2025-02-14
1.0 and Beyond: What's Next?
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Hello, Mercs & Aliens, Antishyr here. As the project's community manager, on behalf of DogHowl and tinyBuild, I'm informing you that Level Zero: Extraction has reached the state that will, most probably, be its final form for the time being. The final patch for the game was released on January 30th, 2025. Level Zero: Extraction is an ambitious debut title from Doghowl. Our desire was to create a game unlike any other by combining the extraction shooter and asymmetrical horror genres. Although we ended up seeing that those are not easy to blend, we're grateful we had the chance to try and gain so much invaluable experience. On behalf of my teams and personally, I want to say an enormous "Thank you" to all of you. For supporting us in our efforts. For helping us break into the Top 100 Steam's most wishlisted games and making the Open Beta the second most-played demo of the Steam Next Fest. For being patient about all the changes we made. For taking the precious time to give us insightful feedback and creative ideas. For the critique and urging us to fix or change stuff. And just for playing the damn game, of course! We really hope it has created memo
스팀 공지2025-01-30
Patch 1.1
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Adjusted the entry cost description for the Space Station map. Fixed sound collisions on the Space Station map. Solo mode has been turned off due to numerous requests from players. Increased the reward for playing in Alien mode to 100%. Reworked barter trades for Alien skulls, making them much more profitable. Warehouse doors on the Caves of Turion map no longer require a keycard to open. Improved loot quality in the Warehouse on the Caves of Turion map. Reduced weapon sway at low stamina.
스팀 공지2024-12-25
Update 0.7.2: 🧬Mutations Upgrade System for the Alien Class
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IMG or GIF Introducing Mutations 🧬 We’re excited to announce that the 🧬 Mutations feature is live. We postponed the release of this long-awaited system several times to refine other core aspects of the game, such as shooting mechanics, light system redesign, and UV lights. Now, we’re ready to share more about the mutation system, how it’s designed, and why it’s shaped the way it is. Design Philosophy Behind Mutations A core part of the alien design is to create constant tension within the extraction environment. Camping isn't a viable strategy because the third faction—the aliens—can hear, sense, and relentlessly hunt you. This forces players to keep moving and make tactical decisions. However, this design came with a challenge: aliens had a stale power curve. Their strength depended entirely on starving mercenaries of resources and catching them at their weakest. To counteract this, we needed to introduce a system that allowed aliens to grow in power dynamically during a match. The Mutations system is a scalable in-session progression mechanic that allows aliens to adapt their abilities to their preferred playstyle or counter the specific enemies they face. As time passes, al
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