What's new

It does have to be in one mission, which means the monumental task of either running a mission with lots of zombies and intentionally dying to keep kill count running, or running in and out of the mansion in mission 2 killing the respawning zombies and dogs over and over again.
Either way, ammo may become an issue unless you get lucky with consistent ammo drops, so the CQC moves may need to be mixed in to conserve ammo.
ah thank you for the answer. Ammo would probably not be an issue, the dogs seems to drop ammo quite well.
 
What enemies are in the game? I know regular zombies are in, dogs, what else?
 
Anyone able to provide a summary of the latest dev report + release date post?
The last dev diary was quite short, but gives a good idea of the state of their project/futur objectives. Also they announced that something will come out soon, some unknown project.



Hello everyone!
A new report for you is here.
Sorry for the past week’s missing report, but things are really shit on house lately, so it’s hard to get time out even for the report. And what’s worse, I even lost internet now… smh. This is Mr.Versus taking notes on what I’m saying so he can then paste them for you to read XD.
Anyway, to the point. I don’t remember where I left off in the past report, but thing is, I finished lots of things related to the rework being made to animation/weapon system and right now I’m on one of the things I “love” the most: animations! This time for the new weaponry. Good thing is that I’m almost finished with those so it would be a matter of finishing the few ones left and import them to the project to test and see if they get the ok.
Now, onto the overall progress for the next release. At the start of the working for this new version, I divided the required work for it on 4 big/main tasks, including fully testing all the mechanics to see if they worked as previously for the new engine version used (yeah, some stuff can’t be tested by just releasing a version, like we did with the latest revision release). But without going into much (boring) details, I can say I’m on a very advanced stage of the 3rd main task, which is related to the new weaponry and the necessary changes and adaptations for it. And then, what would be left, is the 4th main task, which is the one we mentioned previously, related to the additions for the Sexttack system, including (the very asked xD) some new animations.
And well, this is it for this report.
Please make sure to take care and stay safe <3
See ya in the next one.
-Meguido
 
The last dev diary was quite short, but gives a good idea of the state of their project/futur objectives. Also they announced that something will come out soon, some unknown project.



Hello everyone!
A new report for you is here.
Sorry for the past week’s missing report, but things are really shit on house lately, so it’s hard to get time out even for the report. And what’s worse, I even lost internet now… smh. This is Mr.Versus taking notes on what I’m saying so he can then paste them for you to read XD.
Anyway, to the point. I don’t remember where I left off in the past report, but thing is, I finished lots of things related to the rework being made to animation/weapon system and right now I’m on one of the things I “love” the most: animations! This time for the new weaponry. Good thing is that I’m almost finished with those so it would be a matter of finishing the few ones left and import them to the project to test and see if they get the ok.
Now, onto the overall progress for the next release. At the start of the working for this new version, I divided the required work for it on 4 big/main tasks, including fully testing all the mechanics to see if they worked as previously for the new engine version used (yeah, some stuff can’t be tested by just releasing a version, like we did with the latest revision release). But without going into much (boring) details, I can say I’m on a very advanced stage of the 3rd main task, which is related to the new weaponry and the necessary changes and adaptations for it. And then, what would be left, is the 4th main task, which is the one we mentioned previously, related to the additions for the Sexttack system, including (the very asked xD) some new animations.
And well, this is it for this report.
Please make sure to take care and stay safe <3
See ya in the next one.
-Meguido

I've seen that one, but there was another one that came out yesterday.
 
I've seen that one, but there was another one that came out yesterday.
They've been teasing an halloween project, the last dev diary was about that :

Hi my dears!
This is the 3rd dev report for this short project and also the final one.

As so, I'm going to make it quick:
-All 'visuals' are done and set in place
-All Audios (sound and music) are done and set in place
-All FXs are done and set in place

So, basically, everyting is done except for the "credits screen" that I need to update with FOX-HOUND supporter's names.
With all of this said, this is the release date for 0:

10-31-2020-- Halloween day!

I'll give you a new hint:
-1-This project is not related to Bioasshard.
-2- This project is NOT a game.
-3- [new] This is a horror related project.

With that said I'll leave you with a new screenshot,
1.png


Regards <3
 
I played the game and i had trouble with the frame rate, in the sewers section in missions 1 and 2 but mostly in mission 3, even on low graphics. I don't know if it's because of my pc, but i hope it can be fixed, because that would really improve the game
 
Dev diary for their project 0, not really bioasshard but since it's from the same devs I figured people would like to see what it's about :

Here it is, this small 'thing' called 0 As we said before:

  • 1-This project is not related to Bioasshard.
  • 2- This project is NOT a game.
  • 3- This is a horror related project.
In additon, this is at the same time a short-movie and a teaser for future projects.
If you have 3 minutes to waste enjoy it and have a nice Halloween!
Hope you like it ;)
In a near future we'll writte a post explaining what the hell this is XD

And now we're going to take a break for this weekend. We need to recover some energy and watch some horror movies, see you soon <3

DOWNLOAD
--0

Bye~

To be honest it was a bit disapointing, being teased for a teaser, though I'm stil curious about what they are working on.

I played the game and i had trouble with the frame rate, in the sewers section in missions 1 and 2 but mostly in mission 3, even on low graphics. I don't know if it's because of my pc, but i hope it can be fixed, because that would really improve the game
That's weird, my framerate usually suffers when I'm outside in missions 1 and 2, sewers and mission 3 are mostly fine.
 
That's weird, my framerate usually suffers when I'm outside in missions 1 and 2, sewers and mission 3 are mostly fine.

Yeah, my PC fans starts going off when there's rain and particles. The fan noticeably goes quieter when I'm not in the rain.
 
I played the game and i had trouble with the frame rate, in the sewers section in missions 1 and 2 but mostly in mission 3, even on low graphics. I don't know if it's because of my pc, but i hope it can be fixed, because that would really improve the game

Dev diary for their project 0, not really bioasshard but since it's from the same devs I figured people would like to see what it's about :



To be honest it was a bit disapointing, being teased for a teaser, though I'm stil curious about what they are working on.


That's weird, my framerate usually suffers when I'm outside in missions 1 and 2, sewers and mission 3 are mostly fine.

Yeah, my PC fans starts going off when there's rain and particles. The fan noticeably goes quieter when I'm not in the rain.

The game is a bit resource hungry if you don't have at least current gen hardware then it will likely have framerate drops. My mid 2000s laptop runs the game around 15-20 fps, which I am accustomed to. I have lower fps inside the sewers which is likely because of the rendering of the water's perpetual motion and multiple zombies clumped together in a small room. Outside the sewers the environment is static and does not need much rendering once they are loaded, rain in video games in general almost always heats up your machine a bit more because your pc individually renders each rain drop continuously, depending on how the dev optimized it.
 
Been playing the hell out of Rev2 and Rev3 once I found the link. Between the pistol, the knife and the melee attacks the gameplay is varied enough to be fun, you're not just waiting for the next sexy moment.

Julia looks great, although the eye color is a little too bright, and I kinda wish for a little more movement in the chest.

Bugs found:

Probably reported before, but doing finishers on enemies on uneven ground (map 4 mostly, and on stairs) sometimes don't make contact, or make contact but don't make an impact sound. Usually you've got time to reposition and hit them again.
Doing Front or Behind attacks after stunning an enemy with a shot to the face or leg has to be done a walking pace, because if you run you overshoot as if the zombie teleported behind you.
Regarding finishing off enemies on the ground, it would be nice to have more moves. A boot stomp, a crouch-and-stab, and grab-and-necksnap. The backflip is nice, but you see it over and over again.

You can't climb ladders with ammunition equipped. Shouldn't be a problem because there's no reason to equip ammunition.

The unshootable emblem in the bottom of the red zone has already been reported. Damn stalagmites.

I managed to get Julia trapped in a sex animation. There was an enemy on the ground with a prompt to finish him, and Julia got grabbed by another zombie at the same time. I hit the button to finish the grounded zombie, and nothing happened. When the sex animation started, it was impossible to escape, hitting the button did nothing. It was just a normal zombie, not a Fat Man.

The frames of Julia's sunglasses change color from white to black when you change the color of her scarf. The black frames actually look better.

Some things that would be nice:

A camera zoom in-and-out for standard (not aiming) gameplay.

The ability to Unequip the pistol. Julia has an unarmed walking animation that is completely different from the others, but you can only use it if you have an empty slot in your inventory. I'd like to just be able to holster the pistol instead by hitting the appropriate inventory button.

Give Up, instead of Death. When Julia hits zero health, instead of dying you enter a "Prey" state. Enemies no longer attack to damage, they only grab, and you can't fight them off at zero health. So if anything grabs you, it's as bad as the Fat Man and gives you a Give Up screen.

Keep up the good work. I'm loving what's here so far.
 
For anyone going for the 203 kills outfit, I recommend having an external means of counting kills. As far as I could tell it does not give a visual indicator of when you unlock it like the 100-kill unlock does.
Just did the back-and-forth method at the mansion on mission 2, and after over an hour of grinding I said 'fuck it', I finished the mission, and ended up overshooting by about 100 kills according to the stats screen (whoops).
As a point of reference, the mansion has 5 dogs in the entry area (plus 1 snipe-able zombie up above), and 4 zombies right outside the mansion entrance. Up to 20 cycles of these will be enough, disregarding any other zombies you kill during the mission.

I'm considering trying for the emblem unlock again, I've screencapped all but 1 of the emblems, which continues to elude me. And I'm curious to see if the stalagmite emblem can somehow be shot from above somewhere.
Edit: Nope, completely closed off from above, shit's broke til they fix it. Something that could've been avoided with a little it of play-testing, but I guess that's what we're here for. :rolleyes:
On one of the other more elusive emblems, there's one at the end of the off-shoot tunnel of the yellow section with a fat man (an area I've ignored until recently cuz that asshole will chase you through the whole cave system), the emblem is outside facing the dead end room's entryway. I'd recommend leaving this emblem for last.

Lastly, does anyone know if unlocking Secret Outfit 1 (complete the 4 missions at full hp) was fixed in rev3? I'd prefer not having to slog through all of them again and receiving nothing, despite ensuring hp was topped off before finishing each mission.
 
Last edited:
Is there a guide or an walkthrough to find the emblems? I would love to have the r3make outfit.
 
While I have compiled screenshots of 44 out of 45 emblems I've found, it's a moot point to post a guide when one of them is blocked by a stalagmite's oversized hit box in the current version.
Even if I knew where the last emblem was and posted their locations, the outfit is still hard locked behind a map bug. You would hope they would play test these things before releasing, but...
 
Have the requeriments for this been lowered a bit for potato userd?
 
Back
Top