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Hello Survivors!
It's time to let people know what's happening once again in the progress of Endgame: Road to Salvation Major update 0.9 Deliver Us From Evil.
This is by far Endgame's largest update ever, and I'm still making daily progress towards the release. I'm having a lot of fun testing the new features and content in Endgame, I can't wait to share it with you. I apologize that it's taking longer than originally anticipated, but the good news is that I've refined nearly every aspect of the game, optimization, physics, mesh actors and shading, and so on for a cleaner, more immersive experience. I've also taken steps not to change the main gameplay loop, but rather add to it in a dynamic way with systems that can be disabled at will. Previous saves will all be valid, but your currently equipped gear will spawn random quality/rarity values at a slightly lower average based on distance traveled.
New content and features, Bounty missions, notes, new upgrades and mods, enemy airstrikes, new vehicles, over 20 new support options such as "Hack alarm", "Air superiority" and "Operation Jericho." New medieval type armor such as a full plate gear set, a full samurai gear set including the fearsome bushido mask, new tactical variants for weapons, new melee weapons, mods, new animations, new archery system, new bounty system, new procedural "backroads" terrain generator for a different way to reach salvation... the list is extremely long, but I'll get into some basics.
All equipment, vehicles and vehicle mods now have a quality and rarity, providing bonuses to stats and modification slots. Quality and Rarity is determined by distance travelled, offset by a spawn bonus for a better chance of higher quality items based on lootable/merchant rarity. Vehicles also now have quality and rarity, providing a boost to durability and other stats. Some enemy types now have boss variants or other types based on rarity. Dragons for example now have 5 variants from Young to the massive Omega Dragon. New zombie types that wear helmets, helmets must be destroyed before crit kill headshots are effective, but butchering can still bypass helmet armor once they are down.
A ton of new equipment and mods have been added to the game, as well as a few new vehicle types. Some mods now have a physical component, such as lasersights, scopes, extended mags, etc. Check out the new Plate mail gear set, Samurai armor gear set, capes, katanas, battle axes, late game high tech mods such as a forcefield generator, exoskeleton enhancement suits, a thruster jetpack, even a brand new Hawaiian shirt, just to name a few. New vehicle types include a Sport classic, a cabover semi variant, a hearse, and an old school retro sedan.
There is a new draw/holster system in place, Primary and secondary weapons are now visible at their respective holster locations when not equipped in the player's hand. Drawing the weapon is fairly quick, but reloading and melee attacks will instantly wield the weapon for ease of use. You can holster the weapon by holding the weapon switch button. The entire system can also be disabled or modified in the new options screen.
Added an additional exit from the colony leading to the new experimental "Backroads," a procedurally generated landscape with procedural foliage, highways, lakes, buildings, and so on. Also added options to allow player to modify hill height, biome frequency and terrain roughness before generation. In its current state, it spawns random landscape based on multiple noise fields, using Roughness/Hills/Mountains/ and Biome noise maps (values can be adjusted in options) for spawning procedural landscapes. Navigation, storyteller, and all other spawns work well so far with the new terrain. Currently loads faster than the original pre-designed maps, but it's still in development. To enter the backroads, leave through the new gated exit on the east side of the colony.
The new Faction system will allow players to choose which faction they wish to help by sending research items. Missions from the Bounty Board system can provide progress with specific factions, as well as finding certain notes/memorials in the game world. Faction representatives can be found in the colony checkpoints, they can provide access to certain special items based on progress. This is the main story content, and players will be limited to level 1 max faction relation until story mode is unlocked, but you can still deliver research items for inspiration like before.
A new Garage system is currently in progress, allowing the player to store a certain number of vehicles based on their caravan Mechanic department level. Vehicles registered to the garage can be repaired, restored, upgraded, and delivered to the player with certain unlocked functionality. Repair efficiency is determined by the new caravan mechanical skill pool.
The new companion system will allow you to recruit npcs with a specific combat skill. These npcs can be equipped and used as either field companions or assigned to a squad from the new roster menu. The new squad system can be unlocked at command department lvl 1, a caravan representative will appear in the colony and provide access to squad features/mission types. Squad missions can be completed to gain progress with specific factions, cash, inspiration, and potentially new items. This system will replace the old survivor equipping system, survivors that you rescue will only retain basic weapons and armor unless they have companion status and can be equipped with specific weapons and armor.
I've reconstructed nearly all weapons, and some other equipment meshes and vehicles, improving shading, normals, and materials. (still not perfect, but getting better) New visuals for the Start Menu and the Character creation screen, as well as a new game start.
A new cooking system is in place that makes better use of your culinary skill. By using a cooking pan, cooking pot, or cooking grill near a heat source (firepit, oven, etc.) you can combine ingredients from your inventory and potentially create a custom dish which can provide a larger health and stamina boost than average premade food. The amount of ingredients you can combine and the boost to hunger/thirst/morale/maxstamina is now determined by your culinary skill.
Caravan representatives will become available in the colony checkpoint as the player increases their department level. The new caravan skill pool will determine the strength of the actions available from your caravan, such as healing and repairs. The new caravan task groups an be adjusted if desired to focus on certain aspects, such as scavenging or security, or completely left alone to maintain an average over all groups.
New multistory buildings such as the apartment and office buildings have been added to the game with random procedural floors spawned in as required. All buildings have a rooftop access and have new building collapse code for handling interior furniture and lootables. Each wall destroyed will reduce the overall building health. Depending on building size, a building will collapse when enough supporting walls are destroyed. There is now a chance for a high end random lootable to be spawned in specific locations in most buildings (except most commercial) providing additional chances at decent loot in standard buildings.
New enemy/friendly jets and helicopters can spawn in via the storyteller, reigning fire or providing air support for a time. Certain new support options can be used to protect players from aerial threats such as Anti-airstrike or Air Superiority. Air defense support specifically targets incoming enemy airstrikes to protect the player as much as possible. A new massive explosion wave system replaces the old ICBM explosion, creating a wave of destruction the can spread nearly a kilometer.
New explosive projectile airstrike rounds that can be detonated immediately on impact or after a delay. New warning light indicator has been added on the ground where missiles/projectiles are targeting, and missiles can now track and intercept moving targets.
Enemy airstrikes can be triggered from a high threat level, or simply by triggering certain alarms. Specific support options have been added to protect against these airstrikes if used on time. Airstrikes can range from a simple point strike to a devastating ICBM tactical sub-nuclear cleansing operation. When the warnings come over the radio, you better be ready to ride.
Brand new support options are now available, replacing some of the older more outdated options, and a few changes to the existing structure. All Command options are strike variants now, there are two new mech types, some support options have changed such as convert vehicle now only provides a MBMG instead of a later game autocannon. Precision strike, cluster bomb, anti-air strike, Operation Red Sea, Show of Force, Lure Megabeast, Vanity Package, Hack alarms, Bypass locks, Engineering drone, and more.
The new hellscape/Demon gate system changes the way the hellplane system works. New actors called "Anchors" are spread around the landscape, holding the tower's energy in check. The players must destroy all the anchors to expose the relic at the main tower and destroy the gate permanently. Destroying one anchor and leaving will destroy the gate without awarding a relic. Towers spread around the landscape will now provide higher level equipment as a treasure, but will trigger an event. Collecting one item and leaving will now destroy the gate without awarding a relic.
The new demon tower system creates a few more steps to destroying the tower for good and collecting the new sentry eye research loot item. The towers are only exposed to damage after the interior core heart is destroyed, forcing players to go in on foot. Extreme firepower can still destroy the tower with ease.
Two new mechs have been added to the game, the Osprey-class light combat mech, and the Goliath-class heavy weapons assault mech. Two new drones have also been added, the Engineering Drone and the Medical Drone, these variants can be called in through your support options.
There is a new fishing system in place with a new minigame based on fishing skill and rod quality. The further players travel, the larger fish you will find. Some special places will provide higher-level potential fish to catch. New fish types include Largemouth bass, Northern pike, Catfish, Salmon, Devilscale, and Huskers. Colonies will hold a fishing contest at every location, simply submit an entry and travel to the next colony to see the winners and collect your prize.
Sentry Turrets have been overhauled and can now be placed anywhere, on walls, attached to vehicles or trailers and saved. Turrets will remain as long as their is ammunition/health remaining, but must be placed a certain distance from each other based on your construction skill/ Total amount based on your electronics skill/ Turrets will no longer search if player controlled, but rather return to set rotation if no enemy detected (Detects enemies by radar based on turret quality)
There is a new and improved options menu featuring tons of new gameplay options and modifiers. More gameplay features can be tweaked here now as well as experimental new features you can try (such as player zombies that spawn on death.) New spawn options are available as well to further tweak nighttime/apocalypse event spawns, storyteller event spawns, shoulder cam location, and you can disable many of the new features here, in case there is a feature you don't like.
A mission instance system is in development, sending players to an isolated location for a specific task such as attack/defence missions, megabeast hunting missions, search and rescue, checkpoint defense missions, and so on.
NPCs and players now have proper headtracking, players will look at the camera direction while driving, and some npcs will watch you as you walk by. NPC Drivers will now also focus on their target while driving.
Repair items have been activated, gear in your inventory can now be repaired using their appropriate kit (Firearms, tailoring, carpentry, chemistry, electronics, forge kits) There is a chance of breaking based on skill required.
Bank Heists have been introduced to the game. If you find a bank with a vault still intact, you can use a safecracker kit (found in electronics shops, crafted or purchased) (or you can even hack the alarm with a high enough security department.) Hacking a vault will trigger an alarm (and potentially an AI response) that will drawn a horde of enemies to the vault location. A player can increase safecracking progress by staying in the vault goal area long enough. Cracking the vault can award the players with a lot of cash and valuables.
AI has been added to some vehicles. Enemy bandits, marauders, neutral NPCs, and more can spawn in via the storyteller AI depending on certain factors.
New NPC abilities have been added to enemies such as throw grenade, summon drone, place turret, summon help, and more. Enemy explosives can be disabled in the options menu. New abilities have also been added to most Megabeasts.
New Pickup actor identifiers have been added for more visible distant pickup items at all light levels. They are color coded to represent the item's rarity.
There has been a complete archery overhaul, now using drawable bow strings and proper draw animations. Two new bows have been added, the Tech bow and the Demon bow, each with special abilities. Archery aim indicator length is now determined by player skill.
Thank you everyone for your continued patience! I'm still having a blast working on Endgame: Road To Salvation, and I hope to share this exciting new chapter with everyone as soon as possible. Progress is being made every day, I've been working hard to get this out as bug free and complete as possible. I'm going to save the full changelog list for the actual update. Until then, I hope you enjoy the game!
Hello Survivors!
There are some exciting things happening behind the scenes, time to shed some light on the situation. The upcoming Major Content Update "0.9 Deliver Us From Evil" Is on the horizon, along with a ton of new features and content for you.
New weapon models, enemies, allies, game mechanics, equipment modifications, new NPC skill and equipment systems, new caravan systems, and a new Quality/Rarity System for equipment, vehicles, enemies and even NPCs. New Boss type variants provide better quality loot along with an updated crafting system to help take advantage of these new features. This is just a sneak peak of what's coming around the bend, but I still want to be able to release this update in a timely fashion so I'll do my best not to be too overambitious with it.
New quality/rarity system for all equipment, both affect major statistics, value and modification slots, allowing for more combinations per item than ever before.
New quality/rarity system for vehicles that affects main component statistics such as Body, Fuel Economy, as well as quality levels/rarity for vehicle parts that can be replaced or salvaged with the new vehicle inspection menu
New Feature: NPC Skill system - Standard NPCs will now each have three basic Stats based on their level and quality, each affecting their core abilities. Each survivor can also have a number of skills based on their quality, each contributing to a "Caravan Skill Pool" which provides certain boosts and bonuses to your caravan. A new NPC information widget will now appear during conversation with recruitable NPCs.
New Caravan Menu Features: Garage Bay, Logistics, Roster - Garage bay will store your favorite vehicles to be stored/recalled/repaired/upgraded based on your caravan department level - Logistics will replace the current midnight Daily income information Screen and now also contains features such as survivor allocation for specific jobs such as Security, Scavenging, Mechanics, and more - Roster displays a list of rescued survivors along with their current skills and equipment. Survivors can be set to Favorites and recalled to the field at transfer locations
The New Tutorial - Features a small storyline following an unlucky protagonist on his first day at the new security job. You watch first hand from a corporate tower as the first city to falls to the event. Learn the ropes of actual gameplay while testing out some high-power weaponry and equipment. (In progress, subject to change)
New Equipment Slot -Face- For equipping facial accessories such as glasses or masks alongside most helmet types. (with the exception of full-face helmets) Some existing items have changed category for old character saves, and it should be allocated properly.
Vehicle AI - Random AI vehicles can spawn from different factions with different goals in mind. AI vehicles use general pathfinding to avoid buildings and other props.
Helicopters and Fighter Jets- Added Heli and Jet type enemies/support unit that replaces the current Heli support. Enemy types can vary based on faction, and appear based on distance travelled.
Multi-story buildings - Added the first destructible Multi-story buildings, the apartments medium and large variants with a new system that spawns floors with a new system to improve performance
Added new Location: The bank. The bank contains a vault that can be cracked with the new safecracker item that can be crafted, purchased or found. Attempting to crack the vault will begin a minigame where the player must remain in the goal area while holding off hordes of enemies using traps, environment, support systems, or backup.
Added a boss-type enemy healthbar on screen that appears for a few seconds after damaging a boss-type enemy. It contains information such as health, level, name and rarity.
New Weapon models and physical meshes for most weapon modifications
New draw/holster animations for both the back and the hip holster locations
New weapon slots on the player to holster weapons - 2 back slots, 2 hip slots
Added Hold Swap weapon button to holster weapons, Aim or attack to quick - draw
Added Headtracking to players/NPCs
New feature: Pickup Identifiers - Small emissive point at pickup actor locations that enlarge when active, color indicates quality tier
Crafting menu has been updated, new quality and rarity system is enabled for crafting equipment
New feature: Armor Mods - A new range of armor modifications to fine-tune or supercharge your equipment
Removed a large number of unnecessary event ticks and bindings, using a more manageable system which should improve performance significantly
New and updated UI elements
New Start menu level containing a scene from the new tutorial
Added new lighting elements to the game, some highway and commercial signs, some neon lighting, as well as a new lamp actor found in most locations that has a chance of being active on spawn
Heavy vehicles will now require less force to damage buildings and enemies because of their Mass advantage
New weapon, armor, and vehicle mods, however this list is still subject to heavy change
Multiple improvements to performance across the board, but also many more new actors and assets with better detail along with LOD improvements.
Updated/Changed some Caravan Support Options, and currently developing a new caravan support system featuring attainable "stocks" of support drops/strikes, as well as the ability to add them to the hotbar.
A quick screenshot with a few new features
The plan is to complete some of the long-term goals I had before starting on the final 1.0 release, using community feedback and some new systems inspired by other upcoming IndieAnonGames projects. Most of the content is still subject to change, but it's all coming together nicely. Both male and female character and some equipment models do need some more work, so that will also take place in either this or the vehicle update. There is a main storyline currently in development, but that won't be available until the final 1.0 release.
Hello survivors! It's been some time since the last update, but I'm here with a small bugfix to start. This one will tackle some of the community bug reports and suggestions, and is quite small compared to what I've got planned for the next major content update. For now I've added a few features, fixed a few bigger AI issues and bugs, and made some general QOL improvements aside from the community reports.
One new feature i've added is the cruise speed system for keyboard controls. Holding Left Ctrl while accelerating or braking will reduce the total application to around 30% (not counting engine damage.) This is extremely helpful when offroading with sports cars or other high-power vehicles. This mixed with the right mouse button precision steering allows full control over your vehicle.
Npc AI has received some attention, from ranged combat aiming speed now being based on enemy distance and an aim offset for all enemy types, allowing NPCs to properly target small enemies as well. Furthermore, To force your followers to aim at the spot you are looking at, you now have to press the hotkey button (MMB or Right Shoulder by default) while aiming, instead of just aiming.
-Item Rarity + Quality level - Rarity will also affect features such as mod slots available and upgrade potential. This will span across all equipment, vehicles, and possibly even modifications
-Better weapon models including physical elements to certain modifications such as laser sights
-Armor modification - Armor and clothing can be enhanced with a host of new special modifications such as additional pockets for storage, Armor plating, Thermal lining, Kinetic mobility enhancement, and more.
-Companions - Different from survivors, these NPCs will have better combat abilities, upgradeable skills, fully customizable gear, and can be called upon like a support ability or sent back to the base at will.
-New enemy types such as boss types and late game tougher variants. Bosses can be tracked down via the new bounty/quest system or found through exploration. Bosses will provide better, higher quality loot and better rewards.
-New AI vehicles - Random AI survivors just trying to get by, gangs of marauders looking for their next victims, a militia patrol keeping the roads under control, or something darker... This opens up a few possibilities.
-New Tutorial - A brand new story to show players the ropes. Experience the terror of the initial onslaught as the authorities struggle to contain the threat.
-Expanded quest system - take on special contracts for reputation and rewards, potentially with instanced locations for specific contracts like siege or defense jobs.
-Expanded fishing system - a new mini-game and different fish types and sizes. Fish can be cut into fillets for cooking or sent to the caravan.
-Potentially a new cooking system - Not too sure on the specifics yet, but something to allow culinary creativity and more opportunity to use the culinary skill.
-Requested feature - The garage system. You will be able to store and retrieve a limited number of vehicles complete with saved inventory and modifications. Allows the possibility of restoring a saved destroyed vehicle at higher levels.
-Enhanced Melee combat - Parry an enemy attack with the right timing to set them off balance, off balance enemies take more damage, counterattack after a successful dodge for increased damage
-Motorcycle/Quad melee swing - With a melee weapon equipped, players can time a powerful swing along with a velocity boost to deal increased damage from the back of a motorcycle or quad.
-New trailers - The plan is to bring back some of the small trailers, and add more trailer types for utility, storage, or other features.
-Sticky turrets - similar to the AI turret, these can be placed on any surface, including vehicles + trailers to provide additional firepower. These will self destruct after running out of ammunition, and the number placeable is dependant on your electronics skill.
-More work to be done on NPC models and equipment, and better animations.
V0.895 Changelog
-Added shadows to start screen grass
-New Feature - Keyboard users can hold Left Ctrl to use cruise speed/brakes (30% application) to simulate a light trigger application
-Added an aim offset so that all NPCs should properly target and aim at small and large type enemies properly -Players can now elect to sell an item for whatever funds the merchant has remaining
-Players can now use the D-Pad up/down when using colony menus
-Variable message types on the HUD will feature a short fade in/out
-NPC Followers will no longer be able to unlock doors by walking into them
-NPCs will now back up and find a new location if too close to the player
-You will now only order your followers to direct their attention if you press the hotkey menu button while aiming (MMB/Right shoulder)
-Adjusted ranged combat to allow Ranged NPCs to aim less and fire faster based on enemy distance
-Hooking up to a trailer will now raise the camera focal point to allow a more clear view around the truck/trailer
-Further reduces impact damage from ramming vehicles into soft enemies
-Fixed materials in the T4-T5 armor bug
-Fixed mismatched Follower Level Xp bug in the dialogue menu, both now properly display level instead of skill
-Fixed bug that would make followers invisible if picked up in a vehicle while ragdoll
-Fixed an issue that would block the ADS camera while strafing to the right
-Fixed a bug that would prevent the player from completing the tutorial - manually dragging quest items will now use the same code
-Fixed an issue that would make players lose the ADS focus while switching ranged weapons
-Fixed an issue that would cause the loss of the ADS focus when switching weapons due to lack of ammo
-Fixed the Archangel Compass rotation bug
-Fixed the endless dismantle bug for beds
-The mouse should now properly show/ hide when you close the caravan upgrades menu
-Fixed a few audio tracks that were not being affected by the BGM option
-Changing Disposition over to Trust, I'll fish out the remaining references by the next update
-Enter point on the Archangel will now only appear when entering the mech is Grounded and functional
-Unlocking doors and trunks will now be done with the standing animation
-Made some changes to the Daily Caravan Report
-Fixed bug that would cause NPCs to lose their aim/lasersight while firing
-Fixed Witch combat code
-Updated Dragon flight code and combat functionality
-Fixed bug that would prevent the overencumbered status from properly updating player speed
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Endgame: Road To Salvation, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Endgame: Road To Salvation statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.