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GROSS – Change log

Coming soon

Changes/Features

  • Changed the default key for submitting feedback from F12 to F1, because F12 is used by Steam to take screenshots (d’oh!). Existing players need to manually rebind they key or reset their keyboard bindings.
  • Reduced the brightness/intensity of the Tesla turrets sparks. Seizures caused by this visual effect will now be substantially milder.
  • New option to automatically send reports for internal crashes. You can activate this in the settings under “Game -> Automatic Crash Reports”. If this option is checked, the game automatically sends a report when there an exception happens somewhere in the games code. The report contains the same data as when you submit feedback manually (screenshot, PC specs).

Balancing

  • Reduced the Tesla Turrets maximum distance to 9 meters (6 squares), because someone had to use them in a way not anticipated by the developer and ruined it for the rest of us. Thanks, someone.
  • Increased the damage for the FMJ ammunition for both snipers by 25%.

24.05.2022

Bug fixes

  • Explosive damage did not always affect the green “goo” blobs that incapacitate the players turrets. In fact, “never” is the precise word for it, although “not always” is also technically correct.
  • Fixed bugs in the construction system that made it hard to target existing constructables (like turrets) behind a preview (green/red) constructable. This is hard to explain. Construction should be slightly less clunky now.
  • Enemies hit by explosive bullets (default ammunition for the two sniper rifles) were affected both by knockback (intended) and knockdown (unintended), which kept the proper animation from playing and looked silly. Only knockback is applied now, which looks a lot more serious.
  • Minor performance improvements.
  • Minor bug fixes.

Changes/Features

  • Current threat level (how angry is the tax man) is now displayed in the UI in the form of 5 stars. This will make it easier to understand when and why Combat Drones spawn. This will not make it easier to not get angry at Tax Drones.
  • When interacting with a saved loadout (backpacks), you can now see in detail which items are in the loadout, which ones you’re carrying, and where there are differences.
  • The backpacks with the saved loadouts now have arrows to interact with in order to save or load a loadout. The bin underneath to reset your current loadout now has an “X”.
  • Disabled text tutorial when entering HOME for the first time. There was too much text that didn’t explain things very well. Who reads anymore these days anyway? No one, that’s who. I bet even if you clicked on this link to read this change log, you gave up long before getting to this point. Good for you! There are better ways to spend your time.
  • New neon hints in HOME that mark all areas of interest (like the map, the saved loadouts, etc). The hints can be switched off at the barn door. Some people might say this got out of hand, but I disagree.
  • The option “Enter Main Menu At Start” is now disabled by default. Existing players can disable this by going into the menu (press Escape or visit the menu in the barn) and going into the “Game” category.
  • Changed lights in TUTORIAL to a yellow that’s less yellow than the previous yellow.
  • (Internal) Completely overhauled construction system to work on slanted/rotated surfaces (necessary for future levels that are in the works). This should not affect demo players, but if you build something and it ends up upside down, this would probably be the reason. If that happens, please press F12 and vent your anger, ideally in a descriptive way that helps us fix the specific issue.

Balancing

  • Reduced lifetime (15s -> 10s) and health (400 -> 300) of the green “goo” blobs that incapacitate the players turrets.
  • A few tweaks to the threat system:
    • Killing a Tax Drone generates 1.1 stars of threat.
    • As soon as the threat level hits 3 stars, Combat Drones start to spawn.
    • As long as the threat level is above 3, a new Combat Drone spawns every 45 seconds. (30 seconds at 4+, 20 seconds at 5).
    • Killing a Combat Drone reduces the threat level slightly (0.5).
    • If the player stops shooting Drones for a while (that includes Combat Drones), the threat level will start to go down on its own, very slowly.
    • At the end of each attack wave, if the threat level is above 2.5, it is reduced to 2.5 and all Combat Drones pull back.
  • Missiles from Combat Drones deal a lot more (collateral) damage to Zombies now. Having said that, if you’re relying on them as a source of damage against Zombies, I commend your creativity in playing this game.

26.04.2022

Bug fixes

  • Increased performance in level DEAD END.
  • Minor bug and performance fixes.

Balancing

  • The cost of upgrades was prohibitively high, which was not intentional. Upgrades become more and more expensive, because if you upgrade both damage and attacks per second, your turret becomes more powerful than if you only improve damage. However, the current system went too far.
    • Old: Each upgrade increases the the cost of the next upgrade.
      For example take the missile launcher with a base upgrade cost of 150$ and a multiplier of 1.5:
      The first damage upgrade cost 150$, the second damage upgrade cost 225$, the third damage upgrade cost 338$. The next upgrade (to its range, for example) would then cost 506$
    • New: Stat upgrade costs are now based on the number of different stats that were upgraded.
      For example (again with the missile launcher): The first upgrade to its damage cost 150$. The second upgrade to its damage still costs 150$. If you also want to upgrade its range, then this upgrade will cost you 225$ and raise the cost. So after buying damage and and range upgrades, these upgrades (damage and range) will now cost you 225$ a piece, and upgrades to a third stat (like explosion range) will cost you 338$.
    • If that doesn’t make any sense to you, here’s the TLDR: Turret upgrade costs are now a lot lower and actually make sense.

24.04.2022

Bug fixes

  • When pressing H for a long time to constantly show the key bindings, and afterwards picking up a piece of equipment or a weapon, the icon for that equipment/weapon slot still faded after a few seconds.
  • Clicking on “Credits” left the settings menu in an inconsistent state.
  • Melee attacks are no longer possible during the construction phase. Why would you want to attack anything at that time anyway?

22.04.2022 Steam release (Demo)

The GROSS demo was released on Steam.

20.04.2022

Bug fixes

  • ATM turret upgrades to cash processing speed didn’t always apply.
  • Grenade launcher did not damage drone in Tutorial level.

Changes/Features

  • Changed cash attachment behaviour for “deposit” (long press) mode:
    • Old: Shooting a bullet with cash results in a pile of cash at the location of impact. If there’s an ATM in range, the ATM can then pick up the cash.
    • New: Shooting a bullet directly at an ATM instantly transfers the money into your bank account. The full amount of cash is transferred, even if the ATM hasn’t been upgraded. Any other impact results in the old behaviour.
  • Change cash deposit grenade (double click of the cash grenade equipment):
    • Old: Throwing a cash deposit grenade results in a pile of cash at the location of impact. If there’s an ATM in range, the ATM can then pick up the cash.
    • New: The cash deposit grenade has a range of 3 meters. If there’s an ATM inside that range, the money is instantly transferred into your bank account. The full amount of cash is transferred, even if the ATM hasn’t been upgraded. Otherwise, the old behaviour happens.
  • Changed speed at which a cash attachment puts cash in a deposit bullet (long press):
    • Old: 25% of the players maximum cash is transferred per second. If the player has loads of cash, that’s taking ages.
    • New: 50% of the players actual cash (at the beginning of the action) is transferred per second. So, if you have 500$ on you, after 1 second 250$ are loaded onto the bullet.

14.04.2022

Bug fixes

  • ATM could be activated from up to 20m away. This is not intended, as the ATMs range to pick up cash is a lot shorter. Activation distance has been reduced to 5m.
  • After killing a Zombie while it was frozen, its state wasn’t properly reset. When reusing this Zombie at a later stage, the Zombie might still be frozen at its spawn point.
  • Settings (Escape) UI wasn’t tracking mouse input correctly in all situations.
  • Various small bug fixes. So many bugs. Oh god. Let’s hope no one noticed.

Balancing

  • Sniper Turrets damage was way too low and has been massively increased.
  • Fat Bertha damage increased.
  • Mortar damage increased.

Changes/Features

  • New interactive tutorial for construction and combat.
  • Backpacks now contain default loadouts that provide a good base for different play styles.
  • New shooting targets added to HOME to better practice and demonstrate the effects of different ammunition types.
  • Cash pickup grenade now implodes (sucking in cash) as soon as it hits something.
  • In the construction UI, “number of targets” has been changed to “area damage”. It’s a simple yay or nay information.
  • In the construction UI, stats that don’t apply to a certain constructable (e.g. “Damages cash pickups” for the fan) are not displayed anymore.
  • In the construction UI, traps now show “number of applications”, indicating how many times they can be triggered before they break down completely. (Currently that’s 5x for barbed wire, 2x for bear traps and 1x for everything else).
  • Updated description of tesla turret to point out that damage and slowdown of an electric curtain are averaged between the two tesla turrets involved in building the curtain.

11.04.2022

Bug fixes

  • Various small bug fixes.

Balancing

  • Increased shotguns incendiary rounds burn damage, which wasn’t inline with buckshot damage. As a rule of thumb: Incendiary rounds deal only 50% of the damage of buckshot and have no stopping power, but burn for 10 seconds and can cause 25% more damage than buckshot over the entire duration.

Changes/Features

  • Revamped all ingame UI.
    • Interaction (like start wave, construct, rotate, enter settings, …).
    • Construction/Upgrade UI.
    • Pickup loadout items like equipment and weapons.
    • In all cases it is now easier to read, less colorful, easier to understand with more explanations, and in the case of the weapons with vastly more information. Generally speaking it’s more betterer.

04.04.2022

Bug fixes

  • Equipping equipment in one slot and then equipping it in a different slot led to situations that were a bit less than optimal (UI didn’t show the proper availability anymore).
  • When unarmed, melee combat and throwing objects (grenades, teleporter) was not possible.
  • Healthbars were not displaying correctly at low health.
  • It was possible to jump and stay on top of Zombies. This is no longer possible. No more Zombie crowd surfing for you, no sir.

Balancing

  • Zombies now drop more cash in Easy and Normal, the same amount in Hard and less in Ultra difficulty.
  • Joggernauts, Feeders and the-big-green-yoke-that-I-havent-found-a-name-for-yet have had their health points slightly reduced. Smaller zombies as well as the Vanguard are not affected.
  • High Explosive Grenades from the GLA (player held grenade launcher) and High Explosive Rockets from the RPG (player held rocket launcher) now provide instant kills against all kinds of drones, even when fully shielded. Airburst and cluster bombs are unchanged.

Changes/Features

  • When exiting the game, your loadout is now saved. After starting the game, your last loadout is applied.
  • There is now a garbage bin by the loadout backpacks that allows you to reset your loadout (back to empty handed).
  • When starting a level, display a warning when no guns are equipped.
  • While you’re in the barn at HOME, your movement speed is capped to a manageable pace. As soon as you step outside, the movement speed based on your gun is applied (which could be very fast if you’re only carrying a handgun).
  • There is now an option to switch aiming between Hold and Toggle.
  • Icons with mouse buttons highlight the intended mouse button in red now, to better show which mouse button is actually bound to the action. I said mouse button a lot now. Mouse button.
  • Flipped the default bindings for looking up and down with a controller. Now “Right Stick Up” looks up, and “Right Stick Down” looks down. In order to experience this change, you need to reset your key bindings.
  • When binding a key/button/stick, all existing bindings for the same “axis” are automatically removed. Examples:
    • An action is bound to “Mouse Wheel Up” and you are binding this action to “Mouse Wheel Down”. The previous binding for “Mouse Wheel Up” is removed.
    • An action is bound to “Left Mouse Button”, and you are binding this action to “Right Mouse Button”. The previous binding for “Left Mouse Button” is removed.
    • An action is bound to “Right Stick Down” and you are binding this action to “Right Stick Up”. The previous binding for “Right Stick Down” is removed.
  • Changed the default Master Volume from 100% to 60%. This will only have an effect on people playing the game for the first time.

27.03.2022

Bug fixes

  • Saving highscores was not possible, because the communication with Steam crashed. The game can’t properly connect to Steam, because your Steam account doesn’t own this application (GROSS – demo). This also led to strange behaviour when starting a game (mouse cursor disappearing). This is only an issue because the current Alpha build is not distributed via Steam but goes directly to the testers.
  • The wrong weapon was highlighted in the UI when switching weapons using hotkeys (1-4) instead of next/previous (mouse wheel).
  • Switching weapons or adding attachments to weapons after selecting them using hotkeys (1-4) didn’t work reliably. This problem was based on the same issue as the previous bug.
  • Dying in HOME (which is only possible when using the Stim equipments overdose) led to a level end screen. Now, dying in HOME leads to you coming back to life in a safe and comfortable environment.
  • After returning to HOME, no gun was selected.
  • More minor bugfixes

Changes/Features

  • Main Menu: It is now possible to switch from one category (like Audio) to another (like Video) by using the navigation on the left. Before, it was necessary to click “Back” first.
  • Pressing the help key (H) for more than 2 seconds now permanently displays all the key bindings (press H again to fade them).
  • New setting under “Input” for inverting the vertical mouse axis.
  • New setting under “Game” to skip the main menu at start.
  • Cosmetic changes to HOME.

24.03.2022

First alpha release for extended circle of testers.