Trepang 2 is an indie FPS inspired by SUPERHOT and FEAR from the main developer of the popular HL2 mod Triage.

I've just released a playable demo as an entry to the #MAKEITSUPERHOT contest! Download NOW!

Don't forget to share and tell your friends :)

Features:

  • Brutal, fast paced close quarters gunfights
  • Activate slow motion to give yourself a superhuman edge - dodge incoming bullets, pull off impossible no scope headshots
  • Go invisible to flank and sneak up on enemies
  • Deadly, powerful weapons with extremely satisfying effects on enemies
  • Aggressive, determined, tactical enemy AI who attack, retreat, use cover fire and do everything in their power to kill you
  • Chaotic shootouts involving multiple factions
  • Epic and very tough boss fight
  • Music


Slomo Shootout - Mod DB

I'll be adding and testing more features, improving graphics etc. For now I'm focusing on getting the basics right - I want the core of the game (shooting bad guys) to be as fun as possible before any other features. This means everything is subject to change, so be sure to check back sometime. If you find any bugs, or have a cool idea or request, please let me know! I'll be taking a lot of input from the community. Let's work together to make an awesome game :)

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Hi everyone and welcome to the latest update on TREPANG2. The #MakeItSuperHot contest I entered has been postponed to April 25th, so I'm (anxiously) awaiting results on that :) But the good news for you guys is that if you want to win a Radeon 480, you can still tweet for a chance!

Here's the latest screenshots and videos, details are below.

The last few weeks I've mostly focused on tweaks, bug fixes and suggestions from the feedback I received on the demo. But I won't bore you with details on bug fixes, let's get on to the tweaks and new features!

Focus Mode

First of all, the slow motion feature has been totally redesigned and is now called "Focus Mode". Not only does it slow down time, it increases your movement speed, accuracy and firing rate for some weapons. Enemy bullet speeds have also been greatly decreased in slow motion to allow dodging.

Originally (as seen in the demo) it gave you an advantage in aiming but nothing else really. Using it in close range almost guaranteed eating a lot of bullets. Now it's much more useful for both shooting and moving.

You also might have noticed the SMG shoots a little faster in slow motion. The SMG has been rebalanced to be more of a bullet hose and less of a precision weapon. This will make it more ideal for mid range encounters so it won't overlap with the assault rifle's long range role.

Glass Smashing

Projectiles, ragdolls and physics objects now correctly apply damage and physics effects on destructible objectes now - meaning you can now shoot a bad guy into glass, and they'll smash into it and shatter it. (Before, there was just a hack that a big invisible physics ball would spawn when the player or a bullet touched it)

Difficulty settings and other options

Difficulty SettingsKeyBindVideo Settings


The new difficulty settings tweaks enemy damage, player health, enemy accuracy and your ability regeneration speed. When the AI is more complete, it'll also tweak some of the AI values. There's also a "Rage Mode" - short for rage inducing mode - where enemies turn into killer aimbots.

In addition, there are also video settings to tweak for better performance, and all the keys can be rebinded if you don't like the default controls.

Loading/Saving

Load Menu


You can now save or load your game at any point now, and there's a new menu for it.

Next time...

Next update will be about enemies. That includes character models, enemy dialogue and helmets. Follow this game and look out for the next update soon!

Post Superhot Update

Post Superhot Update

News 1 comment

Update on environment art and visual style, and some behind the scenes on combat AI.

Play the TREPANG2 Demo now!

Play the TREPANG2 Demo now!

News

Get ready to slow mo shotgun some bad guys in the face! You're up against an army, but use your super powers and you will prevail. Play the demo now...

Introducing Trepang2

Introducing Trepang2

Feature 3 comments

Introducing Trepang2: an Indie FPS inspired by SUPERHOT. Use your slow motion and invisibility powers to take down an army of relentless bad guys.

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TREPANG2 64bit Demo

TREPANG2 64bit Demo

Demo

Slow down time and be a badass action hero. Go invisible and be a stealthy ninja. A fun, addicting but very challenging indie FPS. It's you alone against...

Trepang 2 Demo 32bit

Trepang 2 Demo 32bit

Demo

WARNING: THIS VERSION IS NOT FULLY SUPPORTED! Download at your own risk.

Comments  (0 - 10 of 17)
wilsonC Creator
wilsonC

Been working on NPC/AI stuff and environments. Look out for an update soon!

Reply Good karma+2 votes
FunMasterNew
FunMasterNew

Cool game

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Syrbe
Syrbe

I found a bug Imgur.com
I died and that that popped up
I also needed to restart because it would also crash if i would press "Last checkpoint it also crashes.
I have restarted the game and it works again

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wilsonC Creator
wilsonC

Hi thanks for playing and I'm sorry about the bug. Do you know around which area it happened in? Was it the room with the brown wooden boxes by any chance? I thought I fixed it but I guess it's still popping up. I'll look into it soon.

Reply Good karma+1 vote
Syrbe
Syrbe

It happend in
Imgur.com
But its close to the boxes room

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wilsonC Creator
wilsonC

I'm sorry but I can't see that picture, can you upload it to somewhere else? Was it in the room before the room with the wooden boxes? Thanks.

Reply Good karma+1 vote
Syrbe
Syrbe

Yes, it happend in that room

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wilsonC Creator
wilsonC

Okay thanks, I'll look into it.

Reply Good karma+1 vote
Merser433
Merser433

Looks awesome, but lacks movement, and the player is a bulletsponge. (I know that it's hard already, but that's because you can't dodge anything, really, all you can do is fire and hope that enemies' huge bullet spread will spare you)
You should just experiment a lot more, don't just copy AAA shooters and add your stuff after that, their devs don't care about game design at all. For example, stopping the player from firing while he's running is just pointless, there's no benefit to anything in the game that this awful "feature" can give, it just makes the game slower, and slow is not how you want the game to look in realtime (superhot failed completely at that, replays look as slow as the gameplay (i don't have anything against the slow gameplay in it thou, because the pacing can always be "medium" if the player wants), shame).
Are you planning to continue this even if you fail (i'm sure you won't) at the competition?

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wilsonC Creator
wilsonC

Hi there, thanks for playing and offering constructive criticism.

Yes I agree about the player being too bullet spongey. The enemies accuracy is a bit too random and their bullets need to be a bit slower in slow mo, it's too hard to dodge in the tighter encounters. It was challenging balancing both those variables (I actually made them into console commands cause I couldn't stop tweaking them) for both close range and long range fights. I plan on looking into this more and perhaps scaling accuracy, burst length and bullet speed over distance so the bad guys can have the same effectiveness at any range.

As for sprinting, I actually added this ( and ironsights) after a lot of hesitation and testing other alternative means of adding risk vs reward to the game, which IMO was a big fun factor in SUPERHOT. Originally you were always running fast and there were no ironsights(people were so polarised about ironsights in my last project so I was totally against doing it again), but this gave you only one way to play - run and gun as fast as you can - there's no reason to try anything else. Sprinting gives you a risk vs reward choice of moving fast but being defenseless, vs being a slow and easy target but being able to shoot back (and ironsights adds a third option, of being accurate but very slow).

I'm going to spend about a week catching up on sleep, food, exercise and vitamin d, then I'll play the other entries and go back to work on this project. Thanks again for playing and feedback. I look forward to trying your game as well :)

Reply Good karma+1 vote
Merser433
Merser433

"Sprinting gives you a risk vs reward choice of moving fast but being defenseless, vs being a slow and easy target but being able to shoot back"
Didn't think about that, but that doesn't change my opinion, because you're removing run and gun instead of trying to tweak it's importance with different elements, or expanding covers system(you won't believe how hard it is to be tolerant here for me, i'm so hateful of that stuff c; ). And i don't understand what's your problem with run and gun, it's literally twice more gameplay than this "toggling between tasks" sprint system gives, and could be thrice if you expanded verticality aspect. BASICALLY, THE MORE SH~T THE PLAYER HAS TO PRESS IN ONE SECOND, THE BETTER. GAME DEZEEEEEEEEEGN!

Reply Good karma Bad karma+2 votes
wilsonC Creator
wilsonC

Haha no worries, I'm always up for a friendly discussion.

I think run and gun is fine and works well for a lot of shooters. Especially in Titanfall 2 where IMO they did a perfect blend of tactical shooting with old school FPS movement.

But just like the gameplay in SUPERHOT, I wanted the player to always have multiple options and part of the fun is making quick decisions (and sometimes making mistakes and laughing at yourself).

For example:I see a bad guy, do I go invisible and hide, or go slow mo and shoot him, or sprint to a better position and snipe him, or stay put and wait etc. It needs a slower pace and each action needs pros and cons to facilitate that, especially in a 15 minute demo where there's no time to "practise".

Originally before sprinting and ironsights it was faster paced and the AI were very accurate. Personally I found it fun, but I could tell from watching others play that they found it shallow and repetitive (I might actually post some videos of these in an article). Players died because they weren't fast enough or their aim wasn't good enough. After slowing down the game and adding ironsights, sprinting and superpowers I noticed players were more engaged in the game because they were always thinking about what to do next. They'd die, but rather than say "ok cool game, that's enough", they'd quickly hit the restart button and try it again with a different approach.

But yes I agree with you 100% about the lack of verticality, it's basically Wolfenstein. I definitely want to experiment more in this area and I do want to try teleporters, gravity lifts etc instead of boring ladders and stairs.

Reply Good karma+1 vote
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Trepang2
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