Sci-Fi Survival Shooter created by a small indie team. Powered by the Unreal Engine 4.
Recent Changelog
9/23/16: Early Alpha 1 - Preview Build 0.17.7.6a
-Removed *Toxic (needs rework)
-Refined Blinker
-Refined Melder
-Added Complete List of Avaliable/Developing Enemy Types/Modifiers
*Husk: Standard enemy type; melee; no defining traits.
Elites (Traits)
Sprinter: Randomized 10-50% movement bonus; Updates will have visuals reflect on degree of bonus
Tank: Randomized 25-100% bonus health, 5-25% damage resistence, 0-50% movement penalty
Melder: Toggles invisibility at random intervals; Contains randomized ai behavior flux
Blinker: Teleports towards player locations at random intervals; Intervals set at spawn, but flux as time passes
Toxic: (disabled; rebalancing) damages players from afar, 2 types of 2 variants determined at spawn (immobile/mobile & damage tick/disabling regen)
Septic: (removed; reworking into boss) Disables/Reverses 1 random movement control
Voltic: (disabled; rebalancing) Disrupts HUD info, weapon functionality
Shiver: (disabled; recoding) Deals Frostbite damage
Sapper: (disabled; recoding) Impairs players movement, degree varies from 20-50% and 1-5 seconds
Bosses
Ink:(disabled; Elite; requires recoding): 1-3 Randomized Traits. Disables/Switches player controls and functionality
Splitter: (disabled; recoding) 1 Randomized Trait. Spawns as an identicle pair - Master & Servant. If the servant is killed, rather than dying, it splits into 2. When the master dies, all servants die with it.
Splicer: (disabled; Elite; needs balancing) No initial Traits. Spawns as a Husk, gains Traits and Strengthens them overtime with no limits
Trench: (disabled; Elite; requires recoding) 3-6 Randomized Traits. Counters damage types, but only immune to one type at any given moment