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Hello everyone!

Things are going well. We have 7 people working full-time in the office. There are also a lot of freelancers helping us remotely. Yesterday we compiled a list of professionals that we will need in the course of development. We are trying to stick to the plan to make the game with a small team, cozy but effective development. Will see how it goes

I would really like to show something from the game early, but we have to follow the plan and not spoil any important information.

Many people ask if there will be more trailers before the release of the playable demo. We do not exclude this possibility....when - top secret)

The photo shows how we are testing our new mockup suit from Xsence. This thing costs a lot of money, but the animations made with it are very precise and with a minimum of clean-up work.

I have updated the tiers list, now, there is a way to get yourself a spot in the game credits. Some people ask, they got the investment, why should I support on Patreon? Well, you don't have to, just want to clarify that all money goes to the development, and Patreon part is actually not insignificant if you think of it in a long scope. Developing AAA games is actually crazy expensive in 2021.

Thanks to everyone who participated in the last survey about aiming in the game, lots of useful information. At the moment, the game has a system where we can concentrate while aiming, and to ADS- we have to press an additional button (something like HUNT has(their original system))

Question for today, what features in ILL do you anticipate the most? Or maybe there is something that you wish was there but we didn't announce in the concept trailers?

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Comments

Anonymous

Good stuff as always. As for the question, what I'm most anticipating is a genuinely in-depth body destruction system. In Killing Floor 2, they have a rather robust system (boasting you can separate the average enemy in 19 places or something) but it's only really a visual thing. For ILL, I'd love it if the body destruction was functional as well as visual. For example, shooting out legs would make enemies have to crawl to you, or shooting out arms changed the way they tried to attack you. I've seen the system you guys have in place right now from the trailers and it's nothing short of amazing, so I'm not worried you'll only make it better.

Anonymous

Points for carnage. Most shooter games you get to shoot an enemy a couple of times and they’re down, but something like the OG Robocop scene where you get to shoot off pieces of the bad guys would be awesome IMO. Congrats on all the progress!

Anonymous

Can you tell us how well the suit works out? We've been debating on purchasing a mocap suit ourselves, but we're not sure if it would be worth the investment.

Anonymous

Very excited to see the gore system. Only a few games that are out today, Lasr of us 2, bloodtrail, and red dead 2 have gore that is convincing and realistic. After the test footage you guys made, and all the concept art I'm very curious to see how that will be made and translated to gameplay

Anonymous

This game should have big part about start of the illness, anxiety and hatred between people who don't know who is already infected, i'd prefer slow burn (maybye day-long chapters) before things get real fubar like in concept trailer. Anyway i wish you guys all the best, your works are best of what i've seen in pc horror in a long time. Can't wait to see where it goes, but even if you relase it in form of interactive movie or other stuff it will be cool :) Have a nice one guys :)

Anonymous

I’d like to see a clean gameplay and most of all a bloody mess when I get my hands on the first weapon 😎🤤

Fresh Socks

I would love to see a weapon system very similar to RE7 but not sacrificing realism, animations I would like to be realistic and crispy, but do what you'd like.

Anonymous

Physics, physics and physics again!

Anonymous

Excellent efforts here and remarkable artistry!

Anonymous

Yes I want more to watch

Anonymous

It would be nice if the rapid transformation of creatures in game will be accompanied by exhaust of a little bit of steam (for example, in outdoor scenes) - such an overgrowth of the tissue should lead to release of a large amount of heat. Forming a suspension of blood in air during tissue rupture would also looking good. In short - play with particles, this should add more realism.

Anonymous

Было бы хорошо, если бы заявленная механика была реализована, как это описано. В плане расчленёнки и изменения морфологии в реальном времени. Ну и хотелось бы больше реалистичности в системе повреждений в том числе и для протагониста. В том смысле, что нанесённые ему повреждения влияли бы на геймплей и его физические способности в разумных пределах, конечно. Естественно с возможностью лечения. Ну и неплохо было бы реализовать систему эмоциональной составляющей и её влияние на персонажа, как, например в "Amnesia: the dark Descent" или в "Thing" лохматых годов, где не знаешь, кто друг, кто враг и под подозрением даже ты сам...👀