Substantial improvement




Loot System Overhaul
Reworked loot generation logic. Previously, loot was based on a fixed number of items with a max value cap to prevent overpowered drops at lower threat levels. This approach lacked precision due to multiple item data tables and inconsistent bias control. The new system allocates loot based on total value instead of item count, using existing credit values from the data tables. This provides more predictable and scalable control over loot quality. This is used for loot crates and also for the item shop.
Item Art Update
Placeholder item visuals were replaced with improved assets that better reflect the game’s intended visual style. For now all items are AI generated, but this will serve as good starting point when producing actual art.
Combat Balance
Adjusted weapon damage and fire rate for better overall balance.
Dungeon Layout Adjustment
Modified the initial dungeon room to feature a single exit positioned closer to the player spawn. This change results in more engaging procedural generation outcomes.
Save System Fix
Introduced an opening door mechanic for the first room. The game now officially starts once the door is opened, at which point saving is disabled. This resolves an issue where players could lose progress (e.g., purchased items) after failing early in a run.
Enemy Model & Physics Improvements
Updated enemy models and refined ragdoll physics. Rotation limits were added to simulate mechanical joint resistance, resulting in a stiffer, more robotic appearance. Still a work in progress, but yields more believable results.
Get Zero Trace
Zero Trace
Warp, Cleanse, Loot, Repeat
Status | In development |
Author | faxlab3d |
Genre | Shooter |
Tags | 3D, Dungeon Crawler, Loot, Procedural Generation, Roguelite, Sci-fi, Third Person |
Languages | English |
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