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!
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.
[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
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