Alpha 13


KEY BINDINGS : ( mapped via commonui and input actions, not displayed via hud,options widgets still in development)
Default bindings are as followed;
W,A,S,D (cardinal movement regardless of orientation) 
MOUSE rotates character and aim's via offset, Hold RMB for screen rotation.  LMB Fire
R = Reload
T = Bandage/Medikit (missing animation) 
G = Toss grenade
SPACEBAR = Jump
SHIFT = Sprint
CTRL = Crouch ( CAPSLOCK = Toggle hold/toggle crouch )
Q = Quick switch between primary/sidearm (1, 2 switches primary,sidearm)
E = Interact / Pickup
ALT = Roll (must be moving)
P = Pause
Alternative Roll (Crouch + Spacebar while moving)


This build uses FSR4 - Shader Model 5 - FXAA

Usefull Commands


` enables console 
r.FidelityFX.FSR4.QualityMode (0 native , 1 Quality , 2 Balanced, 3 Performance)
r.AntiAliasingMethod = "1" (FXAA, other options None, TAA, TSR, MSAA) 
stat UNIT (for showing gpu stats)
stat FPS (shows fps/msec)

This build  includes SM5 dx11,dx12 and vulkan shaders. 
to switch RHI you can create a shortcut to the .exe and edit properties and add the switch after the target "filename.exe" -switch
eg. ("../installdir/neodeath.exe" -vulkan)
save and run the game via shortcut. 


 

Oct 9, 2025

  • Forest 2 map refined: spawners, actors, fixes

Sep 18, 2025

  • NPC update: materials, auto-spawner, explosives rebuilt

Sep 5, 2025

  • Landscape rebuild: FXAA & FSR shaders

Sep 4, 2025

  • Targeting fix, forest mesh/materials rebuilt, landscape edits

Aug 28, 2025

  • Level spawner rebuild, building modeling

Aug 24, 2025

  • Actor spawner additions, overlap fix

Aug 21, 2025

  • Spawner/projectile updates, class tweaks, shooting range

Aug 15, 2025

  • Arcade branch redux: weapons, projectiles, shooting range

Aug 8, 2025

  • Post-process volume & light function material added

Aug 3, 2025

  • Forest 1 & 2 maps built, game modes updated

Jul 24, 2025

  • Beta 1.04: The Forest commit

Jun 30, 2025

  • Status component alpha: interface events, fixes, gameplay balance

Jun 11, 2025

  • Models replaced, materials updated, level arrangement

May 29, 2025

  • Level template, TAA, preview test

May 27, 2025

  • Template levels/content added, resized

May 16, 2025

  • Forward shading TAA fix, roll mechanic check

May 14, 2025

  • Bug fixes, asset actions, physics materials, movement changes

May 8, 2025

  • Niagara particles, new assets, loot/chest update

Apr 30, 2025

  • Level 1 major update: quality, inventory, variables

Apr 12, 2025

  • Weapon/loot finalized, widget switch fix

Apr 10, 2025

  • Widget coded: condition, quality, randomness, screen fix

Apr 9, 2025

  • Weapon foundation complete, testing done

Apr 8, 2025

  • Widget refine, weapon drop/pickup, database setup

Apr 7, 2025

  • Vending spawn fix, loot removal logic

Apr 4, 2025

  • Weapon iteration, rarity enum switch, major commit

Apr 2, 2025

  • Reload interrupt, item creation framework, fixes
  • Item rarity & color palette, roll mechanic rewrite

Mar 31, 2025

  • Modular/prebuilt setup testing begins

Mar 25, 2025

  • Dodge roll with invuln, sprint/stamina fixes, markdown testing

Mar 20, 2025

  • Projectile rebuild, AI alert, crosshair accuracy
  • Small update
  • Master Alpha 13 milestone


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