🚀 MULTIPLAYER IS HERE FOR ENDORPHIN VICE!
GAME MODES
Sandbox (Free Mode)
Total Creativity: Spawn NPCs and objects anywhere you want.
Full Arsenal: Every weapon unlocked from second one (including Sandbox exclusives and intentionally broken "toy" weapons).
No Rules: Infinite medical supplies, instant gear, and keybind re-spawning whenever you feel like it. No timer, no scoreboard: this is the mode for running experiments and breaking stuff with friends.
Competitive Modes (FFA, TDM)
Free For All (FFA): First to hit the kill limit (default: 30) or the player leading when time runs out (default: 10 mins) wins. You start with limited medical supplies (1 Medkit, 5 Tourniquets, 1 Adrenaline, 1 Mannitol).
Team Deathmatch (TDM): Teammate kills count toward a shared group score.
HOW MATCHES WORK
Free Warmup: Joining the server doesn't auto-start the match. Players can move, shoot, and test the map freely. There’s no countdown forcing a start: the host decides when to trigger the match so they can wait for the lobby to fill up.
Start & Sync: When initiated, scoreboards reset, kill limits freeze in place, and a synchronized clock starts for everyone.
Victory Screen & MVP: Matches end on kill limit or time limit. Team modes feature the winning team and the match MVP.
Quick Rematch: The host can restart a new round instantly without reloading the map or leaving the match.
LOADOUTS & PROGRESSION
Custom Kits: Create custom loadouts ("Assault", "Sniper", etc.) with up to 4 weapons. Saved permanently and synced across devices via Steam Cloud.
Initial Menu: Joining a competitive match without an active kit opens the selection menu. Subsequent rounds auto-assign your last setup.
Mid-Match Kit Changes: Changing loadouts mid-game queues the change for your next respawn.
Lifetime Kill Unlocks: Tracks your lifetime kill count. Reaching thresholds unlocks new weapons with on-screen "WEAPON UNLOCKED" notifications.
Achievement Integration: Lifetime kill stats directly drive Steam Achievements.
TEAMS & FACTIONS
Real Factions: Choose your side (Ukrainians, Russians, Americans, etc.). Each comes with its own unique name, color, flag, uniform, helmet, and vest. Your character model renders identically for all other players.
Host Setup: The host configures which faction faces which before starting. If the matchup changes, everyone re-selects their side.
Team Balancing: If a match starts and you haven't selected a team, the game auto-assigns you to prevent unbalanced matches (e.g., 5v1).
SCOREBOARD, KILL ATTRIBUTION & RESPAWN
Leaderboard: Real-time, sorted list of Kills, Deaths, and K/D ratio. Dying never wipes your score.
Detailed Kill Feed: Real-time kill notifications displaying who killed whom (plus a "Killed by X" screen), preserving correct player names even if the attacker disconnects instantly.
Fair Kill Attribution: Kill credit goes to the last player who dealt damage to you, even if you bleed out while fleeing. Healing with a medkit resets this counter—the attacker loses claim to the kill. Suicides and environmental deaths award points to no one.
BALLISTICS & WEAPON HANDLING
Tactical Inventory: Carry up to 4 weapons with independent ammo tracking per gun. Swapping weapons never drains reserve ammo.
Realistic Reloading: Reload animations replicate across all clients, and ammo synchronizes with server validation.
Physical Recoil: Beyond visual camera shake, every shot applies true directional muzzle climb and sway—recoil control is required.
Procedural ADS (Aim Down Sights): Weapons align directly to the screen using the model's actual iron sights/optics. Firing in ADS pushes the gun back toward your chest without breaking sight alignment. Colliding with walls causes your character to short-stock/pull the weapon back rather than clipping through geometry.
Hand Retention: The character’s left hand stays locked to the weapon handguard, visible to all players.
Caliber-Based Ballistics: Real damage, fire rates, firing modes (auto/semi), shotgun spread, muzzle velocity, bullet drop, effective range, and physical kinetic force applied to ragdolls upon impact.
Dynamic Distance Audio: Distant gunshots reflect realistic attenuation, reverb, and delay based on distance.
Weapon Categorization: Pistols, SMGs, Rifles, Shotguns, Snipers, LMGs, Rocket Launchers, and Special Weapons each with unique wound profiles tailored to their caliber.
Dropped Weapons & Pickup
Looting Bodies: Dying from damage forces your character to drop all equipped gear with the exact remaining ammo count.
Interaction: Approach and pick up floor loot via the interaction key (with on-screen prompts).
Auto Ammo Pickup: Walking over a dropped weapon you already carry automatically loots its ammo and despawns the drop. Interaction is only required for new weapons.
HEALTH, WOUNDS & MEDICAL SYSTEM
The complete single-player physiological system is now fully integrated into multiplayer. Vital signs remain private—other players cannot view your medical status.
Cumulative Bleeding: Every hit triggers bleeding. Caliber matters: sniper rounds inflict massive hemorrhages, while SMGs cause progressive bleeding. Running away wounded without treatment can prove fatal.
Zone-Based Trauma Analysis: Detailed diagnostics per hitzone: pneumothorax (torso), femoral hemorrhage (legs), brachial hemorrhage (arms), head trauma (head/neck), and pelvic fractures.
Heart Rate Simulation: Heart rate increases from blood loss, pain, sprinting fatigue, and stimulants. Exceeding 240 BPM induces fibrillation and cardiac arrest.
HUD Triage Monitor: Real-time status display: NOMINAL → CAUTION → CRITICAL → CLINICAL DEATH.
Mobility & Shock: Severe health loss or destroyed pelvic/leg structures disables sprinting. The screen triggers post-processing shock FX, camera vibration, muffled audio, and an active ECG readout on the HUD.
Environmental Damage & Conscious Ragdoll: Hard falls and impacts inflict real damage and cause bleeding wounds. While alive, your body doesn't turn into a limp ragdoll—it tenses up and shields itself upon impact. Dead bodies go completely limp.
Medical Consumables
Medkit: Full heal that resolves all trauma conditions. Ineffective if fully healthy.
Tourniquet: Instantly stops limb bleeding. Causes pain (triggers an adrenaline spike).
Adrenaline: Grants 45 seconds of pain immunity, allowing you to sprint while heavily damaged. Increases heart rate by +80 BPM (overuse risks cardiac arrest).
Mannitol (Last Stand): Usable only during brain aneurysms. Guarantees a few seconds at 160+ BPM to secure one final kill before inevitable brain death.
(Consumable counts fully replenish on each respawn).
VEHICLES & PHYSICAL TURRETS
Mounted Turrets: 360° rotation, pitch limits, optic zoom, thermal buildup/overheating, and animated ammo belts.
Helicopters: Full physics-based flight model, component damage, rotor destruction, and weapon overheating.
Crew Mechanics:
Board and exit using the interact key.
Passengers can lean out, aim, and shoot from passenger seats.
If the pilot dies, a passenger can swap to the pilot seat without exiting the vehicle.
Vulnerability: Mounted positions offer no invulnerability—bullets penetrate bodywork/glass and hit occupants directly. Dying inside a vehicle automatically ejects your body.
Vehicle Friendly Fire: Your weapons will not damage the vehicle you are currently occupying, but will damage enemy vehicles.
MOVEMENT & CAMERA
Leaning (Q/E): Lean your torso to check corners without exposing your entire profile.
Bodycam / Helmet Cam: Head/helmet-mounted views featuring physical sway and bounce when accelerating, braking, turning, or walking.
Progressive Zoom: Dynamic camera zoom control available in all views.
Sliding: Ground sliding mechanics complete with friction SFX, knee dust particles, and camera shake visible to all players.
STEAM INTEGRATION (Coming Next Week)
In-Game Friends List: See who is online, playing, or in an open match.
Direct Invites: Send single or group invites with one click through Steam.
Rich Presence: Shows friends exactly what you're doing
WAR MODE (1 month)
BUILT BY ONE. POWERED BY EVERYONE.
Behind Endorphin Vice, there is no army of developers or giant corporation. There is one person. One person writing systems, chasing down bugs, rebuilding broken mechanics, and pushing forward even when the next step isn't fully visible yet. Even though I build this alone, Endorphin Vice would never have reached this point without all of you. Every person who bought the game, left a review, shared a video, reported an issue, waited for an update, or simply chose to trust in this project created something real. Every gesture of support was a fresh charge fed into the system. Every message built momentum. Every purchase added kinetic energy. And all that energy continues to ripple outward. So, thank you. Thank you for supporting development. Thank you for trusting in a vision that is still growing. Thank you for letting me keep building something that started as an idea and, update after update, is turning into an ever-expanding reality. Endorphin Vice will continue to evolve. New mechanics, weapons, vehicles, maps, systems, optimizations, and features that haven't even been observed yet will keep coming. Because the future of this game isn't a fixed point. It is a superposition of possibilities waiting to be collapsed into reality. And even if the wave function collapses... Even if Heisenberg's uncertainty principle prevents us from simultaneously knowing every position, every momentum, and every outcome... Even if opposing forces, deflecting fields, and resistances emerge that could stop any ordinary current... Development will not stop. I cannot know with absolute certainty everything Endorphin Vice will become. But I do know one constant: constancy. I will keep building it. As long as there is uncertainty, there will be new possibilities. As long as there is a single line of code left to write, a single mechanic left to imagine, or a single person waiting to see what comes next... Endorphin Vice will keep expanding.
I’ll keep adding more content down the line—and please don't forget to report any bugs! I'll fix them right away! (same day fixing)
