- New Entities - The Followers of Jerry and the Liquid Metal creature have been added to the game.
- Encounter Entities Anywhere - It is now possible to encounter entities on any level or district and not just specific areas.
- New Entity Spawn Manager - There is now a system in place that uses Fuzzy Logic to handle the spawning of entities, accounting for things like pacing and difficulty settings.
- Advanced Entity Settings - There are now detailed settings available before you start the game such as Entity Health and Entity Spawn Rate.
- Improved Entity AI - Improvement and adjustments to entity AI behavior.
New Gameplay Options for Survival Mode:
- Return to the classic Alpha style gameplay with the new option to turn off the inventory. Will make it so that vending machines and items are used instantly instead of placing the items in your inventory.
- Infinite Ammo will be a new gameplay option, allowing you to become much more lethal to entities.
- Infinite Stamina will be a new gameplay option, for if you want to glide through the backrooms at super speed.
- Infinite Flashlight will be a new gameplay option, so you aren't dependent on batteries.
- There will now be options to customize Item Spawn Frequency so you can decide how many items spawn in the backrooms.
- There will now be options to customize Item Hazard Levels so you can determine what percentage of items that spawn are dangerous.
- Entity settings have been broken into two separate options: Entity Spawning and Entity Health, for improved fine tuning of the gameplay.
- Load and Save your progress so you can pick back up where you left off.
Levels and Districts:
- District #7 of Level 0 - It features a great deal of verticality as well as plenty of mind bending non-euclidean action making it easy to get lost.
- District #8 of Level 0 - It features a highly symmetrical map with an upper and lower level. This map also features the Headquarters of the U.N.C.B.
- District #2 of Level -1 - It features a map quite a bit larger than District #1 of the first negative level.
- Level 0.1 (Empty Home) Expansion - The map Empty Home has been given a large expansion, allowing you to explore a much larger section of the map.
- The system for loading maps has been overhauled which should result in faster load times in theory.
- There is now a loading screen when you travel from one map to another which will display a thumbnail of the level.
- Many of the level preview thumbnails on the main menu have been updated.
New Mechanics:
- Landmines that trigger on proximity for both you and entities.
- Switches, buttons and levers will be added to the game which can be used to interact with the environment. They can also be used for simple puzzles and to activate traps.
- Light sensitive switches that you have to shine a torch on to activate.
- Buttons that you have to stand on to activate.
- An eyeball that you have to shoot to open a door, for example.
- Metal doors that can be opened or closed with switches / buttons / levers...
- There is now a lock-picking system which requires a box of lock picks, kind of like ammo for weapons. You start with a set amount of lock picks but have to find more. If you put too much pressure on a lock pick, it might break.
Death Screen:
- When the player dies, there is now a game-over screen that gives you a level specific ending and then ranks your overall performance using a score and a grade.
- You then get the option to respawn, quit to main menu or quit to desktop.
Weapons:
- There are now twice as many weapons in the game as before including a Laser Blaster, new Assault Rifles and Sub Machine Guns.
- There is a new vending machine for weapon ammunition.
- There is a new design for the weapons chest and the weapons chest will now spawn you a random weapon.
- Improved less glitchy weapon swapping system for when you are carrying more than two large weapons.
- Aiming down sight with a weapon will now reduce the controller / mouse sensitivity allowing for a more accurate aim down sight.
- There's a new damage system for weapons that takes into account the damage profiles of different weapons at various ranges. Before, all automatic weapons had the same damage profile.
- Each weapon now has its own unique fire rate. Before, all automatic weapons had the same fire rate.
General Improvements:
- A randomized item spawning system has been added so that items aren't always in the same place. This adds a degree of randomness to each playthrough and also allows for greater degrees of gameplay customization such as deciding the spawn frequency of items or how hazardous the items that spawn are.
- Overhaul of the pause menu in-game to allow you to adjust options settings in game.
- Respawning now doesn't trigger a loading screen and will respawn the player instantly.
- There are new vending machine designs for each of the vending machine types.
Other:
- Bug Fixes
- The Poolrooms variant of the main menu screen has been updated to look nicer.
- An additional main menu screen has been added for Remodeled Mess (Level 0.2)
Horde Mode has been delayed
Horde Mode has been delayed for the update after this one:
- Horde Mode - A new game mode where you survive wave after wave of entities, with each wave getting progressively harder to survive. You must fortify locations, open up the map, earn points and try and survive as long as possible.
- Horde Mode map variants - Every map will have its own Horde mode variant designed for the new game mode.