#gtfo-game-suggestions

1 messages · Page 7 of 1

grim reefBOT
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Suggestion from Avengerian#1504 (188082457919225868)

add a radial menu with the default key of G/middle mouse button, will have pings such as "move here" "kill this" "3 second timer (useful for sync kills on multiple enemies when the game is counting down and not the delayed voice of your teamate)" and finally the look ping which is already in the game which is the default quick tap ping while the others are in a small radial menu for quick access

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Suggestion from TheDarkfyre#8536 (314946030087176193)

revive animation

grim reefBOT
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Suggestion from TacticalDonut#7129 (81341254637465600)

input priority; not being able to reload while sprinting. Let my key presses interrupt. Let pressing Reload cancel sprinting and pressing sprint cancel reloading.

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Suggestion from DrunkenScoper#4835 (115219799725834248)

Make in-game voice chat wake up the sleepers if players are too loud near them. (When in-game voice chat is implemented.)

grim reefBOT
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Suggestion from Namae Fury#4986 (139475145210331139)
  • disconnect & reconnect
  • Add the possibility to reconnect once crashed (it's frustrating when you are almost at the and and due to a connection problem you have to start over). I would appreciate also the possibility to join an existing game.
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Suggestion from Darkcast#6253 (222404995637575690)

Protonopia friendly colorblind mode. You've thought of the left handed folks, now think of the poor folks who can't see the color red.

grim reefBOT
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Suggestion from Vashril#0001 (199726257670324225)

Reduce the volume of the load in during drop, its extremely loud in a game most people have sfx turned up to hear better in.

grim reefBOT
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Suggestion from Generation Blue#5108 (95711834291572736)

Add more forms of anti-aliasing. FXAA really doesn't help much when every room seems to be mostly metal surfaces with many lights shining on them. So many jaggies...

grim reefBOT
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Suggestion from Scoobert Doobert#1984 (247823932047097856)

I can agree to an extent that not scaling the encounters based on party members can be good, especially for the vibes you get playing, but i would love a solo or scaled campaign style rundown. Something like the current setup, where you have progressively harder levels, but persistent and scaled / designed for solo.

grim reefBOT
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Suggestion from Indian_Curry#3394 (440925612090195998)

can we have the ability to change the location of the ammo hud it just doesn’t feel right looking at the top right corner to check how much ammo I have

grim reefBOT
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Suggestion from malnord#2723 (150044976175120384)

Resources currently vanish from the terminal if you put swap them out with something else in a box. It would be nice to be able to have those items show on a LIST command.

grim reefBOT
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Suggestion from Jadebats#8755 (173637265346527233)

I think it'd be nice if team members also appeared in the bio scanner. It would really make it more useful and useable in a team. Instead of trying to gauge how far a hidden sleeper is from someone with your eyes, you could use the scanner to relay how far they are. Possibly using the same colors the team appears on when looking at the map.

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Suggestion from Kasrkin40#0539 (130141611425267712)

make the ability to quick rotate turrets by walking up to them and presing E. So if you're facing one direction but the barrel of the gun is facing you it'll flip 180.

grim reefBOT
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Suggestion from haddedam#4037 (188740460167168001)

harder difficulty mode for more replayability without having to do too much work. Changes like: more enemies, being downed lowers the max health you regenerate to forcing to use medkits, more limited ammo, failing a hack alerting entire room and so on

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Suggestion from Dia Arazkus#2158 (95228401916321792)

explosive canisters. Not very common with smaller ones being able to be picked up. Larger ones stationary but of you blow one up when there is no horde depending on the size depends on how big the canister is. Large would be like a scout radius a small would be the same room or same and one adjacent room depending on hos close it woulf be near a wall

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Suggestion from Roxx#7314 (208891401751101441)

minor increase to lighting, and slight changes to fog density. The Fog is an extreme condition in Dark areas, making it almost impossible to walk through when sleepers are in abundance.

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Suggestion from haddedam#4037 (188740460167168001)

briefing for what the mission entails so you don't walk into C1 with a bioscanner and a sniper rifle

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Suggestion from Kuroneko#6454 (178454881206534144)

Can we have different mouse sensitivities for looking and aiming in next updates? Or have checkbox for slow/don't slow mouse while aiming. Pls. it's extremely annoing then you usually play competitive games on low sens and have same low sens for aiming.
And here game forcing me to aim SUPER slow or change my basic sensitivity for too fast for ability to aim with comfort speed.

grim reefBOT
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Suggestion from conno97#3769 (283782233779732491)

could we have more options with us items such as glowsticks? I thought it would be really cool if you could attach them to you and your team's melee weapon so you could move near and around enemies with some light!

grim reefBOT
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Suggestion from Duuyte#9147 (393332848859283457)

your idea More weapon variations other than the standard 'bullet' type weapons. Flamethrowers and grenade launchers would be amazing maybe as an unlockable or special pickup? Or wire bombs like concertina wire would make for excellent deterrent against enemies but would also block your own escape route. High explosive grenades etc. Even the fire from the flamethrowers could be a deterrent to both enemies and players?

grim reefBOT
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Suggestion from haddedam#4037 (188740460167168001)

ability to draw on map permanently and take notes on map permamently. Map drawing is useless right now

grim reefBOT
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Suggestion from Forest Dog#7817 (138106703924166657)

a new tool, an small RC car or drone (not flying) with a camera on it that has a limited range but can travel farther than the bio tracker, due to the nature of it you'll have to open doors to use it but the trade off is a farther scouting range

grim reefBOT
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Suggestion from Rainth#2527 (189637034950787072)

Can you make the intro cutscene with the Pod drop down more quiet. it's extremely loud compared to the rest of the game.
Also the Buckland AF6 Sight when aimed in, the dot inside of the white Circle is off-center and it's pretty annoying.

grim reefBOT
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Suggestion from Lunhaadviin#6289 (125634571457921024)

When we have a tool reffil pack in the hands, remove the possibility to pickup our turrets.

grim reefBOT
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Suggestion from Inoox#7217 (232531149556023296)

make the 'use on player' and 'use on yourself' hotkeys different from each other.

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Suggestion from Deathsender#8050 (339818767632564227)

It would be cool to eventually have a trait or talent system where you can choose to have better sprint speed, or more ammo for primary/secondary weapons. It would grant a little more customizability.

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Suggestion from Inoox#7217 (232531149556023296)

When the host crashes/disconnects give the host to a different player. Right now when the host disconnects it kicks everyone from out of the game and is extremely frustrating if you've put a lot of time into it.

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Suggestion from Tarkolas#3533 (143422391995990017)

if you hit a sleeper or other mob with a glow stick then it will agitate it but not fully alert it depending on where it hits. For example if you hit it in the head it’ll alert it whilst if you hit it in the foot it will just agitate it a little.

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Suggestion from Deathsender#8050 (339818767632564227)

Have the ability to do a sideways sweep attack with your melee weapon for better crowd control. It would allow you to stand a better chance against a wave of enemies when you're out of ammo.

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Suggestion from Psycho_XV#9794 (332816627974537217)
  1. Add Controller support.
  1. Balancing for Solo or Duo play.
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Suggestion from Sigening#6088 (266943198029414400)

A supply room. inside this room, there's a locked supply box and it will alarm if you open it while everyone's around there. the room's weapons are special and very powerful so you don't have to silently progress most of the rest of the game. but this alarm won't attract already existing ones and generates swarms.
It is a high risk high return room and it's not in every floors. players can choose, beating this room and play the rest easier (assault) or just ignore this room (stealth)
also, you can make a specific floor to force players play aggressive so refreshing the gameplay

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Suggestion from Floppe#2388 (179312272663904256)

By pressing a modifier key you can freely look around as in games like DayZ or Arma. This detaches your view position from your body positions. Useful when you are sprinting and still want to look around the environment, or behind you if you are chased.

grim reefBOT
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Suggestion from kiM#7035 (224256214987571204)

-Display mission summary at the end of a completed rundown. Like how many headshots, how many kills, assists, etc per person.

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Suggestion from L0NGT0E#5491 (525852529708367883)

sharp edge melle weapons. swords, machetes and axes

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Suggestion from SugarLoaf#5225 (306980947067142154)

allow the map to be drawn on for a longer period of time. Like allow the option to keep the doodles on there of the path you need to take and just add an erase doodle button. Would help with back tracking to extraction.

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Suggestion from L0NGT0E#5491 (525852529708367883)

louder and more punchy weapon sounds and preferably slightly more damage. they seem and feel abit like pea shooters atm

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Suggestion from L0NGT0E#5491 (525852529708367883)

Titles or badges that indicate the amount of time you've been down in the dark!

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Suggestion from ドキ#0001 (81011063922888704)

Skip inject sequence if you skip the title sequence
i mean you skipped for a reason not to watch another thing

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Suggestion from L0NGT0E#5491 (525852529708367883)

if you get downed to many times you get infected and mutate into a giant creature

grim reefBOT
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Suggestion from Dat_Darn_Cat#2462 (160845211797422082)

Add traps that can trigger to hurt prisoners if they are not careful like maybe a tripwire or something that we can disarm - this encourages us to be more careful and adds a layer of difficulty.

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Suggestion from Dat_Darn_Cat#2462 (160845211797422082)

maybe add some puzzles or something we have to solve in certain levels. Like maybe if we dont solve it we need to take a more difficult route, but if we do solve it a less difficult route. Or just maybe if we solve it we open a closet with a extra random kit and throw able. Just would be a neat idea that will have little impact.

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Suggestion from Dat_Darn_Cat#2462 (160845211797422082)

add a level or a part when you have to go under water, maybe it makes it so you cant hear the monsters and only only can see them with flashlights or glowsticks normal flashlights providing a little less vision then normal due to the extremely dark water and maybe the long proving excellent vision, also maybe your guns dont work under water. - ever since I ayed duke nukem as a kid I hated fighting monsters in water it is just creepy.

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Suggestion from Tarkolas#3533 (143422391995990017)

(edit from my previous post about glow sticks) Glow sticks when thrown and hit a Sleeper in the body or other part will be agitated and will sense for players. For example if a player throws one at a giant and hits it, then it will start glowing and sensing for players but will cool down if players stand still (similar to a player walking around and getting sensed by sleepers). CLARIFICATION: This does not mean the light will agitate them, it simply means they will react to the object itself hitting the creature.

grim reefBOT
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Suggestion from Quindo#1467 (108069477324746752)

A airlock door that only allows 1 player in the room. This can be used to make alarm encounters where 3 need to survive and the 1 needs to disable the alarm asap. It can be used to force teams to take stock of their hp and ammo and see who is the best person to go solo. Lore wise it could be cause of there only being one radiation suit or gas mask.

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Suggestion from Quindo#1467 (108069477324746752)

Add an optional audio visualizer so that deaf people can see the audio queues such as heartbeats, combat music, and chirping.

grim reefBOT
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Suggestion from Quindo#1467 (108069477324746752)

allow enemies to attack and disable turrets(knock over?) . Putting a turret outside of a foamed door so that it shoots enemies in the back feels a bit strong currently.

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Suggestion from Lord Inquisitor Fyodor Karamazov#6557 (194321708973293570)

A PVPVE mode where 2+ teams move through the same bunker from different starting locations. Routes converge forcing teams together. In a room at the center of the bunker is 4 pieces of high-value loot. They require both hands to carry meaning that you can't carry them and use weapons or gear at the same time. Teams are forced to choose between taking multiple pieces of loot or having more players available to deal with threats. On the way out, bunker defenses arm and have to be dealt with by teams trying to escape with high value loot. The defenses are indiscriminate and fire on both players and enemies. Defenses can be controlled from a security room located a long way from the loot room, and can be activated from there simultaneously providing 2 points of conflict and giving teams the option of securing the security room and either hindering other teams or controlling the defenses to help a member or 2 of your own team to reach the loot room. High value loot is marked with transponders that give players direction and distance and can be used to track teams who have made it to the loot room.

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Suggestion from Chip#6342 (152235562005168128)

The current machinegun is disappointing. I think in order to make it a more viable option it needs a slightly slower spin up speed, and rate of fire, but a larger magazine. Something like 50 rounds. This would allow it to be a strong choice for horde killing.

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Suggestion from Da Buttshark#5764 (140943908501716992)

your idea

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Suggestion from Da Buttshark#5764 (140943908501716992)

adding access to certain binning commands in the terminal through progression and/or a hacking-related challenge. I.e., I want to know what medikits are available in zone 52. Rather than pinging through the whole list, I have the option to "run an injection attack" to get higher permissions and be able to "LIST ZONE_52 MEDIKIT", "PING ZONE_52 MEDIKIT", etc. etc.

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Suggestion from Quindo#1467 (108069477324746752)

an A0 rundown that is just a terminal with items so that people can get comfortable with how it works before jumping into Multiplayer.

grim reefBOT
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Suggestion from Eleghrin#0670 (323307893690466304)

More commands for the terminals, which might need to be reached by cd'ing into other drives: Seal blast doors to lock enemies out; vent rooms of poison gas to let allies through, opening new avenues; activate/deactivate turrets that attack anything; power on/off lights; activate/deactivate extendable walkways or certain doors, which might set off alarms; power up beneficial machines like ammo factories or medical bays; hack into psa system to draw enemies to an area; set off environmental traps. With additional functionality terminals could also allow for speed hacking scenarios, where allies have to defend a hacker from enemies while they try to open a door, start a machine, or extend a walkway.

grim reefBOT
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Suggestion from 20mm#7632 (161584612953423872)

Weapon mounting. Allow us to mount our gun on objects or rails for better recoil control.

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Suggestion from Caulk#1778 (259621520014442496)

in its current state, you can place a tripmine and kill a scout walking by without alerting the horde. Fix this please, my immersion ):

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Suggestion from McDuble#5198 (136246862968651776)

a bit more variety with melee weapons vs just cosmetic looks, ie one that charges faster but does less damage

grim reefBOT
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Suggestion from Majorhohoho#0801 (274757226961436673)

Use weapon models that don't look like they were pulled out of the 'Nerf' gun box, like the early weapon models.

grim reefBOT
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Suggestion from slowmungus#0277 (409683265302298634)

Random spawning collectibles that only spawn on surfaces, as to not occupy crate or locker spawns, that could grant small cosmetic rewards over time. Or any collectibles that would encourage exploration and attention to environment. Could also be something to do solo when your friends can't play.

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Suggestion from StarlitKitten#8672 (115711245532921863)

While i'm aware this is a 4 man multiplayer experience and I don't want it to change don't get me wrong, but what IF there were other modes with separate leaderboards if there are any to begin with or a different mode with certain scenarios/missions that were based lore or map wise around fewer man'd squads such as 1/2/3 and the maps/objectives were centered around smaller areas where simply having more people would be a hinderance so the warden pairs us as such. Just a random thought based around others wanting less than 4 man groups and perhaps the game could go that way in the distant future or base anything around it.

grim reefBOT
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Suggestion from BigDickMcree#0516 (187684408625594368)

Make the title on the storepage read GTFO - NO MATCHMAKING YET EARLY ACCESS edition

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Suggestion from voidkeeper#9621 (76485463069691904)

Be able to setup long range flashlight like a turret. Also for the terminal. If you can do the following it would make it much more practical and efficient. CTRL+A to select all the things you typed in current texdbox. CTRL+X ( cut ), CTRL+C ( copy ), CTRL+ V ( paste )... Also CTRL+left or right arrow to jump cursor across whole words would save a lot of time. When you type out something and forgot to add QUERY / PING / before it

grim reefBOT
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Suggestion from Chef Scott#1907 (214888656144433154)

incendiaries. We're in a mining facility surrounded by fuel and batteries, we should theoretically be able to make incendiary devices that we can use to defend during alarms and such.

grim reefBOT
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Suggestion from Toothbrush#6498 (184873425767104512)

Currently lockers and boxes only allow a single item, but it would be nice if there was a chance (not 100%) to contain a second item if the first item is mission dependent, like Personnel IDs in the current B2. Most of the time the game does a decent job of making you feel like you're running on empty, but a single mistake (at any point) in B2 right now will ruin the entire run. I'd understand deeper levels, but this is only level B.

grim reefBOT
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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Dismemberment of certain limbs on the monsters should reduce their attacking capabilities, like in RE2. For example, shooting off the legs would cripple and slow them down, or shooting an arm would reduce their attack speed and success rate. And specifically for shooting off the heads of enemies, it should disable their ability to attack or at least hinder their attack ability, such as headless archers firing at a slower rate, or headless strikers having reduced range and speed with their attacks.

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Suggestion from BigDickMcree#0516 (187684408625594368)

Most likely said before: But please increase the distance needed before taking fall damage, feels like you have paper legs.

grim reefBOT
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Suggestion from BloodDancerKazu#3705 (233673298116870145)

Give players with small arms (pistols or smgs) the ability to fight back if downed. Or give every player that ability and give everyone the option of a choice of a pistol to allow that.

grim reefBOT
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Suggestion from DuarthVader#6480 (283355751844675588)

character movement animations and gunplay vfx and animations need a massive overhaul. I love weapons design but the animation and gunplay are very generic, we need more recoil when shooting and more weight sensation when the character moves and shoot. IMHO this would add a lot to the experience.

grim reefBOT
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Suggestion from BigDickMcree#0516 (187684408625594368)

ENEMY CONCEPT: An enemy type that when alerted or taken down without being foamed, emits a thick fog that fills the room for moderate time

grim reefBOT
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Suggestion from moat#8008 (183764657834688518)

Advanced ping features that leave a single small glowing marker or arrow (colour-coded to the player) in the environment and map.
To place a marker, aim at the point where you want the beacon to appear, and then TAP the ping button.
To place an arrow, aim at the point where you wish to place the arrow, and then HOLD the ping button, then drag your mouse. The tip of the arrow will align towards the point where you're looking when you release the ping button.
When using the map, hitting the PING key will place a marker on the floor where your mouse cursor is.
dragging the mouse while holding the PING key will place an arrow on the floor instead, which will align itself to aim towards the point where you release the PING key.
This can be useful for telling teammates where to place and align sentries, where to stand and watch directions, or if you're running for the evac point and want to leave markers for your teammates to follow.

grim reefBOT
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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Redesign map view to show bridges, high platforms, and stairs, perhaps using a by-floor view that RE7 uses, letting the user switch between floors in the map view.

grim reefBOT
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Suggestion from angelo_s_c#0237 (302141863236861953)

some user and password commands (like an admin ID) for the terminal hidden on the level that when found and with a really hard hacking challenge gives the ability to use the terminal in order to deactivate the alarm of a door, but if failed will start the alarm.

grim reefBOT
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Suggestion from Rainth#2527 (189637034950787072)

The ability to place the Long Range Flashlight onto the floor similar to how you place a sentry to grant vision as well as the ability to toggle it on and off while it's on the ground.

grim reefBOT
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Suggestion from HaZe#8301 (375290717011968000)

We should customize our weapons like put supressors,scopes.It was good if he had more ammo because was cool killing hordes and not pass the game always stealthy and maybe some lore and cutscenes when we pass a level.

grim reefBOT
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Suggestion from VHCQ_Cryostasis#7963 (122695267102359557)

Penetrating rounds for the Sniper Rifle?

Given the extremely low amount of ammo, I feel like the bullets should at least be able to penetrate an enemy or two. To make it somewhat viable against hordes.

grim reefBOT
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Suggestion from Pres. Kanye Trump#0540 (145645243256012800)

Light and Ventilation control by terminals

Hate not being able to see through fog? Rooms too dark that even our flashlights aren't helpful? Make it so that on terminals we can turn on lights for dark rooms in that zone only and ventilation systems that clear out fog in the same zone as well. The catch is the lights would alert all sleepers in that zone to your location and the ventilation system is so loud that is also alerts all sleepers to your location.

grim reefBOT
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Suggestion from Peps#5679 (199357278317445120)

Potential Water Rooms

The idea is to have a room that has two levels, sort of like most of the rooms inside of C2/D1. Except for there is water in the bottom half that goes to about waist height and you cannot crouch inside the water. The enemy type would only detect rapid movement inside the water, cannot leave the water if they hear gun shots outside the water, and can be seen either by being extremely close to them (Roughly 5 meters or less) or through glowsticks and long range flashlight exclusively. In order to fix for the lack of crouching, inside the water the crouch mechanic can be a slow walk instead? If you want to, a terminal system can be added but will require some difficulty to turn on a drain that will get rid of the water from the room and kill all water enemies.

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Suggestion from Chrispy Operator#4079 (206265378245050368)

Audio logs in the Terminals

Allows the lore to be explored by establishing the events of both the pre-infection facility personnel and during-infection personnel.

grim reefBOT
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Suggestion from Chrispy Operator#4079 (206265378245050368)

Make terminals have the ability to open notepad

grim reefBOT
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Suggestion from HookCitySlamJam#1587 (220741880877547521)

Having a post run stats page that shows things like Most Agitating (The person who triggered the most enemies) o

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Suggestion from MOISY#3238 (279956439802314752)

Weapon attachments that you can find ingame? Such as putting glowsticks on your gun that glow the surrounding area.

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Suggestion from HookCitySlamJam#1587 (220741880877547521)

Having a post run stats page that give medals or accommodations to players things like
Most Agitating (The person who triggered the most enemies) or Best Assassin ( the person who stealth killed the most enemies) maybe things like Extreme Stealth ( your party never triggered enemies other than alarm doors and final escape wave) ?

grim reefBOT
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Suggestion from Lunhaadviin#6289 (125634571457921024)

About the lore, it's an idea about terminals. I think it would be pretty nice to have a command "download package" to get some lore fragment. It just "download" the lore, it doesn't trigger an alarm. And those lore cluster would be seen in a game menu tab. That way people wouldn't stay for minutes reading the lore on a terminal, it would just be a command and they'll can play soon after the small download.

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Suggestion from HookCitySlamJam#1587 (220741880877547521)

Have the Techman Arbalist V Machine Gun get a mode where you can mount it to a crate or box that allows it to not need to reload. The trade off would be that you can't move and if you want to de-mount it takes a few seconds. This would incentives team play to cover flanks but allow the player who brings it large amounts of suppressing fire in a firing line.

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Suggestion from extranik#1962 (512384584630009856)

implementing a lure for enemies, which is deactivated for time or damage received, would be useful for hordes.

grim reefBOT
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Suggestion from lavars#4274 (159776663926865920)

Enemy that only reacts when you are NOT moving... And he can spawn with normal ones in one room... and yes i hate you all

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Suggestion from HadesLeft█▀█ █▄█ ▀█▀sack#8222 (294550191078506498)

have a type of sleeper that is a human who isnt totally dead and who isnt totally transformed and make him like scream for help but in a distorted way so that the infection gets a bit more background on how it works

grim reefBOT
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Suggestion from Kazuyuki#3358 (222317493958606852)

Badge/Prestige Icons next to the player's name for completing a hard expedition or through leveling system,

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Suggestion from claytdhuy#7998 (265733982296080387)

Creating a locker that can contain atleast 1 sleeper inside it, the locker would block the signal detection from the bioscanner

grim reefBOT
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Suggestion from Sage#2799 (188481636910891009)

Adjust how long it takes for the individual security scan areas to spawn after the group scan is done for alarmed doors. Having to wait upwards of 20 seconds before being able to make progress on a security scan is frustrating when there's been other scans which spawn after less than five seconds, and can be completed ALONE well before the first scan even spawns when given bad RNG.

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Suggestion from V3RTIGO#2369 (170345637819187200)

Machine Gun probably needs an ammo capacity buff, as it has lower ammo capacity than the Assault rifle and has the additional penalty of spin-up time. Probably doubled to 50 or more would be much better.

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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Have the biotracker be able to tell more information about enemies seen on the radar, such as stating if said enemy is a Scout, a melee or shooter giant, or identifying new enemies.

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Suggestion from Ravear#9263 (105492684587704320)

Please add a way to turn off the scream at the beginning of the game and at the end of every match. At least at the end of every match as it gets super grating during long play sessions.

grim reefBOT
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Suggestion from Dantic#7200 (348277892355981314)

So im gonna try this out. A suggestion i had been thinking of is a server wide store like Escape from Tarkov or something like that. We'd get credits or stuff from looting things in game and spend them in said store.

grim reefBOT
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Suggestion from Chef Scott#1907 (214888656144433154)

character that lasts through completed missions. Probably no buffs or anything, but the ability to complete multiple senarios in a row without dying, should be rewarded with something I think. It would be nice to be able to have a constant character that you can improve (even if it's strictly cosmetic) as you complete missions in a streak. Given that the players are all extracted at the end of a mission it seems pretty lore friendly too.

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Suggestion from BasicBoi#1174 (234397835770986496)

yea like when your character completes a mission he gets and improvement but when he dies you get a new prisoner thats basic. Randomly generated traits and buffs as they get experience in the field.

grim reefBOT
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Suggestion from ドキ#0001 (81011063922888704)

give the sniper the ability to knockover enemies it doesnt kill, giving a small window where it cannot act as its getting back up

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Suggestion from alvah37#3390 (585195846853853204)

Enemy concept: In rare occasions you might see deep sleepers in normal rooms or just scattered in any rooms. These deep sleepers look like normal sleepers but they act like ther're dead. If you come near them without sneaking they'll grab your foot and do some damage (maybe jumpscare you) and will alert any other monster in the room

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Suggestion from Quindo#1467 (108069477324746752)

On screen icon that shows when the host is suffering from latency/DCing.

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Suggestion from QuiBee#5276 (134825257717465088)

change the "use" keys for ammopacks, medipacks, tool refills, etc to left click to use on yourself and right to use on what you are targeting. Or just make them separate hotkeys that can be player configured

grim reefBOT
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Suggestion from Sage#2799 (188481636910891009)

Allow for a separate keybind which toggles crouching. It's a bit of a hassle having to go into the settings and switch between toggle-to-crouch and hold-to-crouch when stealthing and before entering combat (and sometimes there isn't time in the latter).

grim reefBOT
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Suggestion from [SF] SITS#7632 (371681126030508035)

Hello. Bought your game because of the team game and its atmosphere. But! Everyone knows that everything is built on trifles. I will express my suggestions and I would like you to take note of this. 1 Characters move very easily. Do not feel the weight of the uniform
. 2 The severity of the weapon is not felt. Its weight is not felt. Shots from a cracker. Soft. Bullets fly at a Slow speed. And this is a serious factor in serious situations. We have to shoot ahead of the curve. 3 Players can pass through each other. This means that they do not make mistakes when blocking the passage. This makes it easier to avoid danger. 4 Items of the same type cannot be combined. You need to throw one first aid kit to take two.
5 I think: The heavier the weapon, the slower the character must move, or get tired of running earlier. This should affect gameplay and player interaction. 6 There is no animation when a comrade swings a hammer. A quick hit occurs without a sense of force. 7 Great loss of health when falling from not very high heights. 8 I think that the shadows are made weakly dynamic. A weak spot is visible from the opponent’s flashlight. Shadows do not work. No shadows from other players. There are no long and dark shadows from other lamps. It does not convey the atmosphere of darkness.

grim reefBOT
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Suggestion from Jet Vermillion#7166 (247034996576092160)

Sprinting should automatically take you out of crouch if you have crouch toggle on.

grim reefBOT
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Suggestion from moat#8008 (183764657834688518)

players should project a laser sight / beam that is visible to other players in the fog when aiming down sights IF their flashlight is also turned on, which helps other players in front to avoid straying into lines of friendly fire.

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Suggestion from Galerus#8315 (129569910626975744)

Allowing Community Map Creations? The game is difficult and eventually players will find the end of the road and while the Devs are working on more official maps it gives the community something to chew through and be creative with while we wait.

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Suggestion from moat#8008 (183764657834688518)

Allow glow sticks to last longer, or, make it so that they last forever, up to a limit (for example, if a person throws over 12 glowsticks (a full stack), the oldest glowstick is removed. This way players can create glowstick trails for evac routes.

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Suggestion from moat#8008 (183764657834688518)

With a medpack, tool resource pack or ammo pack equipped: LMB to use the pack on a teammate (or sentry for tool packs), RMB to use the pack on yourself, and leave E exclusively for interacting with the environment.

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Suggestion from Apollo#4321 (194150399152750592)

Have different keybindings for tools used on teammates and yourself

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Suggestion from moat#8008 (183764657834688518)

when voice chat is implemented, make it directional / locational. It's nice to know roughly where a speaking teammate is relative to your position.

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Suggestion from moat#8008 (183764657834688518)

as a possible addendum to directional voice chat, if a player ADS'es a teammate and then presses their push-to-talk key, their voice message is sent exclusively to the teammate who is being aimed at.
I call this "order-mode". It's for yelling at people to fall back, or to get out of the way, or when you need to talk to someone in particular and don't wish to confuse others in a 4-person team chat.
A dim player-color-coded directional glow on the border edge of the screen informs the person "being yelled at" who is "yelling at them."

grim reefBOT
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Suggestion from Rilogator#4615 (107512278911299584)

Discord integration to allow game invites to be sent from discord

grim reefBOT
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Suggestion from Swooce#0710 (212597335857954816)

You oughta fix the creature aggro consistency when it comes to stealth kills. I can stealth kill a sleeper, and the one right next to him won't aggro, but the one five feet away will.

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Suggestion from HadesLeft█▀█ █▄█ ▀█▀sack#8222 (294550191078506498)

a type of enemy that can like controle blood and hit u with it like the female sleeper does

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Suggestion from à̷̛sdfmeepman#1168 (192748964058103808)

choose our character

grim reefBOT
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Suggestion from moat#8008 (183764657834688518)

have separate X/Y mouse sensitivity settings, a separate ADS mouse sensitivity factor, and a toggle option for ADS sensitivity based on zoom ratio (so that scopes that zoom in further apply finer mouse control)

grim reefBOT
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Suggestion from Satomi#4471 (168130235294941186)

Make it so scouts have a sort of grace period in terms of when they get alerted you have a few seconds to deal with the issue at hand. I think this change would be good as you wouldn't need to use a sniper or a loud weapon and actually allows you to stealth kill scouts reliably with a hammer. It doesn't make much sense for something that alerts a horde of enemies that when alerted cannot be stopped. Every enemy in this game doesn't alert everything around and there is a period of time where you can deal with a problem and stop a horde from happening. My friends and I only use snipers on scouts because the risk of walking up and then hitting it with a hammer is much much too great in a game like this. If you walk towards a scout you'll be too slow and if there are enemies around that just complicates matters and sprinting alerts them anyway so the only reliable way to kill a scout is with a sniper which then leads to a room wide attack from everything.

You can walk around them sure, but in most cases, that's not a thing you can do as they usually roam around and you'll eventually have to deal with it anyway.

grim reefBOT
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Suggestion from slowmungus#0277 (409683265302298634)

A character stat sheet viewable from the menu that keeps track of kills, mission completions, items collected, etc.

grim reefBOT
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Suggestion from moat#8008 (183764657834688518)

tab-completion of Terminal commands
li<tab> expands to: list
ping medipack_<tab> expands to ping medipack_123 -- additional presses of the tab key cycle through other medipacks.

press UP /DOWN to cycle through a history of previously entered Terminal commands

short-form versions when using the Terminal, and/or wildcards:
li med*
-- lists all medpacks

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Suggestion from BloodSung#9854 (255782170910654474)

Enemies have the ability to finish off players while downed and/or low health. Dead Space Style~ because sadomasochism is fun!

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Suggestion from BBoothboy#5738 (99705068219011072)

add subtitles during character dialogue and put in text cues for audio, such as sleepers making clicking noises, and the monster's hearbeats. This would make the game more accessible to deaf/hard of hearing gamers.

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Suggestion from moat#8008 (183764657834688518)

add terminal clicky key sounds each time the user types commands, with a boop sound when an invalid command has been entered that other people can hear because um, it's cool.

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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Overhaul or fix the melee swing animation that isn't weird to look at. When you watch someone swing their melee weapon, it looks like their arms completely break and intersect with each other, and only their arms move while the rest of their body is stationary.

grim reefBOT
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Suggestion from TheScruffyAussie#2756 (187060308865449985)

Maybe they should add an option for voice capture, make it a little more difficult. Gotta watch how loud you are on the mic.

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Suggestion from inspector81#0210 (233642664250179585)

I have a suggestion for stealth kill audio cues.

Currently when you kill a creature in stealth sometimes it dies silently, sometimes it dies screaming. And sometimes when you kill a creature in stealth it alerts others, sometimes it does not. The death screams don't seem to have any effect on if other creatures wake up.

Instead, dying screams should be an audio cue that warns the player that the kill is alerting other creatures. If the kill isn't alerting anything else, the creature should die silently. It should only scream if something else will wake up.

grim reefBOT
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Suggestion from Druji#4058 (254442768338911233)

1-(SRS-POSTS)deploy/re-deployable short range sensor posts: mark targets in area constantly (AOE), alternate functions (alt function setups in lobby prior to match for all major items please!) include hyper directional (like the scanners on the turrets) ...scanners should be a small area (smaller or same as bio tracker) but leave the targets marked for a period of time after passing, scanners should show silhouette of enemies too perhaps

grim reefBOT
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Suggestion from DuskShadow#0001 (132298243429236736)

Please let us increase/decrease text size in menus and such. The text feels tiny and hard to read on my 4k monitor, it makes my eyes water.

grim reefBOT
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Suggestion from Snerbis#2821 (262407323819966465)

More spooky ambience pls

grim reefBOT
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Suggestion from Burby#7510 (253686556814999562)

A lot of people I've played with have mentioned how out of place and weird the projectiles, which are currently tiny yellow balls, look in the game. Something that looked more natural would be nice, and fit among the other graphical changes devs have planned in their roadmap.

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Suggestion from Arencey#6876 (488871437491372034)

i don't know if this suggestion was already made but there could be a monsters that walks around like the scout but a rotten one that release a gas that makes the survivors coughs when they stay to long near him. The coughs will obviously wake the others monsters nearby.

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Suggestion from Arencey#6876 (488871437491372034)

There could be a mission where you need to retrieve the data of the previous team that when down but died. You will need to find the four bodies or kill the members that have been infected and change into monsters. They will still have their uniforms so we could tell them apart from the normal ones.

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Suggestion from Arencey#6876 (488871437491372034)

We could add a dialogue of the wardens talking to the prisoners by radio when we are in the elevator. Something in the lines of : You need to retrieve a sample of HSU_653. Do well and we might consider reducing your sentence.

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Suggestion from moat#8008 (183764657834688518)

show teammates on the biotracker because they're alive, right? (though they can appear differently or as smaller or colored blips)

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Suggestion from BasicBoi#1174 (234397835770986496)

decayed and dead bodies can be hit for more gore... cuz you know gore

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Suggestion from BigDickMcree#0516 (187684408625594368)

End mission screen (victory or death) shows how much time spent on that run, good for speedrunners and such.

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Suggestion from Skullcrab#5759 (176061705464446976)

See which of your team mates has a key they picked up.

grim reefBOT
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Suggestion from DostiL#0532 (313812238542831636)

bring something to add notes in the interface

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Suggestion from DostiL#0532 (313812238542831636)

add command "," in console, orsomething to add more objects to the searchs

grim reefBOT
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Suggestion from Alastor#6760 (236323092689846272)

Just give us a flamethrower. Make C-Foam flammable, and boom, lethal team required trap.

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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Buff the C-Foam Launcher by either increasing starting and total ammo, reducing ammo it takes to seal doors, or remove the charging mechanic and let users spray continuously when the fire button is held.

grim reefBOT
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Suggestion from Reaptor#5265 (185824685051740160)

Allow us to skip the screaming and injection sequence in the intro after the first time launching the game

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Suggestion from orgoth#8336 (155191904412237824)

maybe add a limit to how many times you can be revived, we can see that at the end of a match there are different levels of corruption on players maybe something like after you've been downed 3 times your character turns into another sleeper?

grim reefBOT
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Suggestion from Z0RGZ#5400 (161359181243219968)

keep green glow sticks the same, but add red glow sticks that act as permanent markers that give off little or no light at all. Maybe have them appear on map as well

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Suggestion from L3g0#8233 (518434173577592833)

on the terminal when i entere list, and it does not fit on one page it would be nice to send a break signal to the terminal that i don´t have to filter the area

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Suggestion from L3g0#8233 (518434173577592833)

on the terminal when i entere list, and it does not fit on one page it would be nice to send a break signal to the terminal that i don´t have to filter the area AND make it possible to open the MAP during in terminal that i can better check were i am and what area i am looking for

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Suggestion from L3g0#8233 (518434173577592833)

AND the cursor can not be moved on commandline. I press key UP for last copmmand but can not edit it 🙂 so i have to type again 😄

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Suggestion from L3g0#8233 (518434173577592833)

enter the name to objects e.g locker_xxx to the map after they were discovered

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Suggestion from Hermit#0912 (193697187480338433)

have rooms where you need to go through airlocked chambers to access, these rooms will be full of gas that restricts certain things like gun usage (methane?), maybe set up a terminal option to vent the gas elsewhere too?

grim reefBOT
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Suggestion from too many gummybears#6890 (434289806219149313)

add a kick option in a lobby

grim reefBOT
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Suggestion from Lunhaadviin#6289 (125634571457921024)

If there is a weapon customization, it can be good to add a laser pointer mounted on the weapon so we might see where our allies are aiming at.
Or just put a laser pointer

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Suggestion from Sylas42#2062 (265697939412877312)

add molotovs or oil-fire bombs, also remove the long flash light and add a lazer dezignator to point things out for team mates and mark point on your map

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Suggestion from Sylas42#2062 (265697939412877312)

permission

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Suggestion from Sylas42#2062 (265697939412877312)

add molotovs or oil-fire bombs, also remove the long flash light and add a lazer dezignator to point things out for team mates and mark point on your map

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Suggestion from Sylas42#2062 (265697939412877312)

add armor to help reduce damage

grim reefBOT
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Suggestion from Keyser#0392 (109620366174887936)

Scanning feature for Scan Doors : Design a scanner to scan each player with either or all functions of; individual body scan, hand print, retina scans.

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Suggestion from Keyser#0392 (109620366174887936)

Run-to-area system for Alarm Doors : I don't like the current system at all but if it stays - design a visor for players to toggle for these very doors (it would be a part of their HUD), that tracks fluorescent or light radioactive markings or footprints to follow, not a white line.

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Suggestion from EmberSnake(Ember Of Code Studio)#1710 (200199008386285568)

A sort of flash grenade that stuns any enemies near it that also triggers enemies nearby, acting as an emergency grenade that can give players a spare few seconds to breath at the cost of a possible larger horde.

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Suggestion from EmberSnake(Ember Of Code Studio)#1710 (200199008386285568)

A tool that lets you use terminals to unlock alarmed doors if the player is able to complete a hard minigame correctly

grim reefBOT
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Suggestion from Keyser#0392 (109620366174887936)

Difficulty Layer : Add a stress pheromone to a new entity associated to an entity type with this feature. When a player or players repeatedly unsettle the entity (where it flashes too often), it awakes as well as those of its type within a set range immediately.

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Suggestion from Lottabun#2619 (179049661548462080)

Being able to click items on the terminal. Let's say you type "list resources zone_51" and it brings up all the resources in that zone. You are now able to do "ping x" and fill in whatever x is by clicking on a resource that you just listed.

grim reefBOT
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Suggestion from [SF] SITS#7632 (371681126030508035)

Change the shooting mode to single.

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Suggestion from Gzero#5033 (188723402066886658)

Making an enemy that uses a sort of EMP to stun Sentry turrets or other machinery in the area such as Fog reppelers, was thinking something along the lines of a big dome head along the lines of trypophobia, this combined with a small body to have the possibility to take it out before it can reach said Pulse stage.

grim reefBOT
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Suggestion from Sylas42#2062 (265697939412877312)

when you fail a hack on a box it makes a small sound

grim reefBOT
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Suggestion from Sylas42#2062 (265697939412877312)

instead of run to area to disarm alarms, make 1 person hack a terminal and 3 defend that person.

grim reefBOT
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Suggestion from Mason#9728 (121012707708108802)

Add a recent players tab so we can add/avoid players as necessary

grim reefBOT
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Suggestion from trainstorm#4106 (292811602510610433)

make is so that we can hear the prisoners talk all the time for some of the ques we need, such as when were reviving someone, currently they only speak for the first mission after you start up the game (could also be a bug idk)

grim reefBOT
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Suggestion from ZombieChrist#1551 (268224101829574676)

[Improve the Bio-Scanner by allowing it to detect teammates, which are color coded by their respective colors.]

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Suggestion from angamume#8670 (378172653682556930)

[Improve the Bio-Scanner by marking distance from player above the dot.]

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Suggestion from Doggo#1150 (502960274530107393)

Add a cancel function in the game so I don't have to switch weapons and accidentally fire my gun

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Suggestion from Applekini#8607 (118041683282624517)

The terminal "PING" command should display the item on the map (and HUD?) for a short duration (maybe 30 seconds?) if you have discovered the exact sector (e.g. 50A), in addition to playing the sound. If you have not discovered the exact sector (e.g. only 50E, but not 50A) it works as it does currently.

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Suggestion from Applekini#8607 (118041683282624517)

The terminal command filters should be able to take specific sectors (e.g. 50A) not just the sector number (e.g. 50). This is so we don't have to PING every item to see which sector is worth going for.

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Suggestion from Applekini#8607 (118041683282624517)

The terminal "QUERY" command should be able to query sectors (e.g. 50A). When a sector is queried, and a bio scanner is in range, it temporarily tracks enemies (even stationary) as if they were moving enemies tracked by the bio scanner. The duration is the same as the normal bio scanner track duration. This is to make the bio scanner more impactful and to make the role of "commander" quite useful.

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Suggestion from Kastrand#7968 (206485421566197763)

somewhere on the HUD, show us what color we are

grim reefBOT
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Suggestion from BloodSung#9854 (255782170910654474)

It might have already been said, the ability to stack like items together!

grim reefBOT
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Suggestion from Kazo#4061 (163870129736646657)

Should had throwing knifes to the game, where we can only get them from boxes and lockers also you only get 1-2 but you can pick them up. I'll leave the damage input to the people who know what they are doing.

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Suggestion from KungFuActionJesus#6796 (183758680175411201)

have glowsticks last longer, not indefinitely, just longer. A group I played with earlier wanted to use them to mark our path out of A1 since exfil involves alarms going off. Would've been great to have a visual marker as a way to show us the path to the exit

grim reefBOT
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Suggestion from Druji#4058 (254442768338911233)

liquid canisters can be setup in two ways : 1 - as a mine that will explode and "paint enemies with "glowstick goo" so you can see them coming better, lasts as long as a glowstick... 2- can be tossed like a glow stick and will light-up any enemies in the same way by coating them in liquid, same duration as glow sticks...

grim reefBOT
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Suggestion from moat#8008 (183764657834688518)

add access to the Bug Reporting function in the in-game ESC menu, not just at the very start of the game

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Suggestion from moat#8008 (183764657834688518)

allow players to use an empty container to stow the item in their hands (medkit / glow sticks) into the container (helps with giving unused items to other players)

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Suggestion from moat#8008 (183764657834688518)

disallow players who are using items that don't use tool charges (like a scanner) to consume tool-refill charges. (probably a bug anyways)
Also, make the tool-refill prompt show something like: Refill your Shotgun Sentry (current: 64%) or Refill GiantBenis69969's C-Foam Launcher (current: 32%)

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Suggestion from a.luke.warm.pizza#6447 (369267923677609984)

if you enter a game with 3 or less prisoners, instead of leaving one of the harnesses empty when you start the game, have the harness malfunction or blow up with the prisoner inside. Might help with the atmosphere a bit if theres only 2 people on a team and you see the other two die just before entering.

grim reefBOT
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Suggestion from Othabor#5149 (258374992012509184)

The ability to ping enemies with middle mouse button would make communication a lot easier.

grim reefBOT
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Suggestion from Kazo#4061 (163870129736646657)

we should be able to scroll up and down on the terminal so don't have to spam "List" just to find item ID's.

grim reefBOT
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Suggestion from YungYaboi#8317 (211990929442078721)

Make sprinting override reload, & not the other way around.

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Suggestion from Othabor#5149 (258374992012509184)

I think you should be able to start the game with a consumable.

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Suggestion from Hail Bikhai#1124 (143451321901514753)

Make the darkest areas just a titch brighter. I love how dark the game is but in some areas I can be stood 1ft in front of an enemy and not be able to see them when they aren't agitated without a flashlight (which I don't want to alarm them more with)
Also add more ambient music/noise to add to the feel.

grim reefBOT
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Suggestion from GooseBruce#3032 (172601502441930755)

Add a tracert command to the terminals. For example, you could use Tracert Ammopack_456. It would tell you how many 'hops' away it is, which when combined with the Query command, allows you to figure out how many rooms away that particular room/item is. (Ammopack_456 is 4 hops away. It is in Zone 34c. I am in Zone 32a. Therefore, I now know that I will have to open four doors to reach zone 34c from my current location).

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Suggestion from Othabor#5149 (258374992012509184)

Add the possibility of a random horde ambush while navigating cleared rooms.

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Suggestion from Othabor#5149 (258374992012509184)

Add an option to try again at the “expedition failed” screen, so that you can skip returning to the lobby.

grim reefBOT
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Suggestion from Eleghrin#0670 (323307893690466304)

A few objective suggestions.
Sleeper nest extermination: team is provided with an explosive charge, and must locate and destroy a large nest of sleepers.
Hard drive extraction: team must locate a specific terminal and dismount and extract the main hard drive. Improperly dismounting the drive would sound an alarm.
Specimen scan: team is equipped with a specialized bio-scanner, and is tasked with scanning an anomalous, living seeker specimen.
Restore power: team must reactivate a reactor to restore power to lower levels of the facility. The reactor needs to be powered on in a specific sequence, which can be queried in reactor terminal. One team member would be charged with entering terminal commands to activate components as the rest of the team flip switches, insert new cores, etc.

grim reefBOT
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Suggestion from Kastrand#7968 (206485421566197763)

Buff the MG, its overshadowed by both the SMG and the AR. its damage and recoil can remain the same, but remove the mag entirely and give it lots more total ammo.

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Suggestion from MaddMan#9727 (186620996856315904)

Change the long flashlight into a UV Light that doesnt aggro the monsters, but must be "charged" by "dialing" it with a battery charger crank (the fishing pole reel style), making sound that could aggro enemies if your too close. This would give it a purpose, and balance it.

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Suggestion from MaddMan#9727 (186620996856315904)

Add in Molotov's (were prisoners right? should be easy to come by).

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Suggestion from BloodSung#9854 (255782170910654474)

In game Codex for weapons, items, enemies, objectives, and maybe character lore such as the prisoners and warden?

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Suggestion from MaddMan#9727 (186620996856315904)

Make another "tool" selection to bring with you, similar to Hunt Showdown, where you could bring in a couple glow sticks, 1-2 charges for medkits/ammo/tool replenish. Would make the game easier, but it doesnt make sense you can bring a sentry gun, but not some supplies.

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Suggestion from MaddMan#9727 (186620996856315904)

Im assuming there will be more weapons, but ones i would like to see if a club/night jack to silently club enemies/even stun them with some fast swing. Machetes. Double barreled shotgun.

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Suggestion from MaddMan#9727 (186620996856315904)

Add in silencers to be found, but degrade after some use, so you have to balance using them.

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Suggestion from MaddMan#9727 (186620996856315904)

Possibly throwing knives as a tool, can easily kill lower lvl enemies from a distance. (goes in glow sticks slot)

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Suggestion from MaddMan#9727 (186620996856315904)

Update Pinging with more hud/UI icons. Similar to League of Legends, you could hold the mousewheel button, and drag it up, left, right, or down for various things, such as "On my Way" "Danger" "Whats this?" or "move here"

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Suggestion from MaddMan#9727 (186620996856315904)

have a toggle option of leaving a "permanent mark" on the map, where you can write things per person. Such as "medkit" where you left a med box at, or "red key door", or "dead end" on the maps.

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Suggestion from MaddMan#9727 (186620996856315904)

like Metro Exodus, have your visor get foggy/dusty and needs wiped off, just added for immersion.

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Suggestion from MaddMan#9727 (186620996856315904)

add in the following type of traps - Trip wire/Razor wire. Enemies already have a falling mechanic, could have them trip, and the wire breaks after so many, or one big one.

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Suggestion from MaddMan#9727 (186620996856315904)

Buff Revolver to a one shot kill gun on smaller enemies. It seems too weak, nearly every single person i played with (14 hours, so dozens of people) all agreed its a noob trap gun.

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Suggestion from MaddMan#9727 (186620996856315904)

New enemy: Ceiling Freak. who crawls on the ceilng/resets above you in the dark, to drop down on you. Think like the cave dwellers from The Descent. Slower to move, but quiet.

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Suggestion from MaddMan#9727 (186620996856315904)

New mechanic: the striker freakers, with their mouth heads, can "grab" you with them, and you have to spam F to get out.

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Suggestion from Sylas42#2062 (265697939412877312)

allow other players to see in the map screen who has keys, also if someone disconnects the key is dropped and has an outline that glows so people can find it and the key isnt lost or stolen by some troll.

grim reefBOT
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Suggestion from Othabor#5149 (258374992012509184)

Collectable logbooks that can be found randomly on missions, revealing the story of what happened down there.

grim reefBOT
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Suggestion from BeNNy#1042 (111260607495352320)

Allow the long-range flashlight to be deployed

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Suggestion from moat#8008 (183764657834688518)

enemies on the ceiling, enemies that come out of the walls because, um. it's spooky?

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Suggestion from BigDickMccree#0516 (187684408625594368)

Enemy Concept: A sleeping enemy type that jams the biotracker (balance-wise it can be a different levels of screen distortion or to a full on static screen) when its pointed at him. The will force the team to change up the pace and prioritize tracking him down first, to clear the signal up.

grim reefBOT
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Suggestion from MaddMan#9727 (186620996856315904)

Add in "puzzles" such as the infamous Resident Evil "mix red, green, blue liquid" puzzles, or "take this fuse to unlock that door, but put it in wrong spot, opens doors to enemies".

grim reefBOT
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Suggestion from HansOffMe#6969 (143852009815146498)

QoL: Explain what the various settings do, make the menus keyboard-navigable, color-blindness options, other accessibility options

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Suggestion from SteelStateSociety#8404 (185566547836665857)

Give the melee hammers a slight amount of tracking

grim reefBOT
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Suggestion from Othabor#5149 (258374992012509184)

Perhaps a greater emphasis on scares? I love the game, and it's terrifying the first run around, but after a few hours, I feel more frustrated than frightened.

grim reefBOT
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Suggestion from Kazo#4061 (163870129736646657)

A new tool you could make it a deployable shield where you can't be hit from the back but crawler can hit your feet, well deployed, u can use the shield has cover from the yellow shooting sniper things, you can also use the shield to bash enemies away.

grim reefBOT
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Suggestion from Architect#3528 (223775952101048320)

a notepad to the tab menu so we can drop any info in there that we may want to remember for later

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Suggestion from LilCoder#3874 (275847197646520320)

Footsteps should be louder to have us actually feel like we're being too loud and could wake up the enemies.

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Suggestion from LilCoder#3874 (275847197646520320)

We should have "Q" and "E" as leaning. Being able to lean would help out a lot especially when trying to stay in cover and shooting at enemies.

grim reefBOT
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Suggestion from Sylas42#2062 (265697939412877312)

make fog repellers scarce but reusable

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Suggestion from Numbingbird#6362 (264764104168701953)

Allow us to combine toolkits, medipacks, and ammo kits. It feels like a waste to leave a 1 use pack behind just because I already have a 2 use, so it would be nice to combine them into 3.

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Suggestion from moat#8008 (183764657834688518)

when bringing up the map, center it on the player automatically.

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Suggestion from moat#8008 (183764657834688518)

when an enemy is fully awoken by noise from a player, part of its "wake-up" animation should be to turn and face that player. THEN WE KNOW WHO TO YELL AT

grim reefBOT
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Suggestion from REF#4514 (295183456277889034)

I think ping system on mouse wheel will very good(trace position)

grim reefBOT
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Suggestion from Alexs9741#1848 (264881562602962944)

Being able to utilize the terminal in some way either by looking for passwords on the different bodies or tapped to different walls, that when you have the password would enable you to disable some alarmed doors.

grim reefBOT
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Suggestion from Sylas42#2062 (265697939412877312)

Add swappable reflex sights and scopes for the weapons.

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Suggestion from Sylas42#2062 (265697939412877312)

add night vision at an equipment item that has a limited battery that cant be rechaged.

grim reefBOT
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Suggestion from c0wman#6338 (187412203727486976)

Would love a game summary of how many enemies killed, time spent, and any other relevant information at the end of a game

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Suggestion from CrossbyIsToasty#3930 (201318238586404864)

Would love to be able to ping enemies in stealth just so we can spot enemies that others can't see

grim reefBOT
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Suggestion from Druji#4058 (254442768338911233)

Allow players to customize the color of thier tracers... im colorblind a little and it would help me, would also help to tell who is shooting at what if we can pick our colors etc...

grim reefBOT
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Suggestion from Gzero#5033 (188723402066886658)

Right now you can outrun enemies to regain health, maybe a spider like crawler that, once it hits you, gets stuck on you and keeps doing small amounts of damage. The way to kill it is to shoot/hit it before it hits you or slam it on your body, thus meaning you have to stand still for a little moment.

(Posssible Added feature, you see it crawling along your mask for increased spookyness.)

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Suggestion from Sylas42#2062 (265697939412877312)

the more you go down and get picked back up, the more your face mask becomes cracked.

grim reefBOT
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Suggestion from Kazuyuki#3358 (222317493958606852)

Probably said before but here we go, Bio-tracker should also tag those sleepers as well, even if they are not moving

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Suggestion from Kazuyuki#3358 (222317493958606852)

In game voice commands for those who doesn't have a microphone to use, Example "Follow me, And stay close" "Hold position" "Stop do not move" also it can be used to warn the other's "I have a sleeper in front of me" "Sleeper on the left side of you" etc

grim reefBOT
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Suggestion from [SF] SITS#7632 (371681126030508035)

I propose to make a random one or two enemies who will inhabit and move in any room or location. They will not be guilty scanners. But they can be alarmed by a lantern of light. When they respond, an alarm occurs. These enemies throughout the location will keep players in suspense.
May they not shine as "sleeping." The enemy will be weak for damage, but dangerous for anxiety.

👌

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Suggestion from Keyser#0392 (109620366174887936)

Achievements : Completing a Rundown should award the player an achievement, unique only to those that have done so. #hardcore

grim reefBOT
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Suggestion from Xeno#0420 (107230961854316544)

Bio-tracker: Give the bio Tracker something that makes it more useful, like it could shoot a dart that could prevent a monster shot from waking up for a short time. Because if you got like 7 monsters all close to each other its really hard to kill them all without waking the room.

grim reefBOT
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Suggestion from Mito#5408 (326411880539226124)

A flame thrower essentially. It would have a limited fuel supply, meaning using it on single enemies would be a waste, however it would be incredibly effective against swarms.

Strengths :
-> kills swarms of enemies quickly
-> flames remain if shot at a surface, drawing / baiting monsters.

Weaknesses :
-> Flame thrower produces alot of sounds and light, making stealth plays almost impossible with it.
-> It has a small amount of fuel for the F.T
-> It deals high damage that lingers to teammates

grim reefBOT
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Suggestion from SherlockKush#9665 (183339322630602754)

Ability to switch fire-modes on guns would be very nice and helpful (Single-Fire, Full-Auto, and maybe even 3 Round Burts on the SMG or something) Additionally, an option to remove the crosshair would be nice in the immersion/difficulty department.

grim reefBOT
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Suggestion from MaddMan#9727 (186620996856315904)

branching off of Mitos Flamethrower idea... How about a Cyro-Sentry Turret. Essentially shoots the C-Foam like from a C-Foam Launcher, but at a slower or smaller rate, think like a spray gun, that slows enemies that run past it (no damage).

grim reefBOT
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Suggestion from SteelStateSociety#8404 (185566547836665857)

Create a Russian prisoner. So we can make some white hot squatting cykablyat memes

grim reefBOT
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Suggestion from Kazo#4061 (163870129736646657)

when your low on health your screen as an outline of red like how they do in other game like for example in cod, apex legends, and rainbow six siege. i say this because i don't see my health most of the time because i am focus on everything else but my health i only notice it once in awhile

grim reefBOT
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Suggestion from KSPS#1955 (130102447069724672)

Allow us to check ammo visually on the weapon ( or tech vambrace ) with an option to disable that in the HUD.

grim reefBOT
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Suggestion from MaddMan#9727 (186620996856315904)

Per KSPS#1955 , and others, and my previous suggestions, seems alot of people like "realism" vs Hud icons. Such as having Health displayed on your forearm on a tech brace, vs having it on the hud, or ammo displayed on a icon on the actual gun, vs on your hud. The suggestion is, to have "gear checks" more mandatory, than having info displayed on the hud... Or at least a toggle for this display?

grim reefBOT
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Suggestion from Hex#7142 (105233892335685632)

Give us a tactical walk as an alternative to crouch-moving that actually make sense.

grim reefBOT
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Suggestion from Kimblee_NA#7558 (162741637594873856)

Game has great unique elements, guns dont need to be one of them. Give each of the current guns a little more impact feel behind them and let them have laser accuracy at its base. Then modify them based on the type to make them feel different. Ex. AR mid-long range, medium recoil, medium fire rate, medium capacity. SMG short-mid range, high recoil, fast fire rate, medium capacity. Pistol short range, minimal recoil, single shot, high capacity.

grim reefBOT
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Suggestion from Spartan#8541 (120306387879198722)

Give me a stat screen. I want to see how many infected I killed. Scouts too!

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Suggestion from Lunhaadviin#6289 (125634571457921024)

Add a key to hide the HUD, useful for taking beautiful screenshot

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Suggestion from aMonkeyOnStilts#4475 (430912403300024331)

pile bunker melee gauntlet please, I want to throw some uppercuts

grim reefBOT
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Suggestion from Lunhaadviin#6289 (125634571457921024)

I know this idea has been told many ideas; but my idea might not be like you think it is.
So, the idea is about a mob that roam in a level. The focus of the mission would be to find any way in the map to be able to kill that enemy, soemthing that can be a poison you applies in a room and it transform that moving and unkillable reaper into a mob you would be able to kill. That enemy would be an infected that would detect the persons being close to him and begin to attack or maybe call a giant to help him. The way to detect the enemy would be the scanner or a loud wind sound

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Suggestion from Lunhaadviin#6289 (125634571457921024)

I forgot to mention, the poison is just an example of a way to kill it. It doesn't have to be the onl way to kill it, or maybe it can be one of the multiple way to kill it.
I also forgot to write that monster wouldn,'t be triggered by fireshot, just by players near him. It would roam a bit in a room before switching to any other room

grim reefBOT
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Suggestion from Lunhaadviin#6289 (125634571457921024)

an idea for a room design : A garden. It would be a place made to gather some green plants underground, made for testing or relaxing.
It would obviously be transformed by a virus or being an experiment that failed. There can be unique enemies in those rooms (this is an example. It's not part of the idea, but more like a starting point for thinking deeper in the idea.) like a plant with roots in the room, and if you walk on it, some infected that fused with the plant goes leaves their ''flowy nest'' to look at the root.

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Suggestion from Othabor#5149 (258374992012509184)

A HUD element that lets you know when you're in an ally's line of fire.

grim reefBOT
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Suggestion from KungFuActionJesus#6796 (183758680175411201)

Glowsticks that last longer to mark our path. This would be invaluable during most extractions when marking the path to the exit

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Suggestion from Eleghrin#0670 (323307893690466304)

One or two enemy suggestions:

Howlers: loud, fast creatures which spawn in groups during the mission. On spawn they release a loud, unique howl. Howler packs spawn with a designated path through the map, and teams will need to take cover and hide to avoid being spotted.
Wraith: wraiths produce a dense fog which follows them as they roam, and light up the area around them, making sleepers more prone to waking.
Stalkers: stalkers have a chance to spawn after alarms are finished, producing a distinct growl. Stalkers can open and close doors. Unlike other creatures, stalkers are aware of the team's position, and will try to ambush unsuspecting teams. Stalkers only show up on bio-scanner if a player performs an active scan.
Körper: these creatures play dead, but like sleepers rely on sound and light to see players.
Ogres: sleepers with two heads. Teamwork needed to take them down silently.
Tracers: tracers look similar to ranged sleepers, but can shoot a bio tag at players. This tag does no damage, and shows as a pulsing growth on the target. If not removed, tags will wake sleepers.
Nabbers: nabbers will try and sneak up on players. They emit a distinct noise a few seconds before attacking. Nabbers will literally just grab a player and drag them back to their nest for eating later.

grim reefBOT
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Suggestion from Kazner#3975 (161605969850138624)

The only achievement is for completing a mission solo.

grim reefBOT
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Suggestion from napclubpresident#9372 (216821670197985281)

"Payday 2 had its secret progression system regarding the players puzzling stuff together in their safehouse to unlock the true ending of the game. GTFO could easily have a secret objective on runs of acquiring things the player could use to break free. Pocketing a key, getting a code off of one of the terminals by using it outside of its intended use, stuff like that. Things the player could use to free themselves in solo play."

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Suggestion from Dylan0615#1716 (334413274055704576)

When you mess up on lockers, make them beep or make a noise within a certain radius, To prevent people from getting by so easy. It wont alert the whole room but defiantly any within lets say a 15ft radius

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Suggestion from Basiilisk#9298 (303772885011660801)

Make the Sniper Rifle silenced so it isn't the most useless gun in the game. The ammo capacity for both the DMR and Revolver are way better and the damage seems to be around the same so can be used for the same purpose as the sniper rifle.

grim reefBOT
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Suggestion from Kazner#3975 (161605969850138624)

being able to place the large flashlight on the ground. Like a sentry would help with alarms.

grim reefBOT
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Suggestion from Sage#2799 (188481636910891009)

Randomise the ammo/tool/health replenish from kits within a small margin so it's a little less predictable how much you're going to get restored. For example, medkits could be 16-24% health rather than always 20%. Of course this would be harder for items with only few uses, like the sniper with 11 bullets, or the tripmines with 8, but for those you could just add a low chance to get an extra or fewer bullet/mine/etc. Just to add an extra layer of uncertainty to the game.

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Suggestion from napclubpresident#9372 (216821670197985281)

Secret level accessed while in the "Injection" menu before getting to the rundown. Players might need to obtain certain tools, secret key items, or terminal codes in-game to access this level. This could allow players to wake up in their HSU pod and roam the HSU storage facility (prison?) either solo or in groups, and possibly attempt to escape the grasp of The Warden after aquiring several items or codes. Players might be able to return to this level whenever once they gain access, but they might not be able to access certain areas until they find specific items, keys, or codes.

grim reefBOT
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Suggestion from Zarenno#5839 (249723209614753792)

Relevant Poisoner evaluations at the end of the level, and not just client side only reports. (My poisoner report said I was inside, but others in my team said I was stable etc.)

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Suggestion from Yuumi#5022 (193713446313918465)

Imagine a hardcore game and not being able to see your hud for ammo/health.

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Suggestion from RandomGuy#2790 (329324815234105366)

vr

grim reefBOT
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Suggestion from AAAron#9105 (116997827078520838)

General suggestions:
1.Add lvling character system and perks new weapons to unlock + their customization
2.Increase amount of guns which will be added when char lvl will grow up
3.Add matchmaking BUT before start matchmaking you ofc choose which expedition you want start then system will find only ppl who already eded rest, for example: i want play C1 and start serching ppl to play but will find ppl which only already play A1/B1/B2 to change have ppl with best experience
4.Voice chat in game
5.Option with kick players from game(after matchmaking will added)
6.Little base building, on C1 will be good to add some walls/traps etc
7.More complicated terminal
8.Procedural generated maps will changed every week(it's possible imo)
9.More expeditions for now i seee only D1, will be great to see HARDEST expedition on for example K1

grim reefBOT
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Suggestion from L A U V#5405 (334222676027506688)

make the terminal more useful by adding some cctv to each zone that can be use by using some commands on the terminal.

grim reefBOT
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Suggestion from soux#7607 (175582832230400007)

Switch key to <USE> resource items on <teammate> from E [Default] to MOUSE1 and to <self> to MOUSE2

grim reefBOT
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Suggestion from Weyland#0761 (352064636335554573)

An option to put items like glowsticks or medkits on the ground or give them to a teammate

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Suggestion from Keyser#0392 (109620366174887936)

Consumables : - Location Spoiler :|| Currently finding items on shelves, racks and work benches|| - Might you guys, the devs, propose a multiple choice list to put to the community with regards to enhancing the scavenging aspect, finding items?

grim reefBOT
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Suggestion from soux#7607 (175582832230400007)

Played a few runs of C1 with new mates and would like to suggest something regarding it.
[SPOILERS] Regarding C1 ||1. Lockers/boxes (Hackable) are quite numerous on this map, as we did quite a few runs of it I noticed hacking the lockers started to feel like a chore at the beginning of the run - since almost all if not all of the zones in C1 have a Terminal, how about adding a mechanic/minigame into terminal which opens the option of unlocking all locked containers within a Zone (or larger area) through the Terminal access - like a master key/forced unlock system or whatever. This wouldn't totally have to be incorporated in all maps or areas, more like as an option in cases such as the C1 or some other occasions, since the whole aspect of the map is to hold your ground with a high amount of resources.||

  1. Terminal-to-Terminal connection. ||Our strat in C1 is to fortify our defenses near the resources and pull back towards the reactor as the resources are depleted, sadly this forced the 4th guy to pretty much run around back and forth and not be able to help a lot with the defense. I think it would be pretty cool if you could use one of the many terminals along the way to remotely access the reactor terminal and input the security codes to cut down on the time it takes to input the code. I believe that with this you achieve more freedom in your choice of taking on this map(=replayability) and you could also increase the difficulty of the security codes (instead of being just simple 4-letter words in English)||
grim reefBOT
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Suggestion from StayUpLate#2360 (428722233548996619)

A mission where your team attempts to recover a missing team down deep. Their distress call recently activated, after weeks of radio silence, but there's something the warden is not telling you.

grim reefBOT
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Suggestion from Akirae#7777 (211462348941033473)

more color for glowstick

grim reefBOT
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Suggestion from Droni#6152 (186090371552509953)

make the prisoners being send down ex militariy prisoners, which are sometimes just being imprisoned to be used by the warden

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Suggestion from Droni#6152 (186090371552509953)

make the console more console like backspaces with Ctrl should remove whole words and there should be an autofill, some easter egg games would also be nice in the future

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Suggestion from Penumbra#5297 (153000152645369856)

Game Improvement: Along with the upcoming additions to gear/character progression and customization, I feel that it would greatly improve the desire to clear levels if there was an "accolade" system incorporated into the game. An example of this would be some form of shoulder icon that represented a "prestige" for having cleared X amount of run downs as they come out. Would be nice to be able to flaunt your skill and dedication around while in game.

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Suggestion from Penumbra#5297 (153000152645369856)

Game Improvement: While it is currently possible to view the equipment status of team mates while in the map, adding a HUD option where you can display your teams status along the top of the screen would also be great.

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Suggestion from Penumbra#5297 (153000152645369856)

Consumable: the addition of a rare item spawn that allowed you to interact with a terminal in order to bypass one security alarm door, that is not the last one for extract, would also be great

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Suggestion from Droni#6152 (186090371552509953)

you should be able to filter out the zone by number and letter

grim reefBOT
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Suggestion from Adiabatic_Doggo#1635 (255083869378838529)

Reduce the number of ranged enemies or stop making them run evasive patterns while simultaneously firing homing projectiles.

grim reefBOT
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Suggestion from Neverr#3235 (190127319149445129)

Please allow the Jump Button to be Bound to the ScrollWheel, I am an avid scrolldown jumper and it's jarring not being able to do this in Gtfo!

grim reefBOT
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Suggestion from DjinnTyr#4561 (220734469341052928)

ingame proximity voice over IP so that i can be heard by the sleepers if too loud or too close adding another level of tension to the game.

grim reefBOT
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Suggestion from Tight#0749 (218271893470445568)

add game spectate option. nerf aimbot casters ability to curve around a corner like this a sequel game to the Wanted please.

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Suggestion from Enzie#8011 (290443359221186570)

add character selection

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Suggestion from Tight#0749 (218271893470445568)

add ability to press a button and snap to your character's location on map uwuwuwuwu

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Suggestion from FeverSnow#6955 (642915922625167380)

This game is extremely heavy in the stealth melee category with guns being only useful for specific parts of the game. If this is going to be the goal from the start the melee weapons need to have a major overhaul in variation and strength.

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Suggestion from Weyland#0761 (352064636335554573)

add actual damage, range and ammo capacity numbers for guns in the loadout selection screen. If you do that, you should also add explanation to damage and range scales (connection between damage numbers and enemy health, how range parameter works for guns, etc.)

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Suggestion from Kotri#1954 (271014487451107329)

allow long range flashlights to be placed on the ground to illuminate an area for a period of time (or infinite with the ability to pick the light back up)

grim reefBOT
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Suggestion from JackRabbit#2755 (383222701160005633)

adding weapon customization will be nice, to make weapons look nice and using it as I intended

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Suggestion from Elladan#8816 (161522749536337929)

adding something simlar to barnacles from halflife, which cannot be seen od radars, only if you see their "tongue" you can avoid it, this may be added to more difficult lvls or something 😄

grim reefBOT
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Suggestion from Namae Fury#4986 (139475145210331139)

When people is downed on a ladder, make them fall on the ground instead of have them revided on the ladder, fall on the ground and revive again

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Suggestion from Lucky2Love#1240 (325216174835236867)

adding more slots for using so that you can for example pick glow sticks and fog repeler and have them both rather then leave one behind

grim reefBOT
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Suggestion from Kastrand#7968 (206485421566197763)

If player customization/progression is added, have certain resources or drops on specific floors/levels that we need to collect in order to craft them. It would give players an incentive to play previous floors.

grim reefBOT
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Suggestion from weebking69#6900 (523206327393058817)

a pistol or other gun that can be used for sneaking a room but make it so you have little ammo like the sniper or maybe make it a tool that we can use

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Suggestion from MaddMan#9727 (186620996856315904)

update the steam store page screenshots to up to date versions (hud is outdated).

grim reefBOT
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Suggestion from Tight#0749 (218271893470445568)

after-game statistics showing kills, headshots, etc. to show-off how better of a player i am ty

grim reefBOT
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Suggestion from Killerbot2002#1501 (319077055910117377)

Allow us to use the ping on the ground and walls, and also let us ping enemies location, it won't follow the enemy obviously.

grim reefBOT
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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

In-game gallery that allows players to view the models and animations of characters and enemies, while providing descriptions and facts of each one.

grim reefBOT
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Suggestion from appleandwaffle#7298 (603991291285733399)

consider having a permanent rundown alongside the weekly rundown for people who dont play frequently. Never reaching D stage is a feels bad

grim reefBOT
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Suggestion from sargonian90#0697 (566628687525707776)

I would like to see a more active ping system

grim reefBOT
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Suggestion from Turbolator#1478 (108612913295560704)

New ping system: multi-tier ping without restriction or confirmation.

Restriction-less: the ping works anywhere the player is aiming. It can mark an object, floor, wall, etc. Anything you can aim at - however pinging an enemy would go through it and mark the surface behind it.

Confirmation-less: the crosshair no longer changes when hovering objects, and pings won't be confirmed by the game. The game won't confirm that a locker-ping did indeed mark a locker, e.g. You will have to rely on yourself.

Multi-tier: tapping ping will place a generic mark. Holding the ping button and selecting an object on a UI-wheel (as in Apex Legends) will place the relevant mark. For example, a circle may be used for generic marks, a triangle for small enemies, a square for large ones, etc. Other, more decorative icons could be used as well, such as skulls e.g.

Balance concerns: The duration of a ping, and the number of simultaneously marked pings, could be adjusted. The diversity of ping marks could also be limited to not give too much control to the player. Selecting between marks for small/large/special enemy might be too much. The option of only 3 ping types may be ideal: enemy, object/loot, location/generic.

Lore concerns: The system can be visualized like the existing cortex UI to keep the player immersed.

Comments: The system would encourage more teamwork and planning during missions. It would also slightly increase difficulty, as you could no longer rely on the game to confirm that a ping landed on a box or locker. The system can be balanced easily to give more control to the player, or add more confusion and panic if used carelessly to mis-ping something. It would add to the immersion as the player would be given less information by the game (by not getting confirmation on locker/box pings) and would have to rely more on their own actions. I think it would make the game more

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Suggestion from Dogboizz#7398 (138563441534304257)

how about code doors on a terminal as the alarm were a person has to write in multiple codes to stop the alarm that the rest of the team has to give and spell out to you.

grim reefBOT
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Suggestion from HeyRevolver#7354 (178658384722001920)

Give players the ability to place 3D in-world waypoints, pings, and possibly draw lines in-world from the overlay map, but with the the option on the map screen to block them from specific players, or completely disable them to avoid spammers. The lines could be something like what appears on the ground during the security door phases. For immersion purposes, possibly require a tool or item (like a goggle attachment) in order to draw or see the 3D objects.

grim reefBOT
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Suggestion from Boltdozer#0982 (369344918260547587)

maybe in the future, give the player the option to have a passive quirk to choose to make the role even more versatile
-hacker (reduce time to hack box/locker)
-slightly faster melee charge and reload speed
-healer (increase heath gain from med, around 5% should do) (start game with 1 medkit)
-ammo specialist (increase ammo gained from ammo pack, 5%) (start game with 1 ammo pack
-armor (give 50% armor at start and increase armor repair rate) (also make armor a thing so player can feel a bit safer)
-tool specialist (increase tool recharge rate, 5-10%) (Start game with 1 tool recharge kit)
-UV flashlight (replace flashlight with UV light, provoke the enemies at slower rate but have much poorer visibility)
there are more that i want to mention but i think these should be good enough to make the game more interesting and allow more unique style of play for everyone

grim reefBOT
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Suggestion from Haxzer#8617 (220812694649831424)

Tool/Gadget thats kinda of like a low/high-voltage tripwire. It has limited charges per tripwire (so it can only be triggered about 3/4 times). Requires 2 surfaces to be placed on (2 walls/boxes). Doesn't kill the enemies but could burst off an arm or its head making it an easier kill (could also chain to other enemies if they are touching, but does less damage the further it chains, maximum of 3/4 enemies chained).

grim reefBOT
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Suggestion from Cley'ptomane#7266 (367644826033979393)

When the level is done winning some rewards like "points/money" and Being able to custom our character and equipement can be cool

grim reefBOT
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Suggestion from hikoh#1898 (151688554240671744)

how about no light for the bio-scanner, instead opting it out for a laser pointer that the whole party can see that doesn't trigger the monsters. This way you can give better directions with your team instead of just directions

grim reefBOT
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Suggestion from RogalDorn#8314 (481144885643313168)

ive seen, and participated in (lol) a lot of the strat where you put your turrets on the other side of a closed and c foamed door to allow turrets to shoot stationary targets. what if you added a big guy who has a form of turret disruption? maybe he shuts them down until hes out of range/dead, maybe the player has to "reset" the turret to get it working again after they have been disabled, heck maybe he just throws the turrets targeting off so it just shoots the ceiling. perhaps he could also disrupt the bio scanner in some way to make sneaking difficult if hes just sleeping in a room?

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Suggestion from Zac Galsim#6666 (229844800386498570)

I think the game could use more unpredictable elements that can make the game 'scarier' such as large enemies/scouts roaming the entire map rather than staying in one room. While I'm enjoying the pace of the game so far, the bio scanner always allows you to take methodical approaches to every room, where you're only punished by the mistakes you made, rather than an outside factor coming in to make things more interesting.

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Suggestion from Forest Dog#7817 (138106703924166657)

new mob idea, in the deeper levels a new mob that does not show up on the biotracker, this breaks the spell of red light green light and Simon says for the biotracker user, along with forcing the players

grim reefBOT
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Suggestion from AAAron#9105 (116997827078520838)

disable info about alarm in doors, every door open can be set as hidden % chance to turn alarm ON, this will be automatically boost difficulty

grim reefBOT
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Suggestion from MaddMan#9727 (186620996856315904)

can we have a chainsaw for a melee weapon? Requires tool to refill, loud as F, but best at killing.

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Suggestion from MaddMan#9727 (186620996856315904)

put a flamethrower in the tool slot; more close killing potential; burns through fuel quickly, and lingers to damage enemies or allies who run through it.

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Suggestion from MaddMan#9727 (186620996856315904)

really want a sawblade shooting gun, so i can have my dead space feels.

grim reefBOT
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Suggestion from DuskShadow#0001 (132298243429236736)

Add dead bodies of failed expedition members. You can search their bodies for minor amounts of ammo or supplies. Doesn't seem to make much sense that you can't find other bodies, when you're obviously not the first team to be sent down there.

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Suggestion from Tight#0749 (218271893470445568)

make more enemies that can hit you through the floor cause it's really fair if you dont think about it

grim reefBOT
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Suggestion from Dat_Darn_Cat#2462 (160845211797422082)

Spectate on death/downed

grim reefBOT
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Suggestion from Unhappy합니다#5753 (318323961635143681)

add a monster which revives the dead sleepers

grim reefBOT
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Suggestion from Dru#4058 (254442768338911233)

haven't seen this one... what about a NAILGUN in game, fits well with the mining theme.... or shotgun-nailgun hybrid

grim reefBOT
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Suggestion from doczils#1264 (89745849025835008)

make alarm doors and door keys make more sense. Allow them to be hackable if a team doesn't have a key, but it will set off an alarm with RNG (preferably a lot) alarm sectors. If team has the key, it won't set off an alarm. Make keys just as difficult to find / access.

grim reefBOT
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Suggestion from kachigaNigga#0630 (135898270366040064)

make it to where if you have a full auto weapon, specifically the assault rifle, have a fire selector for single,burst, or full auto

grim reefBOT
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Suggestion from hyunwoo#1470 (181541214867161098)

Implement a 1:1 ADS/Look Sensitivity aim option. You're making an fps. You will have audience crossover from other games. This is honestly a deal breaker.

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Suggestion from Rinku#8466 (148583139764207617)

[ The ability to change ADS aim speed ]

grim reefBOT
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Suggestion from Cogito Ergo Tsun#1453 (148178729573679104)

It's somewhat difficult to read the percentages on my teammates' health and ammo. Perhaps have the colors shift gradually from white towards red (by default) as the percentages decrease?

grim reefBOT
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Suggestion from GooseBruce#3032 (172601502441930755)

Simon Viklund voices The Warden, so that we can have Bane return and tell us to collect the HSU

grim reefBOT
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Suggestion from Kolo...™#2975 (219157993189670912)

Add some more information for containers in the terminal listing. I find that the current "status" is quite counter intuitive, I think it should say something like Open, Closed and Locked. The fact that you can not list for specific sub-areas and you do not know whether a container has already been searched or not leads to a lot of pointless backtracking and time wasted on pings, time that doesn't have to be wasted, regardless if the room is cleared or you are still sneaking through.

grim reefBOT
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Suggestion from Kolo...™#2975 (219157993189670912)

A very minor, but appreciated addition would be a beep for bio scanners. Should be audible for teammates and all it would indicate is if there are signals on the scanner or not. Would add greatly to the atmosphere in my humble opinion.

grim reefBOT
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Suggestion from L0NGT0E#5491 (525852529708367883)

MORE GORE. i think rather than the odd dead body dotted around there should be entire rooms blood splatted and dismembered corpses rotting all around

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Suggestion from L0NGT0E#5491 (525852529708367883)

an enemy type that can attack you from above. the monster that was stuck to the ceiling and hangs it tongue down and drags you up when you walk into it from half life is a good example

grim reefBOT
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Suggestion from Dru#4058 (254442768338911233)

Decoy hologram for monsters or some kind of bait to lure them to a specific point. Pheromones maybe in a gas form? small one use canisters...

grim reefBOT
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Suggestion from Tight#0749 (218271893470445568)

a lootable grenade/tool that you throw and attracts the attention of monsters within a radius. useful for picking up an ally or taking control of a bad situation. In this game, some missions take an hour or two per attempt, which is a hefty time investment + if one ally goes down during a fight, it's near impossible to pick them up.

grim reefBOT
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Suggestion from Platz#9877 (181306992877502464)

Whenever you clear a room from enemies, include an option in the terminal in that area to give an option to activate "emergency lights" or whatever, to give the cleared room just a bit more mood lighting with bit more of those red lights. Gives you even more of a sensation of a reward for clearing the room, making the looting of it a bit more enjoyable and also amping the atmosphere.

grim reefBOT
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Suggestion from malaquey#9832 (208684723189317634)

Add a teammate list to the side of the screen that displays a quick summary of health and ammo counts so you can see at a glance if the team is in good shape or not.

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Suggestion from malaquey#9832 (208684723189317634)

Modify (or add as a separate weapon) incendiary mines that create a pool of fire in the direction of the laser and do damage over time to enemies (and players) standing in the flames. Possibly also add a burning effect for a few seconds after leaving the flames to deal extra damage. They would deal less damage overall than the shaped charge mines for enemies that run through the flames but unlike the mines you could hit several enemies at once as they run through in turn.

It would make a good tool for softening enemies up rather than outright killing them and would synergise very well with turrets and low damage weapons to finish them off.

Also depending on balance the enemies could run around the flames or wait for them to die down which would turn it into more of a utility tool to slow down the horde and let players regroup.

grim reefBOT
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Suggestion from Akirae#7777 (211462348941033473)

Add Claymore

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Suggestion from Keyser#0392 (109620366174887936)

New Mob : Scout Type II
Difficulty - Low
Features - Similar to the Scout in that it is deaf, does not react to movement or light and has feelers.
Uniqueness - Its feelers open up at the tips into webbed cones which detect sound.
Location - Same as current Scout spawning possibilities.
Take Down - Can be killed in much the same way as the Scout.

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Suggestion from Keyser#0392 (109620366174887936)

New Mob : The Monitor
Difficulty - Medium
Features- An entity that is blind but does react to movement and light and scans in the direction it faces which is visible by a glowing/pulsating head.
Uniqueness – It watches-over sleepers as it roams and intermittently pauses to scan checking that they are still their. Players would be required to take the position of a recently killed striker or shooter so as not to trigger the Monitor if it is performing its scan in their general direction.
Location - Area B+ … Found exclusively in large storage rooms/bays with strikers/shooters.
Take Down - Can be killed in much the same way as the Scout.

grim reefBOT
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Suggestion from Indian_Curry#3394 (440925612090195998)

have the ability to see how much ammo your deployed turret is at from your hud instead of looking at the turret itself

grim reefBOT
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Suggestion from NickTheJester#9791 (242050508196544512)

flamethrower

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Suggestion from NickTheJester#9791 (242050508196544512)

swords

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Suggestion from White#7174 (174661966906785794)

The ability to mount the long range flashlight like a flood light.

grim reefBOT
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Suggestion from Dustin_lucas#6325 (178606787564535809)

More console commands! Those are literally amazing and I love that this game has them! It truly is a more "immersive" way to hack/track/scout. What I would like to see done are several things (obviously not all are easy/possible but this is a shot in the dark). If you like any of these please upvote so we can get some discussion going on these with the developers!

  1. Cameras that can scan rooms (need camera line ID), aka you find one camera you can hack the rest in that sequence.
  2. Lockers, or maybe more advanced lockers? Really just any excuse to hack more.
  3. Remotely open/close doors
  4. Activate built in defenses? This is a advanced facility with secure doors everywhere, why isn't there more traps that we can utilize to neutralize a hoard?
  5. Interactable scenery (aka move crane arm from point a to point b).
  6. Who said all terminals work initially? I want to have to run a SFC scan and plug in a new stick of RAM to get these things to work.
grim reefBOT
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Suggestion from Pres. Kanye Trump#0540 (145645243256012800)

Vote Kick/Host kick

Have vote/host kick for the players who are toxic, not team players, greifing, etc

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Suggestion from Kastrand#7968 (206485421566197763)

According to the lore, the prisoners are allowed to bring back items the warden permits. Add an inventory system to allow us to stash items in our slots or a backpack, and let us bring them back to our pods for future use.

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Suggestion from FluffyWaffles#6057 (292710976887848962)

give big bois the ability to hulk smash.

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Suggestion from Droni#6152 (186090371552509953)

add another variation of a foam launcher, with D Foam or E Foam which could be poisonous and slowly attack enemies - balancing wise you could reduce the ammo

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Suggestion from Sylas42#2062 (265697939412877312)

being able to craft a molotov while in a game, considering there is alot of mining equipment, you would have to find a rag/empty bottle/ then funnel out some gas from some of the mining equipment that you see all over the maps. would fit the environment and lore. Also only make it so you can craft only a certain amount so you have to choose when to use them strategically like 1 per player.

grim reefBOT
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Suggestion from oz_#9113 (179126887891730432)

Add gag command "cowsay" to the terminal https://en.wikipedia.org/wiki/Cowsay

grim reefBOT
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Suggestion from jxn#2254 (349215893987000321)

the typical video game silenced guns would break the game, but how about something this.

new special weapon : crossbow

  • only has 1 bolt ( can be adjusted for balance )
  • it can only kill grunts, and only with a head shot
  • you have to retrieve your bolt
  • the bolt breaks on impact if it hits anything other than a soft target
  • you need to be far away form any enemy or else alert any near you ( in real life crossbows are fairly loud about 80-85 db )
grim reefBOT
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Suggestion from FesteringWound#1001 (232862894931312641)

A change to/removal of combat music. Knowing that the music stopping means there are no more enemies lessens the tension of the situation.

grim reefBOT
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Suggestion from Unhappy합니다#5753 (318323961635143681)

Add rundown which user create

grim reefBOT
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Suggestion from aMonkeyOnStilts#4475 (430912403300024331)

Challenge rundowns with level conditions like "melee/tool/special weapon only" set loot spawns to accommodate things to work within set parameters

grim reefBOT
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Suggestion from Petr petr#5428 (125043980827230208)

more lore and maybe a heavy maul which would be a special melee that does lets say twice the damage of a normal maul but makes you slow and is also slow to holster or something

grim reefBOT
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Suggestion from Seymo5#2087 (181667553796554753)

Include a timer on level completion to show how long it took to complete.

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Suggestion from Shanks#1863 (191988350163484681)

include a timer that tells you your mission time WHILE PLAYING (starts at 00:00 and increases until the mission is complete). This will have 2 uses: one, simply as a quality of life addition, but also two, as a method for timing better. Since most voice chat systems (especially discord) have delays, being able to sync up by timer instead would be much more efficient. (Similar to payday 2 timer)

grim reefBOT
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Suggestion from malaquey#9832 (208684723189317634)

When querying an item the terminal can tell you what zone it is in. Allow a command to query all of a type of item e.g ID tags, so you can see where to go without having to do each one manually.

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Suggestion from pikachulover25#1078 (283699869728636928)

Gun Mods that you can find randomly throughout the map but you can keep eventually finding better ones so you run through the previous floor easier. Example: floor B1 20% of Finding a Sniper Silencer. Plus findin Better equipment. Example A1 10% of nightvision goggles (that you can replace you flashlight with before descending in the menu) and B2 30% of a welding tool to fix broken doors

grim reefBOT
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Suggestion from J2ackson#2142 (198801459934920704)

Building off suggestions for the loading/descending phase at the start of the mission. Add a bar or number showing how many metres you have descended but its actually a disguised loading percentage. Not immersion breaking but lets you know if a potatoe is slowing you down.

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Suggestion from Recruta (pt-BR)#0620 (311665420602179584)

Add a 5 sec countdown in the game at the press (Or hold) of a button to begin a 5 seconds countdown,this would be used when coordinating attacks without the delay in voice chat

grim reefBOT
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Suggestion from Chronos#0477 (159661522229002242)

Don't show pump animation of shotgun when reloading while already have ammo in the chamber.

grim reefBOT
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Suggestion from FesteringWound#1001 (232862894931312641)

More environmental hazards. Knee/waist high water that slows all movement. Rats/bats that throw off scanners. Loose glass that causes the sound detection range to extend etc.

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Suggestion from FesteringWound#1001 (232862894931312641)

Side grades for the tools, that give benefits but a drawback to compensate. Bi-Scanner gets more range but can be inaccurate with its placement (More useful for checking a whole room for numbers) or its range is much lower but gives more detailed info of the location and type (It's a big chungus that's the floor above for example.
Foam launcher could have drastically increased range but can only fire one or two globs at a time, or can have a spread nozzle that has no charge but fires enough to reinforce a door with a single shot.
All can be optionally taken and the basic option is still there as a choice.

grim reefBOT
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Suggestion from Droni#6152 (186090371552509953)

add a actolivation delay to the mines so you dont die when taking down sleepin enemies

grim reefBOT
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Suggestion from GoHamInHogHeaven#1868 (167739962157039617)

Add a slider for aim down sight mouse sensitivity

grim reefBOT
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Suggestion from johnwhyjustwhy#9832 (244248833293287435)

a crossbow for the Primary or Special Weapon slot that is silent but has low rate of fire and low ammo

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Suggestion from Turbolator#1478 (108612913295560704)

New special enemy: Unkillable, absurdly strong and unreasonably fast. It's deaf and will look for you, but it has one critical weakness: It can't move as long as you look at it.

Description: This entity is a large, strangely propotioned humanoid figure, only loosely resembling a man. It doesn't click like a sleeper or growl like a giant, instead it breathes loud and awkward.
The entity is unique - only one exists and may appear in a mission. It stands clear of other enemies, and unlike them, it can't hear.
Instead it will stand and watch for people, and any unaware prisoner caught in its sight is sure to go down quick, for it is extremely hostile and moves unlike anything else, closing large gaps in the blink of an eye.
This is not an enemy you fight, it's one you avoid. Prisoners sighting it must maintain eye contact and listen for its heavy breating, for if it's gone silent, it has seen you, and you will need to keep an eye on it to keep it frozen in place.
It depends on surprise attacks on careless prisoners, moving silently when attacking, not alerting nearby sleepers. You don't fight it directly, but you can beat it.
Luckily, the entity only acts on people. It won't break through doors if trapped, so all passages to it must be checked, as it will look for clear ways to reach you.
C-foam may be used to lock it in place shortly, but if left unseen, it will fast break free from it. Given that it won't cause sleepers to wake, handling it is a separate issue from groups of sleepers.

This enemy will bring something else to the game, and heighten tension during mission progress, as you can't walk carelessly into rooms that may seem empty at first. It will increase the feeling of powerlessness in the darkness, as it's something that can't be beaten, only avoided.

grim reefBOT
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Suggestion from Zelxen#1065 (201080083757268993)

When an alarm scan at a door happens, instead of having to stand on randomly located red circles on the floor, have 2 or more hackable modeled nodes be detected on walls nearby. It would make more sense and add more need for organization by determining roles such as who is hacking and who is defending the hackers from the waves of infected. Plus the stress of hacking/missing hacks would add a little bit of tension! ❤️ Keep up the good work !

grim reefBOT
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Suggestion from Triumph#7667 (225166282473996288)

give enemies the ability to hear the player teams voice chat. Ofc this would require in game voice chat first but I think it would be extra intense restricting communication by making people whisper or shut up completely. More immersive imo.

grim reefBOT
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Suggestion from Abson#9124 (342615522145206273)

More monsters (baby-monsters,monsters with poison, monsters with jumpscare or so)

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Suggestion from Shawn S.#0256 (78484810649051136)

Add support in terminal for * im ping and query along with scrolling the terminal. For example ping Id_* would attempt to ping all ids. Then scroll through to find the sector locations within your zone.

grim reefBOT
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Suggestion from jxn#2254 (349215893987000321)

readjust height requirement for fall damage

jumping off even the smallest ledge will damage you, and thats just ridiculous

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Suggestion from jxn#2254 (349215893987000321)

add flashlight indicator

how often have you or someone in your team pulled the hole room because you/they didnt realize it was still on. even experienced players cant tell if its on or not most of the time, they just look at the ground and double tap F to make sure.

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Suggestion from jxn#2254 (349215893987000321)

new prompt ''combine'' | combine resource packs

e.g. carry ammo pack (1 use), find ammo pack (2 uses), hold ''combine'' for 5 sec fancy animation plays get ammo pack (3 uses)

grim reefBOT
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Suggestion from Unfortunate#2637 (397408971419287553)

When scouts scream, instead of just spawning in mobs, all mobs from other nearby rooms that haven't been cleared yet(excluding security doors) will be alerted as well. Another thing to add about mob capping, add a bigger cap. Like 2x(maybe not 2x but just more mobs) more enemies when a scout screams for an example. So the horde is bigger, making scouts a bigger threat and higher priority before they scream.

grim reefBOT
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Suggestion from WhyDoINeedThis#3712 (241351422757568513)

An icon indicating that you're crouched and another one indicating a turned on flashlight would be nice, sometimes it's hard to differentiate yours from one of your teammates and end up waking up the sleepers

grim reefBOT
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Suggestion from 3d tripper#5184 (245397022436229120)

less artifacts on menu text. the pixel effects and HUD skewing only work in game and the menu is almost unreadable.
Or slightly larger text for the menus since fine tuning numbers (red text is hard)

grim reefBOT
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Suggestion from Juryo#7175 (120407985427185664)

An enemy like the Alien from Alien Isolation, that can travel from room to room through vents throughout the map and walk around.

grim reefBOT
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Suggestion from Charmzz#2353 (171267605112291329)

Hey Team,

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Suggestion from Charmzz#2353 (171267605112291329)

Spraypaint (finite charge) pickup item to mark doors and floor to serve as breadcrumbs outside of the tab map

grim reefBOT
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Suggestion from MilitaristicGhandi#1368 (298538630341853184)

let us deploy the long range flashlight like a turret and use it to illuminate choke points

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Suggestion from Jayoku Houtenjin!#4162 (180466667451711489)

Add zork on the terminal as a hidden command

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Suggestion from Alexey#7852 (211934051672522752)

let the bioscanner do the bleeping noise like in aliens

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Suggestion from 𝔗𝔑𝔜𝔗 𝒜𝓈𝓉𝓇𝒶#6497 (318035813239881729)

Add a bit of flashlight gear progression so that it can be attached to your helmet, instead of attached to a weapon for ease of access.

grim reefBOT
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Suggestion from Charmzz#2353 (171267605112291329)

terminal WHILE loops: repeat a ping n times, activate something that makes noise and diverts/triggers searching mobs to route toward noise origin

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Suggestion from PhoZilla#0652 (270306861733904394)

If these haven't been suggested yet,

  • To have items be stackable. For example being able to recharge from 4 glow sticks back to full upon picking up and leaving the remaining back behind. Instead of fully swapping out. Or even have a drop item option maybe?
  • Not having to switch out to Long range flash light to actually use it.
  • Increase the clip size of the Sniper from 3 --> to 5 maybe. Not used to the 3 shots and having to reload.
  • Being able to spot/ping enemies as well and not just doors.
  • (I forget) But I don't recall there being a symbol on the map for "opened Loot box/lockers" but having them would be neat
  • **Bug?**C-Foam seems like it stays forever throughout the session unless triggered. BUT in level 1A after triggering the final event, the foam (That was planned ahead of time) vanishes away.
  • Loading time can seem to take forever even after skipping starting cutscene
  • Have C-Foam Grenade spread out a little more maybe?
  • Night Vision Goggles possibility?
grim reefBOT
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Suggestion from Tight#0749 (218271893470445568)

limited-use silencers to take out unalerted enemies with guns instead of wasting 5 mins sneaking next to an enemy surrounded by 4 other bad guys. put them in lockers and give them like 5 shots on your gun before they break. replace them with those useless flashlights that's in 90% of the lockers i open

grim reefBOT
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Suggestion from malaquey#9832 (208684723189317634)

Allow pinging in all cases, pinging enemies, doors, lockers etc. but also just a generic ping to allow easier coordination when talking to people.

Allow setting up of long range flashlights like a turret to illuminate an area, particularly for use during hordes.

Add damage values for weapons so players can make a more informed decision rather than having to guess. Possibly just on the wiki or within a sub-menu to avoid cluttering the UI.

Prevent enemies using their tongue when their has been blown off to make careful aim more rewarding.

Allow enemies to lose track of the player rather than just running headlong at all times. This would also allow teams to retreat if they awaken a room to try and reset the situation, as well as allowing the addition of distraction tools like noisemakers to pull enemies to or away from a particular position.

Allow melee weapons to be held at full swing indefinitely, or for a much longer time. It is very hard to coordinate stealth attacks on the large enemies since everyone has trouble understanding exactly when we are supposed to be attacking, especially with the international audience adding a language barrier at times. Alternatively/as well, add a countdown ping to allow easier coordination.

Add silent weapons apart from the sledgehammers, for instance a crossbow or maybe a sword that would occupy the special weapon slot and allow easier stealth play but be less useful during a horde than a gun would be.

Allow players to bring a utility item and a consumable as part of the starting kit (glow sticks and a med kit for instance) to allow further tailoring of intended strategy. Loot within the level could be reduced to compensate.

Possibly reduce the noise level of enemies so that they don't wake each other up as easily. That way if players accidentally alert some they can choose to potentially take damage quietly killing the awa

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Suggestion from Kat#6666 (264974823099203584)

please make it so that we can stack items such as medikit with 1 charge with one that has like 2 charges.

grim reefBOT
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Suggestion from Tim#1261 (249649094216253442)

Have entering/exiting crouch not count as movement (w.r.t. detection of players). It's counter-intuitive that it is, and most new players do not expect that to be a trigger. Also, hitting Tab to open the map stops crouching, making merely opening the map dangerous unless crouch toggle is on.

grim reefBOT
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Suggestion from ASADIE#0959 (638280541053124608)

Bio tracker information could be linked into map. Only if prisoner is using bio tracker, this information would appear on map for others to see temporarily.

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Suggestion from Navsigda#9569 (317963905626537985)

Implement "Reinforcement Kits", allowing the player to barricade or reinforce a broken door-space. Until it's broken by the player or enemy, you can't traverse the door-space.

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Suggestion from Navsigda#9569 (317963905626537985)

New in-game one-to-three use consumable item. A disposable UV-coating for your weapons flashlight attachment. Only applicable to weapon flashlight attachments. Using the consumable results in significantly reduced illumination, in exchange for a 50% reduction in detection by enemies. The coating degrades under no-light conditions. Switching weapons nulls the consumable, forcing a players hand to use them selectively and encourage teamwork

grim reefBOT
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Suggestion from Omenpapa#7934 (102436842468548608)

Expedition conpletion restriction should be applied to those who wish to join a game too, not just for the hosts. Playing D1 with somebody who just bought the game, but have not played yet is not ideal.

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Suggestion from Omenpapa#7934 (102436842468548608)

sniper is very underpowered compared to any alternatives. Add more ammo capacity, increase weakpoint dmg, add penetration or stun effect. I would be also happy with reloading for 3 seconds after each bullet in case it is required to be balanced with one/ or more of the above changes, just let me Pick sniper without feeling like im artificially increasing the difficulty for the team.

grim reefBOT
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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

I know this suggestion would probably not even be considered until way later into development, but I had the idea of a level editor that allows people to make their own expeditions using premade map pieces or letting people create their own, customize sleepers and alarms, and then utilize Steam Workshop to let people share and play levels.

grim reefBOT
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Suggestion from Omenpapa#7934 (102436842468548608)

If we start the game up with less than 4 players, there should be still 4 characters coming down with the lift.. but only the real players would reach the destination properly. Others might get thrown out of the lift half way down.. or crash .. or the carrier malfunctions and instead of opening up it would close inwards crushing the npc to death.. or opening up properly, but at the incorrect location and they would just fall to their deaths 🙂 I understand this is something which is probably never gonna be added with 9 devs working on the game, still sounds like fun 🙂

grim reefBOT
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Suggestion from Sagefoxwood#3760 (169188662838427655)

ability to change played character in lobby

grim reefBOT
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Suggestion from Navsigda#9569 (317963905626537985)

The ability to crack a glowstick and use it for ambient light whilst equipped

grim reefBOT
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Suggestion from Sagefoxwood#3760 (169188662838427655)

list of players sorted by ping with optional check box of missions players are looking to attempt displayed on players in said list

grim reefBOT
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Suggestion from HappyDragen#1342 (222906709469954048)

a different attack projectile. instead of a guiding light maybe a needle they shot out, and or some type of acid spit.

grim reefBOT
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Suggestion from Eleghrin#0670 (323307893690466304)

a couple of weapon suggestions

Lmg: belt fed machine gun. Doesn't need to be reloaded but does need to be set up on a tripod to fire.

Double barrel shotgun: higher ammo capacity than the other shotguns, but only two shots.

Bolt action rifle: penetrating bullets but needs to reload after a shot.

It would also be cool to have some customization options, like:

Low grade ammo: increased ammo capacity but incur the risk of gun jams.

Hollow point ammo: lower ammo capacity but deal more damage

Different sights and scopes

grim reefBOT
#
Suggestion from Chronos#0477 (159661522229002242)

Add Handheld Fog Repeller that can find in the locker/box. Can use freely as long as you have it like Long Range Flashlight.

grim reefBOT
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Suggestion from Kamusta#0077 (181886543751806976)

Some kind of vaulting system. With how falling just a short a seemingly safe distance will likely make you take damage, a way to coordinate with teammates to stealthily help each other climb or drop down medium sized ledges slowly(that way it's not abusable in fire fights) would be very useful. Sometimes going down certain stairs with enemies on them that aren't isolated is very risky and this system could help, in some situations, work around the map limitations and open up new strategies for clearing rooms of enemies stealthily.

grim reefBOT
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Suggestion from Pixella#2301 (178164996495114240)

Add the possibility to write notes with the cursor-drawing system on the map (like location of items you found etc...) and the possibility to move the map with also drag and drop right click instead of just arrows and wsad.

grim reefBOT
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Suggestion from Sagefoxwood#3760 (169188662838427655)

stop handing out ambassador whilly nilly so every troll under the sun can become an ambassador ._.

grim reefBOT
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Suggestion from Rorschach#9539 (412393126100074497)

Implement sparse environmental hazards like radioactivity or dangerous gas, and tools fit to hinder them.

  • Increase sniper firepower a little
  • Highlighting of talking guys during the game (Associating nick with voice isn't so immediate)
  • Increase bullets speed
  • Record keys number and location
grim reefBOT
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Suggestion from Reegs#7456 (212681037472464896)

Likely far down the road, but regarding character progression and rewards,

  • The introduction of new weapons and gear is something I am excited for but not discussing, as I am not certain on how to make them fun/unique while preserving difficulty.
  • Something that makes this game amazing is its difficulty, yet it would also be nice to earn some kind of rewards to help assist players progress further into the level or onto new expeditions.
  • One possibility is to not only add a character level system, but perhaps a currency system of some sort. In-game currency that is earned through killing enemies and completing certain events, such as disabling an alarm successfully.
  • In my opinion, a successful expedition will give full awards earned within. A failed mission should also give rewards, simply a fraction of what it would have been had the mission succeeded. This would help players feel they made some progress and potentially assist them when they attempt the mission again.
  • The in-game currency would be used to purchase consumable items, from items like C-foam grenades to ammo packs. Being consumable items already present on the map, they would simply give the player a slight head start without altering any gameplay. A consumable slot option would be added to the loadout before deployment, with the options in the loadout being currency locked.
  • As someone levels up their character, they unlock higher quality consumables. For example, the ability to bring in a medkit with a single charge at a certain level, and eventually hit a level where you may now purchase a medkit with two charges. The price of the medkit would reflect its charge count.
  • These consumables would be for the next deployment only, and would need to be purchased before every mission. Not a purchase to "unlock" the consumable. The price can be set to prevent them from being spammed, requiring either
grim reefBOT
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Suggestion from Shiblumi#6969 (170860129678393344)

Can be later in development, but at the end of a level after successfully extracting, please add a short but sweet animation of us latching back onto the elevator and going back up. Other games that have this end-of-match/end-of-expedition animation (e.g. Titanfall 2 at the end of a match, Deep Rock Galactic after a successful extraction) creates a much greater feeling of accomplishment compared to cutting straight to a black screen with text that we currently get after a difficult run.

Timestamped video examples of previously listed examples:

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Suggestion from Shiblumi#6969 (170860129678393344)

Continued, it also adds a greater and truer sense of actually Getting the Fuck Out :peepoRunRight:

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Suggestion from DerDrecksack#2929 (574340113652383745)

i would love to see more options for the terminals.
Like open / close doors.
Access sensor arrays in a specific room to show enemies on map for a few seconds.
Turn on / off lights ( this would have an effect on enemy awareness of players, maybe they would start moving around when the lights are on )

Could be a nice optional mission to locate and activate a generator or mainframe and defend it for some time to get access to more options at the terminals.

grim reefBOT
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Suggestion from Shoti [GER]#8133 (162937304401444864)

we need an option for vote kick

grim reefBOT
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Suggestion from Kalashnikov.SaW#9706 (357474271460851715)

there is a problem, its not a big thing but its kinda like a easy thing like if an enemy finds you out the music starts, again if all the enemy is dead the music turns off immediately so my advise would to make the game more immersive the music queue timeouts should be more balanced rather then after enemy found you the music helps to understand that enemy spotted you

grim reefBOT
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Suggestion from Auke#3180 (249946674233868289)

Anyone already thought about weapon sway and headbob? I think that adds extra immersion to the game 🙂

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Suggestion from Jagdwyre#4116 (302534034461032449)

A deep(high level, endgame, whichever term you prefer) expedition that has two insertion points with the layout of the area requiring teamwork from people at either end of the mission area. An Example being a 4 man group split into teams of 2. 2 group members are placed in a zone with terminal access for the mission, while the other 2 group members have a variety of doors they have to find passage through. "Terminal" group helps giving the "Door" group useful information for how to proceed. Only later in the mission will the group be able to rejoin each other and eventually extract.
An alternative is starting the mission as you do currently but objective mechanics set in place to force players to split into teams to deal with things simultaneously in different zones. Not necessarily combat related, but still focused on teamwork.

This suggestion has more potential for interesting expeditions as more support and objective mechanics and content get added to the game over the course of Early Access.

grim reefBOT
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Suggestion from Thawk#3072 (471956578396930049)

MORE TOOLS.

A rock (draws in scouts)

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Suggestion from Pukmuna#8874 (430014095329198101)

add 2 primary weapons and 1 pistol slot giving players for more playstyle

grim reefBOT
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Suggestion from neus#3029 (131214204056109056)

sprint auto disables when movement keys are released

grim reefBOT
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Suggestion from Galerus#8315 (129569910626975744)

Have a Enemy that you can produces a cloud of spores if you are in a cloud to long (Just assuming it is airborne Pathogen) you have a "Infection Level" Either by Hud U.I., Audible chit chat with team members or your character saying something about not feeling well, ECT. The infection level can impead aim and/or slow you down a bit and makes your character start Hallucinating, seeing entities staring back at you from a distance that if you get to close you will "attack you" dropping a certain amount of HP (Depending on thereshold of Infection level) 5 - 10 damage from max HP, Seeing Sleepers and Runners that are not actually there, whatever other creative things you can think of only way to bring it down is maybe a medkit or some sort of Antidote you can find on that specific map left behind by scientists. The Spore Enemy should be on certain lower research floors like other Enemies and a charged bonk with a hammer and should have relatively low health. If you kill them, as a bonus, the fog/gloom should dissipate in the room they are in. The Monster should be quite audible, making it easy to hear and spot or make it trackable with the Bio-Tracker like the Scout. No more than 1 can spawn in a room. 2 - 3 max on any given level to help things with balancing.

grim reefBOT
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Suggestion from илюша любит даяну#2100 (255321518991605761)

Damn, guys. Add shiftwalking.

grim reefBOT
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Suggestion from Tio Soneca#0865 (163571123731038209)

More turret types, maybe a foam turret or a decoy turret.

grim reefBOT
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Suggestion from FluffyWaffles#6057 (292710976887848962)

Fix the the movement speed. I'm running and jumping and smack into an invisible wall? really?

grim reefBOT
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Suggestion from big_daddy_shak#9639 (284336719627812865)

add more guns and melee weapons

grim reefBOT
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Suggestion from VANOV#6789 (205590265061179392)

Need more tools / mechanics for dispatching sleeping enemies. Playing "Red Light, Green Light" then synchronizing charged melee attacks gets comical, then boring when you've done it more than a hundred times in an afternoon.

grim reefBOT
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Suggestion from Uncle#4131 (245581642544971776)

I would appreciate more environmental hazards. The facility is literally in ruins, and so it should be falling apart. Maybe ceiling panels will occasionally snap off and fall, creating a massive amount of noise that lures Sleepers to it like flies to a dead body. Strobe lights that mess with your vision, and broken generators that spark and make bright flashes. Conversely, some of these could be repaired. Say a machine is broken and making tons of fog, making it hard to see. While you could choose to leave it as is, perhaps in a somewhat harder version of the hacking minigame, it could be fixed. Messing it up could alert enemies that are in a certain radius, while finishing it would make the fog dissipate and allow for perfect sight. A more interactable environment beyond opening doors and lockers would make the game ten times better

grim reefBOT
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Suggestion from InnerDemon#3266 (270145046966173696)

Lockers functionsolo

grim reefBOT
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Suggestion from InnerDemon#3266 (270145046966173696)

1.More functionality for lockers to store stuff instead only 1 in each lockers.
2.Ammo packs/Medipack can stack up to 4 instead of swapping them out.
3.Further detailed explanation of each melee weapon (For now it seems like they are having the same function only the looks are different.) Maybe add something like each melee weapons have different advantages/disadvantages like Maul takes longer to charge than the other melee to kill but a small noise will be there. Sledgehammer increase damage in general with full charge on sleeper and if you miss a vital spot like hitting on legs or body, your weapon would stuck on the enemy and you have to spam left click(3-5cliscks) to pull it out and continue hitting would not get your weapon stuck as long as it is not full charge and miss,or you can leave your melee on the monster and just take your gun and go guns-blazing because why not?

  1. Friendlier environment-tips as in trail of notes left behind by a successful expedition prisoners for other prisoners to take note of where to go for their main mission. You can put it in the lockers for the players to find as a part of resources.This is to guide players that do not know how to use terminal to get information. Something like a mark of trail on the map with 50% guidance of the whole expedition map for the main objectives, the rest 50% they should figured it out.
  2. More turrets.
    i) Semi auto laser beam turret with limited range.
    ii) Web turret shoots out steel webs to hold sleepers on the floor so prisoners can use their melee weapon instead of a gun. Big sleeper/scout/special monster would break the steel web in a few seconds depending on their size and power. This web cannot hold spectral entity.( This is not ghostbuster 😄 )
    iii) Mountable melee turret, allows prisoners to mount their melee weapon on the turret as it will swings when detected a unit is passing,unlimited u
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Suggestion from InnerDemon#3266 (270145046966173696)
  1. Customizable for main/secondary weapon.
  1. MediPack Station, prisoners have the option to build it but they would have to collect 85-90% of the MediPack on the entire expedition map to build this resource gear at their selection point of map when finished collecting where it would heal them constantly without fail if they are in close proximity, The higher the collection of MediPack, the faster it heals.
    Minimum requirement for building this station is 50%.
    i) 50% collection- Heals 1 person at a slow rate.
    ii) 60% collection - Heals 2 persons at a slow rate.
    iii) 70% collection - Heals 3 persons at a medium rate.
    iv) 85% and above collection - Heals 4 persons at a faster rate.
    Hope you like this and implement some of these ideas to your liking, maybe some tweaks but i would love to see these improvements in the future! Thank you for reading this and taking the time to chew through it. 😉
grim reefBOT
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Suggestion from FluffyWaffles#6057 (292710976887848962)

Allow more than 1 mine to be deployed at a time, maybe every mine "mag" could hold max of 4 at a time and a short CD per placement of 0.5-1.0 seconds. Also, mine placement needs to fixed. Im talking about that little hexagon, everytime i use a mine and wait for this ridiculously long reload(for just 1 mine) the red hexagon doesnt automatically refresh to a green hexagon until i jerk my mouse just so it recognizes that it can be placed then i have to reslide it back to where i want it. Its not a huge deal but it is annoying every now and then. If a mine mag doesnt actually get added way off into the future, then improve its current reload speed and placement (refresh?).

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Suggestion from BigDickMccree#0516 (187684408625594368)

ADVICE! Try suggesting one feature at a time, otherwise

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Suggestion from BigDickMccree#0516 (187684408625594368)

ADVICE! Try suggesting one feature at a time, otherwise it can be hard to proper up/dowvote suggestions.

grim reefBOT
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Suggestion from QasimC#7936 (82041508148019200)

More of an immersion suggestion. Maybe have the warden contact is over comms after we deploy to remind us of what our objective is.

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Suggestion from lavars#4274 (159776663926865920)

Change the C-Foam so different colours can do diferent things (either you can find them or select at start?!)
White: Good to inforce
Red: Flamable (works only for short period of time)
Blue: Slows/Freezes (like it is now)

It could add more tactics and put pressure on the player to choose the right one for the right moment

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Suggestion from SPKiller#9168 (262840731905818627)

Add betty white for cosmetic items

grim reefBOT
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Suggestion from yomismobis#0626 (468584615200948224)

would there be in the consoles unix's shell syntax / regular expressions compatibility please?

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Suggestion from singlespace#5236 (107151545157570560)

Realistic ammo / magazine mechanics, such as reloading with a round in the chamber will give you (rounds in magazine) + (1 in chamber) for available rounds. Reloading a half empty magazine will do something like dump the old half empty magazine on the ground, lose all the ammo that was in that magazine, or place it a magazine queue (i.e. ammo isn't conveniently instantly moved from your half empty magazine into an pool of ammo which you always draw a full magazine from). Maybe something along the lines of if you hold reload you take a bit longer but place the half spent mag back into storage, but if you tap reload if drops the old mag (or maybe if you tap reload it keeps the old mag, but if you panic hammer on reload it drops the mag).

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Suggestion from Ruru#0227 (234791108863852545)

Add an animation for teammates when they are charging up their melee attacks!

grim reefBOT
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Suggestion from SolDayClashYT#0840 (355433008775299074)

Enable the Workshop function for GTFO, so that the playerbase can create either custom maps (I'd personally love to test some) and/or new types of weapons, enemies, consumables etc.

grim reefBOT
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Suggestion from LoveZombie#2060 (226048991882641418)

Add Teammates to Motion tracker. They are creating motion after all. Would be neat to have them show up in blue in contrast to the red in motion targets for enemies but given the stationary nature of most creatures right now and for immersion sake they could be brought in as white dots like the enemies with no color change on motion so you really have to pay attention, then when they stop moving entirely have them fade off the tracker.

grim reefBOT
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Suggestion from Sheriff Jeaver#3589 (276427590552780800)

give the ability to a close proximity tagging system, this is a one enemy tag where you can see who going to kill who, and the addition of a 3... 2...1... Countdown that helps with coordinated hits for best efficiency.

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Suggestion from Psycho_XV#9794 (332816627974537217)

Stackable consumables.
(If holding one Medipack and there is one to pick up, you can then hold them both rather than trading one out).

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Suggestion from Sheriff Jeaver#3589 (276427590552780800)

The ability to trade consumables so that if you want to send one person in they can either drop or give them to someone so you don't risk losing them if they go down.

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Suggestion from Sheriff Jeaver#3589 (276427590552780800)

....... High 5..... Literally just being able to high 5 after not dying.... I need that kind of positivity in my life

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Suggestion from Psycho_XV#9794 (332816627974537217)

Keybind to hide the HUD. More cinematic look when stealthing.

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Suggestion from Lucky2Love#1240 (325216174835236867)

make so that players if downed and IF they have a medkit on them can revive themselves in case other team mates are busy

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Suggestion from Psycho_XV#9794 (332816627974537217)

Have separate Keybinds for Heal self and Heal others.

grim reefBOT
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Suggestion from Sheriff Jeaver#3589 (276427590552780800)

(I know I've posted a few but). Q&E leaning for firearms?

grim reefBOT
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Suggestion from QasimC#7936 (82041508148019200)

When you open the map. Have the map center on your character marker.

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Suggestion from Ganza9991#7384 (205724301184204800)

Make a point for group wherever you want

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Suggestion from FluffyWaffles#6057 (292710976887848962)

Add a Pickaxe as melee.

grim reefBOT
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Suggestion from FluffyWaffles#6057 (292710976887848962)

will there be more characters? if so, i think they should look like the devs. We need character customization.

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Suggestion from Uncle#4131 (245581642544971776)

add the ability to tag enemies in close range with the bioscanner. Could make it a little laser pointer or something, and bind it to the zoom key as an alternate ability for scanning. Gives The Bio Scanner a bit more utility, which I feel it is lacking.

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Suggestion from FreyVik#2819 (173851724514066432)

your idea here one simple thing that make it mor real, is the autocompleter with TAB in the terminal like a real PC.

grim reefBOT
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Suggestion from Ethan#2169 (323910014853185540)

attachments for weapons, customizing your sights, stocks, barrel attachments, etc

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Suggestion from Avenger_Dx#8233 (221831149285015552)

overall stats for every rundown i.e.; rundown 001 your farthest was C2. 002 you beat D1 etc.

grim reefBOT
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Suggestion from Unfortunate#2637 (397408971419287553)

Add in a Pulse feature for bio tracker. I understand that it already shows sleepers(white dots) and you can tag enemies when they are moving.
Pulse is just to allow teammates to get a glimpse of what mobs are around(pulse scan position is based off of whoever has bio tracker and is using it).
Explanation in words,
Players with bio tracker can use a Pulse scan, which will visually affect the player's screen to give them a glimpse of what mobs are around them, sleeping or not. Teammates that do not have the bio tracker will be able to see a faint outline of the mobs for a short span of time, let's say 1 second and then the outline disappears until another Pulse scan is used. If added, Pulse scans should be limited use only. If limited, I don't think that there should be any resource packs that can recharge it.

grim reefBOT
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Suggestion from araknivus#6413 (315552110936850432)

add three rc drone variants to GTFO: one for scouting, one for attacking and one for distraction

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Suggestion from appleandwaffle#7298 (603991291285733399)

big boi punch sends people flying

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Suggestion from neus#3029 (131214204056109056)

Using items on teammates fills up the crosshair chargeup indicator rather than a progress bar so that you don't confuse healing yourself with a teammate

grim reefBOT
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Suggestion from White#1579 (116625745836507143)

New Mobs:
<Flasher>

  • Ability: Temporarily blinding players when in range
  • Health: Weak
  • Speed: Slow

<Choker>

  • Ability: Release toxic fumes in a radius that slowly damages players once inside.
    Can be dealt with using Fog Repellers
  • Health: Weak
  • Speed: Slow

<Carrier>

  • Ability: Releases small creatures that do little damage but steadily spawns more over time. Can be dealt with by killing the carrier which will causes all the small creatures to collapse

New Locked Door:
Rather than alerting mutants. This version of the door will be a room with security sentries. If the “hacking” of the door fails the sentries will activate and attack players. The sentries can be dealt with by shooting them once they are active.

grim reefBOT
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Suggestion from Houard#2301 (490181967892185098)

On the Terminal be able to ping any item on the list like ammo or doors in a loop you can set the amount of times an item is pinged or keep it pinging until it is picked up or cancelled the command could be LOOP_PING AMMOPACK_542 (for constant ping loop) or MULTI_PING_5 (for 5 pings in a row or however many you want maybe up to a limit) AMMOPACK_542. A command for cancelling the ping could be CANCEL_PING or CANCEL_PING (ITEM) so you can decide wither you want to stop all pings active or cancel a specific one.

grim reefBOT
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Suggestion from Dru#4058 (254442768338911233)

A level mechanic where you race to close a security door before a giant tidal wave of water floods the tunnel...

grim reefBOT
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Suggestion from Ethan#1195 (155501653317910530)

Add some way for security doors with alarms to either be consistent with their number of security scans or have some indicator depicting how many security scans it will ask the players to complete, since as it stands right now it feels a bit cheeky when my team finishes a door with just one wave of scans and feels quite a bit unfair when there are three waves of scans on the same door that just required one or two last runs and wipe because they decided to go on the other side of the room.

grim reefBOT
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Suggestion from Nacson672#8430 (477465874899402753)

Add more Stages in one Tier, and also increase the intensity and difficulties of the Stages (increase the number of monster, damages of monster)

grim reefBOT
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Suggestion from Sage#2799 (188481636910891009)

Add exclusion searches to the terminals. For example, to list off all the medipacks in the complex excluding those in zone 10, you could type in 'list medipack -zone_10'

grim reefBOT
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Suggestion from Ghosti#0143 (66066402481541120)

Vaulting (or something): Climbing small obstacles w/ animation. I.E: Boxes, small ledges, barricades, etc.

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Suggestion from JonnyHexx#3226 (185565965042450432)

make doors accessible via terminals. unlocking and locking doors (besides the locked via keys door of course ) i.e lock_securitydoor_243 or open_securtiydoor_243 and have it possibly be a thing that maybe the door cant be opened via the normal scanner at the side of the door. also a possible power system via the terminal as well but with a big risk without clearing a sector (of course not all sectors can have power but some would be a nice option) //root/power_on zone_41 and if the zone is not cleared it just auto argros everything in the current sector or calling more to that sector big risk for being able to see just a little more. and a call out system for supplies (middle mouse button) "Ammo pouch here!" "i found a medipack" with it being pinged on your compass and marked in your map via TAB

grim reefBOT
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Suggestion from Sheriff Jeaver#3589 (276427590552780800)

simply being able to move the cursor back on the Terminal using arrow keys, I've had so many times where all I would need to do is change PING to QUERY and I have to type the whole thing out just because I can't prove the text cursor back.

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Suggestion from Sheriff Jeaver#3589 (276427590552780800)

Deployable Sheild? Like just a consumable where its useful in small hallways or walkways forcing the creatures to jump over it and provides cover for projectiles?

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Suggestion from Kyasuta#0643 (221914329069518848)

Making the mystical 'bug' mine stealth kill a thing.

Basically, idea of making a variant of the mine launcher that can set up some sort of proximity mine that is intentionally silent and does not alert enemies that can take out unaware enemies. Whether it's a one-shot anywhere or it has to be set at head level of the enemy you want to kill is negotiable. However against enemies that are alerted it would do much less damage or just no damage at all.

grim reefBOT
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Suggestion from White#1579 (116625745836507143)

Have a Vote-Kick button to remove players that can harass and cause grief fir the current mission

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Suggestion from Çaptain Ålpha#6344 (208401169108828161)

Add Booby Trap

grim reefBOT
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Suggestion from Keyser#0392 (109620366174887936)

New Area : Nuclear Storage Depots and Waste Facilities
Area Locale : E1, E2, E3

Entities : Irradiated and are more responsive to the current light source on flash-lights.
Damage Effects : Their initial attack damage is incredibly weaker due to decay of prolonged radiation but they add a Damage Over Time effect that stacks.

DOT Effect : minus 1 hp per x time per hit taken.
DOT Visibility : A green bar above the current health bar that is inter-connected with the player's current health points. The green bar (radiation damage) would act as a timer based on the player's current health points which would increase over time (deplete faster) the less health points the player has.
DOT Remedy : Take 'Medicine'.
DOT Remedy Function : Works similar to the health pack except you do not gain health, you simply cure the radiation damage (no more green bar). Any player downed by this effect would require medicine as well when getting them back up.

New Flash-light : Offers a different colour than current flash-lights, less heat output, lower level of light output.
New Entity Type : Conjoined – Two entities of the same Type.

New Features : Environment Assets, Entity Models, Items, Damage and Health Mechanics and a new entities.

grim reefBOT
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Suggestion from Miss Sarah#1473 (214451143852556288)

Have any lootable item combine up to 100% rather than switching with the item of the same type. Items such as grenades, glowsticks, fog repellent is what is most applicable. But also finding a few 1 or 2 use items of the same type but not being able to carry both even when it wouldn't be at 100%..

grim reefBOT
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Suggestion from Angelo#6566 (184781699832348673)

Made a commemorative Skin for people that have complete the First set of Rundown like a reward seasonal skin (Season 1 Rundown) or for the people that have complete Alpha/Beta rundown.

grim reefBOT
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Suggestion from Miss Sarah#1473 (214451143852556288)

make achievements for people who fully complete each run down

grim reefBOT
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Suggestion from Dark#0425 (84256921300787200)

Ceiling Monster: A variant where you cant reach them so you must stealth this room anytime you go through it. Ceiling Feelers: blocks off certain paths to go through especially in narrow areas.

grim reefBOT
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Suggestion from Sheriff Jeaver#3589 (276427590552780800)

Mine deployer can launch mines a short distance

grim reefBOT
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Suggestion from ASADIE#0959 (638280541053124608)

NEW ENEMY:
Leftovers / The Fallens**

Descritpion:
Prisoners are dying all the time in all levels of whole complex. Their mutation
is not evolved so much, they are still keeping human look somehow.
Their bodies are partly eaten or missing. They are shaking and screaming.

Behaving:
They are fast, they climb on stuff around and walls. Their jumps are long,
but they are really weak. Biting and hitting with hands. When we hit them,
their human's side will wake up for a moment, and they will start screaming
„Kill me, please, kill me, aggrrrhh“ – or something crazy in agony of pain.

Let's use this obvious part of the whole universe of GTFO, where prisoners are dying
in those complexes. Could have some small loot – just need to kill them before they will run away(?).

grim reefBOT
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Suggestion from trainstorm#4106 (292811602510610433)

be able to see the ping for connection stability to host, seeing how this is a game about coordination, having a delay between people could get the group killed

grim reefBOT
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Suggestion from Houard#2301 (490181967892185098)

Different sentry types a few good examples could be. A Full Auto Sentry since we already have a Burst one and Shotgun would be nice for a full auto sentry this one could have less accuracy than the burst sentry. Another idea I had was a C-Foam sentry a short range sentry that fires C-Foam in bursts that will freeze a enemy every time or at least a high chance it shots or a group of enemies. A flame turret that spits fire and burns enemies making them flail around since they are very sensitive to light. These are just a few ideas but you can get more imaginative or creative with what the sentry could be and how it acts or works.

grim reefBOT
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Suggestion from Tio Soneca#0865 (163571123731038209)

when voice chat is added, put a radio filter on so it sounds real

grim reefBOT
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Suggestion from Michi Illyrie#1094 (170661624426921993)

Something a little simple, say you have completed the A level and you move on to B, while descending down you should see A fly past, giving a sense of progression

grim reefBOT
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Suggestion from Crispy Chucken#0039 (614022863271362581)

A consumable drone that is equipped with a infrared camera which will allow users to scout a room

grim reefBOT
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Suggestion from ZombyKillr#8183 (221707275000086531)

While the hacking tool is equipped, slightly increase the speed of security scans. Stacks with other teammates. Allows for a risk-reward of holding it vs holding your gun

grim reefBOT
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Suggestion from Sage#2799 (188481636910891009)

Instead of enemies waking up due to RNG when you kill those around them (outside of the 2m guaranteed wake-up radius), add in uncommonly spawning hypersensitive variants of the regular enemies that look the same, but have one less 'phase' before being awoken. That is, they would transition from asleep, directly to heart beating if disturbed, and then to awake if disturbed further. This would make it so that seasoned players would experience less of getting 'screwed by RNG' when trying to silently clear a room.
They could appear differently coloured on the bio-tracker, which would give it more purpose than detecting that one enemy type.

grim reefBOT
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Suggestion from HadesLeft█▀█ █▄█ ▀█▀sack#8222 (294550191078506498)

ok so get this:
how about GTFO but with bomb defusing like that game keep talking and nobody explodes basically someone has to have a manual and explain how to defuse while the other provides info

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Suggestion from Cute Cube#1388 (237252393652191235)

when customizations will be added, add a high-visibility jacket :GWmemetownKappaChino:

grim reefBOT
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Suggestion from ASADIE#0959 (638280541053124608)

Add New ItemShield
This shield will have limited use. 100% ok, 0% destroyed = will disappear.
It can be designed as consumable item or as a different choice beside the hammer.

grim reefBOT
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Suggestion from Camumaru#3416 (174247387525545984)

Change the flashlight to dynamo-flashlights because infinite flashlights aren't fun
Gradually decrease its power BUT you can recharge it by spinning the dynamo (Which counts as movement)

grim reefBOT
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Suggestion from w o l l i s#3387 (262415907647782913)

the ability to ping enemies

grim reefBOT
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Suggestion from ☭ Zhatka ☭#3602 (292937478174932992)

Adding a list of lobbies to make it easier to join lobbies. This list would contain the requirements you wish to search for (language, regions, etc).

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Suggestion from Cy#4956 (180460612046815232)

A replay recorder & viewer. It could act as a way to make cinematic videos within the game, and as a way to look back at specific moments.

grim reefBOT
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Suggestion from Spookay#0009 (126548215737614336)

Magazine-fed weapons in GTFO should follow the “One in the Chamber” rule. Reloading before reaching 0 rounds should reward you with a slightly faster reload and the magazine capacity + 1. Reloading at 0 rounds would be a slightly longer reload with only the magazine capacity being loaded into the weapon.

grim reefBOT
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Suggestion from Jinko#2154 (212285660051013632)

Add actions that players can do together, such as helping someone climb over an obstacle.

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Suggestion from Jinko#2154 (212285660051013632)

Allow players to trade items (packs, glowsticks...) when close enough to each other.

grim reefBOT
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Suggestion from Major Warrior#2486 (121836877622804480)

When the game is more stable/complete and time/resources allow it, make the game VR Accessible for added immersion.

Of course implying that implementing such a thing doesn't hinder any additional content/patches from being released.

grim reefBOT
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Suggestion from Thawk#3072 (471956578396930049)

the ability for one player to "invade" a game. they play as a human with junked equipment and their job is to kill the host players

grim reefBOT
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Suggestion from Raptorrr#8738 (262029449699000320)

Add an enemy that hangs from the ceiling, perhaps it drops at the sound of too much noise or once the other enemies are set off by poor player coordination. I like this game but it needs more variety to break up some of the repetitive gameplay.

grim reefBOT
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Suggestion from Omenpapa#7934 (102436842468548608)

Since the sleepers are lured by sound, they should not ignore turrets shooting them either. Make them attack/disable the turrets in case there is no juicier target nearby in line of sight, like a prisoner.

grim reefBOT
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Suggestion from Minatofourth#0436 (214317411711713280)

please allow us to plant the flashlights that can be found in lockers or boxes. Much like the turrets, the flashlight should be able to be planted on objects or the ground for more visibility. Otherwise, it is useless to carry and the glowstick is just the better option

grim reefBOT
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Suggestion from Jinko#2154 (212285660051013632)

Every action that makes noise should be heard by enemies, such as hitting a surface with the hammer, breaking a door, glowsticks impacting a surface...

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Suggestion from Jinko#2154 (212285660051013632)

Enemies are currently hollow and we can walk through them when running away. They should block players, forcing them to run around (or jump over) them and not through them.

grim reefBOT
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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Something more than just win or game over screen when you lose or win. There should be cutscenes for losing and winning, but make them not be stupid or cheesy. An example:

Win: The prisoners are transported back up to the surface, perhaps a conversation happens between them about the hell they’ve witnessed, before being put back into the HSUs.

Game Over: The monsters drag the fallen prisoners into a secluded area of the facility, perhaps a nesting ground for these enemies, before being mauled to death.

Again, this is just an example, but when cutscenes are implemented if at all, should be skippable and until the host either finishes or skips the cutscene, it goes to the lobby screen.

Most importantly, if cutscenes are added, don’t make them stupid or cheesy, make them scary and suspenseful.

grim reefBOT
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Suggestion from DoremianCleff#1411 (171686445986217984)

Would be nice to see "enviromental hazards" in a game. Since there is a big emphasis on preperation and perfect execution of actions in a game, there should be small things here and there that don't outright wipe out teams, but rather create small inconvinences that slowly drain resources or just ruin plans.

For example - broken doors that either make noise or don't go up all the way, forcing people to break them or crawl under. Doors that are partialy damaged that will break fast if not reinforced. Some sort of goop or tar that slows down if walked over. Toxic waste or some goop that deal tiny bit of damage on touch. Hot rooms, cold rooms. Anything that makes life a little bit more annoying.

grim reefBOT
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Suggestion from Silent Loli#7087 (388551691043340289)

more ammo because in my experience i became usless because the weapon i can use that time was the melee i ran out of ammo quickly but not too much ammo

grim reefBOT
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Suggestion from DoremianCleff#1411 (171686445986217984)

Probably the big one, so less likely to make it into the game anytime soon, but here's something that could up the stakes in further rundowns.

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Suggestion from DoremianCleff#1411 (171686445986217984)

Probably the big one, so less likely to make it into the game anytime soon, but here's something that could up the stakes in further rundowns.
Since the game is all about going down to retrieve data, samples and just general "send down some goons to find more information", what could be a really powerful in-game and meta mechanic is cross level puzzles, that rely on gathering information and share it via out of game means.

For example, down in D(X) there is a zone that can't be accessed and isn't cruicial for an objective. To get inside you need some sort of key code or you need to preforme a certain sequence of actions, but to gain knowledge on how to solve this puzzle, you need an information that you can only find in B(X), via random generation. So community will only get an access to that particular zone only after someone find that information and pass it along. Zone could contain Lore, for example.

It will be very in universe to have people share information to help each other and unveil more secrets, since even game tooltips are presented via transcripts. Everything is about data and information and it could as well be a meta mechanic for community wide puzzles and secrets.

grim reefBOT
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Suggestion from RhiffRhaff#3961 (164193806168752128)

I know in your road map you plan on adding more hacking games but a thought I've had is making some hacks High Risk with High Reward. Such as alarm boxes so if you fail at hacking it either once or a couple of times (2-3) it goes off creating a wave of infected. Of course make it a harder hack game with a good reward. Maybe even make it if you fail the box locks you out?

grim reefBOT
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Suggestion from filthycasual564#6332 (215251086682882048)

make the overall number of equipment spawns more consistent, or at least have them scale with the number of enemies spawned, so that the difficulty of each stage is more consistent between playthroughs. Randomness is cool when it comes to replaying levels, but not when it comes to difficulty as it doesn't feel good to either get completely screwed or get handed a free win by a number generator.

grim reefBOT
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Suggestion from Uncle#4131 (245581642544971776)

When drawing things on the map, make it so a certain button (could be whatever) triggers a special view of mode (kinda like infrared, for example) that shows the map drawings infront of them. This should also extend the duration of the drawings, so it makes navigation and tactical planning easier.

grim reefBOT
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Suggestion from iliketomatoes#3589 (148352220344090624)

Update the key features in the steam store to include a lack of matchmaking and that the game doesn't scale down for solo players.

grim reefBOT
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Suggestion from Lavars#4274 (159776663926865920)

Sticky Glowsticks! So you can mark enemies in a creative way

grim reefBOT
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Suggestion from Gael#1101 (169697335448698880)

Multiple terminals in hub areas to allow for easier information gathering. In cases where the party wants to do some research ahead before planning their route, it can take a long time to figure out where specific key items are. Multiple terminals can allow for division of labor making it slightly less tedious and eliminating downtime

grim reefBOT
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Suggestion from Bishop Frost#8339 (554418843322155008)

possibly a silencer you could find may be 2 variations, one have like to 3 uses a another one that has a single shot, but all of them have a chance of beck firing creating a tense situation where you don’t know if it will back fire

grim reefBOT
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Suggestion from Thawk#3072 (471956578396930049)

a pda tool that you can plug into a terminal. then use said terminal while looking around. you can use it to ping items, but the pda will always act like it's the terminal you last plugged it into

grim reefBOT
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Suggestion from Camumaru#3416 (174247387525545984)

New Enemy: Hugger / Shrimp

What it is
The Hugger / Shrimp would be able to slow down your movement by "hugging" you and injecting paralysing enzymes, if not removed withing 20 seconds it stuns (or perhaps downs) its target.
This enemy is rather small but still very noticable, you would be able to remove it by using a melee attack or risk spraying your fellow prisoners with bullets. (Maybe have a specific vulnerable spot to hit or have it act as an interactable)

Location & Rarity (Area C+)
It can be found in random rooms but mostly during alarms (or extractions) because it senses fear and seperation inbetween the prisoners.
Maybe;
-have it spawn when prisoners are spread too far apart
-let it hang from the ceiling but still be noticable (no idea how you'd remove it)
-it gets excited when you get closer to it making it more noticable by sounds

P.S.
-I'd love an enemy that could be dangerous during extractions.
-The name Shrimp comes from the Pistol Shrimp that stuns their enemies with their claws.

grim reefBOT
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Suggestion from Serraria#3927 (142579169941913600)

Add another stealth mechanic or enemy that messes with stealth. Perhaps a wall crawler that comes down onto the floor and roams in irregular ways so you have to keep track of your surroundings more? I know, I am a masochist, but perhaps even laser trip-alarms scattered around that make navigation more tense too. Stealth atm is just stop-go-stop-kill. Love the game though and bravo for it being so well done so early!

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Suggestion from Chewie#9845 (648990763455086607)

maybe have a silencer that has a maximum of 2 shots but a 1/4 chance of breaking and jamming your gun for 3-4 seconds as well as making a louder noise than usual

grim reefBOT
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Suggestion from Moiser#1007 (579708415467585570)

Adding a laser pointer as a consumable.

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Suggestion from Moiser#1007 (579708415467585570)

Adding an audible alarm to a failed hack.

grim reefBOT
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Suggestion from Shanekilz#1337 (83050086141005824)

Give player notifications when consumable is used on them by another player.

grim reefBOT
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Suggestion from Crash#6759 (193920958946476032)

allow us to ping anything especially enemies

grim reefBOT
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Suggestion from Toothbrush#6498 (184873425767104512)

C-foam mines

grim reefBOT
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Suggestion from Mozzart#0745 (382926051694739476)

Faster proyectile speed!

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Suggestion from Mozzart#0745 (382926051694739476)

Faster bullet speed!

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Suggestion from Pedekele#2950 (482933180442345493)

Have an option for the flashlight to only turn on when you HOLD the button, so you don't leave it on by accident. Also don't switch to your main gun when using your last glowstick or such, so you don't shoot by accident.

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Suggestion from Rayning#1367 (383779783710081025)

Hold/Press to crouch, only hold makes me tired :c

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Suggestion from Mozzart#0745 (382926051694739476)

Please add more antialiasing options!!! (like MSAA or TAA)

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Suggestion from FluffyWaffles#6057 (292710976887848962)

Add Pathfinder in a future character addition update so we can use his grapple.

grim reefBOT
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Suggestion from Pedekele#2950 (482933180442345493)

Here are some general ideas for new equipment:
-riot shield: can block a certain amount of shots/attacks. This could be a tool or a consumable you can find.(it's meant to have a player distract the monsters)
-night vision: could be a device similar to the long range flashlight.
-buzz saw: a noisy melee weapon use to break through doors*, it is a tool that needs to be refueled. It could also be a quest item like a key instead.
-plasma cutter: a silent alternative to get through a door, single use, same slot as glowsticks. It could also be a quest item like a key instead.
-flare gun: a light source, but also a weapon, same slot as glowsticks.
-monster bait: places a bait, that attracts the monsters so they move to a different place so you can pass by (they bunch up in the process though, making them hard to clear out with sneak attacks), could be smelly meat or a makeshift ultrasonic device.

variety for melee weapons:
-crowbar: can open rusted container and fuseboxes**.
-pipe wrench: used to mess with pipes***
-hammer: could be used to break through decrepit wall sections****.

*doors: cutting open a door would leave a smaller opening which could be advantageous.
**fusebox: cut a wire to disable/accientally trigger an alarm.
***pipes: flood a lower area with water and shock the monsters if there is a fusebox with cut wires. Fix a broken pipe that spills out fog or dangerously hot steam. a gas or oil pipe that can be ignited (with a gunshot for example) would also be an option.
****decrepit wall sections: would fit in the game very well, since the players walk through a run-down storage bunker...

fuseboxes, pipes and decrepit wall sections should be rare, they just add a sprinkle of variety to the game.

grim reefBOT
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Suggestion from Instant Cup of Shots#8473 (280608746906976257)

have a way to manually type in the lobby code, since copy and paste don't work on cloud servers

grim reefBOT
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Suggestion from philipjames11#1051 (333008525024428033)

bows and arrows as special extra weapon category (ie sentry, mines, etc.) maybe you have only 2 or 3 shots and big bois require like 2 or 3 simultaneous shots to take down. It'd be balanced as long as you dont have too many total shots

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Suggestion from philipjames11#1051 (333008525024428033)

bows and arrows obvs as stealth option

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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Expeditions that use environments where parkour and platforming can become elements to navigation, such as ledges where players need to shimmy themselves along to cross a gap, or gaps that you need to jump across.

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Suggestion from Uncle#4131 (245581642544971776)

A new enemy type that could be found on certain exclusive maps are previous prisoners. Either they failed their mission or got lost within The Complex. Probably went mad due to Cabin Fever. Very few in number, and are hostile to both The Players and Sleepers. Killing them has the chance for them to drop their ammunition or objective items like key cards or other consumables. Dont add them to current expeditions but they could be a possibility to future ones.

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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Chance of doors not being able to be opened all the way, requiring players to crawl or slide under the door.

grim reefBOT
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Suggestion from CageRyomi#0373 (188789322021994496)

Buff the machine gun in some way (maybe clip size?) cause right now it feels super weak when compared to something like the smg

grim reefBOT
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Suggestion from Quindo#1467 (108069477324746752)

A small ui element that is a 10 second watchdial. Have it be synced across all players so that we can call 'start charge on next midnight' so that voicecom delay and lag won't effect trying to stealth fattys/big boys.

grim reefBOT
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Suggestion from eagles11887#3150 (407338780408938498)

a enemy that is mostly split down the middle that has 2 of the bulb things at the ends and has teeth running down the inside it has 2 arms from either side of the thing sometimes spawns standing up using the back arms (away from the bulbs) to stand or on all 4 arm in a crawling position both bulbs are the melee kill spots when you alert it it either does to actions depending on its spawn position if its standing it leans towards the player and runs for the players while the front arms (to the bulb) flap around if on the ground it moves an a disjointed crab crawl it does slightly more damage the normal melee creatures but is slightly slower

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Suggestion from Lucian#7799 (281273338838515722)

Perhaps have the player enter the pods during extraction, rather than a black screen?

grim reefBOT
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Suggestion from Sinesters#7283 (76977365145628672)

A reward system is mandatory, weapon shooting feels dull, receiving damage feels weird too its not very clear, other then that just needs a lot more content for the price tag, so lets hope you guys fulfil

grim reefBOT
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Suggestion from ggoombox#5811 (255903156322566144)

something to amp up the suspense in the game. while the intensifying music is good, some variable elements to randomize the experience would help. so for example:

-during the mission, a computer voice announces "breach in zone 49" or some form of that in addition to flashing red lights, steam going off to obscure visibility, loud banging noises that you can't pinpoint the source of, and all these things happen without much context and in the middle of the mission to throw off team stability

-you could also have something that purposely separates the team (i.e. door closes on someone or monsters break through the ceiling to create an impasse between the players)

-there could also be some blood splatter mechanics where when you shoot the monsters, their blood splatters on your goggles to reduce visibility and make maneuvering/fighting a little more difficult

grim reefBOT
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Suggestion from ImAgremilin#9494 (264923749583683585)

i think that the utility items things like long range flashlight and glowsticks are almost useless, a flashlight is off when killing sleepers and if a firefight its not worth an entire person for light, I belive it would be cool if it was a red light or somthing, much less bright but wont wake sleepers. Glow sticks are also kind of useless they dont provide enough light to see anything unless you put them all in one spot, and even worse they disapear, i understand that is most likely for performace, but it least make them brighter so the players can see around it not just a small green glow

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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Option to place glowsticks where you are standing versus only being able to throw them.

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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Sticky glowsticks that last longer and can stick to walls, floors and objects, but not enemies themselves.

grim reefBOT
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Suggestion from Lucian#7799 (281273338838515722)

Add a notepad for keeping information

grim reefBOT
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Suggestion from Lucian#7799 (281273338838515722)

Louden the sounds of gunfire, and perhaps increase muzzle flash. Rn guns feel somewhat weak with the sound

grim reefBOT
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Suggestion from TruFreshman#3157 (268193007533162498)

needs to be much scarier. after a few tries, you know exactly what to expect and the fright factor is gone. the entire environment should feel more suspenseful and chaotic when facing enemies waves. Sounds should play a much stronger role, by both distracting and disorienting the player. The creatures usually just sit there and do not trigger easily so stealth killing is easy when coordinated. Nothing unexpected really happens in the game once you play a mission or two. Imagine a creature coming down from the ceiling or some of them roaming around, eating dead bodies. Have doorways sudden cave-in because a creature is trying to breech while you think you're safe. Love the idea about a warning voice speaking through the environment loudspeakers to create panic. The game is working on some great concepts but it doesn't excel in any one area, whether it be escape room (weak puzzles), tower defense (predictability), or survival (bots and environment not scary enough).

grim reefBOT
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Suggestion from Lies Raven#5151 (278492000087703553)

I don't know if anybody already mention it but, adding blueprints for weapon accessories or whatever to the levels would be great. It would give us the desire to go to explore some dangerous areas that we would have avoided

grim reefBOT
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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Option to customize crosshairs and hit/kill markers.

grim reefBOT
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Suggestion from FluffyWaffles#6057 (292710976887848962)

get some bullet drop

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Suggestion from FluffyWaffles#6057 (292710976887848962)

Add a Sam Fisher character that players can play as.

grim reefBOT
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Suggestion from Cap#5261 (498580640086622229)

Not sure if its already being planned, but maybe add special bonuses to the melees / more melees with certain effects. For example: If a knife was added, it would be a fast and silent tool to take sleepers down while sleeping, but useless in combat. Or maybe the sledgehammer would be very slow, very hard hitting, and maybe the maul would have extra range.

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Suggestion from nini#2557 (158657887474810880)

end screen show number of enemeis killed by type of weapon, and number of enemies you alerted (woke up)

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Suggestion from White#1579 (116625745836507143)

A tablet with a syringe like nozzle to gather DNA samples from slain mutants to gather information on what they are. Which could be saved in to a "Mutants Samples" button on the main lobby.

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Suggestion from Shaddohh#5223 (530190021890932780)

An in-game datapad that stores shorthand information from queried and pinged items in terminals. This would help with item tracking missions such as the current B1 with the 12 IDs to gather.

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Suggestion from FluffyWaffles#6057 (292710976887848962)

Add nukes, grenades, rocket launchers, scorpion tanks, demons, space marines, bigger more badass guns, most of all add a ballistic knife that you unlock at lvl 50. Turn off all of the lights and add in Bonnie so we can get jumpscares.

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Suggestion from Shaddohh#5223 (530190021890932780)

Remove the homing ability of ranged sleeper projectiles. If necessary, increase the damage or fire rate slightly to compensate for balance.

grim reefBOT
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Suggestion from Toothbrush#6498 (184873425767104512)

Reduce the homing effect of projectiles. Projectiles turning 90+ degrees around corners is a bit much

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Suggestion from Sol Invictus#9518 (108313163316875264)

I know it's been mentioned before. But different melee weapons would be nice. We have the various hammers that look the same and operate the same. Why not add things like various types of axes that are similar in that they look and work the same as each other but have different stats from the hammers. I saw someone mention knives which could be really great for stealth. Maybe charge attack is faster to allow them to take out the head but in combat they're basically just a pig sticker like someone else mentioned. People have mentioned that our weapons are repurposed mining tools. It's not unrealistic that we might see axes that could've been used for something as well as some sort of pickaxes.

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Suggestion from Lucian#7799 (281273338838515722)

Increasing the bullet velocity on some weapons should be done. Seeing a bullet from an assault rifle travel accross the room is rather odd, and combined with the weak sounds and recoil, make alot of the larger guns seem a little wimpy

grim reefBOT
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Suggestion from eagles11887#3150 (407338780408938498)

(ladder) w=up s=down never changes

grim reefBOT
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Suggestion from Shanks#1863 (191988350163484681)

add a Rundowns Completed counter that appears for each player within a lobby showing the total amount of FULL RUNDOWNS completed (not individual missions). Will add more incentive/fulfillment to completing rundowns.

grim reefBOT
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Suggestion from Coolgat3#1809 (155743000570363905)

Remove the enemy marking option from the bio tracker, or shorten it and make the feature use battery life because otherwise the tracker makes darkness pointless and the game in overall way less scary... Perhaps replace the bio tracker with the mapper and make the mapper briefly show enemies too? The mapper looks really awesome and seeing it replace the tracker after being tweaked a bit would be good imo

grim reefBOT
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Suggestion from JAH132015#8749 (468062865992056842)

make the guns customizable, meaning you pick and choose what attatchments go onto your weapons

grim reefBOT
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Suggestion from Petr petr#5428 (125043980827230208)

a new enemy/new ability to brutes (to make them stronger as they feel pretty weak if you are far away)

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Suggestion from Petr petr#5428 (125043980827230208)

a new enemy that pukes and attracts enemies/new ability to brutes (to make them stronger as they feel pretty weak if you are far away)

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Suggestion from Petr petr#5428 (125043980827230208)

more detailed map

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Suggestion from Petr petr#5428 (125043980827230208)

make guns slightly stronger because they feel like nerf guns

grim reefBOT
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Suggestion from dylanbnsn#0820 (132267550229659648)

a tutorial or small area to test your settings/learn game mechanics without having 3 other people waiting for you to play the game while you tweak your settings

grim reefBOT
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Suggestion from ohbitchuary#4498 (410122255557984256)

Sticky notes in the map section to keep track of sectors etc you want to visit.

grim reefBOT
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Suggestion from Sol Invictus#9518 (108313163316875264)

If it hasn't been mentioned before. I'd like the ability to leave permanent marks on the map.

grim reefBOT
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Suggestion from SGT.Ice#4806 (117874555376107523)

Wearable chemlights/variable colors to mark teammates rather than names overhead.

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Suggestion from SGT.Ice#4806 (117874555376107523)

Color filterable head lamps between MG flashlight brightness/long range flash light with a range below the weapon flashlight (Alternative to a chem light)

grim reefBOT
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Suggestion from TheWiseHoro#1953 (233582785087012872)

Make a Compendium of monsters (in-game) that one have killed.
With overall description of certain monster + Maybe like a body of it showing which parts are the weakest or like a strategy to kill them. ( it would be good for people who are starting journey with GTFO as well as an interesting feature for veterans )

grim reefBOT
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Suggestion from Piggy#2565 (176498647696015371)

in order to get credit for completing a mission you need to make it out alive. If you die and don't extract you shouldn't get credit. Incentivizes more teamwork and a no-man left behind mentality, also makes escapes more intense.

grim reefBOT
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Suggestion from Avery#7705 (190180995939565569)

VR Support, would be awesome and terrifying :)

grim reefBOT
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Suggestion from Gwendigo#3901 (76206957530198016)

The ability to ping enemies. Or perhaps a laser pointer weapon add-on to help improve communication.

grim reefBOT
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Suggestion from Lucian#7799 (281273338838515722)

allow the long range flashlight to be placed like a turret

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Suggestion from Jinko#2154 (212285660051013632)

Make it so when you use your last glowstick, when it automatically switches you to a gun while you're still holding fire from throwing the glowstick, you don't shoot. It happens too often and it wakes up the entire room.

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Suggestion from Jinko#2154 (212285660051013632)

When (male) giants stretch when they start waking up, if their hands touch you, it should wake them up (instead of the hand going inside of you) just like when you touch any sleeping enemy.

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Suggestion from Jinko#2154 (212285660051013632)

Make it so you can't walk inside teammates or enemies, but instead have to go around them.

grim reefBOT
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Suggestion from Chythonic#6608 (150472839542079488)

make pings able to ping anywhere to notify allies of a specific location rather than just doors/loot.

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Suggestion from uglyy#0001 (262984537649184768)

I heard that the rundowns will be going away to make room for new ones. if this is the case, it would be neat to get a token or patch for having completed the rundown. maybe the back shows a number for how many times you beat it so you could keep that somewhere always even if you can't play a rundown anymore.

grim reefBOT
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Suggestion from Lucian#7799 (281273338838515722)

Give each rundown a unique badge/tracker for completion. This way, if a specific rundown is notoriously difficult, player who complete will have a badge for that completion.

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Suggestion from lil Nun#9373 (202573970703122433)

Make it so you can right click a glowstick to light it, but keep it in your hand. This way, glowsticks are seen as more useful and it allows you to see slightly better in a dark room without having to use a flashlight.

grim reefBOT
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Suggestion from Chythonic#6608 (150472839542079488)

more powerful weapons that you can find that have limited ammo that can’t be restocked only found in maps and you can’t take with you when you leave.

grim reefBOT
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Suggestion from Lil Bean Dip#1955 (130102447069724672)

Give me an option to turn off the awful squeaky sound when I open my map. Yes, I know its nit picky.

grim reefBOT
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Suggestion from Gwendigo#3901 (76206957530198016)

Colourblind options for hitmarkers. Just an option to change them from orange to something else would be a big help for people like me.

grim reefBOT
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Suggestion from mumntots#8439 (376998215771357185)

Font is very hard to read, not sure if its size, font or color. Some setting to change it somehow?

grim reefBOT
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Suggestion from TheWiseHoro#1953 (233582785087012872)

Add as a default key G or something around F-Flashlight to be like a Laser that comes out of one's Weapon so that people would see what someone else is pointing. ( Later in game if there will be shop or something make different colours available - or just make all colors available from the beginning but the default color to be Red )

grim reefBOT
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Suggestion from Sage#2799 (188481636910891009)

Fix enemies with melee attacks (not strikers) being able to hit you despite being mid-stumble animation

grim reefBOT
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Suggestion from Kantorek#4444 (274891441606754304)

Some kind of a mounted machine gun, that can be placed and operated by a player but is stationary

grim reefBOT
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Suggestion from Rowker#7668 (211530032370286594)

For the scanned security doors, match the number of spots (to stand in) to the number of players actually playing.

grim reefBOT
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Suggestion from Wotif#0119 (187736858288062474)

Be able to combine stacks of the same Ammo/Med/Tool pack. IE you have a stack of 3medkits, and find 1 medkit on the ground. Picking up the 1 medkit should combine to 4 medkits. Currently it will swap your 3 medkits for the 1 on the ground.

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Suggestion from ChloeWitaPlan#7909 (290079680814645258)

The ability to lean left and right so that we can peak around corners without triggering the sleepers

grim reefBOT
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Suggestion from Brief ni Dingdong Purple#4694 (265286966164193281)

a distinct or faint light from shooters before they shoot? probably triggered by flashlights being pointed at their general direction or having flares or any light source near the shooters

grim reefBOT
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Suggestion from Cap#5261 (498580640086622229)

A method me and a bunch of other people like to use to find good groups, is seeing if anyone was useless / not contributing / alerting a bunch.
For example, at the end of a mission (win or lose) it will show something like # of enemies killed in stealth, in combat, # of times assisted a teammate (killed a sleeper that was targeting a teammate, giving medkits, ammo packs, or tool kits to others), it should also show # of enemies alerted, and a really important one should be an overall % of work done. So maybe have a system if they were using a terminal a bunch to scan, or if they were clearing scouts / brutes.

I know this is a weird suggestion, but it would be easier to find groups that like eachother and work well together. As I've already come across toxicity, people who insist on using guns for a single enemy, people who dont communicate, etc.

grim reefBOT
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Suggestion from Serraria#3927 (142579169941913600)

If you ever add a ranked mode or a competitive mode or anything similar perhaps a leaderboard or stats profile for each player, I think for the more dedicated players/groups. Having a casual mode without that could be a good thing too, to prevent leavers/flamers on more casual/nooby players.

grim reefBOT
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Suggestion from Zactus#6476 (259505070096384000)

Making the long range flash something that can be placed down might make it a bit more worth grabbing

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Suggestion from Lightly Salted Memes#3831 (275351084329861120)

It would be useful to have the amount of scans on the security scans scale with the players

grim reefBOT
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Suggestion from JaegerBombastic#1274 (317647426515107840)

The bio tracker is super helpful, but a bit unwieldy. Maybe it could get a tool ammo for radar spikes to tag active enemies, or a seperate radar spike gadget in lockers?

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Suggestion from SummonerPrime#1667 (463923755165417493)

be able to put items into empty lockers/boxes either to save for later, or to trade items with your teammates easier

grim reefBOT
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Suggestion from Hunter48RUS#7463 (174234253985316865)

Add glow sticks longer life (30-60 minutes)

grim reefBOT
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Suggestion from Moiser#1007 (579708415467585570)

I have been replaying Duskers (check it out if you aren't familiar with it) and it got me thinking about the GTFO terminal.

It would be interesting to use the terminal to open/close doors in certain situations. Maybe the zones are un-powered initially or manual controls need to be overridden to provide access to the rest of the team.

The guy on the terminal could reroute power to different sections of the map, or control lighting and doors directly while provinding instructions for the other players to follow. Think Dallas moving through the vents in Alien, or Bishop when Bishop crawls through the pipeline to remote pilot the ship in Aliens.

Taking this further, this could be used to add additional pressure to the remaining players as they would have to complete the security scans we've already seen with one less person to defend.

grim reefBOT
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Suggestion from SummonerPrime#1667 (463923755165417493)

A new tool which shoots out a bunch of spikes, which and when an enemy stands on them they get damaged, it would be good for being in front of a door for that extra damage and to soften them up when the get threw, or even in a chokepoint again to soften them up for turrets.

grim reefBOT
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Suggestion from 𝒟𝑒𝓉𝒽𝓂𝑜[德斯莫]#9992 (142970747864875008)

make red glowsticks a tad rarer than they already are, with the additional use that they can be used on shadows and ghosts in C2 and D1 (yes im allowed to spoil it now its the 30th), this would make the item more worthwhile and would actually mean that your team wont be forced to select sentrys and bio trackers.

grim reefBOT
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Suggestion from SrCroqueta#1132 (265596697747390464)

I don't know if you guys will make the terminal more useful, but I was talking with a friend about the use of the terminal and something what it would be amazing is if we could hack the security door, I mean, you get the key to unlock the door and then you need to survive to an horde while you are deactivating the alarm in some red points, instead of doing that, we can analize the traffic, get those packets and then obtain an hash code to decypher the alarm and deactivate it. Is just an example of something we could do with those terminals. (I hope you guys can understand what I said, my english is not the best :'D)

grim reefBOT
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Suggestion from 𝒟𝑒𝓉𝒽𝓂𝑜[德斯莫]#9992 (142970747864875008)

Replace the Foam in C-foam to Men on april fools ;)))

grim reefBOT
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Suggestion from White#1579 (116625745836507143)

EMP mutant. Denies sentries for a short time. You need to use your hacking tool to repair.

grim reefBOT
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Suggestion from TintedMirrors#5979 (551442460132507672)

when can we have discord integration’

grim reefBOT
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Suggestion from Drigs#8941 (132640533297233921)

Riot shield as a new tool option, perhaps with a flashlight on it to lure things into it?

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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Improve the red glowsticks by improving its brightness and lighting capability to be on par with the normal glowsticks.

grim reefBOT
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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

In-game timer that keeps track of how long an expedition took to either finish or fail, and perhaps utilize other groups’ data to show an average time for attempts and completions.

grim reefBOT
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Suggestion from Precise Calibre#4699 (366174023249428491)

Added ways to find supplies and key items, such as automated storage racks that need to be hacked (at risk of creating a lot of noise when they malfunction if you botch the hack), finding a key card in a pile of corpses via hacker tool feedback, and boxes that are more naturally found, such as on their side in a hallway.

Note: This is not asking for MORE supplies, it's asking for more varied ways of finding supplies and items from the same pool the boxes and cabinets use.

grim reefBOT
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Suggestion from SapphireMedal#0910 (202627603989921792)

Add a Hardcore mode where everyone spawns without weapons and needs to find them either scattered through the map or at an armory. A less hardcore version of this could simply be starting with no ammo. (Obviously alarm doors would need to be optimized in Hardcore for enemy hoards since it would be next to impossible with only melee at the start)

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Suggestion from 𝒟𝑒𝓉𝒽𝓂𝑜[德斯莫]#9992 (142970747864875008)

instead of scan points for doors there could be a computer that one person from the team will go on and type various codes that appear in the screen as fast as they can, this will also be good because if someone is a slow typer they would start getting faster and better at typing which would help them in real life :)

grim reefBOT
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Suggestion from JesusIsMe#6666 (181255226194395146)

When rundowns are replaced with a new set, add the previous ones to a "Rundown archive" so we can go back and relive those experiences. This allows us to have way more content to play on a cycle rather than just waiting for the new rundowns. Its much more interesting to be able to replay old stuff, seems silly to waste old work on missions just to toss it. The other important thing here is if the game stops getting updated, we will be stuck with the latest set of rundowns rather than the entire history which could keep us playing for more than a few days.

grim reefBOT
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Suggestion from SandyEatsAcid#4948 (473307201067548673)

I think there should be some sort of level progression in individual levels. If you beat a level, you should be able to replay that level but with modifiers or things that would increase difficulty. For example, add fog where there wasn't fog before. Or all terminals are hacked and now require to do a puzzle minigame to gain entry to it. Or IP Spoofed items where they will give two locations and one will lead to the wrong location and would have to interact with multiple terminals to find the constant location to find the true location of the items. \

grim reefBOT
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Suggestion from Cap#5261 (498580640086622229)

I frequently get upset at the fact that sometimes, when trying to take down the shooting sleepers, I could pulverize half their body in 1 hit and they dont die. I know its a game mechanic, but it sucks when theres a room full of enemies and a scout, cause I hit the shooter just like anything else, everything above its legs is just gone, but its still alive. The random chance makes it very hard to successfully kill them.

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Suggestion from Cap#5261 (498580640086622229)

Flashing /Spinning red emergency lights in an alarm security scan. It will really add to the horror element.

grim reefBOT
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Suggestion from SummonerPrime#1667 (463923755165417493)

I've used the sniper quite a bit and noticed that it runs out of ammo quickly, I'm suggesting that the sniper could have more max ammo maybe 15 or 20? just to help with alarms and if a room triggers.

grim reefBOT
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Suggestion from eagles11887#3150 (407338780408938498)

patches

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Suggestion from Sol Invictus#9518 (108313163316875264)

For a bit of immersion, it would be nice if we lost the ability to see where each other are through walls as well as seeing each others names and other information. Instead we could have a small slightly glowing band on both arms that would be used to signify who was who

grim reefBOT
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Suggestion from vXxX_Dark.Lord_XxXv#9957 (184327510547365893)

With the addition of matchmaking in the upcoming updates that I would like to see, it would also be reasonable to add bots to the game for those playing in offline and such. Although I know the addition of bots can be difficult and will take a long time, I do hope to see those beefy AI bots helping the player in his adventure. With that said, why not add a story line? Sort of like a campaign, where the player starts out and learns the story of the game and how everything came to be. It would be nice to see some sort of lore related to how the enemies came into existence, and why the prison was created. I also suggest adding a tutorial sequence for the player to go through anytime with a prompt to those first timers that tells them if they'd like to visit the tutorial grounds to get to know the game better. Maybe you could also add a shooting range to test weapons? Anywho, I do hope to see one of those suggestions implemented into the game. Even in it's early access, it's still one hell of an experience, with every level being as thrilling as the last

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Suggestion from Indian_Curry#3394 (440925612090195998)

More Dialog for different actions I believe this will help with immersion and overall improve the game

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Suggestion from Breau#5563 (605691813738709002)

your idea

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Suggestion from Breau#5563 (605691813738709002)

Monster Kill Count (Let's make it competitive within Teams 😈 )

grim reefBOT
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Suggestion from pizzadust#3339 (176298926809415689)

The ability to freely ping, not limiting it to doors, items etc.

grim reefBOT
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Suggestion from Twyg#9594 (242387840304939009)

My suggestion is not to discount the current state of the Discord integrated "matchmaking system" and its unseen properties that positively influence community interaction.
I am not saying GTFO should rely on Discord, as there are downfalls to using 3rd party software, only that this style of matching has some striking positives.
This current Discord-enabled system has created a centralized and open social system for GTFO that promotes the health of the community. There is an immediate reference to players from the Discord server which incensitives me to play recursive games and interact with others that I've become familiar with. I do not believe it would be far off to say that this may reduce possible issues that arise from ambiguity and anonymity between members.
The centralized nature of this system eliminates the need for players to create a space of their own to play and increases the cohesion of the playerbase as a whole while incentivising players to formulate relationships within community.
I feel that matchmaking systems can easily alienate individuals from the broader community and may foster negative mindsets as it is a lot easier to justify a bad match due to "the system".
I simply hope the developers can take some aspects of this current system and create a new matchmaking system that plays to the strengths of this game.

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Suggestion from Justin_.#6221 (195734753129791488)

May be difficult to accomplish, but make various animations for any given character based off of mental state. Mental state could affect your use of resource items, reload speed, flashlight steadiness, accuracy of throwables, etc.

grim reefBOT
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Suggestion from SummonerPrime#1667 (463923755165417493)

add a kick button for players you dont want in your game, or "vote kick" that a host can start or someone else or if someone is trolling get rid of them

grim reefBOT
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Suggestion from Malino#5326 (194646351777234944)

Keycard System
After playing the game a bit, I have noticed flaws with the current keycards/alarm system. I think levels, if you are good/careful enough, should be able to be completely stealthed. So right now, you have to find a keycard to get into a room, but right now there is a possibility that that room also has an alarm.

So my suggestion, is that the keycards are used to bypass alarms, while also retaining the Needing a certain card to enter a room system. Just getting rid of the need to trigger an alarm. If you take the time to stealth around, and find the right keycard for a door, then you can bypass the alarm, thus continuing your stealth. Makes it possible for someone that is skilled and patient enough to solo a level.

TL;DR:
-Ability to use keycards to bypass alarms.
-Have every alarm door have a corresponding keycard (maybe you have to do some deep diving in terminals to find it/doesn't spawn in normal loot crates)
-Get rid of the possibility of a door still having an alarm after using a keycard on it.

grim reefBOT
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Suggestion from Galerus#8315 (129569910626975744)

from Dru to allow Scouts to open doors with Can Openers :Kappa:

grim reefBOT
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Suggestion from Malino#5326 (194646351777234944)

Marbles
Enemies step on them and fall over

Item Description: Distract, Disorient, Discombobulate

grim reefBOT
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Suggestion from ☭ Zhatka ☭#3602 (292937478174932992)

Allow the Biotracker to show when enemies are heartbeating. Possibly have it so that the white circles turn yellow or start flashing.

grim reefBOT
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Suggestion from FluffyWaffles#6057 (292710976887848962)

This isnt high priority, but some consumable animation would be nice. Could help into seeing if you are actually using a consumable on yourself or on a teammate.

grim reefBOT
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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Elevators in future expeditions. They could be used to navigate to different floors within the expedition, and could be used for scary and suspenseful moments, such as the elevator shaft malfunctioning and causing the lift to plummet all the way to the lowest floor, trapping the prisoners to that floor while tasking them to find a way out to continue the expedition.

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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

A different variant of the striker enemies that can use their tongue attack to forcefully drag you to them, similar to Smokers in Left 4 Dead 2.

grim reefBOT
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Suggestion from InnerDemon#3266 (270145046966173696)

Make Long range flashlight useful, like mountable on weapon, or it can replaces your normal flash light.

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Suggestion from InnerDemon#3266 (270145046966173696)

Adds teammate charging melee weapon animation

grim reefBOT
grim reefBOT
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Suggestion from Mintaka44#4671 (225535955229081600)

Having, one day, a 8 prisonners coop Rundown (like a Raid), for more fun, more difficulties, more deaths, more...

grim reefBOT
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Suggestion from Camumaru#3416 (174247387525545984)

Some kind of community event that adds a new mission. The need to cleanse the whole area, leave no sleeper alive.

grim reefBOT
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Suggestion from Zactus#6476 (259505070096384000)

maybe less glow sticks, it gets a tad annoying opening up the third case of glow sticks in a row when the entire party already has them

grim reefBOT
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Suggestion from HadesLeft█▀█ █▄█ ▀█▀sack#8222 (294550191078506498)

have an expedition where we have to b-hop lmao hardcore parkour

grim reefBOT
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Suggestion from ritana#6557 (298206663108722690)

please bring back the insane head wiggles. It was so fun stealthing around nodding our heads intensely. It doesn’t take anything away from gameplay to bring this back!

grim reefBOT
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Suggestion from Kantorek#4444 (274891441606754304)

The normal enemies could not only sleep in one spot, but rarely wander around like lunatics

grim reefBOT
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Suggestion from Toxic#0338 (108544197753094144)

make it so that when you trigger alarm doors the sleepers (or players) can accidently break pipes causing fire to erupt from them. And having to use the C-Foam Launcher or Grenades to patch the hole, so the fire stops.

grim reefBOT
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Suggestion from Cap#5261 (498580640086622229)

Maybe have some sort of toxic or dangerous fog, that way the fog repeller will actually be a must-have instead of a simple comfort option

grim reefBOT
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Suggestion from SummonerPrime#1667 (463923755165417493)

let the sniper rifle be able to shoot threw multiple enemies that are in a line

grim reefBOT
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Suggestion from Wilbur#0576 (312061842606260226)

allow a glowstick to be lit and hung on your body to illuminate your immediate surroundings

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Suggestion from Wilbur#0576 (312061842606260226)

reduce fall damage

grim reefBOT
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Suggestion from LionOGeuF#7291 (243571942500597761)

i

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Suggestion from Serraria#3927 (142579169941913600)

better animations on big bois, sometimes they won't even be finished another animation and will wipe you out with a melee you don't see. Especially when stealthing and you aren't successful (for some reason), and he is getting up and with no animation all 4 on all sides get whacked on

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Suggestion from Serraria#3927 (142579169941913600)

More aggressive sleepers during stealth, like the spoilers chargers who just idle like the rest, maybe make them briefly animate but can't see, like sleep walking.

grim reefBOT
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Suggestion from LionOGeuF#7291 (243571942500597761)

A badge to show you finished a rundown.

grim reefBOT
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Suggestion from Mr.AwesomeKarateDoctor#4263 (247465664879656961)

add a level/xp system to unlock certain things like skins,recolours or small gadgets (other scope for sniper as example) - it shouldn't make someone overpowered but help like a 0,01%
a variaty of more weapons and gadgets would be nice aswell
btw you've done a great job so far - early access runs smooth and only minor bugs 😄

grim reefBOT
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Suggestion from zZblackx0utZz#7320 (288770460437577738)

I understand that the entire idea behind the rundown is supposed to feel like the warden is issuing you new quests to complete however for those who have completed the current rundown they should either be able to A: Access previous rundowns, B: gain access to an endless mode where the objective is to head down levels endlessly with the difficulty increasing with time or progression, or C: A combination of the two.

grim reefBOT
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Suggestion from zZblackx0utZz#7320 (288770460437577738)

More randomness within the enemies AI needs to be added whether this be more (possibly unmarkable) enemies moving from place to place, (as other suggestions states) enemies moving down walls or on ceilings to lower predictability, (other suggestions previously mentioned) environmental obstacles that trigger due to being shot or RNG, the possibility of a gun getting jammed when reloading (could be based off of a rooms fog/ambiance or damage being done to the player), possibly making it so when you are initially starting a mission the pods can malfunction making the players get placed in separate areas within the same map, adding the possibility of stumbling when you are running making the possibility grow the longer you run, or making your flashlight flicker randomly if damaged (this inclusion would also prompt the necessity of a repair kit being added into RNG).

grim reefBOT
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Suggestion from ShadowsNight#0285 (112484859024314368)

A separate tab next to the Rundown called Exploration, an endless randomly generated mode (less tailored) that gets harder as you go down but doesn’t get reset (maybe even as a loose story mode? It could explain the previous crew that has been leaving the audio logs). Might even be cool to not be prisoners for this mode (special forces/hired mercenaries or something), starting with 100% ammo, better equipment ect. And have communication to HQ (possible requests for terminal lookup? Interns take ages getting back to you), aside from the prisoners who have no communication, poor weapons and limited ammo. Love the game so far, and I think this would be a nice addition for people not ready for the rundown, or people who have already completed the current rundown and want to kill time :p

grim reefBOT
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Suggestion from Kantorek#4444 (274891441606754304)

Some kind of cameras, like the ones in Rainbow Six that can drive around, they could have a battery life, could be found in shelves as a one time use or be a tool used multiple times. Maybe also cameras aroud the walls of the facility that can be accesed through the terminal

grim reefBOT
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Suggestion from Thorinbur#6599 (251306608083075072)

for small sleepers if they losse their head, they are dead. If you want to keep current health sure, just make sure the "head" survive non letal blows. It is easy to miss the orange hit indicator in the midst of a fight and their stagger animation often looks like they are dead. Avoidable confusion. I can bet every player at least once said: "Wait, you are still alive?" after getting hit by little headless sleepers.

grim reefBOT
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Suggestion from Bishop Frost#8339 (554418843322155008)

maybe a period where the sleepers are not hostile but they search around an area, but dont attack unless they bump into you / see you, this could because by a fog repeller or glow stick hitting them or being was thrown.

grim reefBOT
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Suggestion from Piper#8419 (248597634376269824)

Expeditions where the map is unavailable/missing sections. Maybe for the deepest expeditions on occasion?

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Suggestion from Lavars#4274 (159776663926865920)

Maps that have certain areas you only can visit when you unlock a later level
For example:
A1 has a ending to B1, that's the normal playthrough
in C1 there will be an Event that you can trigger to unlock an alternative way for A1 to unlock B1 via this way.

grim reefBOT
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Suggestion from Kantorek#4444 (274891441606754304)

A low / no gravity room, or a tube-like room, where you can run around the walls since the gravity is always pulling you to the floor. No idea if it would be possible from a technical point or from lore, but would be funny, and require a special strategy to fight in.

grim reefBOT
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Suggestion from LionOGeuF#7291 (243571942500597761)

What is everyone's opinion on permadeath? As it stands its nice being able to be revived infinitely but honestly after a while it can make some players lose the fear of dying in a sense. I was thinking of something like a (Battlefield-ish) semi rare defibrillator that can revive but its a consumable item you use which has charges and a time limit to defib a downed teammate.

grim reefBOT
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Suggestion from chicken#8389 (266015371373445120)

be able to reload while running

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Suggestion from FluffyWaffles#6057 (292710976887848962)

customize the color on charging circles

grim reefBOT
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Suggestion from pizzadust#3339 (176298926809415689)

Option to have permanent marking on map (Right click fades, left click stays)

grim reefBOT
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Suggestion from Serraria#3927 (142579169941913600)

I just realised that even solo the player voicelines are for 4 people. It would be cool (if solo play is ever more fleshed out), if the voicelines were the player freaking out about being alone or terrified because the game has so much more pressure and more oriented to horror when playing alone.

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Suggestion from Galerus#8315 (129569910626975744)

After X number of attempts on a level. a difficultly modifer kicks in, slowly increasing difficulty for all. Each failure feeds the horde on that area and if each successful run the level should get easier for the next . This should not scale infinitely where it is impossible to not get crushed by a massive horde/sleeper room to where there are no enemies that spawn because very high success in the level.

Tl;Dr

As the Cap is broken intensity of level population increase with # of fails and vice versa on wins.
After you start getting into super high numbers enemies start to evolve. I.E. Diversity of Sriker to Brawlers (If the level allows that special enemy in it for example)
No there should not be 150 sleepers in a room.
Have the game track real attempts (Players must get to at least the second or third Security Door, most maps are straight forward and alarm doors generally indicate the way you need to go) this will cut back on trolls trying to inflate the numbers by throwing a match on purpose.

grim reefBOT
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Suggestion from Probe#5356 (153324777698754561)

Red Glowsticks last significantly longer (possibly permanently) compared to their green counterparts. Development-time-efficient, and yet adds variation and strategy to the gameplay. Inspired by an idea a player had in C1 to mark lockers with high value loot in them using glowsticks to make restocking between waves more efficient. (Marking ammo for yourself/ others)

grim reefBOT
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Suggestion from kachigaNigga#0630 (135898270366040064)

custom/changeable reticules for sights

grim reefBOT
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Suggestion from Shobe#8878 (326100022125002753)

Add more melee weapons (or just weapons in general) for future gear progression or character customization to create a sense of style and uniqueness for individual players. One particular weapon could be a fist-type melee such as knuckleduster(s) or gauntlet(s). This could be designed in a way to increase power in a realistic standpoint or require a different mechanic than the current set of melee weapons. For example, it could be designed to be used as a combo type of weapon where a player has to input a set of attacks to stealthily execute a sleeper instead of being charged up to kill them in one hit. Given how current melee weapons can easily break a sleeper's body in half with a single swing, I don't think it's impractical for a fist-type weapon to exist within the game.

grim reefBOT
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Suggestion from Probe#5356 (153324777698754561)

New Terminal Command: \root\tell sec_door_714 authorize

Sec_Door_714 will behave as though the user that entered the command is standing inside of the security zone bubble. This does NOT work for doors with alarms. It also does NOT work on doors with small security zones (Only the large orange ones). Leaving the terminal will discontinue any authorization request.

This is to encourage players that enjoy using the terminal system more extensively to continue to use it without unnecessarily holding up their team. Currently, the game very often has "Terminal Gurus" that force their team to wait for them in the security bubble while they type away. The wait is then excacerbated by the fact that the Terminal Guru must also run all the way from the terminal to the security bubble and then will subsequently run all the way back to the terminal if they wish to continue their scanning.

Player animosity towards Terminal Gurus is at an all-time high since 3 members end up sitting idle and unentertained while one guy is trying to work as fast as they can on a terminal to not slow their team down. This can be rectified by allowing the team to continue without them (with the Guru's permission via command).

grim reefBOT
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Suggestion from DjinnTyr#4561 (220734469341052928)

give sleepers different levels of alert mode instead of them instantly targeting a player for example sleeping > awake > alert and moving around (but not aware of player location) > high alert (pack is all triggered to wake up if no player is found within x amount of time creature go back into slumber)

grim reefBOT
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Suggestion from RDZ#9951 (609552525489733716)

Ping anywhere

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Suggestion from RDZ#9951 (609552525489733716)

For the terminal to play a more active role like having to disable lasers that triggers an alarm, disable an automated defense system that targets anyone, command a machine to build a key

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Suggestion from RDZ#9951 (609552525489733716)

An enemy that only stays in the fog and actively seeks out players within the fog like a shark. It could be used for a level which you have to jump on platforms or you'll fall into the fog like a "dont touch the lava" thing.

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Suggestion from Lord_Ares#1143 (449033080838160394)
  • I have an idea on the Perma Death, what if instead if the players find a radio or a object of communication they are able to call Reinforcement's / The players that died.
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Suggestion from Marcelino#4778 (319113105839882240)

Need AI(CPU) as I have no friends or make it easier for one player only

grim reefBOT
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Suggestion from larry_the_cable_guy#9639 (284336719627812865)

since the players are wearing masks of some kind, you could add the steam from the players breath showing up slightly on the bottom of the screen. and have it where if the room is quiet enough you can hear breathing and it gets more intense if there are more enemies about. just to add more detail.

grim reefBOT
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Suggestion from SirSalzig#0001 (177445109191802881)

When you complete a Rundown, you unlock a "Full Rundown" Level which is all the Levels combined into one giant map

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Suggestion from Sage#2799 (188481636910891009)

Rework the spawning system during alarms - you shouldn't be penalised for killing enemies (killing makes more spawn, vs just kiting decapitated enemies). Similarly, it shouldn't be rewarding to not kill enemies in an alarm. Perhaps have enemies spawn logarithmically, so they spawn slower as more are alive, but taking your time to kill them won't be overwhelming.

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Suggestion from Sage#2799 (188481636910891009)

This could be implemented with a more dynamic spawning system, like having enemies crawl out of vents/ajar roof tiles/gaps in walls/pits, rather than just appearing out of nowhere a few rooms over, because the current system is a bit silly.

grim reefBOT
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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Fix reviving players for what the HP regen will be, because sometimes when you revive, your HP goes to 20% instantly, other times you start from 0% and regen to 20%. Choose one or the other.

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Suggestion from Tenshi#7130 (161953419572019200)

C Key shouldn't change weapon on melee, instead it should push away enemy with current weapon.

grim reefBOT
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Suggestion from Sol Invictus#9518 (108313163316875264)

A small detail that newer games have included (Killing Floor 2 and Battlefield 1/V) is that depending on various small situations, your character will react differently. For example in Killing Floor 2 when you reload your weapon, they might say something or nothing at all. Whereas if you reload when there are Zeds nearby, your character will make distressed or panicked callouts or sounds. In the two newer Battlefield games, there are a plethora more of these occasions. For example when you do the combat charge with a bayonet, your character will make a sort of rage cry. Or when a grenade lands next to you, your character will begin making distressed noises.

I feel that something like this could add to the intensity of GTFO. Reloading while a swarm of sleepers are in front of you is already nerve wracking, but it could be so much more so if your character was vocalizing your stress as well.

grim reefBOT
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Suggestion from Maximum Overhuman#0632 (122687696014540802)

Double barrel primary shotty?

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Suggestion from chicken#8389 (266015371373445120)

have a locker thats harder than usual to hack posess a powerful weapon with limited use, for example a rocket launcher with 1 rocket or melee weapon with durability that runs out after two hits

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Suggestion from InnerDemon#3266 (270145046966173696)

Adds a feature that shows a player's rundown information, Like D1 [ 8 completion] to avoid trolls etc. This should help recruiting experience player to play together.

grim reefBOT
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Suggestion from AddictedTo8bit#3361 (231238273580662787)

upon failure of hacking a locker or box, maybe have it give off a ping sound to wake any nearby sleepers? so failure is a bit more risky

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Suggestion from Hyena Boye#3642 (272455949464109056)

Currently the terminal system is one of my personal favourite parts of the game due to the realistic feel to it. I love being able to understand due to my experience with SQL and general programming. However, I feel as if it poses a hindrance to most player groups as there is often multiple people waiting for one guy to get off the console. I believe that the terminal system needs more flexibility in order to make it a more important part of the game. This could be done in a number of ways. One of them would be to temporarily indicate items that have been pinged on the map, or at least the zone. The terminal should also have some sort of systems that can be manipulated to the player's advantage such as air ventilation, to get rid of fog, or microphones/cameras in a room. If this is considered to be too OP, these functions could also require special access that is granted to 1. Players who have banked skillpoints into a tree should skilltrees be introduced or 2. One time use consumable USB sticks that grant one function per terminal

grim reefBOT
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Suggestion from Tenshi#7130 (161953419572019200)

Random npc, which would sob in some corner / behind box etc after getting his team killed. After some time he would get louder, start panicking or shoot in his head, alarming whole room. Have no idea tho about extraction, rescure, other interactions, to exclude weird npc following players.

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Suggestion from SirSalzig#0001 (177445109191802881)

Special ID cards that can be found deep into a level which can be scanned by a terminal to grant the user access to more commands. A lot of people suggest air vents or cameras.

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Suggestion from Sol Invictus#9518 (108313163316875264)

I want to build off what Tenshi just suggested. In the original Halo game during the mission 343 Guilty Spark, you witness the flood for the very first time. During the first half of the mission (if I remember correctly) you can find a marine sitting alone with glowsticks around him and he's holding a pistol. He's completely delirious and shouts at you to stay away from him. If you approach him, he shoots at you.

Something like that could be a great addition as a sort of "here are other prisoners who have fucked up and lost it all."

grim reefBOT
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Suggestion from Black Bunana#8004 (181560740556046336)

Small modifications that can be found in levels for the bio tracker.
An example of these modifications could be
-An increase on the range of detection
-Faster recharge on the moving target detection
-More "detailed" detection, marking the difference between creatures with certain symbols
Memeifications
-Mountable
-Attachable shotgun mod

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Suggestion from chicken#8389 (266015371373445120)

Add small vents throughout a map in which a new monster which is smaller and weaker than the normal dudes can traverse and pop out of

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Suggestion from Kachowkapow#0333 (302599917887684621)

To make the game harder, Make it so the for the lights we have to get batteries to charge them.

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Suggestion from Kachowkapow#0333 (302599917887684621)

let us pick up fog repelers/glowsticks but they still run while being held, Ex. Glowsticks run out of charge still while holding them and fogrepelers still run while being held but disperse a less amount around you.

grim reefBOT
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Suggestion from FluffyWaffles#6057 (292710976887848962)

Better mob spawn points. Instead of appearing out of thin air on the map, have them spawn and hop out of vents, holes from ceilings, pipes, etc.

grim reefBOT
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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Remove the ability to mark lockers or boxes if there is nothing in them.

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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Have the map be able to show the locations of deployed sentries, foamed doors, and active mines.

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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

What kind of mining facility doesn't have any pickaxes? Add a pickaxe melee weapon.

grim reefBOT
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Suggestion from PumpkinGwin#6680 (221510600482619392)

The sniper rifle is usually being a niche option. I'd say something that may just make it slightly more user friendly especially during swarms is removing the bullet travel time, just make it hit scan.

grim reefBOT
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Suggestion from nini#2557 (158657887474810880)

Climbing ladders is a static up and down not based on where you are looking on the ladder

grim reefBOT
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Suggestion from Major Warrior#2486 (121836877622804480)

The speed of climbing off the top of ladders is a controllable/slower speed. First time I climbed off a ladder to a sleeper in front of me I about crapped myself due to how fast I rushed towards it just to climb off the ladder...

grim reefBOT
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Suggestion from Kachowkapow#0333 (302599917887684621)

Make it so sleepers drop items, I think that if they used to be human at some point (don't know the lore too much) they would've been carrying something?

grim reefBOT
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Suggestion from Yonzoo#1105 (107200935687663616)

Terminals work alright as is, but maybe make it more inline with actual CLI out there? So tab-completion of items/commands; maybe only after listing all items on the floor? Also some feedback when backspacing in the terminal would be nice; Typing has a sound but deleting doesn't

grim reefBOT
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Suggestion from WarriorDan#4051 (130825749518221313)

Add varying atmospheric conditions like different colored lighting, mist, etc, to certain areas or entire levels to give some visual variety.

grim reefBOT
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Suggestion from Cap#4200 (498580640086622229)

maybe have certain mods on weapons, have the ability to bayonet a shotgun or assault rifle (attach a knife under the barrel) or laser sights for a sniper or DMR, maybe on the c-foam launcher, you have the ability to also turn the foam into something solid and make physical barriers which can block parts off or make cover from the shooters. (of course they can break it and it will disappear in a few minutes)
different scopes on weapons might be useful, maybe one that's extra range, one that's just iron sights, maybe a thermal that makes the gun a bit harder to aim but allows you to see enemies in the dark.

grim reefBOT
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Suggestion from Kachowkapow#0333 (302599917887684621)

Add customizable skins.

grim reefBOT
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Suggestion from Aavil#5608 (388856203486429184)

Cosmetic purchases that are 'tasteful' and not a quick slap job. The dev team is small and I think if they implemented comestic transactions - it'd help with further development and support our awesome team who made this game.

grim reefBOT
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Suggestion from Big Boopy#9183 (253765180830253056)

make it possible to set down the long range flashlight like a turret to illuminate dark corridors

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Suggestion from Chythonic#6608 (150472839542079488)

lowering the volume of the drop. Idk about everyone else but I keep the game volume at max so I can hear sleepers better. But the drop is basically earrape.

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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Overhaul security scans to not lead everyone to one side of the room only for every one of the red zones to end up on the other side of the room.

grim reefBOT
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Suggestion from Xordania/Jordan#2034 (99575419979718656)

Allowing us to join back to a game that we were previously in but DC'ed out of. Our squad just lost 1 hour and 30 minutes of progress and it's tilted us hard as hell due to a DC. To this extent I propose that the game would save the state of each player at the time of their DC and give them a 10 minute window to join back. Players still in the game must stay in the safe rooms without triggering any alarms, hordes, or kill any enemies (Provided that they're not already engaged in combat during the DC) otherwise the ability to join back will be disabled (To stop exploiting)

grim reefBOT
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Suggestion from PumpkinGwin#6680 (221510600482619392)

Add a corpse of a previous prisoner, fully geared and all. This corpse will have lootable goods similar to a locker, maybe always spawn with glowsticks and rng through 20% resource packs as a second. If oversaturating loot pools is a problem could just replace a locker spawn.

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Suggestion from PumpkinGwin#6680 (221510600482619392)

Expanding on that idea, dead security guards could spawn with needed keycards instead of them being in lockers. You would need to use a terminal to figure out if which zone the guard was patrolling with the keycard you need. The guard would have it's own custom list command in terminal, doing a query on the guard would show which keycard he has in which zone.

grim reefBOT
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Suggestion from Kazner#3975 (161605969850138624)

VR support for the funny

grim reefBOT
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Suggestion from Tenshi#7130 (161953419572019200)

Possibility to make permanent notes on a map

grim reefBOT
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Suggestion from Vrussk#6037 (230212260671258624)

New item that fills the Glowstick/CGrenade slot, the item would be a Mobile Terminal Relay (MTR). The item is a small handheld terminal tablet which can connect to and relay commands through terminals around the map. When in the hand you would right click to bring it up to your face similar to normal terminals. It's used by entering a new command, e.g. Connect Terminal_266, it would then connect to the selected terminal and you would be able to enter commands and relay them to the terminal in that zone. This way people who want to use the terminal can stay with the team, allowing everyone to keep moving. The left click while the MTR is in your hand would repeat the last entered command, such as a ping so that you can move around and help your team look for resources. If that seems too powerful, range could be limited or pairing devices could require the "Connect" command to be issued from the terminal and MTR simultaneously (5 second window [this adds a new co-op element while still allowing a solitary player time to get the devices linked by themselves]).

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Suggestion from Dr_Bones#6666 (202733364287897600)

the ability to use the left and right keys to fix typos in terminal commands instead of having to delete commands and start over

grim reefBOT
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Suggestion from Yacksort#1366 (342953009657151489)

Bat like enemies that hang from the ceiling and can fly around once alerted. They dont react to light but are more sensitive to sound when using sonar. The sonar would be a sound pulse, to alert players its happening, during this time it senses the smallest movements including switching weapons etc.

grim reefBOT
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Suggestion from Moongduri#3093 (250967585426898944)

A tanky enemy boi that will spawn when a scout screams or an alarm goes off, that carries a downed player into the deeper parts of the complex when not killed quickly.

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Suggestion from Moongduri#3093 (250967585426898944)

A bloated enemy that explodes and spreads the sleeper equivalent of c-foam, slowing players down and deactivating sentry guns

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Suggestion from Black Bunana#8004 (181560740556046336)

Unique animation for a sleeper dying to prevent confusion around non-fatal blows

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Suggestion from Moongduri#3093 (250967585426898944)

Damage model for sleeper corpses

grim reefBOT
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Suggestion from gemmarafa#5319 (563057833944285204)

Hello.
I want to make a proposal about foam mechanic: to increase stunning time of enemy in foam up to 15 seconds - this will provide players more tactical solutions about using this foam.
I also want to change type of foam launcher's shooting:
not disperse but flowing foam in one stream to cover floors properly. this will increase controlling of incoming foes.
and increase time of shooting (just a bit) ^_^

As i can see, this will give a chance to create trap area for mobs and also will increase frequency of using this mechanic and weapon.

grim reefBOT
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Suggestion from Captain-REX#4638 (291209837142999051)

Progression System : 1) Tools : Having a turret at MAX Level for example would allow you to place 2 of them with better accuracy and ammo capacity ( or maybe even a Drone with a turret attached to it, yes exactly like in COD Ghosts Exctinction mode) 2) Character : Reaching max level would increase your sprinting speed, reload time and accuracy + Maybe after reaching lets say a certain level one would unlock a Suit made out of the creatures to avoid or at least diminish detection.

grim reefBOT
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Suggestion from Xordania/Jordan#2034 (99575419979718656)

Allow us to toggle firemode on the Assault Rifle so that we can better use our ammo. Single/Auto ❤️

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Suggestion from Xordania/Jordan#2034 (99575419979718656)

Ping indicator (for connection) and host indicator in the lobby. To better decide in a team who should host.

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Suggestion from Joebsonik#5422 (259951960185241602)

tool:(supply rack) carry 2 extra supplies and 1 set of glow sticks(also to be placed on the ground to share or trade suplies)

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Suggestion from Rin#2605 (355855886511767552)

Recalibrate the calculation of fall damage. Had fall damage occur to me jumping down a flight of stairs that's barely any height at all.

grim reefBOT
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Suggestion from Joebsonik#5422 (259951960185241602)

(item in lockers or boxes) goo mine for tactical covering of areas. as well to be able pick up again if not triggered or placed accidently

grim reefBOT
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Suggestion from SassafrasTea#0877 (190908263254982656)

Currently, items do not append to current inventory. As an example, C-Foam Grenades--each one appears to be 33% of your maximum capacity, so in theory you can hold a max of 3. It's very unintuitive that if you pick up a single, which is only 33% and you find another, you cannot pick it up and add it without dropping the first one. This is especially confusing if it's possible to pick up a 2 stack of them. I submitted this as a bug, but it got marked as working as intended, so I'm bringing it up here because it feels very intuitive. C-Foam grenades are just an example, it should function this way with everything.

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Suggestion from Kirtsuna#8524 (317588690102779906)

instead of the long range flashlight have a deployable drone that looks self built to fit the style of the game that lights up the whole room, ether something you bring with you from the lobby or something you can find

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Suggestion from Kachowkapow#0333 (302599917887684621)

Add player stats to see how many times a player has completed a level.

grim reefBOT
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Suggestion from w o l l i s#3387 (262415907647782913)

battle royal mode like fortnite i like fornite pls

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Suggestion from GLYCH_#0407 (241040979098992640)

rebalance the ammo capacities to be less turret biased. Right now it seems everything revolves around smart turret placement and is less focused on making your shots land.

grim reefBOT
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Suggestion from MrWildWest#1513 (420311126983573515)

the long range flashlight should have some sort of affect on the monsters as its basically useless now. the monsters are already light sensitive so a more powerful light having something like a stun affect on them would make sense.

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Suggestion from GLYCH_#0407 (241040979098992640)

Increasing lens clarity on weapons with optics. It feels too dirty when the pressure is on.

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Suggestion from MrWildWest#1513 (420311126983573515)

ok maybe i wasnt clear. i didnt mean to just make the flashlight stun them. i just meant buff it

grim reefBOT
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Suggestion from ChloeWitaPlan#7909 (290079680814645258)

since the mental stability of the player characters is already established as being less than ideal, it would be cool to see hallucinations occur during gameplay, and since there are multiple people who may not be seeing what someone else is, it could make a team start to question what is real and what isn’t

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Suggestion from Keyser#0392 (109620366174887936)

Reward System : Formulate tasks per Area and per Rundown via gaining XP or a to do list that rewards the player specific items from sets designed for each type of task/area/rundown. Add also challenges that can only be achieved on the first run of each area within that rundown for the possibility to gain a very unique cosmetic item part of a set for that rundown.

grim reefBOT
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Suggestion from Piper#8419 (248597634376269824)

When/If player customization is released, having cosmetics that give off a faint glow such as night vision goggles (regardless of actual functionality) would be a nice addition.

grim reefBOT
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Suggestion from Lord ℕazo#6962 (119189460498776064)

Limit non-consumable items that go in the 6th slot (like the long range flashlight) to a maximum of 4 in a single level.

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Suggestion from Lord ℕazo#6962 (119189460498776064)

Allow us to pin locations on the map.

grim reefBOT
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Suggestion from Kantorek#4444 (274891441606754304)

A chainsaw

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Suggestion from Toyer#6042 (143264726179250177)

Add a reward, preferably a new melee weapon or variants by completing a Rundown or Multiple Rundowns depending on how often they're planned to change.

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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Visible injury or deterioration in player appearance depending on the player's current health. For example, being below 80% health, your character will have a slight gait in their movement, with a few rips and tear in their clothing. Being below 50% health, your character will be clasping a wound on their chest with their movement appearing even more distraught. Being below 25% health, and your character will have several tears and rips in their clothing, while their limping will become even worse as your character continues clutching their chest to cover a wound.

grim reefBOT
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Suggestion from Dru#4058 (254442768338911233)

please add in samophlanges to the game as an object we require in order to interact with an object or door or device. can be found in lockers etc... it is a consumable item.

grim reefBOT
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Suggestion from HuskyDelta#5049 (329234568945205249)

make turning around and/or switching weapons counted as movement and can alert sleepers.

grim reefBOT
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Suggestion from Petrocelli#9948 (263053530670039041)

First of all the game is really nice for EA. There is just one point I think it could be way better (more hardcore). The game is not really hardcore yet because you can take all the time you need to stealth arround. So the factor time(limit) is not given yet. I think it would be good to have some "poisen fog" which deals damage over time in some areas of a level so you have to be a bit faster (not everywhere!). That will make the game more precicse and will make a way better communication. - The toxic fog could be repelled with fog repeller.

grim reefBOT
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Suggestion from HE4VEN#6399 (138307906507505664)

when winning a level, put the amazing outro tune from your gameplay videos over the results screen.

grim reefBOT
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Suggestion from Moongduri#3093 (250967585426898944)

A bit more minigame-like scans for non-alarm doors

grim reefBOT
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Suggestion from Thanos Ober#9074 (191188498299092992)

adding battery life for electronic equipment and batteries to find to refill them

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Suggestion from Thanos Ober#9074 (191188498299092992)

rooms with motion detector alarms and turrets can be damaged by the monsters

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Suggestion from Thanos Ober#9074 (191188498299092992)

add a silencer that you can find in lockers and breaks after a few shots Or add a silenced weapon that has extremely limited ammo to keep the balance but allow different approaches/paces

grim reefBOT
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Suggestion from Cloud McFox#8312 (243736068380164096)

Make characters talk more, add voice lines for existing interactions, for example when healing someone with a medpack or when being healed by a medpack, because right now the crew basically has no personality whatsoever

grim reefBOT
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Suggestion from Boo#1311 (468618320191553537)

playing with bots solo should be an option. To make the game more immersive it would also be cool if u could press a button to make them halt/move, regroup, etc. the bots shouldn’t just know whenever there is a red light, that ruins the fun and makes it seem like they are just bots, which we don’t want. I’m sure voice lines would help with this as well

half epoch
#

@fleet flower regarding your suggestion above, the devs won't be adding bots at all. The game is not intended to be played with less than 4, and as you hinted, bots can't mimic a human player in the ways that we want.

grim reefBOT
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Suggestion from Boo#1311 (468618320191553537)

increase the range sound travels. Currently it’s kinda wacky when you kill a monster and it lets out a bloodcurdling scream, but the monsters >10>20 feet away don’t get alerted at all

grim reefBOT
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Suggestion from Kantorek#4444 (274891441606754304)

Allow us to go prone to crawl through small spaces, like vents for example. That would add some nice paths for us to use

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Suggestion from Cr0no#3503 (341665069630881794)

let crawling enemies use prone spaces and airvents

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Suggestion from Kantorek#4444 (274891441606754304)

A flamethrower

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Suggestion from Norfei#6432 (280142826162094093)

A sort of crying emote or crying sound when we're about to get wiped

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Suggestion from Kantorek#4444 (274891441606754304)

A ping system with a circle where we can pick diffrent pings depending on what we want to show ( Im thinking League of Legends style )

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Suggestion from Cloud McFox#8312 (243736068380164096)

More Wallpapers, please

grim reefBOT
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Suggestion from MrWildWest#1513 (420311126983573515)

more melee weapons variants like knives or something

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Suggestion from MrWildWest#1513 (420311126983573515)

maybe some loud melee weapons. or just melee weapons with varied stats as opposed to look.

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Suggestion from Kantorek#4444 (274891441606754304)

When you extract with an consumamble that consumamble goes to your virtual inventory / storage and you can bring it with you on another mission ( Im thinking glowsticks etc., not neccesary ammo packs, meds, refils, that would be too OP )

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Suggestion from xbalogan#0001 (148764049310482432)

Upon boot let us just click esc to skip straight to the main menu, two clicks, two hold clicks and a forced cutscreen (One with the scream) is too much, especially in early-access where you sometimes have to collectively reboot the game to make lobbies work again.

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Suggestion from Kantorek#4444 (274891441606754304)

GTFO merchandise - Plushies, pillow cases, body pillows

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Suggestion from xbalogan#0001 (148764049310482432)

Left click to use packs on self, right click to use packs on others

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Suggestion from Regolith#5655 (287112246507864064)

Can you lower the price of this game? $35 is WAY too expensive for an early access game with as little content as it has. $20 maximum is what I'd expect from something like this, and even that is high. You're severely limiting your playerbase by making it inaccessible due to the pricetag, especially considering the game is in early access. I understand you want to make money doing this, but you won't if people are reluctant to buy your game.

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Suggestion from Black Bunana#8004 (181560740556046336)

Sleeper Body Pillow Merch 😳

grim reefBOT
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Suggestion from Anskiat#0569 (402657789706502147)

I would be extremely grateful if the dev team could add an option to disable the text parallax, as it gives me motion sickness, cheers

grim reefBOT
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Suggestion from PumpkinGwin#6680 (221510600482619392)

I’ve been seeing a suggestion for left click and right click on refill packs. Currently running out of consumable tools switches your in-hand directly to primary, holding down left click... in hand primary. You see why this is a bad idea unless the auto switch is to either nothing or the melee. So the suggestion being don’t implement this, make it optional or make sure it wouldn’t be a noise hazard.

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Suggestion from Major Warrior#2486 (121836877622804480)

Some small thing in the options (like when key mapping) that tells you that you actually have a DODGE mechanic in the game...

Legit been playing for a good bit and none of my friends and I knew it was a thing until I accidentally clicked it at random...

For those that don't know moving in any direction (mainly left, right or back) and pressing Sprint will make your character do a "Bloodborne" style quickstep in that direction which is really handy for those seeker shots that seem a little extra on the "Seeking" part.

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Suggestion from Lord ℕazo#6962 (119189460498776064)

Add lore collectibles which can be viewed in the main menu and can be collected in random locations throughout various levels.

grim reefBOT
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Suggestion from bobn12#8379 (317466336655704064)

The homing attacks are too responsive and are incredibly difficult to dodge, especially if there is a lot of things attacking you. Could we see a possible balance fix here like maybe slower shots or less responsive ones?

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Suggestion from Lucretio#0007 (142851262038278145)

I would love a stats page personally.

  1. Total kills
  2. How much time spent in each level summed up.
  3. Fastest Personal Best for each level.
  4. How many time completed each mission.

Of course others can be added, but these are the basic ones I would enjoy haha.

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Suggestion from ChloeWitaPlan#7909 (290079680814645258)

the ability to select which characters you would prefer to play, in a similar system to Payday 2

grim reefBOT
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Suggestion from Ly#5355 (380521852314976267)

when opening the map, have it center on our current location rather than the beginning of the map(?) or wherever it defaults to

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Suggestion from Tenshi#7130 (161953419572019200)

Possibility to connect glowsticks, c-foam granades and so on
Like i've got one granade, find two in case, just put them into three (100%)

grim reefBOT
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Suggestion from Lord ℕazo#6962 (119189460498776064)

Downed players should have an actual spectator mode instead of having their screen flopped 90 degrees.

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Suggestion from GLYCH_#0407 (241040979098992640)

Text size scaling, I play farther away from my screen and the current font size ranges from difficult/impossible to read

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Suggestion from GLYCH_#0407 (241040979098992640)

A training simulation to demonstrate basic -> advanced machanics in a catalog for newer players. For example: a simulation of sneaking up on a sleeper, dodging attacks, basic terminal use, exhibition pathing, etc.

grim reefBOT
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Suggestion from Kazuyuki#3358 (222317493958606852)

I was thinking if we could have animations for picking up Ammo pack and Medkit, For example every prisoner has a backpack where they can store Medkit and Ammo pack inside of it, But with animation you take the backpack off you and place it on the ground pick up the supplies and store it inside the backpack then zip it, animation for doing that would be really cool, 👍🏻

grim reefBOT
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Suggestion from Anime Girl?#4545 (341417076537425922)

Maybe if you're not in a call together for more immersion (this could be opted out if wanted) you have to be within a certain range or one another to hear others

grim reefBOT
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Suggestion from BeyondHawkeye#8008 (178984791486496768)

If talking through game chat with voices, being too loud could set off the enemies as well.

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Suggestion from DOVERSON#9130 (95555402330013696)

Colorblind mode for hitmarkers; it can be difficult for red-green colorblind users to see them.

grim reefBOT
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Suggestion from ItsAlexxo#0672 (274489007465824256)

Turn down the muzzle flash or atleast have an option to turn them down on your end, they are way to bright and get annoying after a while

grim reefBOT
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Suggestion from Pukmuna#8874 (430014095329198101)

Ability to ping multiple items

grim reefBOT
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Suggestion from Terham#5843 (243823043644751872)

Areas with a lack of air. Oxygen masks with a limited duration can be used to cross them. And through terminals we can temporarily restore the air in sections of the map, but the noise of the machinery attracts new enemies.

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Suggestion from Preacher#6707 (350664695147003907)

The ability to choose which player has which aesthetic skin opposed o having load in a certain order. Or the ability to customize how you aesthetically

grim reefBOT
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Suggestion from Terham#5843 (243823043644751872)

More enemies designed after the codes of horror-movies:

  • Things walking on the walls
  • Enemy which will target someone and teleport him somewhere separated from the group
  • Jump scares, brief hallucinations as you get deeper in the level
  • Slender-type creature which hunt/haunt the players if they get too close form its original body. The apparitions can attack but only be temporarily repeled
  • Barnacle-type creature (this thing in Half-life which catch you and drag you to the ceiling)
  • Enemies that can only be seen through their footsteps
  • Things in which players can hide, ex closets with a limited durability. It can be attacked and the door destroyed if the player is spotted before getting inside.
grim reefBOT
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Suggestion from MarsGotBars#2858 (268762678342713344)

as mentioned by @amber dirge, jump cares/hallucinations that would be caused by the mental state of your character or their stress or a mix of the both, while also including some type of consumable that is findable on the maps themselves that can prevent or lessen the effects.

grim reefBOT
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Suggestion from Sage#2799 (188481636910891009)

Similar to Terham's suggestion, bugs or creatures which can crawl along the walls/floor and disappear into cracks. Not necessarily enemies, just another source of non-player movement to catch people off-guard. Would be particularly interesting if they could crawl over/in front of some light sources to cast large shadows. Just something else to keep players on edge.

grim reefBOT
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Suggestion from Squishypotatos#7131 (320380185214189568)

give the ability to lean like in rainbow six

grim reefBOT
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Suggestion from Kantorek#4444 (274891441606754304)

An enemy that hunts your squad for the whole lenght of the expedition. You dont know where he will appear, when, you can hurt him enough to make him retrive back to hiding to come back later

grim reefBOT
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Suggestion from Anime Girl?#4545 (341417076537425922)

maybe if your mental state rises or if your character becomes "stressed out" from all of the stuff they encounter there could be audio hallucinations like faint heartbeats or a scout sound to make you more cautious

grim reefBOT
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Suggestion from xbalogan#0001 (148764049310482432)

Security Cameras that can occasionally spawn in rooms that can be accessed through the terminals, they'd pan around slowly in a room to give you (not much of) an idea of what the contents of the room might contain. Feels weird that in a massive complex with security doors that use bio scans, there's no cameras at all.

grim reefBOT
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Suggestion from Lord ℕazo#6962 (119189460498776064)

Optional challenges or side objectives for each rundown, e.g., kill 10 scouts.

grim reefBOT
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Suggestion from Kittoa#1212 (188832979005603840)

Add collectibles that you find in a rundown that add to the story of the game. If you survive and make it to extraction, you keep the collectible. If you die, you don't get the collectible. These collectibles could be file reports, notes, or objects. These collectibles can be viewed during the lobby so you don't have to inspect the item while fighting enemies during the rundown.

grim reefBOT
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Suggestion from Kachowkapow#0333 (302599917887684621)

Make burst turrets more accurate or make turrets be able to shoot up and down easier.

grim reefBOT
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Suggestion from Anime Girl?#4545 (341417076537425922)

maybe in the far future add razer chroma support, so you can have in game aspects shown on your keyboard (like how other games can show health with the lights)

grim reefBOT
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Suggestion from G_Rapefruit#5193 (275661610528407552)

an unstuck chat command if you are stuck somewehere and cant get out of your own. This let you spawn at the beginning f.e.

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Suggestion from Cr0no#3503 (341665069630881794)

A mission requiring the team to split up and have someone use a terminal to get access to some kind of infrared/nightvision camera system to guide the rest of the team through a dark maze of horrors that (ofcourse) disrupts usage of any light source but glowsticks

grim reefBOT
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Suggestion from Major Warrior#2486 (121836877622804480)

The "Player Downed" feed and the chat feed should slowly go away after a certain time or at the very least be separated. Kinda clutters the screen a bit when you see stuff from an hour ago and it's a pretty lengthy list of downs from the previous run...

grim reefBOT
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Suggestion from Volrath#7213 (486839012116398091)

make use of more unix/cmd shortcuts on the terminals, like pressing the up arrow to repeat the previous string used.

grim reefBOT
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Suggestion from David M.#2563 (200877953117061122)

On April 1st, add a cheesy elevator music during the descent, like this one : https://youtu.be/VBlFHuCzPgY

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Suggestion from White#1579 (116625745836507143)

On April 1st. Include a voice chatter on the characters that say:
“I heard hacking tools make scans faster.”

grim reefBOT
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Suggestion from LG8DARKO#3142 (465670914638610443)

Not sure if anyone suggested this or not but is it possible to have continuous retreat markers.
like one per a player so that we could set retreats to specific rooms for when you are overrun.
so the characters in game voice could say retreat to Alpha Point 1,2,3,4 or instead of numbers each player could say Alpha Point, Bravo Point, Delta Point or Omega Point.
Just thought it would be a cool idea to add for the immersion of the game.
It would also help out new players who do not know when to retreat and for the people who don't have microphones to communicate while in the fire fight.

grim reefBOT
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Suggestion from Cr0no#3503 (341665069630881794)

a gatling gun with 50 shots because a wind up machine gun with 25 shots in a clip is a thing too #kappa

grim reefBOT
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Suggestion from Glass#8351 (183759709931700235)

to add onto Ruby's suggestion, support for PrismSync and other RGB programs, maybe even the Rival 710 OLED screen would be nice in the future for an external HUD

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Suggestion from NeonTerminus#8526 (216080530414895114)

The sniper rifle needs a serious buff. If the ammo has to be extremely limited, at least make it so that it one-shots the goliath type enemies.

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Suggestion from GLYCH_#0407 (241040979098992640)

Get rid of the hipfire marker and giving each gun a laser sight that turns off when your flashlight is off

grim reefBOT
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Suggestion from Spartan#8541 (120306387879198722)

Add a command list to the discord somewhere

grim reefBOT
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Suggestion from ShadedTheFaded#5684 (421462152378056725)

I've noticed Titans in Hordes are very silent, what if they had loud foot steps and shook the screen which could be louder and more violent (But not like vomit-inducing shaking) depending on how close they are to you in proximity? I feel like this would make them more terrifying while a Horde mode is going on but also alert us to where they are in the pack / how close we are to them?

grim reefBOT
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Suggestion from LoveSlug#1637 (160175895363977217)

Ive seen a few times that people wanted weapon attachments or silencers for weapons. What if we could have thing like silencers as consumables during the expedition for X weapon and and bigger attachments like a grenade launcher attachment for a gun that replaces the tool spot before going in? Or if you find them (as they would be a very rare find), you can keep them from then on. Would be a good way for people to keep going back in after beating the levels to grind out the map to find good stuff.

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Suggestion from LoveSlug#1637 (160175895363977217)

Being able to drop consumables. We had an instance where we wanted to hand off a long range flashlight, but bc there was nothing else to grab for that slot we couldnt hand it over. maybe a drop mechanic or trade mechanic would be nice to have for those moments.

grim reefBOT
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Suggestion from ItsAlexxo#0672 (274489007465824256)

Possibly starting out with 1 or 2 ammo/health/tool packs.

grim reefBOT
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Suggestion from BlackShooter01#5637 (320609199208005632)

Take away limit of c-foam ball size (shooting in the same place with single "bullet" from c-foam launcher causes to stack and making ball bigger if someone didn't know) to let us build the biggest white ball in the complex.

grim reefBOT
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Suggestion from FluffyWaffles#6057 (292710976887848962)

On horde mode maps, increase the mob cap per wave.

grim reefBOT
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Suggestion from Mackie#0216 (246385640537587712)

seeing how long an expedition took once you die/once it ends.

grim reefBOT
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Suggestion from GLYCH_#0407 (241040979098992640)

don't look up...

grim reefBOT
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Suggestion from eip ∞#3283 (250051871962562562)

I don't know what sort of roadmap is planned for the game, but I would like to see some kind of stamina system implemented. I understand we are supposed to feel outnumbered and outgunned and not capable, but if I were being chased by biological cryptids, you bet your ass I could run faster than the players do currently, even if only for a short while. Also, I'd love some kind of dodge/sidestep system. Again, I feel like that's a thing most people can do, and it would help increase survivability without breaking the mechanics.

grim reefBOT
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Suggestion from Batandy#2490 (122394383449325568)

For a game that punishes you heavily for getting spotted, I feel like door alarms are kinda bad. Give me other options to go through Alarm doors without alerting the monsters. Perhaps alternate passages that require additional items found in the map to proceed. Ex: Tool to unweld a vent duct that lets you skip a door. It would be really nice to be able to go through an entire map without killing monsters at all.

grim reefBOT
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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Have the characters talk a lot more between each other to get story and lore elements across more frequently.

grim reefBOT
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Suggestion from Vermillius#6951 (274725815244029952)

New Enemy Concept Idea
Enemy Alias: Eidolon
Special: Copies the sound of either a Scout or a Sleeper and screams at the player team
Appearance: Ghastly, similar to the Shadow and Chargers. Have small veins going all over the body from the source.
Player Detection: Player looks within the general direction of the creature within a few seconds. Causes the core and veins to glow red during phase 2, and then twitching on phase 3. If the player(s) dont look away while the creature is in phase 3, it moves to stage 4 where it screams at the players using the Scout or Sleepr sound. The Sleeper's sound effect will be used if the room has not been awakened. If it has, the Scout will be used instead. Depending on the outcome, if it performs the Scout alert, there will be an illusion of a horde acting like a normal horde would until it takes any damage or deals any damage before disappearing. Any attacks deal no damage. If the sleeper sound is instead made, all sleepers in the room will be invisible until after their illusion counterparts disappear or they are awakened to player-made sounds.
Movement Pattern: Stationary. Moves to a new dark spot of the room after being spotted, preferably closer to nearby allies.

grim reefBOT
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Suggestion from Kaito#0021 (411986267149041665)

Allow the players to mark targets they see the same way you can mark lockers and tools with the same icon appearing this benefits the player base in several ways for one in can let your teammates know you see an enemy and to avoid it and if that’s not enough it can also be a way to call out which enemy you’re going to stealth kill in case there’s another right next to it that would need to be taken out at the same time. This can especially be effective for people with no mics

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Suggestion from Glass#8351 (183759709931700235)

shock turret that stuns enemies rather than shooting them. way more ammo efficient than burst/shotgun turrets, but has no damage output, requiring you to deal with the threats yourself.

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Suggestion from IronSovereign#9944 (208666114824208384)

Allow the person using the Biotracker to see a "grid" with coordinates? For example, people can look at the map and see that there is a mutant sleeping at "B1" or "C6." This way there's more clear communication in telling where a mutant is. This could be accompanied by a permanent mark that a player can put on the map, if that's not too easy.

grim reefBOT
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Suggestion from hooooodini [FR]#6461 (130409912676253707)

I think the game need more mele weapons, like a spear to keep ennemies away or a shield to protect from projectile and reduce mele damage, maybe some slashing weapon to cut some pieces like arms or legs. Something good can be done if a spear and a shield work together.

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Suggestion from FLQNadeau#4079 (339133477830000640)

In the same way that a person made a suggestion, I would be great to have some stats, like time it took to finish the level and with what player we've done it. Sometime we meet good player and it's hard to remember them if we wanna try another rundown with the same teamate. But I would not go as far as the person said (can't remember who) like personnal stats like monster killed and bullet use those stuff. People can get crazy about stats and I think this could encourage personnal benefit and affect the "team play" that is game is all about.

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Suggestion from hooooodini [FR]#6461 (130409912676253707)

Weapons atachments need to be earned. You have to finish a rundown to collect that special scope etc

grim reefBOT
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Suggestion from FluffyWaffles#6057 (292710976887848962)

Client side clear chat command or auto clear it for every match that finishes. Or at least have the lines fade out during a match if you are not using the chat...

grim reefBOT
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Suggestion from aRenderingSoul#3541 (393826721540997120)

Scout feelers creep up walls and wrap around inanimate objects like pillars and boxes, that way it gives a more life like feel to the mob.

grim reefBOT
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Suggestion from GLYCH_#0407 (241040979098992640)

a mass of flesh that clings to the ceiling in some areas, makes a dripping sound and grabs players when they look up to see what the dripping sound is coming from. May catch people off of instinct and give newer players the scare of a lifetime.

grim reefBOT
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Suggestion from Gabe#4583 (237350675942604801)

adding onto xbalogan's suggestion here of "Security Cameras that can occasionally spawn in rooms that can be accessed through the terminals, they'd pan around slowly in a room to give you (not much of) an idea of what the contents of the room might contain. Feels weird that in a massive complex with security doors that use bio scans, there's no cameras at all." My addition: What if some of these Cameras were alarmed in more harder rooms? Like you have to stay out of their field of view. They can either dynamic and rotate around the room or just be static. Not sure how optics would work out on this, but I think this would be more a challenge and add an interesting feature to the game.

grim reefBOT
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Suggestion from Legs as thicc as tree trunk#3815 (583812154868760596)

how about a frag grenade to take out large groups of enemies? it would be an item and would be really rare, and only one spawns in a box or locker, but it would still be so nice to have, i think

grim reefBOT
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Suggestion from ItsAlexxo#0672 (274489007465824256)

Mellee weapons are more diverse instead of just looking different, such as doing more damage without charging up as much but a decrease in movement speed ect.

grim reefBOT
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Suggestion from GLYCH_#0407 (241040979098992640)

It seems the melee weapon hit reg is a bullet. Could the melee weapons hit in more of a shotgun pattern? This would award players for solid hits on target but give a little leniency on grazing hits. Maybe have different melee weapons place the registration differently, for example: An axe sends 9 "shots" in a line horizontally where as a hammer sends a 3x3 grid attack.

grim reefBOT
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Suggestion from aRenderingSoul#3541 (393826721540997120)

A room full of eggs that have a mob inside them with heart beats that flash red having their shadow cascade on the shell, when alerted they glow bright red (to stealthily un alert it break the shell and melee the mob that spills out) the mob would be undeveloped and crawl around with its arms and try to attack your legs.

grim reefBOT
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Suggestion from Kantorek#4444 (274891441606754304)

Give us an PVP arena Call of Duty style. Like cmon I just sometimes want to kill my teammates after they fail the mission :02LUL:

grim reefBOT
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Suggestion from Orangicus#7323 (179370734915813376)

If the Bio Tracker track biological entities, let us tag stationary targets.

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Suggestion from Lord ℕazo#6962 (119189460498776064)

Rename "Bio Tracker" to "Motion Tracker".

grim reefBOT
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Suggestion from Soviet#0537 (166026901159280641)

A notepad in game to keep tabs on things while on mission

grim reefBOT
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Suggestion from thiccer than a sniccer#3815 (583812154868760596)

what if there was a creature that could attack some of your gadgets? like, if you had a sentry down, it could destroy it in 3-5 hits, or destroy mines from a distance. Maybe it even breaks through C-Foam reinforced doors faster, and can't be tracked with the Bio Tracker. This would probably be something that appears in places you absolutely need to get through, not places you can just sneak past. It would one of the higher level mobs, like the really tall one.

grim reefBOT
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Suggestion from BTGRoma#2385 (396448931745366016)

Random mob sawn location for the wave

grim reefBOT
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Suggestion from Serraria#3927 (142579169941913600)

Floor vents accessible by either or both players and Sleepers. Could also make alarms more interesting, giving sleepers more avenues of attack.

grim reefBOT
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Suggestion from LG8DARKO#3142 (465670914638610443)

Dodging from left to right needs to have a little more range, even when I dodge perfectly I still get hit sometimes it feels inconsistent so more dodge distance would be appreciated. one suggestion to this problem would be to introduce a parry system that could be implemented to elevate some of the frustration of a failed dodge.
Once the player equips the melee weapon the dodge range may be extended further and have access to parrying .
when performing a successful parry players would be rewarded with either damage mitigation, faster charging speeds or a slight movement speed advantage.
Parrying should be hard to justify the buffs, so it should have cool down period before it is used again and will need a parry angle of 10 or 15 degrees. Developer discretion is advised.

grim reefBOT
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Suggestion from Uncle#4131 (245581642544971776)

A level that takes place somewhat closer to the surface. Underground mines and facilities eventually getting boring, so a level in which parts of it are exposed to the surface or take place on it would make things more interesting. Since it always seems to be dark and rainy, perhaps on the surface parts of this level, lightning and thunder could work as environmental effects, thunder making all sleepers "pulse" while lightning provided superb lighting for a few brief seconds.

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Suggestion from Indian_Curry#3394 (440925612090195998)

Show more stats for weapons like damage and exact ammo capacity

grim reefBOT
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Suggestion from Thanos Ober#9074 (191188498299092992)

graphics are nice but to be fair it's lacking in the corpse department, and by that I mean the stationary assets like human corpses you encounter so it would be nice to overall them at some point

grim reefBOT
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Suggestion from TacoCat#4660 (658819484727115787)

include corpses from previous failed expeditions at their location of death, and players can collect their dog tags just for collection/remembrance purposes.

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Suggestion from Google Steve#3032 (533451290986938390)

I think that there should be a gadget that would lanch a small light grenade that would temporally stun sleepers.

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Suggestion from Microsoft Publisher#4474 (481462544616128512)

checkpoints

grim reefBOT
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Suggestion from GLYCH_#0407 (241040979098992640)

A thermal scope (White Hot) on DMR/Sniper Rifle. Maybe show critical hit zones as hot spots on enemies to help sharpshooters pick better shots.

grim reefBOT
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Suggestion from Kantorek#4444 (274891441606754304)

A tool that allows to look through the walls, for example showing their silhouette on a monitor, or have the bio tracker a switchable mode into this

grim reefBOT
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Suggestion from Captain-REX#4638 (291209837142999051)

A discord ranking system allowing you to see who FINISHED what LEVEL and how many TIMES he completed it.

grim reefBOT
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Suggestion from Çaptain Ålpha#6344 (208401169108828161)

Nerf parkour

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Suggestion from Dragniiir#8544 (234033110617030666)

would it be possible to increase the maniability of the terminal, for exemple the autocompletion for query or ping if there is no other entry possible ex: bash in linux or small hacking loop (like runing a timer for 1min)

grim reefBOT
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Suggestion from Chills#5963 (154795598049050634)

Endless Mode?

grim reefBOT
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Suggestion from Hunter48RUS#7463 (174234253985316865)

Change the mechanics of replenishing health and ammo. Now we have packages of health and ammunition for N uses. I suggest removing N uses and leaving packages as “%” percent. That is, having 85% health and a first-aid kit, in which 20% of health is left, using a first-aid kit on ourselves, we replenish 15%, and 5% remains in stock that can be used. The same with ammunition and refill tool pack.

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Suggestion from Hunter48RUS#7463 (174234253985316865)

Expand the functionality of the bio tracker. Add blue dots to display allies. Add different colors to opponents. White leave as is. Yellow means the target is in a state of increased attention (high hearing sensitivity = red body when they begin to crack), orange means the heartbeat of the enemy is close to aggression, and red is left as is.

grim reefBOT
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Suggestion from DUUD#7058 (352145662571446275)

Add a feature that stuff can stack. For instance, I have Medipack for 1 use on me, and in the locker i found one for 3 uses, so after I pick up one for 3 uses I would have 4 uses in my inventory.

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Suggestion from DUUD#7058 (352145662571446275)

Add a feature that players can drop items not only to change them in the lockers.

grim reefBOT
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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Add in the information on the HUD that was shown in the trailer whenever a sentry was placed down, stating it's ammunition total as well as if it was scanning for a target, acquired a target, or is actively firing at the target.

grim reefBOT
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Suggestion from SapphireMedal#0910 (202627603989921792)

Boss fights

grim reefBOT
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Suggestion from Nemo#7139 (197747978277093376)

ability to place the long range flashlight on floor like a turret, but maybe it has limited battery life

grim reefBOT
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Suggestion from PumpkinGwin#6680 (221510600482619392)

Make lighting a more significant aspect of gameplay, make rooms darker some levels or sections pitch black. Overhall flashlight to have a recharge but be a more effective for vision, as is sometimes it feels like a png of C-Foam stains instead of an actual light especially at greater distances. Long Range flashlight deployable to cover a larger area. A tool similar to Deep Rock's flaregun that deploys flares or glowsticks that are much brighter to wall's. Also, enemies spawn locations should be dependent on rooms lighting, if these creatures photosensitive skin adaptive of their time in the dark or if the infection makes them vampiric in some ways, it sometimes breaks atmosphere for me personally when I find one standing directly in front of a spotlight. I think their pulsating stage if again they have photosensitive skin should instantly queue, this doesn't mean instant alert, I think they're alert time should remain the same, this would enhance the possible jump scare of the sound of pulsation when you check the dark with your flashlight and one is there. Destructable environmental lighting would be interesting, but this isn't Killing Floor and there's not as much explosive action so this wouldn't effect gameplay that much.

grim reefBOT
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Suggestion from Abson#9124 (342615522145206273)

a welding machine for alarm doors like in the trailer

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Suggestion from Isopod#8325 (661669004032737285)

Could there be a deeper part of the complexes filled with water and having aquatic like creatures, such as an entire human body (female) with no eyes but its actually 4 quarters of the person being held together with tendrils, it would also have some appendages for helping to navigate the water. It would be able to one shot you by opening it self up like a flower and engulfing a player that would be in some sort of diving suit. This creature would be the underwater version of a scout with its tendrils searching for prey as it calmly swims throughout the complex.

grim reefBOT
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Suggestion from thiccer than a sniccer#3815 (583812154868760596)

I feel like in expeditions where there are a lot of alarms, it's really difficult to manage your ammo. I understand this is supposed to be a huge part of the game, but maybe for the alarm doors, if everyone is in the team scan zone before it starts, then it stays silent until it goes to the branching red ones

grim reefBOT
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Suggestion from Down#9790 (254510104454365185)

Rare silencers w/ durability

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Suggestion from GLYCH_#0407 (241040979098992640)

A consumable item: Stim, Increases move speed, grants small damage resist, and raises health regen cap for X amount of seconds. Maybe instead of resist, grants a little bit of armor to reduce damage significantly from smaller attacks, but larger attacks still hit hard. This utility would work well for both running away or melee users.

grim reefBOT
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Suggestion from Cr0no#3503 (341665069630881794)

I've seen(and heard) alot of requests about stacking items and i can't say i fully agree - Indeed there should be some way of stacking items but not the resource packs - let me stack up glowsticks etc cause thats atleast somewhat "realistic" In case of res packs however balance overshadows realism and it should stay that way or we're gonna have a way easier game.

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Suggestion from Cr0no#3503 (341665069630881794)

New kind of enemy for later stages - Some kind of Jamming sleeper which has some kind of aura or pulsing ability kinda like the scouts scream but with less range that jams turrets and maybe even flashlights. Would give glowsticks more use and it would be a priority target in waves which would require some coordination or atleast timely sniper use in waves. Considering that such enmies should be part of later missions ofcourse.

grim reefBOT
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Suggestion from DUUD#7058 (352145662571446275)

Add a feature of alarm for locked lockers. If you fail the "hack" of locker it beeps and disturbs sleepers which are nearby.

grim reefBOT
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Suggestion from xbalogan#0001 (148764049310482432)

Cavern levels with dripping walls and tons of atmosphere, can't have a game where you go deeper and deeper underground without some caves. Could have some areas which you have to go underwater in to areas of limited visibility with dodgy scuba-gear you find in the level (Item locked area akin to needing key cards for security doors) that only has a limited use time. Maybe chuck some enemies in the water like the Ichthyosaur out of Half-life to add additional threat and terror; add a harpoon gun type special weapon that can be used underwater to go along with it.

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Suggestion from xbalogan#0001 (148764049310482432)

Another underground area idea would be a massive quarried out area with walk ways hugging the exterior of the cavern. Would be really interesting to have a massive dark area where you can see the individual areas on the other side of the cavern, but the walkways to get to them aren't necessarily visible so you still have to find your way around and explore. Perhaps have the bottom centre of the quarry be a reactor so that you can even see the goal from the start in the distance. In terms of enemy, have some sort of mutated flying enemy like a bat that patrols. Would fit very well into the current enemy design of "They can't see you but hear you" since bats rely on sound to navigate.

grim reefBOT
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Suggestion from HE4VEN#6399 (138307906507505664)

right now, dead bodies disappear very quickly, which is presumably great for performance, but it would great to have a graphical setting for making them remain longer

grim reefBOT
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Suggestion from w o l l i s#3387 (262415907647782913)

maybe have mental stability play a role during runs, having it affect our character's voice lines. Where a mentally stable character could sound calm and composed and a mentally unstable character could sound fearful and agitated. Perhaps an indicator on the HUD can tell our mental status, and it could get affected with certain things like encountering a pulsing enemy, hordes, getting hurt, having every player down except you, total darkness, etc...

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Suggestion from w o l l i s#3387 (262415907647782913)

and the effect of an unstable mental status could be small hallucinations while in the dark or shaking hands that affect our aim, etc...

grim reefBOT
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Suggestion from LG8DARKO#3142 (465670914638610443)

I've been looking at the suggestions regarding attachments for weapons and I think a workbench system similar to Dead Space 3 would be quite effective.
The attachments would be more like side grades as opposed to being complete upgrades or they could change the way that some weapons are used.
The workbench could be used to craft things for mission objectives, but would never be able to craft med kits or ammo, it may have the option to break down items for build components for the attachments. you could even have a little Bot Buddy that could gather some resources from the enemies you have killed in specific rooms.

grim reefBOT
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Suggestion from Serrow#5984 (212413312120389632)

The terminals could have a bit more use to them. Possibly controlling and accessing cameras, power grids, doors, or even the turrets placed by allies (as concept ideas). The current system feels great, but it definitely needs some expanding upon. I would love to have the option of playing more around the terminal, where utilizing it would allow for greater team support past just item tracking.

grim reefBOT
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Suggestion from Kira2#6152 (574560607127207943)

maybe put a little mini map on the corners of the screens.

grim reefBOT
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Suggestion from Jvee#0731 (262695830652190720)

Making the alpha a playable demo?

grim reefBOT
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Suggestion from D3monix#6727 (213009840388177932)

let the long range flashlight be placed like a turret. Right now it is very situational and is pretty much only used for syncing up large hordes of enemies, which is rare. Allowing it be placed allows it to help out during alarms or any large combat area

grim reefBOT
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Suggestion from RavenPearce#4758 (72764354885332992)

Procedurally generated levels: Keeping the story the same having to go deeper and deeper, but each time you play a level items and the rooms would change each time. This will ensure each play through is unique and players will not get used to a certain level causing them to lose interest.

grim reefBOT
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Suggestion from Blazing Comet#5014 (434121576104067083)

Having the tab map auto-center on you when you open it would be nice, better for a quick reference without having to drag it to you every time

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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Ability to mark the map view with different icons that can be used for preplanning, such as for escape routes and places of defense.

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Suggestion from Hunter48RUS#7463 (174234253985316865)

Add manual voice command menu

grim reefBOT
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Suggestion from FLQNadeau#4079 (339133477830000640)

Have a keybord button (like « T » or whatever) to have the « look over your shoulder view » when you try to escape from a horde and you wanna see how deep shit your in. Just the kind of view you get when you turn your head and you see behind you with one eye.

grim reefBOT
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Suggestion from CrispyFrog#9434 (300436822301999107)

a decoy grenade so you can have the scout go towards the grenade so you can get around him safely or if there is a butt ton of enemies you can attract them into one spot

grim reefBOT
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Suggestion from Soviet#0537 (166026901159280641)

Some players who don't own a mic could use a system that allows hand gestures like a count down or crossing arms to represent no go.

grim reefBOT
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Suggestion from bel✨#8823 (130405330348802049)

please add full DualShock 4 native support or add a configuration screen to assign/bind the controls. The option available in the game right now don't offer that possiblity. (everything is messed up, ie left stick controls move right/step back and right stick controls left/move forward, touchpad = shoot). Thanks!

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Suggestion from Sanctus Dominus#7592 (198743098510147588)

A fire mode select for weapons would be good in a game focused on efficient ammo consumption

grim reefBOT
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Suggestion from Hackerman#4444 (474262572330385408)

let the terminal run the ping command even when nobody is using the terminal (type ping x, then being abled to leave the terminal and action will be completed)
dont think that i have to hold hands with the pc for it to work

grim reefBOT
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Suggestion from gabrielnothigh#1121 (159717097750921216)

perhaps instead of monsters, the environment could be harder. E. G. Move slower, movement sound is amplified, trap rooms, spliting up the team, etc.

Or a monster that slows/stuns players for x amount of seconds to make it harder to kite

grim reefBOT
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Suggestion from xbalogan#0001 (148764049310482432)

Level concept: A reactor cooling facility where the heat exchangers have gone critical, causing areas of the level to be frozen over. Throughout the level you can see frozen enemies (a new custom mob perhaps) that dont respond when you move past etc. Once you've rebooted the systems like a reactor level, everything begins to thaw including the frozen enemies and you have to escape back to the start as usual.

Im thinking along the lines of the Regenerador freezer levels from Resident Evil 4 for inspiration.

grim reefBOT
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Suggestion from moon#2137 (425584021473329152)

Give us a way of playing this in even "higher difficulties", a lot of military simulation games don't give us the exact ammo count, I wouldn't mind that either, just having to press a key like T/Y or anything to remove the magazine from the weapon, and feel it's weight, only giving very vague answers such as "Full / Less than half / More than half" I totally get that the game is hard enough and has a lot of tech implemented in the lore, but I even think ammo packs shouldn't restore percentages, but individual magazines let alone not have them being full all the time when loading up.

grim reefBOT
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Suggestion from Gilthwixt#8023 (102261401187270656)

Time Limit / Soft Enrage / Roaming Boss: Stealing from MMOs, Resident Evil, and the Persona Series, have one expedition have a soft time limit where if you linger too long or complete the objective too slowly, an incredibly strong roaming hunter type mob spawns somewhere on the level in an already explored area. Give it any number of abilities to make it terrifying - 3x speed, walks on walls or ceilings, invisible in low light, can one shot you in melee range, etc. - and you can't kill it. Heavy damage only stuns it temporarily or else makes it respawn somewhere else on the map. Effectively this makes the level a forced speedrun, and the longer you take the more dangerous it gets.

grim reefBOT
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Suggestion from LG8DARKO#3142 (465670914638610443)

I would love a tactical dive or slide, imagine holding of the horde while your team retreats behind the door, as the magazine runs empty you in turn start to run while being chased, you tell the team to close the door and as it's about to close on you, you would tactical dive/slide through narrowly escaping to regroup and arm the mines to thin out the horde.
I think it would add some cool moments to the game, enemies are quite fast and can sometimes get past the door before it closes, so it would be a nice option to have.

grim reefBOT
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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Make weapon flashlights consistent across all weapons, having equal brightness and size of the light.

grim reefBOT
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Suggestion from Thanos Ober#9074 (191188498299092992)

a higher enemy cap per level and waves

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Suggestion from Thanos Ober#9074 (191188498299092992)

melee team damage, yes

grim reefBOT
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Suggestion from Serraria#3927 (142579169941913600)

An enemy that sneaks around areas (particularly the warehouse areas would be ideal), and reaches an arm out from behind a wall/box, and if you come into contact with it in, it latches on and shrieks. The idea being you have a constant extra threat and a good spook if you get caught, while giving you more reason to use the flashlight. Could also drop from the roof and crawl around for a little while checking out the area.

grim reefBOT
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Suggestion from Hiyosup#4805 (259842046074814466)

Deployable barriers?

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Suggestion from Depression#5743 (296664525007093763)

being able to use left and right arrows on the console to avoid having to retype the whole thing if a single misspell is done.

grim reefBOT
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Suggestion from Cloud McFox#8312 (243736068380164096)

More official Wallpapers please

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Suggestion from GLYCH_#0407 (241040979098992640)

Putting consumables on random shelves inside the lockers, maybe add some random useless supplies like cans of food or random misc junk.

grim reefBOT
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Suggestion from enex#9158 (92551105237495808)

Static lights should be rotate/swivel. Time/Effort dependent movable light props. Increased immersion, interaction with environment.

grim reefBOT
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Suggestion from [Pk] Spencer#0420 (233767206767427584)

The ability to hunt snippets of lore in the terminals. It'd be cool to take a moment at terminals to try to find out what happened when everything went to crap. It could be partially corrupted/locked behind a terminal minigame like the lockers, or just open for you to find and read.

grim reefBOT
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Suggestion from Crazy4Blood#6152 (214335982609235968)

Having an arrow in the middle of the dots in the bio tracker pointing up or down depending if they are higher or lower than you.

grim reefBOT
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Suggestion from InnerDemon#3266 (270145046966173696)

Adds rewards to players that finishes a run down multiple times to unlock new stuff for customization. The more specific of a rundown you have completed,the closer you are to unlocking a new character customization such as weapons scopes/extra pouch for glowsticks/Ability to mount long range flashlight on Sentry/etc.

grim reefBOT
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Suggestion from DrSeptapus#1640 (100092606821720064)

Now hear me out, I think the sniper needs a nightvision scope. At this moment in gameplay balance the sniper does only one thing better than every other weapon and that's safely one shotting Scouts, and even that still triggers the whole room. Every other gun does pretty much everything else better though. So snipers have pretty limited play outside of just wanting to use it for fun. Now for the purpose of killing Scouts the sniper still isn't all that great cause in dark rooms you can't see 10 feet in front of you, much less the Scouts head wandering around the room. If people still think a nightvision scope is too overpowered the sniper scope could be redesigned to have a more narrow view, blocks peripheral vision, and takes a second to scope in, like a lot of other FPS. Whichever way you lean on this I think we can all agree the sniper is a bad weapon and needs some love.

grim reefBOT
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Suggestion from nefarious nincompoop#3825 (196831265440137216)

allow the ammo pack charges to be transfered to other packs. sucks having two 3 charge ammo packs when it could create a 5 and 1.

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Suggestion from nefarious nincompoop#3825 (196831265440137216)

a hard to kill enemy that you have to run / hide from that prowls the entire map. slow moving but able to "phase" through closed doors (maybe some creepy goo starts pooling on the door as the thing phases through). Doesn't react to sound, but will trigger quickly to light, doesn't like to be looked at.

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Suggestion from nefarious nincompoop#3825 (196831265440137216)

make most progression cosmetic, facemasks, armor, gun skins, melee weapons. Unlocking stuff like scopes, gun barrels and extended mags like COD would detract from the specialization of each weapon. Maybe for lower levels you unlock an equipment tab but it only give you 1 fog machine or 4 glow sticks (c-foam, long range flashlights should not be available in loadout)

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Suggestion from nefarious nincompoop#3825 (196831265440137216)

scratch that, equipment tab only has glow sticks, and you can unlock different funky colours (rainbow, UV, snowglobe)

grim reefBOT
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Suggestion from nefarious nincompoop#3825 (196831265440137216)

colour of text (entire sentence) changes based on if you are using an item on yourself, or an ally. Essentially make it obvious from the first words of the sentence who is being targeted.

grim reefBOT
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Suggestion from KitsunebisNightatHyakkiYagyo#5005 (392072316730998784)

detailed/puzzling lore searches and general terminal commands expansion, by that i mean imagine that throughought the facilities you could find flashdrives or other storage components to take to terminals and crack for various messages or pictures/articles on the world or even a step further and add new commands that let us search up or trace key words/numbers/codes we may conveniently stumble upon and remember after expeditions while giving no hints to the player, make it a real search, just a lanyard at someones desk and if someone happens to go ID the name on a terminal they get a nice little case file or voice clip, things like that, maybe some torched log files with a serial number you can trace with a few minutes of big brain on the terminals, who knows, the interactivity this game can create is pretty damn good and id like to see more in depth usage of the terminals to both help the team AND feel big brained

grim reefBOT
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Suggestion from Ezerus#5890 (190076297005891584)

link a secured door to a terminal with a timed alarm sequence, wich gives you the possibility to stop the alarm way earlier. To stop the alarm you need to access it and are presented with a structure of folders etc. and need to find/navigate to an executable file, maybe even add command prompts to actually starting the file, wich runs a few textlines, ending with "please enter 3 digit code" (or more/less) and a simple hint or math equation being in the text lines. While the alarm is active of course enemies will
continue to attack you. The difficulty could be varied by adding more folders (makes the file harder to find) or raising the difficulty in the code (harder equations or riddles).
Failing to find/enter the right code won't get you stuck but the alarm will run for its full duration, making you fight longer and lose more ammo/hp.

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Suggestion from Ezerus#5890 (190076297005891584)

add-on to my last suggestion: maybe you could also be able to just straight up find keycards or other stuff containing code numbers for those doors, rewarding you for searching thoroughly

grim reefBOT
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Suggestion from Galactus (Blink)#4545 (336503773004431361)

Stacking packs, simple and will make people designated to doing one thing (medic, ammo, tool)

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Suggestion from Galactus (Blink)#4545 (336503773004431361)

Similar to LFD2, items that act like an alarm and while triggering the whole room, maintain their attention for a little while, so during a heavy wave you can throw one to take the little ones attention while you focus on big ones

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Suggestion from Galactus (Blink)#4545 (336503773004431361)

portable shield deployment, acts like a shield you can throw on the ground giving you easy cover until it breaks, shielding you from all ranged attacks while behind it, but still able to shoot through the slit in it

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Suggestion from Galactus (Blink)#4545 (336503773004431361)

creature that can screw up scanner, making scanner almost useless within a certain range of it (electrical interference) also makes turrets malfunction and drop then reboot after holding F or some other button. Making it a high demand to kill it, but also risky as it tries to stay a distance away, shooting during waves

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Suggestion from Galactus (Blink)#4545 (336503773004431361)

short range weapon that makes some noise but does higher damage, works like a pneumatic punch, so it uses some type of gas pressure and needs time to recharge between uses. Would be balanced for the higher damage and no charge up time

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Suggestion from Galactus (Blink)#4545 (336503773004431361)

(Rhino) slow enemy, short charge, hard to kill, has deformations that give its skin almost rock like toughness apart from its upper chest area and under its armoured head/arms, able to take down doors fast and not affected by c-foam when charging. better to avoid than anger. very dull glow, low bass like rumble when glowing

grim reefBOT
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Suggestion from Serraria#3927 (142579169941913600)

Tall gangly long-armed humanoid whose knuckles drag along the ground, can't hear anything but can see short distance. Paces rooms like a Scout but perhaps more sporadic in its speeds, occasionally lurching one way or another, or on a set circuit around an area, circuit expanding as doors open. (Unaffected by alarms as its deaf, so cleared rooms still present something to pay attention to creating a more consistent feeling of dread instead of having safe rooms and also not adding danger to alarms unless you bolt from the alarm area and run into its LoS) Possibly very fast when aggroed and lurches at a target intending to pick a player up, with then considerable options wirh what to do with them (throw/crush/smash/carry into complex somewhere etcetc). I just want more consistent threats with different ability because atm only the scout feels like a special enemy minus spoilers for d1 spooky ghost sleepers. Excuse typos on phone

grim reefBOT
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Suggestion from eagles11887#3150 (407338780408938498)

more contact with the devs like when can we expect new patches not like dates but like march or June are if you need to be more broad just say an couple months the roadmap is super nice but i havent seen any updates and im getting slightly nervous

grim reefBOT
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Suggestion from [Pk] Spencer#0420 (233767206767427584)

The ability to cancel a charge swing with right click during the charge.

grim reefBOT
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Suggestion from kumilanka#2722 (231836889408077826)

terminal ability to ping and query multiple items at once, for example query key* would query every key and return their info in a list

grim reefBOT
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Suggestion from HEAVY WEAPONS BUMBO#5990 (311600821215297537)

maybe add bots for offline coop or just for people who cant seem to find a group to play with

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Suggestion from AwkwardCynic#9664 (204119874564390913)

Decrease the frequency of glowing projectiles fired from enemies. The swarm rushing you should be the main threat where as projectiles should encourage the use of cover. At the current frequency, popping out of cover will most likely result in being hit by one of the many glowing balls fired while you were behind cover. It’s more annoying than challenging even when you know what you’re doing.

grim reefBOT
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Suggestion from AwkwardCynic#9664 (204119874564390913)

Ability to 3D ping an enemy, wall, or floor location. Not just doors, terminals, and containers. (Each player Limited to one ping at a time)

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Suggestion from 𝔓asic𝔓alrog#8633 (340320887326638080)

It's great how we're lowered into the facility with old mining equipment. It would be cool if there was a small % chance that one of the arms would break upon arrival, setting off an alarm and leaving the other teammates to scramble for a manual override while the stuck player can fend off sleepers with their weapons. I think the idea that the equipment being used isn't perfect adds to the horror feeling.

grim reefBOT
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Suggestion from PhantomPillow#0451 (236161254950043658)

During the security door alarms instead of running to specific spots for no apparent reason why not have a number of switches you need to activate in a specific order.

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Suggestion from GLYCH_#0407 (241040979098992640)

work on the client-side melee hit detection please. Sometimes you don't have time to react to visual reads when approaching a melee based enemy since the animation lags behind the lobby hosts reports. For example, approaching an alerted male sleeper for a melee attack and he appears to hit you before the tentacle extends and connects. A lot of situations where I went down, I couldn't tell what hit me or I realized I was about to be hit too late to dodge out of the way.

grim reefBOT
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Suggestion from Galerus#8315 (129569910626975744)

I understand the reasoning behind Scouts Brief Invincibility window when triggered, however and hear me out, it is a little ridiculous, and should be reduced to just Increased HP during that phase. I remember when I was newer to the game a friend alerted a scout, pumped 20 Combat Shotgun Shells into it while it was in its Screaming Phase and it did not even flinch, this is pretty annoying and do not get me wrong, you should be punished for failing Mechanics, but invincibility should be replaced with Increased HP and killable for that scream Duration.

grim reefBOT
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Suggestion from Sevink137#3137 (289472393334882304)

Have optional objectives in maps. One such thing can be turning on the ventilation to clear out fog. Rigging an alarm to a different zone to be set off the same time your security door goes off so the enemy trickles in slower than normal on your alarm door. Rerouting power to access different zones at the cost of losing lighting or fog rolling in since you had to disable the vents circulation. Collecting IDs to use on a security door so it doesn’t alarm like normal. Just a few examples.

grim reefBOT
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Suggestion from bigdates#3239 (272923835848982539)

Multi-part "main" OBJ and/or "side" OBJ that help with the main quest. I know it's EA and there's more to come but hear me out E.G. on D1:

Right now there are 3 "Sides" you can explore separate from heading straight to the reactor:

Zone 73/74
Zone 75/76
Zone 7X/7Y (forgot #s)

What I would love to see to "better" utilize the areas of Zone 73/74 and Zone 7X/7Y would be such as:

Zone 74 (Behind 73) has less resources, but gives the ability to turn on "backup lights" - good for when the entire map goes pitch black, PLUS incentivizing players to actually go through this otherwise useless zone

Zone 7Y (Behind 7X) has less resources, but contains either a terminal w/ a command or a "special key" that would remove the amount of total scans required at the end. Maybe the terminal gives you a "special keyword" you can use when activating the reactor to lower the overall amount of waves spawned and/or total scans required (but raise the base amount of scans/waves... it's honestly too easy now w/ mines anyways imo)

grim reefBOT
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Suggestion from KitsunebisNightatHyakkiYagyo#5005 (392072316730998784)

idk if this is part of the plan already but what about the good ol tarkov & friends raid style of persistent storage, but for this game, you always keep a cheapy base set of the guns/armor (the ones we have now) from mr. Warden, but can find certain attachments/builds or even new weapons/equipment exlusively found during playtime (or maybe even outside the rundown with some kind of shanty prison trade/loot market or side jobs to look out for) and, assuming you survive, can use/trade/salvage them in the future until lost one way or another, but again, knowing you dont plan on this being any kind of run and gun or micro based game, still keep any kind of equipment rough around the edges and within the realm of the game, they have been sitting in an infested dead hive of naruto kids for who knows how long anyway they probably shouldnt work well as is, but for the sake of the game, at least have some kind of benefit over the base equipment, if not damages and fire rates or mag sizes than at least something you could salvage a scope/mask/etc or material from.

grim reefBOT
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Suggestion from KitsunebisNightatHyakkiYagyo#5005 (392072316730998784)

^^^ also i dont mean anything that deals with player trading, i mean this strictly as a central little NPC entity that might take an interest in junk or WANT some junk for....well....other junk, like i said, within the realm of the game, nothing pretty and not too much. A salvage market and salvagable loot within the world, i wouldnt think twice about stealing shoes off a corpse, dont judge

grim reefBOT
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Suggestion from Rorazoro#8628 (128696904434450432)

Map markers that are persistant.

grim reefBOT
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Suggestion from Viam_#2411 (661436800748879903)

Maps designed for solo, 2 players, or 6 players (apologies if this has been suggested before)

grim reefBOT
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Suggestion from Major Warrior#2486 (121836877622804480)

At some point make it possible to add in random events that occur and for viewers to interact with like in Vermintide for Streamers. Tho not exactly the same but like viewers (Who might act as Warden) can choose to help the the Streamer and their Friends (Prisoners) or hinder their progress with environmental hazards like vents busting and causing a sudden Fog/Mist or an alarm goes off or one of the cranes/forklifts randomly turns on and causes noise/could harm the Players.

I feel like this sort of "Randomness" would add to the replayability of the game tho I'm not sure how difficult it would be to add such a feature and how much it would take away from the "Horror" aspect.

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Suggestion from Major Warrior#2486 (121836877622804480)

Just realized that the Warden hindering the Prisoner's progress might not be lore/canon friendly (tho to be fair we don't really know why the Warden is sending these people down, could just be doing it just for kicks).

So on the off chance that the Warden is trying to get info from down there the Warden might have some access down there and could attempt to "Help" but it doesn't always work out due to crappy connections and just corrupt machinery so that would help make it more Lore Friendly if needed.

grim reefBOT
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Suggestion from Gambler#0001 (190935110122471424)

Option to mute sound effects during loading sequences. Seeing it one time is cool and sets the right atmosphere. Having the game scream at you every time you start it or enter a level is just annoying. Especially if it's 3 times louder than anything else, including gunshots.

grim reefBOT
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Suggestion from NoGhost#5955 (184783523624910858)

Add an enemy type that spawns on the ceiling and acts as a camera. Shines a light in it's field of view which we have to avoid.

grim reefBOT
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Suggestion from luckylewis96#8143 (356521418302816266)

The ability to run and hide for enemy's to go into a state of calm but awake. Example being if a player alerts the monsters then the monsters are only aware of that one charter until everyone else has been spotted and if they lose the monsters (god knows how) then they will no longer be in a agro state but will no longer sit still.

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Suggestion from luckylewis96#8143 (356521418302816266)

Make glowstick connect with Monsters.. watch your throw!!

grim reefBOT
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Suggestion from Kantorek#4444 (274891441606754304)

An expedition with tab empty, but the map is only available on the terminal

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Suggestion from Kantorek#4444 (274891441606754304)

Next to the co-op mode we could have some sort of competetive pvpve, where player spawn in diffrent parts of the level and compete between eachother for the time on completion same task, or diffrent for everyone else. One person could have the task of collecting ID's, another one on the same map could have to start and defend a reactor for few waves. The quicker you are able to complete your tasks and extract the better your reward. Players could sabotage eachother by terminals, luring mobs, or cooperate to help eachother achieve their tasks. That could be a nice addition for the more advanced players

grim reefBOT
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Suggestion from skywingedace#1367 (98175286834655232)

maybe give the machine gun a larger magazine but only one refillable magazine? 25 shots feels too little compared to other rapid fire guns like the assault rifle. or maybe have an overheat mechanic for it to limit the amount of continuous fire for it if that was a concern.

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Suggestion from UwU#6969 (529007366365249546)

Possibility to tag more than loot spaces and terminals. Take, for example, ground marking or enemy marking for a short duration. I can but appreciate if someone could point me out I missed an enemy, or to mark where would be a better location to place a turret, instead of mindlessly repeating it.

grim reefBOT
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Suggestion from Soviet#0537 (166026901159280641)

colorblind ui

grim reefBOT
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Suggestion from Unbidden#2899 (292150570813358080)

Being able to block with your melee weapon to reduce incoming melee damage by say 1/3 or half damage, doesn't effect range attacks. This'll give more of at least an increase of surviving when all out of ammo and turret ammo

grim reefBOT
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Suggestion from T̶̊̑o̶͇͊m̵̑͑.#7536 (455314651014758401)

TL;DR Give the mine launcher 2 refulable mines which need to be picked up to re-arm them between encounters
Kinda a weird idea but its actually explained well if you read on

CURRENT STATE:
So the mine launcher Right now is never taken by experience players in a team, only solo players, or maybe in some cases duo players take this item so they can overload an area with mines to assist in the battles to account for lack of players

Giving the mine launcher a limit of 2 mines that can be reused makes it about as useful as it is now to a good group because you mostly get 2-3 alarm doors per mission (so 4-6 mines for there usual purpos) making it, for more experienced players (unfortunatly) a bad pick even still, but still more appealing than the current version.

But for less experienced players they can place mines incase they set off a room, making it more valuable the less experienced you are, but atleast it gives the mine launcher a good place in a team, and noone would really think "i dont want that in the team" knowing it has unlimited uses,

Functionality:
Ammo: 2 re-armable mines
Uses: unlimited but due to having to take back the mines hard to use mid battle
Damage and blast radius: unchanged,

Btw figured id throw this in love the game, been in both alpha and beta aswell as 140 hours in the released game, keep up the good work guys,

grim reefBOT
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Suggestion from maxdead#9684 (187921423833104384)

do so you can see the lobby id when you are in a game

grim reefBOT
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Suggestion from Bass Knight#1463 (248986017464451073)

Give us the ability to put the long range flashlight onto a tripod to light up a certain section. Good for the security pass and you need to light up those dark corners where shooters could be hiding in.

grim reefBOT
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Suggestion from GLYCH_#0407 (241040979098992640)

bonus equipment or consumables lying around, uninventoried, hard to find and stached in really weird places, like the bottom shelf in a store room, or in an overturned box in some dark corner. Normally like 1 or 2 use items and really rare. Just to give a bonus for taking your time and searching deep.

grim reefBOT
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Suggestion from GLYCH_#0407 (241040979098992640)

after completion of all standard rundown missions, you'll unlock alternate rundowns play methods, like an extreme mode where supplies are a little more plentiful, but you have to deal with later game enemies, like chargers on B1, more scouts, and maybe some extreme mode only enemies. As long as the host has completed the rundown, they can bring others along.

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Suggestion from Kiki#5476 (232478074233552896)

Adding the possibility to upvote/downvote the running Rundown. It'll a nice way to tell the GTFO team if the ideas used in the current rundown are great or not.

grim reefBOT
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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Different fire modes on sentries. For example, deciding whether a burst sentry will fire a 2, 3, 4, or 5 shot burst, or deciding how many rounds a shotgun sentry will use per shot within a reasonable range.

grim reefBOT
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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Being able to open a sealed door once the foam is broken off of it without needing to break the door.

grim reefBOT
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Suggestion from EonZeNx#1335 (188394255780151296)

More feedback from player actions. Could include stuff like more visible bullet trails/bullet impacts when shooting, sound effects on item/equipment uses (damage taken, medikit use, etc. ) visual effects on damage taken, etc

grim reefBOT
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Suggestion from GreyAreaX#0865 (227784521314074625)

"Item Stacking": If I have a medipack with 20% and find a medipack with 40% I should be able to add the 40% pack to my 20% pack. Thus "stacking" the items together to equal 60%. If the sticking goes over 100% the extra would stay in the locker or box they are found in.

grim reefBOT
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Suggestion from Ezzyrawr#4009 (296558198834462731)

That all spawning enemies (like when spawned due to a scout scream/alarm) have a visible/logical sources, rather than materializing from thin air; while intimidating and probably placed as such to keep the pressure up, this ruins the excellent immersion in the game. Thank you!

grim reefBOT
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Suggestion from Cloud McFox#8312 (243736068380164096)

Character select or preference option, with slight lore of them and Warden evaluation stats on that screen

grim reefBOT
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Suggestion from Nit Pick#8630 (218827039497650186)

"Adding onto notes and PDA suggestions": I'm thinking that maybe some added usage to the ping system, some kind of instant note taking rather than a player slowly typing the name of the floor in their PDA.

MMB at floor name "Zone 32"

Blip notification

PDA: "ZONE_32"

grim reefBOT
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Suggestion from Соединенные Штаты Америки#1354 (317985549434748929)

I'm not sure if this has been suggested already but I think that a wall/ceiling crawling enemy would be great, it makes use of the big empty spaces and because you can't just sneak up to it and one shot it you lose that sense of control and just have to pray you won't get caught

grim reefBOT
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Suggestion from Соединенные Штаты Америки#1354 (317985549434748929)

Make use of the dead bodies in any way.
Because the enemies are all mindless flesh hungry abominations that will do anything to eliminate you, it'd be cool if they'd do something with the corpses, like if a really big enemy was low on health it would maybe sometimes pick up a much smaller enemy and eat it or maybe a smaller enemy could throw a limb at you idk. Cannibalism.
Cuz usually when you kill something you think it's dead and that it's over and that it'll never try and hurt you again, but what if it wasn't over? Even after "death" it still persist.
Ok I guess you get the idea, thanks for reading this.

grim reefBOT
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Suggestion from Соединенные Штаты Америки#1354 (317985549434748929)

While trying to get to you you can see the enemies pushing and shoving each other when all grouped together and also the smaller guys could climb on to the big guys to leap at you or just to get around/over.
These small interactions between the monsters would be cool to see.

grim reefBOT
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Suggestion from GLYCH_#0407 (241040979098992640)

Rebalance the Machine Gun towards a more long term support weapon rather than a short burst heavy hitter. I.E. +200% ammo, -50% damage, +20% Rate of fire and a mag size increase. The mag feels like it runs out too fast and it being a one hit headshot. it currently feels like it occupies the same spot as the Combat Shotgun, and also works like the DMR in the field. The proposed modifications are to be taken loosely as I don't know where the devs want the gun to be, but I feel there's a utility gap the Machine Gun could usefully fill.

grim reefBOT
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Suggestion from eagles11887#3150 (407338780408938498)

alarms dont start until after team scan on doors to prevent (trolls,early pulls from teamates,accidents) this stuff can ruin long runs and its not fun

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Suggestion from Waifus only#4383 (401984075348574208)

Add a kick feature to the game

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Suggestion from undeemed#7956 (205302778787004416)

make gun recoil instantaneous so the guns feel like they have more kick. Right now they feel like pee-shooters.

grim reefBOT
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Suggestion from eagles11887#3150 (407338780408938498)

half-way enemies (a scout that shoots like a seeker and stays still but still has tentacles but only alerts the room while invulnerable) (a striker that is blacker and has spikes need to be hit in head or back but no acid damage

grim reefBOT
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Suggestion from KitsunebisNightatHyakkiYagyo#5005 (392072316730998784)

i still think that when the persistent inventory is introduced, a salvage/loot system should also come, it just fits more into the world as well as the whole idea of a persistent inventory than a progression base for weapon parts/cosmetics with xp and score tracking, not to say that there shouldnt be any kind of progression at all, there should, but i just feel that its more appropriate if theres some kind of combination of the two, not relying on a player xp level/run score but moreso based on depth travelled or runs complete and finding newer things the farther you get, and surviving to get it out, and again, i dont mean for anything axtraordinary to be added, shanty new guns with a light stat bump or having a new sight or trigger to snatch up for our own guns (things the devs feel could be in the game, i know they really dont want suppressors but theres many other components/gadgets in the world that can be implemented), cosmetic player gear that can be found or even unlocked via terminal, like cracking a stasis unit or personnel locker and finding a random new mask/gear vest/uniform/gun model (or lore ;D). Things like that, and though optional, i still would like to addon to this idea with having some kind of central hub to deal salvage/trade (player trading or not is fine just nothing with player driven economy) and maybe to give you a little side job here and there, to add more depth to the game itself, i say optional because lore wise i dont even know if we live lives outside of the rundown so idk about its place in the game, but it should just be reasonable and keep with the atmosphere that belongs in this game, while giving us new things to look out for and drive ourselves toward.

grim reefBOT
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Suggestion from Nit Pick#8630 (218827039497650186)

Honestly I think a regular alt fire for certain weapons (ones that would make sense), like the SMG has single, 3 shot, or full auto while the assault rifle has 3 shot or full auto. I just think it would make sense for players who want short controlled bursts.

grim reefBOT
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Suggestion from Beaubeast#1456 (110164906120065024)

customization for weapons and tools. I.E, Scopes, barrels, clips..

grim reefBOT
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Suggestion from Ezzyrawr#4009 (296558198834462731)

A short description pop-up explaining each graphics setting you hover your mouse over in the menu. Such as for "CPU culling workload". Thank you!

grim reefBOT
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Suggestion from D0VAHKlN#9859 (325085305361399809)

killing floor/GTFO cross-promotion

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Suggestion from Nigma#4581 (574560607127207943)

add in an armour bar to reduce damage 😄

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Suggestion from Ezzyrawr#4009 (296558198834462731)

A more realistic set of stagger animations and times for enemies based on the power of the weapons used and the strength of the enemy. For example, a regular sleeper shot with a MG in the body should be knocked back a little bit and take time to recover/chase again, as opposed to an SMG round. I believe this will help with gameplay/planning /and immersion. Thank you!

grim reefBOT
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Suggestion from November#0456 (320090852506599426)

A short range (non-melee) stealth weapon, maybe throwing knives or something like that, which can be picked up after use, and have a chance to "break" i.e. not being able to be picked up again.

grim reefBOT
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Suggestion from Varex#4755 (223115884586205184)

an ingame voice chat system which can be super cool but also for monsters if you speak too loudly on the microphone and they can make it spotted because of its (it seems to me that it is too complicated)

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Suggestion from Precise Calibre#4699 (366174023249428491)

Do not have flinch from incoming damage as an automatic, guaranteed occurence. It feels arbitrary and should be more linked to incoming damage power rather than anything that hits you.

grim reefBOT
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Suggestion from FLQNadeau#4079 (339133477830000640)

Maybe do something so that kitting / luring ennemy is not a option. I did D1 in 30 minutes with other that had this strategy. Preatty boring and make level really easy.

grim reefBOT
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Suggestion from FrankieJrJr#5127 (325427096388370432)

I just watched the movie Underwater and it gave me the idea to add enviorments to the game. It wouldnt suprise me if it has already been suggested but every time the rooms are reset, if we dropped in the deep ocean with sucba gear, that would be crazy cool. Of course I'm not saying turn the game into a deep sea game, I'm saying to make it switch back and forth. In the movie they had creatures that were already really simular to the ones there are now. I think it would be cool to have creatures or monsters with the same general idea in mind but behave different to make the players have to learn how the under water monters work and then when its back to the prison make them fight the old monters again. I know that this would propably be awhile before being added but if it was i feel this game would do really well and i want to see this game live on for a long time because its a really good game. TLDR There should underwater themed level like the movie Underwater

grim reefBOT
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Suggestion from MC. Thunder#1029 (382211968834076673)

Add the ability for someone to join your game mid match, helpful for when players leave halfway through a run

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Suggestion from PawTint#3216 (262492237793853440)

Add specialist weapon that is silenced so it kill enemys without being detected, its strong enough to deal with scouts and giants, but is super low on ammo and is medium to short range, like a suppressed modification made for a ksg firing slugs

grim reefBOT
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Suggestion from *Emm*#4904 (532549780581122068)

Silencers plz

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Suggestion from *Emm*#4904 (532549780581122068)

also in game player traps, like things that hurt the players to watch out on

grim reefBOT
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Suggestion from BroncoBastion#7274 (599995335175176195)

Even though the intro cutscene when you start a level is megacool, sometimes it goes on a long time. An introduction to a vote skip where all 4 players will need to agree to skip the cutscene.