You are a member of scout squad, which got an order to descend 9700 meters below sea level and investigate what happened with subocean mining & research facility Locke Indutries after losing contact almost 4 years ago.
And this is where the gameplay starts, where you in role of a scout and engineer mining your way deeper and deeper into the mine, using machinery and equipment. And actually, something in this mine was off..
Game features some gamemodes, which mix up the ordinary gameplay. Gamemodes also have pre-set seed, which are used by speedrunners for competition. Every mode has some parameters that you can edit, for example:
Easy – 10
Medium – 6
Hard – 1
Hardcore – 0
You can also edit seed and monster quantity.
Find the data-disk
You got a beacon, which gonna help you in finding the disk. Follow it, because it’s the only way to find it.
Clear the Area
Here you’re equipped with movement detector, which shows up monsters movement. Detector works only if monster moves.
4 Engineers, 4 Reactors. Don’t let them to overheat by dropping stabilizers into unstable reactor, otherwise everything going to blow up.
Escape the Sector (Only Remote Play)
Currently, this mode available only through Remote Play, means you need to have a gamepad. But anyway, you just need to escape with your friend.
Movement system almost didn’t changed since alpha demo, from first look it seems realistic, but has its own problems.
Cut animations are still a thing, but when you’re going to move with your weapons, while stumbling into a small slope, you’re risking to undrawn your weapon. Fall damage only has 2 outcomes, either you don’t take any damage, or you die instantly. With a bug, while you crawl you can fall like you’re going to die, but actually you’re just going to stand up. Fall could become deadly from approximately 5 meters.
Irreplaceable tool in this hellhole. You can attach to almost anything, but not metal. You also can’t attach to a vertical wall if you’re going to stand almost below it. You can also swing and do various tricks, one of them is grabbing the edge in midflight, it’s pretty risky though. You won’t attach if your speed will be too high.
Differences between hook, rope and zip-line.
Hook, as is, universal. Good for most surfaces. If the mine will be too long and too big, you either will slam into the wall or just hang above without an opportunity to escape your trap. This is where Zip-Line comes in handy.
Rope was made as helping hand to engineers, but if you want, you can use it for your own goals. During ascend or descend you can’t draw any gun, even if you fully stop, so this variant isn’t for everyone. If the hole will be too small, our rope will just hang on the other edge and became a useless Zip-Line.
Zip-Line, as we already know, used for long and wide caves. Like with rope, you can’t equip your gun, even if you fully stop. So be careful. You can only set 1 Zip-Line per mission, placing second one removes first one.
Core game feature. Pistol or rifle, your laser will shake, on engineers even more. But, there’s a bug when engineers aim doesn’t shake at all, happens rarely and spontaneously. Sometimes during intensive firing laser could disappear, but moving in any directions places it back.
Interesting Fact: when the game only came out, unable to reload on your hook was a feature, in first patches it was changed, and now you can fully reload, but, most players didn’t liked it, because that made game more easier and casual. Developer removed this feature because he thought it was annoying for players.
Bots and monsters are very primitive here, only if the bat responds to shots and grappling hook. Holding CTRL you can order your character to move in a specific direction to the first edge. Bots are still unable to defend themselves against monsters.
One of the most Interesting aspects of the game is using industrial machinery. Only engineers can operate them, they also become invulnerable for gunshots and monsters while being inside any of machinery.
I think everyone encountered this problem: steel cage is swinging too strong. Solution to this problem is easy; you just have to at the moment of swing ending, hold corresponding movement button.
Another one is bad magnets. It’s the level design problem, so we gotta wait for a fix. While moving out of this cage with bad magnets, you have to press movement buttons shortly and rapidly. It still doesn’t guarantee you won’t fall, but better than nothing.
Interesting Fact: playtest had one soft-locking bug, which broke game walkthrough. If you will place zip-line at the steel cage’s way, you won’t be able to move through the rope. In that time you couldn’t remove Zip-Lines.