Sewer Shooter – Devlog #1 – Version 0.0.6 Update


Welcome to the very first devlog for Sewer Shooter!

Version 0.0.6 brings a bunch of improvements to the core gameplay and audio experience. Here's what's new:

🔊 FMOD Audio Integration

One of the biggest changes is the switch to FMOD for sound management. Enemies now emit spatial sounds, so you’ll hear their footsteps and screams getting louder as they approach. This adds a whole new level of tension and atmosphere.

🧟 Zombie Voices and Audio Cues

In the first build, zombies were a bit too silent. That’s changed – they now scream, growl, and stomp as they chase you. The audio makes them feel much more present and threatening.

🧠 Animation Variations

Enemies now have animation variations to avoid repetitive movement. This helps make encounters feel more dynamic and unpredictable.

⚡ Improved Zombie Behavior

Zombies now run faster when actively chasing the player. This adds more urgency and keeps you on your toes during escapes.

💾 Save System (Early Test)

I've started work on a save system – a critical feature for future level progression. It’s still early, so I’d really appreciate any feedback:
Does it work for you? Did your progress save correctly?

✨ Interactive Item Highlight

Pickable items now flicker slightly to help them stand out. Some containers do as well. Let me know:
Do you like this kind of visual cue in this type of game, or does it break immersion?

🔦 Flashlight

A flashlight has been added. Useful in dark corners of the sewers – and there are many.

🔫 Weapon Sound Variations

Each weapon now has its own distinct firing sound, improving the feel of combat and making each weapon more satisfying to use.

Thanks for playing Sewer Shooter!
Let me know what you think of the new features – especially the save system and visual item indicators. Feedback helps shape future updates.

Files

SewerShooter_0.0.6(Latest).rar 122 MB
35 days ago

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