0.13.0.
Thank you to everyone who continues to buy the game, play it, and leave reviews! It really means a lot to me and helps me continue developing DRUDGE.
If you enjoy DRUDGE, please consider leaving a review on Steam. It directly helps the development of the game. Right now, DRUDGE has almost completely disappeared from the spotlight. New reviews help the game appear in Steam's recommendations and algorithms again, giving it a chance to reach new players.
In update 0.14.0, I plan to add new decoration elements, and in 0.15.0, I plan to work on the pentagrams and add a new location.
At the same time, almost every update is gradually building toward the next stages of the story. For example, the NPC from the lower levels, which was added back in update 0.10.0, will play a role in update 0.15.0. The same applies to the changes introduced in 0.11.0, which will also become part of the events in 0.15.0. Update 0.13.0 also brought the player as close as possible to the place where the events of the next stage of the story will take place.
I couldn't release all of this at once because each of these updates requires a considerable amount of work. As a solo developer, I have to create new locations, add new items and new ways to interact with the bunker, develop the dialogue system, voice all of the existing characters myself, balance the game, and handle many other things that aren't always directly visible to the player.
That's why I'm trying to develop the game gradually while also laying the groundwork for its future story. Many of the things being added in the current updates will have a continuation later on — or, at the very least, I will do my best to make sure they do.
➕ Added
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Added an NPC that can be unlocked on the upper level.
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Added new locations — the Generator Room and Sector [A]. Sector [A] can be unlocked using the “Bunker” app in the Terminal. Also added 2 new rooms to Sector 0.
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Added a new enemy — the Juggernaut.
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Added sandpaper. It can be used to remove or apply rust to certain surfaces.
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Added an ice axe. It is an upgraded version of the crowbar combined with a modern axe.
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Added a high-beam flashlight.
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Added the S.O.S.U.N. Vacuum Cleaner [2.0]. This vacuum cleaner is almost identical to the previous one. The only difference is that it has 1650 durability instead of 1500, while the regular vacuum cleaner's durability has been reduced to 650. The new vacuum cleaner also has an increased maximum capacity from 15 to 20. The first version was too powerful, so I decided to split the progression between two vacuum cleaners. The price of the first vacuum cleaner has also been reduced. Let me know what you think about splitting the vacuum cleaner progression into two stages, as it is an important part of the game's world.
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Added enemy health percentage display above their heads. This can be disabled in the video settings.
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Added a hit marker when attacking enemies. It can be disabled in the settings.
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Added new categories to the “Bunker” app: Mosaics, Elevator, Lighting, Decorations.
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Added a subtle flickering glow to all important notes to make them easier to find.
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Added a new ranged weapon. Access to it can be obtained through Sector [A].
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Added a workbench. It is used to repair identical items. Repairing two items together provides a 25% bonus to their combined durability.
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Added the ability to break branches, bone totems, and candles, as well as wipe dirt off bones and other previously unwipeable dirt in Sector 0. Candles now also have fire.
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Added hotkeys for the 4th and 5th hotbar slots.
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Added 3 notes.
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Added flashlight shadows. A graphics setting has also been added to disable them.
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Added new decorations to the main menu.
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Added 24 achievements.
🔧 Fixed
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Fixed zombie behavior where they could not walk through the corpses of other zombies.
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Fixed an issue where the throwing knife could not be thrown when Toggle Sprint was enabled in the settings.
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Fixed the collar position when changing the first-person FOV. The collar now adjusts its position based on the FOV value. This means that at FOV 95, the collar will no longer stick too far forward, while at FOV 75, it will no longer be hidden outside the camera's view.
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Fixed a locker in one of the lower-level rooms where money could not be collected from the bottom shelf.
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Fixed a floating floppy disk at the entrance to Sector 0.
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Fixed a ventilation grate in Sorting Room [A] where items could not be placed.
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Fixed a lower-level inhabitant dying when killed with a ranged weapon.
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Fixed the inability to scroll through note text using a gamepad.
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Fixed the lack of a shooting sound when firing into water.
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Fixed the held-interaction progress bar appearing at the start of the game on certain resolutions.
✨ Improvements & Miscellaneous
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Changed how almost all belts are obtained. Hotbar slots are constantly in short supply, especially during the early stages of the game. Belt I can now be found during the tutorial and is no longer available for purchase. This belt is now more of a temporary solution and a small reward for exploration. Picking up the first floppy disk now unlocks Belt II instead of Belt I. Belt III is now unlocked in Sector 0 and has been removed from the Black Market starting with this update. The prices of all belts have also been reduced.
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Increased the slot machine's win multiplier by 1 after each consecutive win.
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Removed non-functional light bulbs: one was located near the entrance to Sector [B], and the other was in the passage to the Storage Room. This was done so they would not interfere with your decorating ideas.
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Optimized save loading for bunker upgrades.
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In interfaces where the player has to confirm with “YES” or “NO”, “NO” is now displayed in red.
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Added a biological hazard warning to one of the plywood boards in Sector 0.
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Added room name labels in Sector 0.
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Updated the bunker category icon in the “Bunker” app.
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Changed the appearance of the room with the armored glass near Sorting Room [B]. The floppy disk from this room has also been moved to the adjacent room, behind the armored glass.
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Replaced one of the doors in the red keycard room so that it can be opened.
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Reduced the prices of most decorative items and paints.
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Slightly reduced the volume of the sound that plays when the player is killed by a zombie.
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Increased the Fatty's health from 182 HP to 205 HP on Medium and Hard difficulties.
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Optimized zombie models and added LODs for them and their clothing.
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Optimized various models and added LODs for them.
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Optimized texture memory usage, reducing it from 10.3 GB to 8.7 GB for both RAM usage and storage space. Although the game's size will likely increase again during development, this is still a nice improvement.
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Changed how one of the cassettes on the upper level is obtained.
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Reduced the waiting time for the water dispenser from 15 minutes to 5 minutes. On an existing save, you will most likely still need to use the dispenser again after 15 minutes, after which the next use will be available after 5 minutes.
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Added a description to the samovar.
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