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Gunplay, movement and interaction

First off I wanted to say its so much better than before, and my experience so far is limited to most of the starting gear. I also didn’t play much before the update so take everything I say with a mega-pint of salt.

Starting off with the gunplay, each mission I have played (I have 2-3 left as of writing) has flowed really well, with the stealth mechanics making me feel like I am playing a VR metal gear game. The ability to brace guns on most of the objects to stabilize yourself for longer distance shots or bursts felt good, and the distant sound of footsteps and doors really adds to the tension when trying to sneak through. Though there are a few complaints throughout all of this, starting with hit registration.

I don’t know if its an issue with collision or with the enemies, but there are times where enemies seem to be completely intangible. one mission has a bridge with a box containing a shield nade and that was the biggest case of it happening to me. There’s a real chance I just missed, but I can swear on my pride as a gamer that I was hitting them. Barrel stuffing sometimes didn’t even work.

A funny issue I found out is with toggle hold on, pressing trigger near the LVPO has a tendency to grab the bolt with the AK, and you have to press trigger again to let go putting the LVPO back to its original state. Its also really easy to accidently grab the handguard instead of the mag, so it would certainly be nice if the detection could be tweaked slightly.

One thing that would certainly be nice to have is the ability to knock out magazines of certain guns by smacking them. With the ak especially, the muscle memory of smacking the mag out is engraved into my soul. Being able to check the chamber for a bullet would also be nice, sometimes I unload an empty mag, load a new one in, and have to play the game of “is it loaded or is it gonna be really awkward once I go to shoot someone”. Though these are nitpicks I still feel it worth making a paragraph for

Movement is probably the biggest issue i’ve had with crunch element in both versions. Though you can technically climb up things because you can launch yourself upwards, it feels super jank and I just wish you could grab any ledge and hoist yourself up. One mission has a sort of U shaped pipe area that you can totally use to skip looking for a keycard, and the room it connects to has windows you could potentially hop to, but both are really hard to access because of said issues.

Interactions almost all feel amazing. The elevator buttons, keycard readers, chests, everything works pretty well. Hacking terminals is a bit weird feedback wise, though. Like is it beeping at me in a good way? Is it telling me its on cooldown? Is it there just to mess with me?

Regarding stealth interactions, i’m curious what your vision is for it, or how fleshed out you plan on making it. Because I would adore the ability to use disguises, or worry about bodies in some hitman-esque playstyle. But at the same time chaos and destruction are some of the seemingly bigger highlights for the game, so seeing how it turns out could be fun.

I yapped a lot and am proud of it, hopefully some words were useful. Love the game and want to see it succeed. Been keeping track on twitter since I saw the announcement (I still don't get that one guy on the replies from the FPV showcase) and am excited to see where its gonna go. o/

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  • Blake

    Team•

    Jun 19, 2025

    First of all thank you 10x for the detailed feedback. This is super helpful.

    I can confirm the issue on the bridge with hit registration, it’s not just you. This will be fixed in the next hotfix.

    Will update the charging handle/scope fighting and maybe add a subtle indicator to tell the difference between the two.

    I can see the appeal of smacking the mag out with the ak or using another mag to nudge it, but there is already the option to release via button and manual grab. I suspect this could lead to unintended mag drops for other players if they accidentally hit it though. I think the press-checking to view the chamber would be very useful though.

    Climbing is an interesting case because it heavily effects the progress through the level. Previously everything was climbable including flat walls, which was fun but made it very hard to balance the level design properly. Right now it’s just ladders, window frames, and hatches that are climbable but I think there is a case to reward parkour or stealth/puzzle options too. (In that case with the pipe, it would circumvent the keycard sequence but I think it can be done if there is enough challenge).

    Definitely agree with the hacking terminal and providing more feedback of what’s going on.

    Stealth is an important mechanic but you’re right that destruction and chaos are the main focus. I’ve been trying to set up stages so they allow both playstyles (IE: a loud approach can get you through quicker, but there are more reinforcements/danger).

    Thanks again!