Last month, the team at 10 Chambers (a studio who created Payday 1 and 2) arranged a visit with the Unity offices to listen to the updates they’ve been working on for a version 1.0 update. We have to go on one mission and talk to the development team about their thoughts on going gold. Here were going to tell you what we saw at the event and what I experienced in the launch version of GTFO. An Introduction One short explanation for those of you who don’t attend the game launch date: GTFO is a first-person co-op horror stealth shooter that uses ten times less force. The game is being run by a Steam fan since December of 2019. The story was purposely misunderstood. The story about the prisoners, in pieces and pieces there, is the fact that they were being held captive by a mysterious shadow organization who was running an extensive mining and research operation near an mysterious alien artifact that was discovered deep underground. At some point things went pear-shaped and the operation was evacuated after an explosive panic started. Now the underground underground facility known as The Complex is abandoned, except for sleeping monsters that attack in a vicious rage, when they detect movement or sound. For reasons that haven’t yet been revealed, the four prisoners you play, are being held captive and awakening constantly, to fight their way through different sectors of the complex labyrinth so they can, well, GTFO. I wonder if the squad isn’t escaping but rather wakes up and goes back to the mine. That Warden, whose exact nature we’re currently not accustomed to, is led and antagonized by all while being brought along. Five Chambers told me they are making the narrative revelation to a minimum — instead of slowing down the production process to let players work together to parse it together. In 2015, that resulted from a very active YouTube community of code crackers. Nevertheless, I found out that game is pretty much successful without vast explanations of story. As for the developer’s notice on Steam, it’s very difficult. It’s like the team who made Payday 2 an easy and dark game. Work together and you need to move slowly and carefully so you can survive. You don’t take anything seriously at all, but for battle. Then your use your stealth and melee weapons to kill sleeping monsters, so you can save resources, which you burn through if there are an inevitable alarm that goes off after opening a marked door. Between searching for scarce gear and using an unicoded computer to find items you need to open the next door, the levels can be long, and they are procedurally generated, so it happens every time. Think of it as a very difficult horror-themed take on the same kind of game as Deep Rock Galactic. There are also more options and more competitions. Everything that’s being added to the final game can be broken down into whole new game options and new and improved quality of experience. I’ll discuss the options first. This item is more important than previous versions. Previously your player characters seem very basic. There’s not much evidence that the helmets are particularly attractive and brutal in advertising. Now you can unlock and edit your full characters just as quickly as you load them. The game isn’t traditional class, but if you take a load, you can build an load out to fulfill specific tasks for your teams. It should be interesting to see people adjust their clothes to suit their roles in the squad, too. I liked this bulky hooded aesthetic. However, we only had a few options for our demo. I liked this feature. I think people will like the choice for a unique character. I think that despite the horror of this game it’s worth it a little to have some custom-made armor. All of the options are still in that dark brutal aesthetic, so I think it’s a good compromise. Turn the tiger down or turn the bell, and a kunk or a thorn down! Because of the rare ammo in GTFO, the melee fight is especially important. Take out the enemies without waking them is one important concern, as is killing the individual enemies without wasting ammo. To this effect, all players have been given hammers, which they can use as melee weapons. Beginning with 1.0, the repertoire will be expanded to include one of the following: a Spear, Knife, and a Club. All of them do the same basic thing, but they only have slight differences. The Spear is slow, but has a lot of attacks and does big damage. The knife is quick and low and is not expensive, but it’s good to have speed if you use the knife to get around. They all have their own limited availability and add a layer of strategy to your character. I personally found out that I like the spear, but then again I always love it in games. I’ll say you would like some different weapons with you, and they’re expensive, because they aren’t very traditional, and have no different weapon. The eve of the National Democracy Flying Demons! Two other major gameplay features are “Zyllas” and “Flying enemies”. These are the two ways in which the developers plan to add variation into the proceduralized worlds. Let’s first talk about flying enemies, as these are easier to explain based on what I saw. All the enemies have been ground-based. There’s some verticality, but it is an assumption that the players take action with the platforms and ladders instead of the enemies themselves. It’s interesting to see how a creature flying around can change the dynamics of a fight and change the strategies you’ve got to employ. Because of the number of hours to go on, it was hard for me to see the flying creatures, but what I saw showed them making it more important to adjust for height and not just direction before setting off a door alarm. Which was certainly the design’s intent. Unlike others, dimensions will certainly turn the game into an open source game. It can even be a major selling point for the game if it takes place like it does not exist. And so I said it before, The Complex is being run by this shadowy figure called The Warden. The Warden seems the one who puts together these increasingly dangerous challenges for you, but again, the narrative is being left vague for now. From time to time, it looks like The Warden has found another way to torture his captives. When you activate these high-tech dimensional shifters, the four of you suddenly share a vivid hallucination (hologram? are we actually transported to different dimension?). Once, instead of going through a mining research facility, you try to escape a jungle or survive a sandstorm. We got a little elaboration into what kinds of shapes these are. The thing that surprised me was very funny – that all they showed me. A fox here and a fox here Make the game teemingly, soft and thorny. Out of the four major changes, there are a handful of smaller ones being introduced that will affect the game in smaller ways, but for me, they still play a significant role. All of these help keep this game up. If you play together, you need the other players to enjoy the entire experience. The first thing is that they introduced AI bots to fill teams’ empty slots. Currently, any empty spot would remain empty if you couldn’t find someone else. If you are under 1.0, you have the option of filling out your team with computer players. This means that people flying solo have the option to play with bots instead of using the matchmaking method. I didn’t have a chance to play with the bots, but I was told they have absorbed a lot of time and eagerly demanded they roll them out. They’re getting to understand themselves right now, so I knew I had started to get opinions on how well they function. It’s been all-around improved to make it easier for a team to form with humans if that’s your preference. He seems to have fallen in love with his way of communication. Out of that, two communication enhancements will help reduce the burden of trying to communicate with random users online. One is that there are now options for in-game squawks you can pick for your team. Because when you play online and someone who doesn’t have a microphone is joining your game, you can speak with them and tell them that through a chat wheel that lets you tell people and ask them to communicate what you want to say and say dozens of times. This communication wheel is the other feature. This game will translate these squawks into your teammates native languages. And, as a English speaker, I could communicate with Spanish and French speakers simultaneously. It’s something that reduces the number of visitors, thus eliminating the issue of regionality. It’s a very good choice that this game is being looked for for the industry all the time and could improve on the problem that it could lead to. In a cup of sugar, doctors are able to keep the medicines down. It is a definite advantage of those smaller functions since checking point doors are included. They are optional now and if you want to maintain the game as hardcore as possible, you can leave them off. You need to take over the whole task, when the whole team dies. With checkpoint doors activated, the game would save a checkpoint as you progress past certain doors and take the squad back there on death instead of restarting the entire mission. It’s a small way for the team to try to make the game easier, without lowering the whole difficulty to the players who love that challenge. I was in the game a little bit older when I thought I was able to play in one sitting when I was told that I would be forced to restart the game by going to the moment I died. Frankly we were dead a lot. So I’m excited for that choice. One last thing to do with GTFO Myself. He spoke with the team at 10 Chambers. The topic of continuing the rundown system was covered by nature. This name was used for content updates. They told me they would continue to update the game and they are committed to the future of GTFO. It won’t likely surprise fans of their work at the previous studio; Payday 2 had a huge amount of content packs released after its first launch. There are 1.0 editions on Steam available now, and in our review we have more coverage of the game coming up, and a sit-down interview where we’ll ask some pertinent questions that some players might know now after the announcement of the game.