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This week has been mostly about adding stealth mechanics to the game, which is sadly a bit difficult to show off in a screenshot... 

So far an enemy can patrol, detect you, chase after you, engage you, lose sight of you and look around for a bit, and return to their patrol route. Their patrolling is quite a bit smarter than in Didnapper 1, which I hope will make it more immersive and fun :)

More stealth features are also planned, although I won't go into details on these until I know what's possible/feasible with the system we're currently working with.

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