Project: Playtime Phase 3: Forsaken
Patch Notes
Store Overhaul
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Replacing Daily Offers with total Item Catalogs for Monsters and Specialists
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Most of the cosmetic items will be available in the store and will be purchasable via Tickets
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All Items will have descriptions to add more flavor and potentially touch on our lore
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The store will be modified to offer sales on both PlayCoins Packs and Cosmetic Items themselves
** Matchmaking System **
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Players will select their role from the Main Menu and quickly be able to find and join matches as that role
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Monster Players will always serve as the host player
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Removed Host Migration
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Allow Specialist players who die early in the match to be rewarded for their accomplishments and move on to the next game, without having to wait until the end
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If the Monster ever leaves the game, all players will be returned to the Main Menu and receive their match rewards
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Party system and Private matches are not going to make it in this update but will be added ASAP
Map Vote
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When loading into a match, all players will get to vote on the map they want to play
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Monster Player's votes will have a slightly higher weight than Specialists
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Once all votes are in, the game will pick a map from the votes at random (More votes for a map equals a higher chance of it getting picked but it is not guaranteed)
Comms System
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Added a Radio Comms System for Specialists
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Players can select one of the predetermined prompts to effectively communicate needs and warnings with their squadmates
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All maps have been segmented into specific named sections and when the comms system is used it will reference this section’s name in the callout
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The player’s current location will be visible on their HUD and will be used to contextualize callouts
** Huggy Hatches Changes **
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Removing the Huggy Hole mini-game from Project Playtime
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Replacing the old system with a less intrusive experience
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Players will still lose one heart upon being deposited; for every 60 uninterrupted seconds they will lose an additional life
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Only one Specialist is allowed per hatch
** EKG HUD **
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Replacing the current Specialist HUD with a stylized EKG-Centric Display
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Updated Player State Icons
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Additional Player State Icon for the new “Carried” State
Misfit Pit
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Explores a different section of the larger Destroy-a-Toy facility
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This map is designed to be a fast-paced, action-packed map that will keep Specialists on their toes
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This map is a cylindrical design with three floors and unique Line-of-sight opportunities for Monsters and Specialists
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This level was also designed with the flow of chases in mind to make every encounter impactful and memorable
Coming Soon Event Toybox
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Added a limited-time free toy box for all players that is exclusively tickets
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Players can earn up to 50,000 tickets!
Sound Rebalance
- Attenuations on Monsters, Players, and environment sounds have been reigned in to make a more immersive and fun experience.
Pipe Nerf
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The pull pipe has been nerfed to require two hands per rail to start pulling the pipe down
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A new texture on the rails has been implemented to reflect this change
Start of Match Changes
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The monster countdown and train arrival sequence are being removed since they are no longer required
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Intro Sequence - At the start of the match you will see a sequence a camera sweep of your character and any equipped cosmetics
Balance Changes
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Specialists will now get a small speed boost upon being hit to try and extend chases and make them more impactful
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Specialists also get temporary invulnerability upon rescue from the hatch
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Specialists also get a speed bonus for reviving a teammate
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Dash handles are being removed from all maps
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Specialists now have a deeper crouch making hiding easier
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Monsters' Footsteps volume and attenuation are reduced while crouching
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Merged Total Lockdown’s effects into No Escape
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Merged Directionless’ effects into Living Nightmare
QOL Changes
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Almost all of our assets in-game have been further optimized to help the game run better on low-end specs
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UI is now more performant for our players
100+ Bugs Fixed!
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