper 2950x and a AMD Radeon RX 9070 XT. Granted, I was running the game via Proton on Bazzite 43. My only other real complaint was that voice chat seems to be voice activation by default. I’d suggest a popup on boot asking what the user would prefer, as playing via Discord meant having to go through each player in the group and muting them individually, while also making sure you’ve muted yourself. I’d personally advocate for making the default Push to Talk.

Sabrina 23 days ago
Feedback
Feedback play test 3
Hey team, Seeing the team in different Twitch chat’s was awesome and very insightful. I’ve heard and learned a bit more about the state of AI and how it’s going to take time. I’m still bringing it up. Three words came to me and I believe them to be the current pillars of focus, alongside bugs and whatnot. Consistency, predictability and moderation. - AI (in)consistency - Kicking down a door or breaking glass with little to no response, get half of the map to rush you after engaging with just one enemy and getting picked off with snapshot precision from across the map because they know exactly where you are. Then when I start expecting this kind of behaviour I breach into a room with dormant enemies. While I did learn that enemies radio each other their behaviour needs to become more consistent. Thinking of the enemies in the Halo games and how they all have their own specific behaviour makes them more predictable for the player with time yet there’s room for surprise. I’m not saying this is a great 1 to 1 example to implement because that type of AI would perhaps be too different. This needs to improve as that gap is too wide. This also makes rating difficulty right now quite challenging. What makes some sit dormant? Is there communication not happening or being stopped? Are squads having trouble communicating with individuals from other squads that are closer to the player at that time? There is too much 0 to 100 (behaviour) across a full campaign and too little 40 - 60 if that makes sense. Now a bit of 0 - 100 would be great during the boss fight and is already happening during wave missions when the smokes pop. Surprise becomes easier if the baseline is more steady and consistent. - Campaign - Solo is extremely challenging and borderline unfair once you trigger the right (wrong?) enemy or group. But it’s been a blast trying and does bring out that slower tactical feel. With more consistent behaviour and different types of enemy waves for a solo session this could become incredibly fun while remaining challenging. 2-man coop felt the most fun and tactical so far and kept it’s challenge while remaining to be doable with the right effort. 4-man coop is a different beast and of course depends on your group. I found 4-man sessions to become boring really fast during this play-test and that’s fine for now. Everyone is getting used to the game. Right now it’s too easy for a 4-man group to throw bodies at whatever situation is in front of you. I don’t know what the plan could be. It needs to be more difficult in my opinion while staying fun and that’s not an easy task. So while every run or map does feel different I don’t think it’s for the right reason consistently. Yet. - Interactions - Interactions with use-able items / objects can be incredibly clunky. With doors you have to look at a certain angle / re-position, picking up a med-kit from the wall not responding well. Same for reviving teammates. Sometimes ‘it just works’ but I found that when you’re in the middle of chaos and spam keys / inputs a lot of the time it doesn’t work. This might’ve been partly me but this should become a more snappy and instant experience. Please consider these adjustments / features: Separate audio channels for enemies, raven actual and player replies because that was driving me nuts this weekend. Combine with toggle? This gets crazy when you’re on discord with 4 folks and player comms reply to one another constantly. Moderation is key on this one. Separate row for inventory or clear blue line or whatever else but not in the same row as the shop. Pop-out with blue outline? Please adjust solo session by not spawning defibs but rather med-kits or potentially recharge 1 bar of armor or similarly useful. Later game smoke pop wave spawns to not spawn on top of players (although the chaos can be fun) because this is one of those 0 - 100 moments and can potentially ruin a run. Or build up to it more throughout a campaign. Weapon inventory access from the main menu Change your look during the loadout screen with a pop-out preset menu or just a 1,2,3. And for goodness sake lower the VOLUME of: The team17 splash screen on startup The mission loading screen that has the obnoxiously loud click at the start of loading Wishing you a safe and fortunate journey towards early access! You’ve got a banger on your hands. Much love <3</p>

shapelessdnb 24 days ago
Feedback
Feedback play test 3
Hey team, Seeing the team in different Twitch chat’s was awesome and very insightful. I’ve heard and learned a bit more about the state of AI and how it’s going to take time. I’m still bringing it up. Three words came to me and I believe them to be the current pillars of focus, alongside bugs and whatnot. Consistency, predictability and moderation. - AI (in)consistency - Kicking down a door or breaking glass with little to no response, get half of the map to rush you after engaging with just one enemy and getting picked off with snapshot precision from across the map because they know exactly where you are. Then when I start expecting this kind of behaviour I breach into a room with dormant enemies. While I did learn that enemies radio each other their behaviour needs to become more consistent. Thinking of the enemies in the Halo games and how they all have their own specific behaviour makes them more predictable for the player with time yet there’s room for surprise. I’m not saying this is a great 1 to 1 example to implement because that type of AI would perhaps be too different. This needs to improve as that gap is too wide. This also makes rating difficulty right now quite challenging. What makes some sit dormant? Is there communication not happening or being stopped? Are squads having trouble communicating with individuals from other squads that are closer to the player at that time? There is too much 0 to 100 (behaviour) across a full campaign and too little 40 - 60 if that makes sense. Now a bit of 0 - 100 would be great during the boss fight and is already happening during wave missions when the smokes pop. Surprise becomes easier if the baseline is more steady and consistent. - Campaign - Solo is extremely challenging and borderline unfair once you trigger the right (wrong?) enemy or group. But it’s been a blast trying and does bring out that slower tactical feel. With more consistent behaviour and different types of enemy waves for a solo session this could become incredibly fun while remaining challenging. 2-man coop felt the most fun and tactical so far and kept it’s challenge while remaining to be doable with the right effort. 4-man coop is a different beast and of course depends on your group. I found 4-man sessions to become boring really fast during this play-test and that’s fine for now. Everyone is getting used to the game. Right now it’s too easy for a 4-man group to throw bodies at whatever situation is in front of you. I don’t know what the plan could be. It needs to be more difficult in my opinion while staying fun and that’s not an easy task. So while every run or map does feel different I don’t think it’s for the right reason consistently. Yet. - Interactions - Interactions with use-able items / objects can be incredibly clunky. With doors you have to look at a certain angle / re-position, picking up a med-kit from the wall not responding well. Same for reviving teammates. Sometimes ‘it just works’ but I found that when you’re in the middle of chaos and spam keys / inputs a lot of the time it doesn’t work. This might’ve been partly me but this should become a more snappy and instant experience. Please consider these adjustments / features: Separate audio channels for enemies, raven actual and player replies because that was driving me nuts this weekend. Combine with toggle? This gets crazy when you’re on discord with 4 folks and player comms reply to one another constantly. Moderation is key on this one. Separate row for inventory or clear blue line or whatever else but not in the same row as the shop. Pop-out with blue outline? Please adjust solo session by not spawning defibs but rather med-kits or potentially recharge 1 bar of armor or similarly useful. Later game smoke pop wave spawns to not spawn on top of players (although the chaos can be fun) because this is one of those 0 - 100 moments and can potentially ruin a run. Or build up to it more throughout a campaign. Weapon inventory access from the main menu Change your look during the loadout screen with a pop-out preset menu or just a 1,2,3. And for goodness sake lower the VOLUME of: The team17 splash screen on startup The mission loading screen that has the obnoxiously loud click at the start of loading Wishing you a safe and fortunate journey towards early access! You’ve got a banger on your hands. Much love <3</p>

shapelessdnb 24 days ago
Feedback
List of bugs I found during the playtest
1) Not a hard one to replicate, ADSing and shooting while the reload animation is playing, mainly an issue with shotguns since they load 1 shell at a time. The gun model does some very funky stuff that it really not meant to do, like going vertical and/or covering your entire screen. 2) Grabbing a medkit through a wall on the oil rig. On the main floor of the rig there’s a stash in a small grey building (or shipping container, can’t remember) that spawns a medkit, simply put you can grab the medkit through the wall without paying to open the door. 3) Healing someone who is ressing someone else. Did this and it ate the defib without reviving the target. 3.5) As a note this was on the airport. It was past the crashed plane, up the stairs and wedged between the boxes/luggage and railing immediately as you follow the walkway round. The downed person was in a constant state of falling as the area was too small to allow them to hit the ground. We were able to res them when we tried again (we didn’t heal the person with the defib at the same time this time). 4) On the office map there’s a defib spawn location in the central room. It’s the room the hostage can spawn in, and it’s next to the ladder to the roof. We were on an interception mission, there was a defib in the case, but the case never opened, not even after the objective was done. Granted, we died before we started extract, so it may have opened if we had. This room was not the extract location. 5) Sometimes the scroll wheel just stops working. Sometimes it works again after a while in the same mission, sometimes I have to wait until next mission. It is not my hardware, I checked every time it happened. I have no idea as to what may have caused it, it seemed random. 6) This one may be a skill issue and a blind moment. First mission in the campaign, playing solo, its a hunt the merx mission. The last phone just didn’t spawn. I didn’t hear it ringing, it wasn’t marked on the compass. I did multiple laps on the map not finding it. There is a non 0 chance I’m simply blind, but again I had no ringing and no purple mark on the compass. 7) This one isn’t as severe as the others and is a very minor issue, but sometimes during extract the merx will randomly pop a shot when there are several walls and line-of-sight breakers between myself and them. My only thought is this may be them spawning in and “seeing” me before they remember walls exist. Other than that good job everyone. Fun game, great foundation, and excellent optimisation.

ech0_108 24 days ago
Bugs
List of bugs I found during the playtest
1) Not a hard one to replicate, ADSing and shooting while the reload animation is playing, mainly an issue with shotguns since they load 1 shell at a time. The gun model does some very funky stuff that it really not meant to do, like going vertical and/or covering your entire screen. 2) Grabbing a medkit through a wall on the oil rig. On the main floor of the rig there’s a stash in a small grey building (or shipping container, can’t remember) that spawns a medkit, simply put you can grab the medkit through the wall without paying to open the door. 3) Healing someone who is ressing someone else. Did this and it ate the defib without reviving the target. 3.5) As a note this was on the airport. It was past the crashed plane, up the stairs and wedged between the boxes/luggage and railing immediately as you follow the walkway round. The downed person was in a constant state of falling as the area was too small to allow them to hit the ground. We were able to res them when we tried again (we didn’t heal the person with the defib at the same time this time). 4) On the office map there’s a defib spawn location in the central room. It’s the room the hostage can spawn in, and it’s next to the ladder to the roof. We were on an interception mission, there was a defib in the case, but the case never opened, not even after the objective was done. Granted, we died before we started extract, so it may have opened if we had. This room was not the extract location. 5) Sometimes the scroll wheel just stops working. Sometimes it works again after a while in the same mission, sometimes I have to wait until next mission. It is not my hardware, I checked every time it happened. I have no idea as to what may have caused it, it seemed random. 6) This one may be a skill issue and a blind moment. First mission in the campaign, playing solo, its a hunt the merx mission. The last phone just didn’t spawn. I didn’t hear it ringing, it wasn’t marked on the compass. I did multiple laps on the map not finding it. There is a non 0 chance I’m simply blind, but again I had no ringing and no purple mark on the compass. 7) This one isn’t as severe as the others and is a very minor issue, but sometimes during extract the merx will randomly pop a shot when there are several walls and line-of-sight breakers between myself and them. My only thought is this may be them spawning in and “seeing” me before they remember walls exist. Other than that good job everyone. Fun game, great foundation, and excellent optimisation.

ech0_108 24 days ago
Bugs
More feedback after more play sessions
You can find multiple Merx rooms with dead drops in a mission but can only pick up 1 in total. Why not let us pick up each 1? And i am not talking about multiple Dead drops in 1 room, i mean i found 2 Merx rooms with 2 separate caches and i could only pick up 1 cache from 1 room but could not pick up 1 from the second room. On the Topic of Dead drops, could i choose to not use my free dead drops and instead pay for them, why you might ask? Because i thought of keeping dead drops for next campaigns. Either ones i picked up or maybe another button for “buy and open later”. But you would only be able to do that IF you finish a successful campaign and if you fail you lose all of them. repairing armor instead of buying new one. It is kinda annoying currently that if you have a sliver of charge left on the Armor that you have to either take it to the next mission or buy another one which makes it that you have one sitting there that can neither be sold (i don´t really care if it´s just 5$ you sell it for since it´s that low of durability but it still feels better then having it sitting there) nor repaired. Repairing would also be fine if i need to play the equivalent amount of money to the lost durability. Here is a more funny one. It´s already funny to me that you can equip 2 lasers on your weapon because one is a pure laser attachment and the other is a laser + flashlight… but what if we could have 1 laser attached to each side of the barrel if possible? That would be funny. Nothing more or less. I enjoy the fact that the more campaign wins i have the more weapons are buyable from the store rather needing dead drops. Hope it continues as well.

jericohellsangel 26 days ago
Feedback
More feedback after more play sessions
You can find multiple Merx rooms with dead drops in a mission but can only pick up 1 in total. Why not let us pick up each 1? And i am not talking about multiple Dead drops in 1 room, i mean i found 2 Merx rooms with 2 separate caches and i could only pick up 1 cache from 1 room but could not pick up 1 from the second room. On the Topic of Dead drops, could i choose to not use my free dead drops and instead pay for them, why you might ask? Because i thought of keeping dead drops for next campaigns. Either ones i picked up or maybe another button for “buy and open later”. But you would only be able to do that IF you finish a successful campaign and if you fail you lose all of them. repairing armor instead of buying new one. It is kinda annoying currently that if you have a sliver of charge left on the Armor that you have to either take it to the next mission or buy another one which makes it that you have one sitting there that can neither be sold (i don´t really care if it´s just 5$ you sell it for since it´s that low of durability but it still feels better then having it sitting there) nor repaired. Repairing would also be fine if i need to play the equivalent amount of money to the lost durability. Here is a more funny one. It´s already funny to me that you can equip 2 lasers on your weapon because one is a pure laser attachment and the other is a laser + flashlight… but what if we could have 1 laser attached to each side of the barrel if possible? That would be funny. Nothing more or less. I enjoy the fact that the more campaign wins i have the more weapons are buyable from the store rather needing dead drops. Hope it continues as well.

jericohellsangel 26 days ago
Feedback