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Features:
Nine unique classes with two subclasses , each with their own distinct abilities and weapons. One is bound to a specific playstyle, the other has a certain gimmick and allows for a more generalist playstyle.
Open-ended levels built around specific classes and which allow multiple ways to approach your goal and encourage repeated playthroughs. Experiment!
Predictable enemies with limited vision and hearing, as well as exploitable blind spots. But be aware, as even dead bodies will alert them, and not all are born stupid...
Melee weapons and hitscan-based guns , as well as character-specific special weapons. And sometimes, even the environment can become a weapon!
Lure enemies out by whistling - no guns required!
Enemies aren't the only obstacles! Explosive barrels, destructible walls, bottomless pits, locked doors, conveyor belts stand in your way. Master them to your advantage!
Preplanning : Don't like it? Change it! Certain maps let you customize where you want to start and which items you'd like to have spawn in the level.
Shadows will hide bodies and even a certain class. But don't get too cocky - some enemies see right through them...
Consistency: Enemies will always react the same way, doors will always behave the same way, and doing the same strategy the same way will always have the same results.
Generous enemy hitboxes that allow you to get any hit in, but smaller ones for the player, to make it easier for enemies to hit you.
Fair enemy placement that prevents enemies from sniping you from off-screen. Only exception is when you've made big mistakes or have means of dealing with them otherwise.
The option to respawn instead of restarting a stage once per floor, keeping all enemies dead in exchange for the points you got for killing them. A fair trade-off.
A non-linear storyline with multiple character arcs and motivations.
A combo and score system , encouraging speedy gameplay and retrying stages over and over to get the highest score.