Stealth Enhancements and Status Update

Development is going very well. Early testers like the game so far, and I have received some valuable input. There are still a number of OpenXR issues that are on the various runtime sides, Oculus, Unity or SteamVR. I am working closely with those groups reporting bugs as I find them. The good news there is a small group of developers like myself who are all reporting these issues. I am going to open up to a few more beta testers in the next couple of weeks I suspect.

A lot of enhancements have been made regarding stealth features including distraction. Check out the updated manual for more information. Here are some examples though of the AI and stealth mechanics that are currently in-place.

If you decide to play the game with stealth in mind, I think you’ll find the game gives you some creative options. In this video I throw a brick to get a guard to investigate the hallway where he can spot me and I can lead him into a boobytrap.

Here, I am coming up to an enemy with an MP40 who are very dangerous. You can easily die in a shoot out. To lower risk, I throw a brick to get him to move and ensure he wont turn around.

You can use dead or knocked out guards to your advantage. Here, I throw a body to draw a guard farther away from another guard so I can take him out. With a suppressed pistol and the extra distance between him and the other guard, I can ensure he wont be alerted if I take him out quick. My mistake was doing this next to a torch. since if he did get a shot off, it would almost certainly hit.

If you can attract a guard around a corner, you should be close enough to knock him out without firing and without him getting a shot off which alerts anyone nearby.