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Containment Initiative News

Containment Initiative 2 is Now Available

I hope you have as much fun playing it as I had making it! I look forward to hearing your suggestions, ideas, and feedback!

https://store.steampowered.com/app/3002560/Containment_Initiative_2/

Containment Initiative 2 - Early Access Launching on August 26th

Containment Initiative 2 will be releasing into Early Access on August 26th for $9.99 USD(+ a launch discount of 10% off). Mark your calendars and invite your friends over for some good old co-op zombie shooting!






State of the Game -


I also want to use this announcement to discuss the current state of the game when Early Access begins. Currently, the game contains the following:

9 Unlockable Weapons
Unlockable Weapon Attachments
Unlockable Player Upgrades
6 total mission locations(4 exploration, 2 scanner defense missions)
Fully playable Local Asymmetric Co-op
8 Steam Achievements
Localization in the following languages: English, French, German, Italian, Spanish, Korean, Japanese, Simplified Chinese

Currently, I'm clocking an average of about 5 hours to unlock everything and complete the current ending. I would add another hour if you are playing in co-op and want to unlock all of the PC Player's weapons/equipment upgrades.

As a quick note: Melee combat currently isn't in the game yet. Rest assured, this will make an appearance at some point. It's high on my list of things to work on.


New Features -



[h2]Crafting/Scavenging - [/h2]You will find different crafting materials in addition to ammo for your weapons while you explore the world. Once you've returned to base, you can use these materials to craft items to help you explore further, or unlock player upgrades






[h2]Supply Drops - [/h2] Weapons will now primarily be unlocked through requesting supply drops. There are three different supply drop levels which contain different weapons/ammo and have greater cost and difficulty as their level increases. You will pay for these with the money you earn during missions. Once you request a supply drop, you will deploy to a mission area and will have to hurry to the drop before it self destructs. These also attract lots of zombies to the area, so make sure you come prepared. If the supply drop self destructs or you die, you will need to spend money to request a new one to have another chance at unlocking a weapon.



[h2]Mission Types - [/h2] Most of the game will resemble the scavenge missions in CI1. Fully explorable levels that contain loot and secrets to discover/unlock. There are also Scanner Defense missions that will appear from time to time that will give you a cash reward in order for keeping a generator running for a predetermined amount of time. These missions also give you an ammo supply, so you can shoot zombies to your heart's content.

[h2]Zombie AI - [/h2] In CI1, the zombies always knew where you were at. Due to ammo being more limited in CI2, zombies will now go about their business and will only give chase once they see you. This makes stealth a viable alternative to running and gunning and also makes suppressors very valuable.

[h2]PC Player Improvements - [/h2] There have been numerous improvements to make the PC player look and feel better to play. In CI1, the shooting felt somewhat flat, so a lot of procedural animations for both walking and shooting have been added to make it feel punchier. There are also third person animation improvement that only the VR player will see when they look at the PC Player



[h2]Objective System Overhaul - [/h2] Now objectives will be randomly generated every time you deploy to a mission location. They will provide a small cash bonus when you complete them. You can see your progress on the panel on your pickup truck.




I look forward to hearing your feedback after the game launches on the 26th. As always, if you have questions/comments, the easiest place to reach me is on the Discord

CIDev

Announcing Containment Initiative 2

Today, I'm excited to announce the sequel to Containment Initiative. I've kicked this project around since 2019, but recently started over completely and am excited to finally be able to show it off.



[previewyoutube][/previewyoutube]

Features:


[h3]Scavenging[/h3] - Now the VR player will have to search for ammo and materials in order to keep up the fight. The VR player will now be able to craft equipment and items.

[h3]Weapon Unlocks[/h3] - Weapons will now be found through exploration during missions and the higher level weapons will be unlocked through the supply drop system.

[h3]Supply Drops[/h3] - The player can spend money to order a supply drop which contains new weapons and ammo. These will self destruct and also cause lots of zombies to flood the area



[h3]Visual Improvements[/h3] - From adding recoil and hand models, to improving the animations of the PC player, there are numerous improvements to make the experience feel more realistic.

[h3]Asymmetric Co-op[/h3] - The same co-op gameplay that the game is known for will return on day one of Early Access, this will be expanded upon during the Early Access period.



[h3]Objective System Overhaul[/h3] - Objectives will now be random and will refresh every time you go on a mission.

[h3]Map Improvements[/h3] - All maps will include locomotion and be fully traversable. Each will contain multiple secrets/unlocks to discover.


[h3]Early Access Plans [/h3]- The beta currently has around 3-5 hours of playtime and has a fully playable co-op mode and plenty of gear to unlock. This will increase during the next month or two and then once the game releases into Early Access I plan on focusing mainly on new content in the form of new weapons, maps, and unlocks.

[h3]Testing[/h3] - If you are interested in testing out the beta version, please drop by the Discord



Update 1.91

Now that I'm finally done porting the game to Quest 2/Vive XR Elite, I'm circling back to improve a few minor issues that have bugged me. This is a smaller update with some quality of life improvements mainly centered around the PC player. The main feature is the ability for the PC player to look down their weapon sights when playing as Ground Support:



Features:


[h3]Added the ability for the PC player to aim down sights while playing ground support[/h3]
A few people have requested this in the past. This definitely feels very nice, especially with the depth of field effect. It also makes hitting headshots at a distance much easier.


[h3]Increased PC Player reloading speed (+20%)[/h3]
This seems to make the feeling of controlling the PC player more fluid and less restricted.


[h3]Font changes in PC Player UI[/h3]
Just some further font changes to improve the in game UI for the PC player.

Old In-game UI:


New In-game UI:



[h3]Optimization on Factory,City:Scavenge, Sewer, and Bunker maps[/h3]
Switched over to Unity's default occlusion system which was used when porting the game to standalone. This gives some pretty large performance gains on certain maps.


[h3]Better mouse sensitivity when PC player is zoomed in as a sniper[/h3]
When the PC player zooms in, it was causing the mouse sensitivity to be high relative to the camera's FOV. I've tweaked this so that the sensitivity is lessened when zoomed in. This makes aiming for those crucial headsets infinitely easier.


[h3]Spent shell casings now have a random velocity applied when leaving the weapon:[/h3]
This looks more realistic and avoids the odd look of all your shell casings following the exact same path when leaving the weapon)


[h3]Weapon Held Position Adjustments[/h3]
Made some slight tweaks to the positioning of weapons while being held to improve feel on Oculus controllers.



Containment Initiative: Recon News


If you haven't been paying attention, I recently ported the game to standalone headsets this past year. Containment Initiative: Recon is available Quest 2/3, Vive XR Elite, and Pico 4. The only thing missing is obviously the asymmetric co-op. Other than that, it's the full experience.

If you are interested in checking out the game on standalone headsets, you can check it out here:
Containment Initiative: Recon for Quest 2 Containment Initiative: Recon for Vive XR Elite

[previewyoutube][/previewyoutube]


Questions? Join the Discord here.

Containment Initiative: Recon - Now available for Quest 2 and Vive XR Elite

I'm happy to announce that work on the port of Containment Initiative to standalone headsets is finally complete!





I've been working on this project on and off for the past 8 months(Which is why there has been a lack of updates for this game. Sorry!)

Optimizing the base game to run on standalone headsets took quite a lot of work. The biggest changes you'll notice are more baked lighting and less real time lighting in maps. There is also much more aggressive occlusion culling that happens behind the scenes. The biggest challenge was porting a game that was designed using the SteamVR 1.0 plugin from 2016(yes you read that right.) Every interaction had to be able to handle the new OpenXR standard which allows the game to run across multiple headsets and is the current industry standard for new VR titles.

Containment Initiative: Recon is the full experience except for one feature that I wasn't able to include. Sadly, the asymmetric co-op wasn't really feasible without a monitor. If I included a separate app for phone or PC to play over a network, it would have probably taken me another year to finish it(probably wouldn't have finished it at all).

All in all, I'm very happy with the final result. You'll see from the trailer below, that there weren't many concessions that I had to make in order to get this running on mobile hardware.

So there you have it. Containment Initiative on the go. If you enjoyed the base game, I hope you will check out this new portable version of it.

[h2]Trailer:[/h2]
[previewyoutube][/previewyoutube]






Thanks for playing,
CIDev