![](https://www.eprison.de/pics/games/https://clan.akamai.steamstatic.com/images/28196359/2e5af6785129ee048e0d50ab5a4be1ca7a42349a.png)
After relentless prototyping, and under-the-counter medicine, we’ve made some great progress!
Previous roadmap recap
In the previous roadmap we set out to prototype integration of the gadgets to work in exterior levels.
This is an extension of the plan mentioned earlier this year, to improve the investigation side of things.
We’re happy to announce the prototyping was a huge success, and in the upcoming update you’ll see various improvements as outlined below!
Gadgets
As planned, we have reworked and improved gadgets to be more about choice. Players are now free to choose the best tool based on situation, environment and personal preferences.
Gadgets will now have pros/cons, many will be multi-functional, some use battery, and some can even analyze forensics to reveal cryptid locations & gain anatomical advantages.
For example the blacklight works unhindered in interference areas, but drains battery, it can also be used to analyze corpses for the cause of death (revealing cryptid location, anatomical advantages, etc), but is affected negatively from spirit orbs (see below).
Spirit Orbs
We’re introducing a new passive creature, which will roam the level, and interact with various gadgets differently.
For example, as they’re spirits of the deceased, they can be analyzed via the parabolic for EVP to get more information on the cryptid that killed them. On the other hand, if you use a blacklight near them, they will latch onto it, disrupting and draining its battery >:)
Interdimensional Tendrils
Levels will have randomly scattered Lovecraftian tendrils from the beyond.
They create electrical interference around them, which disrupts certain gadgets, but enhances others.
QoL stuff
Based on popular demands, we’ve made precision aim to be default, cleaned revolver/pistol reload animations.
Doors/interactables will be handled via a new proximity based “Use Key”, which is more intuitive and easier to use.
Also solved the common issue of jammed locks not working half the time, by utilizing the above method, ensuring smoother gameplay.
Talk is cheap, time to get back to the update :)
We appreciate the support and can’t wait to hear what you guys think about it!
Happy hunting!
-Ballistic