#gtfo-game-suggestions

1 messages · Page 9 of 1

grim reefBOT
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Suggestion from Góngo#6666 (192813299409223682)

Pinging medpacks/ammo packs should show the resource in the map

grim reefBOT
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Suggestion from KvKz|Kalinka.SS#4067 (416301682436079626)

Give us variety type of enemies. More enemies, More fun. Add more !! Warden bring HELL to prisoner !! Dont let them G_ T_ F_ O_
These are already in game.

  • Striker
    -Big Striker
    -Shooter
    -Big Shooter
    -Scout
    -Shadow
    -Puncher
    -Swamp thing ?
grim reefBOT
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Suggestion from Salutistic#1987 (286639707318648843)

a new enemy that is released when matchmaking is released, that act like normal sleepers but they can also detect mic audio

grim reefBOT
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Suggestion from FLQNadeau#4079 (339133477830000640)

When you hit a sleepers near to another one, have the other start glowing/pulsing immediatly and turning around facing you. Make him look like heard the noise and he's investigating whats going on.

grim reefBOT
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Suggestion from Buck#3316 (307392720408805377)

Environmental hazards in the deeper levels relating to the "infection"
IE: Acid drip on areas of the floor from a "tumor" on the ceiling ||Like the ceiling breach in where you first see the armored guys||
Tumor Creatures baked into the walls that spit out feelers similar to the scout but is limited to where the tumor creature is stuck to the wall.
Ceiling Grabbers, creatures that can't be hit with the hammer and skitter across the ceiling. Their objective is to reach down with their maw and drag people away. They don't inherently kill people but they just drag you away similar to the Jockey in L4D2.

grim reefBOT
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Suggestion from Zimmer#3263 (172881035485380608)

More sleeper poses.

grim reefBOT
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Suggestion from The Dark Lord#9444 (660220544049872906)

Make a gamemode where its a 4v4 and the players on the infected team play as special enemies with special abilities such as awaking 2 rooms when they see someone. The special infected have extremely decreased vision and audio to make it more fair but when someone misfires/misses head/bumps into them, their audio and vision would be increased and equal to the prisoners audio and vision. This is sorta like L4D2 but with a big twist whereas each certain special enemy has a con and pro. Like a Big boy would be a special enemy so therefore it has increased strength and health but the inability to run and see. There would only be 2 pros and 2 cons. The screamer would be able to run faster and shoot ranged attacks but cant see or hear. The grabber has a ranged grabbing attack the deals damage over time and when released deals AoE damage but it has extremely low recharge rate and has low health. The groucher is an invisible enemy and has increased hearing range than all other enemies but has extremely blurred sight and has a weakness to long-range flashlights that drains health and slows movement. The runner is an enemy that runs extremely fast and hits fast but is uncapable of stealth and is easily killed. The roach is a stealth only enemy and can teleport near the opposing team. all of the infected enemies are exclusive to this gamemode if added. The prisoners don't get much but get more tools and abilities that come with it. The alarm is a laser that detects the opposing team for 45 seconds but has 3-rounds. The meteor increases velocity and damage to nearby allies for 30 seconds but decreases movement speed by 20%. The groomer increases hip fire accuracy for 20 seconds but only has 3 uses for the whole match. The wolf muffles footsteps while walking and sneaking for 60 seconds but disables your weapons. These are also e

grim reefBOT
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Suggestion from BroncoBastion#7274 (599995335175176195)

Large lockers that contain special items that can only be found inside them. They have 3 stages of the hack but they’re much less hack spots that progress the hack (5 then 3 then 1.) Upon successfully bypassing the three stages the locker will unlock but will make some noise so it’s a wise choice to clear any near by sleepers. If you fail the hack around 3 times a mini alarm will be sounded alerting all sleepers in the room or area. Inside the lockers contains 100% uses of supplies, deployable cover that can be use to limit the monster’s movement or block in coming Arrow Head rounds, a little mine that does the same damage as the mine deployer but has a larger AoE and blast radius.

grim reefBOT
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Suggestion from Stormpooper#3436 (301004158654218242)

environmental hazard or enemy that can make players hallucinate

grim reefBOT
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Suggestion from Doge Kabosu#6944 (662881300230963213)

lockers should'nt be orange its should blend in and some lockers should be empty

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Suggestion from Aaryamann#0614 (382276874530979841)

let players who join mid game pick their loadout before dropping in

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Suggestion from HeavyBox#8746 (308057822879547392)

combine same-type stacks

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Suggestion from Doge Kabosu#6944 (662881300230963213)

stats for players that you can see in game or on rundown

grim reefBOT
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Suggestion from Zoinks#1673 (289075929727238145)

An enemy that can spawn in somewhere at a random time during the mission and wanders around the level. Would be a little noisy so the players know its there and can plan accordingly. This would create a feeling of never actually being safe and add a lot to the horror element.

grim reefBOT
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Suggestion from KvKz|Kalinka.SS#4067 (416301682436079626)

Create new equipment Night Vision sort of which can be seen in dark places or be able to read heat of the enemies. But, this item only available in rundown where you have to find it. Only 1 per floor/stage.

grim reefBOT
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Suggestion from Stormpooper#3436 (301004158654218242)

(Similar to the optional keycards suggestion)
Broken doors that you need to get through – 2 ways:
Force (break it down or similar) – lots of noise, have to fight whatever is in the room
Special item – silent but you have to find it first

grim reefBOT
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Suggestion from Offline#0406 (176323180913229824)

Implement variants of Sleepers who can slow you down, this could be terrifying if you trigger an alarm, and makes you have more priority targets (perhaps) in a rush event. Could be balanced well with another in-game item like "Adrenaline Syringe" which could give a prisoner a burst of speed to improve reload speed and or movement and or revive speed for a short duration, item would be useless in stealth, but really help out in a tricky situation.

grim reefBOT
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Suggestion from Ethan#2169 (323910014853185540)

Inspired by Offline's suggestion: An enemy that has the same health as a scout, a variant of a big shooter, that periodically does a loud scream that causes the players to slow down slightly and have their screen shake slightly while it happens. This could be called a screamer. This ability would make kiting enemies around a pain if you don't kill it, and make a defense using a player with a sentry or something similar less effective as the player wouldn't be able to shoot as accurately during the scream. While the big shooter does its scream, it is extremely vulnerable, standing still and screaming. This effect would have a radius of around 30-50 meters in all directions of the scream, only affecting those within that radius.

grim reefBOT
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Suggestion from gyinnyin#6848 (347760836791631883)

have a mini map on the main screen and the objectives when you press tab. Also, have be able to see how many supplies you are carrying on the screen rather than switching to it to check

grim reefBOT
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Suggestion from Cujo#4621 (512884624867721237)

Give the sniper rifle penetration to make it somewhat of a worthwhile weapon. Even as a pick weapon it is not the best since considering you can kill anything in the game with enough coordination. Penetration wouldn't fix all of its problems but might make it somewhat more useful.

grim reefBOT
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Suggestion from ItsmeLevinGaming#9578 (652959058458050560)

New Horde of Enemies from an alerted Scout/Doors or just a new type. I want to add some flying enemies maybe a Gargoyles. Another one is Crawlers that can walk on walls (like spiders) and then jumps to players. Lastly, an enemy that runs to a player and will explode.

grim reefBOT
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Suggestion from Salutistic#1987 (286639707318648843)

for April Fools day, add a new level that is the same as the A1 in that run down. However, there are scouts instead of sleepers. When the scouts are alerted, more un alerted scouts come instead of more creatures.

grim reefBOT
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Suggestion from NordicSweetroll#0678 (210258258944851968)

if at all possible, make the "invite players" list Alphabetical. Super nit-picky I know, but it would be a welcome QoL change

grim reefBOT
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Suggestion from Buck#3316 (307392720408805377)

when you go down 2+ times you start to Hallucinate more monsters then there actually are. Alternatively if the infection is high enough you see things that aren’t there in the darkness that other players also can’t see.

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Suggestion from Doge Kabosu#6944 (662881300230963213)

the hrv infection or something like stats should be updated

grim reefBOT
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Suggestion from Depression#5743 (296664525007093763)

add random sneezes that trigger the room for April's fool day and port the game to mobile on November for an out of season April's fool joke

grim reefBOT
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Suggestion from AleLoons#1388 (569799575750311937)

if possible give an extra slot for carry ammo or tool refill, etc. Because i found annoying walking back to recover these items. Or if you think this ruin the game experience, at least make a mark on the map when you found these tools so you don't have to remember all the places.

grim reefBOT
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Suggestion from Stormpooper#3436 (301004158654218242)

A pause function. While not particularly necessary in the game right now because there are no mechanics like panic events (think L4D), on several occasions I could not capture bugs as they happen because it takes time to start recording.

grim reefBOT
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Suggestion from Rindez#4570 (461949326583660554)

could we make the dead bodies of the sleepers despawn by maybe dissolving/rotting into the floor, turning into moss, or just flat out staying there? This could be a feature that you can turn off and on depending on if your PC can handle it I guess

grim reefBOT
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Suggestion from GingaNinja#3342 (129677649554440192)

it would be really cool that after a certain amount of time during a horde, the horde goes after a downed person and rips them to shreds. Hear your teammate screaming in your comms! Would add to the horror element deeply!

grim reefBOT
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Suggestion from Doge Kabosu#6944 (662881300230963213)

adding hardcore mode or needing a revive item on the game to revive your fallen teammates or using health kits

grim reefBOT
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Suggestion from Sen#5139 (313248767610454017)

My suggestion is based on my own game experience and my own preference.

*Sleepers
1)Decapitation: If the head is cut off during the scream,the room will not be alerted.
2)Giants: Make the giants more sensitive to sound and light than small ones.
3)Scout: If the scout scream,all the area nearby will be alerted,not only in the area in which the scout scream.
For example: Scout in AREA_B,but sleepers in AREA_C still sleeping.

*Weapons
1)Melee weapons: Each melee should have unique type of damage,swing speed.
2)Burst sentry: I think Developers should adjust the burst sentry to make it more useful like the Shotgun Sentry. Burst is quite weak and hard to defend when dealing with alarm door.
3)Assault Riffle: increase amount of total ammo.
4)Machine gun: Increase rate of fire.
5)Sniper: Increase amount of total ammo.
Sniper is not so popular due to its very low ammo capacity. I don't find much benefits from using the sniper except for killing scout or giants(in the worst scenario)

*Items and other stuffs
1)Med: Decrease healing effect from 20% -> 15%.Make players more careful on conserving HP.
2)DBNO state(Down but not out ):Decrease percentage of HP when revived from 20% -> 15%.
3)Glow sticks: Increase number of glow sticks from 12 -> 15.
4)C-Foam grenade: Stack up the number of c-foam grenade when you pick up another c-foam from the locker.
For example: If you have 1 c-foam grenade and you find another 1-use c-foam,it's gonna stack up to 2.
5)Refill sentry: E is for picking up sentry,Right click is for refilling sentry.
It's really hard to refill an already setup sentry. Moving your cursor up and down to make the text "use tool refill to refill the sentry" appears on the screen so hard.
6)Random spawn :When you open the alarm door,you can't predict where they might come from.
Example: If you let the left door opened,and the right door reinforced with c-foam ,there's

grim reefBOT
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Suggestion from Gus#2452 (259105594273824769)

Steam Workshop integration later down the line.

grim reefBOT
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Suggestion from Galerus#8315 (129569910626975744)

You know what would be creepy? Seeing how the infection takes hold of a infected individual.

So imagine this, you open a room and you hear a low whimper and crying off in the distance with the clicking of the fully turned. These wouldn't be new variants of sleepers so to say, they will still try to kill you if alerted. Would add a bit more horror to the mix.

grim reefBOT
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Suggestion from CrispyFrog#9434 (300436822301999107)

maybe a backpack that you can find that will give you one more slot for ammo pack,med kit, or tool refill pack but it uses the slot that holds your glow stick and stuff

grim reefBOT
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Suggestion from Doge Kabosu#6944 (662881300230963213)

all flashlights should have batteries even from the guns and it should have a limit

grim reefBOT
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Suggestion from Doge Kabosu#6944 (662881300230963213)

you should be able to move around the lobby

grim reefBOT
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Suggestion from Broly#0021 (411986267149041665)

add fortnite dances emotes

grim reefBOT
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Suggestion from DigitWurm#7200 (232256374942334976)

Adding a "Hardcore Mode" that's available upon the completion of an entire Rundown. The idea for this mode is to specifically make it harder for a very experienced 4-man team. Solo completion should not be guaranteed here. Stealth is now more varied, complex, and punishing. Combat is purposely not tweaked too much, since making stealth AND combat harder might be too much/unfair. (Much more content and explanations available if you ping me in #gtfo-chat )

grim reefBOT
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Suggestion from Moon_Maker#7724 (261307399904690176)

Turrets that are hanging off of ceilings or something that are hostile towards the players until they get hacked. Hacking from most likely a terminal, they should be a little rare as far an RNG goes.

grim reefBOT
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Suggestion from Stormpooper#3436 (301004158654218242)

something to do while you're down. Could be a sort-of recovery minigame that reduces the time it takes your teammates to get you back up and/or you get up with more hp

grim reefBOT
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Suggestion from ABCsquid#2585 (437419839976636417)

change the sound of the sniper rifle. Make it sound similar to the Halo CE. And also give it a different scope like a hunting scope.

grim reefBOT
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Suggestion from ARCHI#1757 (299289556291944458)

Making the UI more visual based instead of reading. It sometimes takes a certain amount of times before I can clearly figure out how much ammo each of my team mates have. Adding elements such as small bars that fill up or making the % more visible could help.
Also having a permanent marker for the map would nice. Just an idea but also having things such as turrets, mines, or more displaying on the map could be a nice way to deepen the "planning things out" part of the game.

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Suggestion from DigitWurm#7200 (232256374942334976)

Being able to ping enemies. Although only enemies that are visible to the person pinging and only one at a time. That way you can't just "ping" a whole room without having to explore it.

grim reefBOT
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Suggestion from BroncoBastion#7274 (599995335175176195)

When your knocked you’ll Bleed Out after 60 seconds making it so people can’t just make giant circles for 5 minutes straight and coming back to 3 bleeding teammates that are still alive. When you die there’s a chance (even before anyone dies in your team) that allows you to bring dead teammates back to life (with only 1 health like normal.) The more you get knocked, the shorter time you have before you bleed out.

grim reefBOT
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Suggestion from SeñorTacoTruck#0753 (536709835178377238)

a enemy that is similar to the big boys, but has lower health and looks ruffed up as if it was attacked. can drop a little bit of ammo, tool, or health as if it took the things off of it's attacker. adds a lore point and a little bit of extra resources.

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

I see that in the footage of the new rundown the sleeper blood drips down your screen. There should be some way of wiping it off or it fades away after some time

grim reefBOT
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Suggestion from NovaWolf#5437 (226796219383545858)

Hostile humans: Prisoners sent down by the warden before us who have failed or refused to complete their objective therefore trapped in the facility. Either armed with a gun or melee or both and patrolling the map. combat with them will most definitely be loud, triggering any sleepers in the area. This adds a threat other than just sleepers.

grim reefBOT
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Suggestion from NovaWolf#5437 (226796219383545858)

Special weapon: Suppressed Pistol. A near silent and powerful pistol used to silently take down normal sleepers at a distance, One shot won't kill a normal sleeper but a few will be able to kill it without alerting the rest. Very limited ammo, Magazine cap is 5 and max reserve is 20 adding to a total of 25 rounds. Not totally silent, firing the pistol too close to a sleeper will cause a sleeper to glow, firing too close to glowing sleepers will wake them up immediately.

grim reefBOT
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Suggestion from Jigglysnuff#0666 (314173214924210186)

Players shouldnt be able to charge hammer swings while sprinting

grim reefBOT
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Suggestion from KvKz|Kalinka.SS#4067 (416301682436079626)

Make variety of melee weapon or skins (Because all hammer almost look the same maybe adding different kind of melee weapon is good but not that great. Its just for appearance of melee weapon not affected by damage done) Pickaxe, Axe, Crowbar, Pipe, Metal baseball bat or a Shovel.

grim reefBOT
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Suggestion from Major Warrior#2486 (121836877622804480)

Charged Melee Strikes do more damage while sprinting or falling downward (like from a small ledge or from a jump) as it would make sense as you're using your whole body's momentum for said hit. Would only be helpful with Titans and maybe Shooters if you miss their head as Strikers seem to die from a good hit regardless.

grim reefBOT
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Suggestion from P3#4606 (223939411790790656)

Improve first person animations to have a more realistic movement and idol sway and weapon fire recoil to feel more realistic and immersive.

grim reefBOT
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Suggestion from SassafrasTea#0877 (190908263254982656)

When holding a health pack, ammo pack, or tool refill, change it so that left click uses it on self and right click uses it on teammate. This would help with a few slightly annoying situations such as: trying to use whatever resource you have on you when you find something new in a locker, or accidentally healing yourself when you intended to heal a teammate, etc.

grim reefBOT
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Suggestion from GumPum#1216 (486987911951286272)

big scary and complete invisible enemies that shows up on the bio tracker as a normal dot. the bio tracker can not mark it in the normal way, but it can make that enemie appear in something like a shadow that will fade into complete invisible very quick after marked. even invisible with flashlight on

grim reefBOT
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Suggestion from Kolohe#0491 (654552800516374537)

Movable environmental objects (ex. a metal rack, a barrel, or maybe even something more plausible to move such as the forklifts you see scattered around) - Could be implemented in several ways: Temporarily blocks a pathway (until it breaks), create a new 'safe drop' off a ledge (avoid fall damage), cut off a portion of a room, or deal damage to an enemy (if pushed/thrown off a ledge). Moving an object would be extremely loud and would easily alert enemies, but could be a huge strategic addition to the way we execute alarms/extracts.

grim reefBOT
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Suggestion from CryoEngine#5056 (355052243860586496)

Having the Long range flashlight as an upgrade to the regular flashlight (the one on your head , not guns) , cause for now i'd take anything instead of it , it doesnt break into fog , alerts enemies unlike the glow sticks and takes a slot i could use for C-foams for example. not enough bang for buck

grim reefBOT
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Suggestion from Galerus#8315 (129569910626975744)

Could you make Giants, louder? It is a bit startling turning a corner, running from a horde of sleepers and getting turned into Sandwich Spread by a silent Titan.

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Suggestion from Goldun#6479 (242695230166401024)

The ability for weapons to have different ammunition types, such as shotguns being able to be slug loaded or ACP rounds for the pistols which increase standard damage and decrease magazine. This would further increase flexibility in current weapons and allow a much more diverse arsenal for the user to enjoy.

grim reefBOT
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Suggestion from The FBI#5259 (220309473627996160)

A new enemy called Shadowpulse (or whatever name you want to change it to). An "invisible" enemy that causes your flashlights to flicker whenever it is in your presence. When it stands still you can't see it, but when it moves, its eyes should flash in then fade out of existence (during the entire "walk" cycle). If it detects you its eyes should turn red and rapidly flash in and fade out towards you as if it were running. Once at the player should create a jump scare and cause them to hallucinate for a long time after. The hallucinations becoming more frequent as time progresses. And should cause audio hallucinations for the affected player(s) (such as false enemies, crying, weeping, sounds of being followed)

grim reefBOT
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Suggestion from Chancho06#1926 (384019164974546946)

Be able to close security doors with a terminal or panel next to security door. It can either be closed permanently or timed. Monsters who are awake will remain awake.

grim reefBOT
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Suggestion from Buck#3316 (307392720408805377)

Weapons should fulfill different roles.
Primary Weapons:
Assault Rifle should have higher accuracy at range and deal more damage then they currently do it shouldn't take half a mag to drop one of these monsters.
DMR should do significantly more damage then it does along with higher accuracy but a slightly slower fire rate then it currently has.
SMG give it 1.5X the ammo it has now and decrease accuracy at range.
Semi Automatic Piston. It's fine don't touch it.
Special Weapons:
Buckland Shotgun should fire incendiary or slug rounds and it should be pump action to reflect that it's special. It's a special weapon lets make it feel special and not babies first shotgun.
Revolver, It's fine don't touch it.
Machine Gun. It's fine, don't touch it.
Buckland Combat Shotgun Increase the spread of pellets being fired and slightly increase the damage. If you're using a combat shotgun you want it to blow everything in the room apart not fire at 1 guy with 5 shells.
Remove the sniper, if we're going with this weird under the earth drilling aesthetic then give us an Electro Magnetic Gauss Rifle that slings out a Tungsten Rod and will drop anything that it hits regardless of hit location. Give it incredibly limited ammo and a long reload time.
Melee Weapons:
They're fine, don't touch them.

grim reefBOT
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Suggestion from enemy spotted#9635 (404356403218612224)

Sleepers shouldn't be able to scream if you blow up their head, but instead if they make lots of sound running around then they wake up the others.

grim reefBOT
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Suggestion from count fagula#8844 (687000430659502081)

night vision goggles should be added, as a special tool.

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Suggestion from count fagula#8844 (687000430659502081)

Centipede monster with human skin... nuff said

grim reefBOT
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Suggestion from Daturo#2506 (119510698739892224)

Some kind of flamethrower/torch
Tool that can be found lying around (Very Uncommon,once a Level, replacement tanks/ammo two per level)
-was originally used to weld, cut and help in general construction
Has two modes:
-close range, torch mode, high single target dmg
-middle to long range, spray fuel over like 3-4 meter radius, AOE small tick dmg

The close range mode doesn't Ignite targets, can burn off limbs or w/e (Imagine more like a plasma burner, dunno)
The AOE mode makes a puddle which can be ignited by gunfire, enemies that walk through it are slowed but grow more erratic and are harder to hit.

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Suggestion from count fagula#8844 (687000430659502081)

Giant spider webs that are difficult to see in the dark and are randomly placed around the map (perhaps on one level), if you get caught in the web you need to hack your way out with a mele weapon (the more people hacking at the web the faster it is destroyed) , meanwhile a giant spider slowly traverses the web towards you. If the spider reaches you before you hack yourself out, you are hauled to the top and spindled, you are then trapped. Your teammates have to kill the spider and break the web to get you back down.

grim reefBOT
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Suggestion from GooseCollop#1913 (446475147009064962)

some kind of enemy that acts like other sleepers except when it is alerted it is much much faster than a normal enemy so you cannot outrun it.

grim reefBOT
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Suggestion from hellraiser#4853 (301805206004563968)

conjoined twin type of enemy, can be two strikers or shooters or one of each, fused together. higher hp than regular strikers/shooters, but you can take it out with two full melee charges to the heads.

grim reefBOT
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Suggestion from Mosquitohispano#6802 (682698230139453600)

night vison goggles that can be picked up around the maps but have limited use and require batteries that can be chance located in creates around the map. Could be classed as rare pickup and spawn rate of them and the batteries is low and difficult to locate

grim reefBOT
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Suggestion from Quxzcover#0730 (142093313544159234)

Some options for the hacking minigame:

  1. shoot the lock on the box to not have to do the hack minigame
  2. a command at the terminal to unlock all boxes in a zone
  3. when failing an attempt nearby sleepers flinch, or change states
  4. when unlocked or hacked instead of removing the hack symbol it should change to a green unlocked or something. This allows boxes to be found easier.
    just some intresting options
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Suggestion from count fagula#8844 (687000430659502081)

When you are downed, you pull out a pistol with limited ammo.

grim reefBOT
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Suggestion from DFG#7744 (277168050602508289)

Maybe a tiny emblem, or an achievement screen to show you which rundowns you've completed.\

grim reefBOT
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Suggestion from LosttyFrostty#8273 (385612298045358082)

Have the hive mind of this infestation whisper to you periodically depending on how deep in the rundown you are. Example: C'thun in AQ40.

grim reefBOT
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Suggestion from PoggersKai#3477 (340729170843664394)

when you draw on the map it draws whatever you draw on the ground in the game, so you can see where someone is pointing out or helping someone find their way, i.e. showing someone places to set up turrets when doing C1 or during alarmed doors.

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Suggestion from Vodka#3775 (356602269862723594)

Please make a new feature to modify weapons with equipable modifications what you can earn by looting boxes or completing a mission, or winning an event. These mods would have different and randomized bonuses and different rarities, for an example:
common laser sight
Advantages: Firing from hip +9% (RNG) accuracy
Disadvantages: firing from aim -9% (RNG) accuracy
uncommon laser sight:
Advantages: Firing from hip +16% (also RNG) accuracy
Disadvantages firing from aim -12% (also RNG) accuracy

The RNG would be the best option because people would continously go for that item to get better and better and even better types of that mod with the most advantages and less disadvantages.
So this way we wouldnt get bored of the game after like 50-100 hours by playing in the same rooms on the same maps with the same people with the same weapons against the same monsters and the same challenges, there would be always something to achieve.

Or even a flashlight? Maybe colored flashlights? With like you get +30% range on your flashlight, and different color types would be useful to light throught the fog, but they would be less effective in areas without the fog.

Also different scopes, and different muzzles, muzzles with damage advantage and disadvantage, like silencer would have 50% less dmg, but reducing gunfire noise by 50%, everything could be well balanced, and players would be able to make their unique weapons. With maybe buyable skins, this game seems cool, and i would happily support the devs by buying a 5$ skin on my prefered weapon.

Note: I hope there also would be more weapons in the future

I know its pre-release and i really hope the devs wont stop in the pre-release phase like most of the devs, because this game has a ton of options how to make it better and even better, its literally unlimited.

grim reefBOT
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Suggestion from Glave#2734 (192102078758256640)

As the new rundown is coming up. Save a copy of the previous rundowns as a just in case for (knock on wood) Catastrophe within the small development team only to be released if continuing gtfo becomes completely and utterly unfeasible.

grim reefBOT
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Suggestion from Lord Solar#5460 (469320980406337536)

I see the current MG is getting re-worked quite significant for the next rundown. Add new weapon that has the functionality of the current MG (high damage per shot, fully auto, smallish clip for fully auto, lowish firerate, hard to keep on target for smaller targets) in a future update.

grim reefBOT
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Suggestion from Grinner#6611 (188515529051471872)

Even though the second rundown and its features haven't come out yet, I wanted to be one of the first to say that since we're now going to have blood and grime splattered all over the screen, we should be able to wipe our masks at the press of a key.

grim reefBOT
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Suggestion from SpaceAce#9755 (145613274631634944)

Character customization, or at least selecting what model you want.

grim reefBOT
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Suggestion from Kaddi#9120 (332514721330626560)

I have encountered this problem several times: When one runs out of glow sticks the main weapon is auto selected and when not careful a shot is fired alarming the room. I think a switch to melee or to an empty hand would be more practical.

grim reefBOT
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Suggestion from Aaryamann#0614 (382276874530979841)

clicking the settings button while on the settings page should close it; it gets tough to return to lobby or exit lobby if you've got that page open

grim reefBOT
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Suggestion from Cavity#2262 (214492821145518081)

Matchmaking

half epoch
#

This is already coming and something the devs will be adding in the future.

grim reefBOT
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Suggestion from Cavity#2262 (214492821145518081)

Add medical animations when using the medical kit, such as wrapping the arm or leg, maybe injecting morphine into the arm. Also add a dragging animation, so players have the ability to drag their teammates to safety so they can be revived.

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Suggestion from NovaWolf#5437 (226796219383545858)

Add collectables like documents and audio recordings to help build the lore.

grim reefBOT
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Suggestion from NachoReggiano#4209 (107331186375843840)

Combat Rifle
-Primary weapon
-20 round magazine
-Medium range with optic that has more zoom than the assault rifle but less than the DMR
-Damage close to the DMR or revolver; strong enough to headshot small sleepers within range
-Higher fire rate than the DMR but lower than the pistol

grim reefBOT
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Suggestion from BroncoBastion#7274 (599995335175176195)

With Match making in development it would be great to see a No-Fill option so the experienced players still be able to attempt the expeditions Solo, etc.

grim reefBOT
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Suggestion from keahi#0001 (112992624633204736)

Implement Add a Steam Workshop to allow the community to help implement new updates. Other games do it and they have consistent new content and an interactive community.

I feel that if the developers of GTFO do this, it would increase productivity for them if done right.

grim reefBOT
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Suggestion from FLQNadeau#4079 (339133477830000640)

Allow the game to run without internet connexion for solo play.

grim reefBOT
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Suggestion from Squirrel#2112 (340979350448898051)

Make the game a lot darker overall and implement either a shoulder mounted flashlight or a flashlight starting item that has batteries that drain and have to be replaced with batteries found in toolboxes. This would add a level of tension to the game, where it would be much harder to see in environments that may or may not contain sleepers. This would also make the long range flashlight pickup more useful

grim reefBOT
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Suggestion from Cavity#2262 (214492821145518081)

Teammates scream when they are downed or get killed. Maybe a new enemy for players to fight as well that has an ability to drag away downed teammates further into the facility and away from the group.

grim reefBOT
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Suggestion from Doge Kabosu#6944 (662881300230963213)

there should be a portable minimap that you can hold when pressing tab

grim reefBOT
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Suggestion from NachoReggiano#4209 (107331186375843840)

sprinting when reloading

grim reefBOT
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Suggestion from sinnerpall#7239 (165905275532869632)

-- implement - player progression - periodic swarms.

grim reefBOT
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Suggestion from Billy Jean#5560 (200702259686801408)

reduce film grain or have an option to turn it off

grim reefBOT
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Suggestion from Light#5560 (200702259686801408)

a lense effect when looking through a magnifying scope.

grim reefBOT
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Suggestion from Light#5560 (200702259686801408)

a single shot grenade launcher as a special weapon with 3 shots in reserve. Grenades explode after 3 seconds after being fired and attract enemies with a sound. Blasts are weaker than that of the mine deployer.

grim reefBOT
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Suggestion from Sad#4152 (581570096246423617)

Gun centering after shooting

grim reefBOT
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Suggestion from GingaNinja#3342 (129677649554440192)

when sleepers are synched up together, they "sense" at a faster pace.

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Suggestion from Doge Kabosu#6944 (662881300230963213)

the scope function on weapons should be realistic

grim reefBOT
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Suggestion from Florian7843#3159 (278250574515011584)

Achievable "scripts" for terminals, that give you more powerful tools. For example you can then maybe "LIST_QUERY TOOL_REFILL" And you get the LIST with the corrosponding Location of the item

grim reefBOT
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Suggestion from Goldun#6479 (242695230166401024)

A plasma welder as a randomly found item, being able to reseal doors which have been destroyed. Would only be a single use item.

grim reefBOT
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Suggestion from Wolfrobo#3444 (306847405024739339)

NightVision/Sonar/Thermal goggles to see in the dark. I feel like it would add a more tactical sense to the game. #gtfo-game-suggestions

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Suggestion from Wolfrobo#3444 (306847405024739339)

Have the RNG loot drop give us attachments in game like suppressors, extended mags, etc. from lockers or boxes. #gtfo-game-suggestions

grim reefBOT
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Suggestion from Rayalot72#0742 (111990475744944128)

Add limitations to sprinting to help reduce the potential for kiting enemies (running in big circles around the map to make sure nothing can get to anyone to do damage).

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Suggestion from Rayalot72#0742 (111990475744944128)

Specific suggestions for sprint reduction: (a) sprinting becomes gradually less effective the more it's used. It becomes gradually more effective again when not sprinting, but at a slower rate. (b) Taking damage prevents you from sprinting for a short time. (c) Taking damage makes sprinting less effective, but doesn't stop it.

grim reefBOT
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Suggestion from Microwave goes MMM BEEPP BEEEEEP#3429 (327219344251813888)

Add minigames to the terminals

grim reefBOT
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Suggestion from Expertionis#4515 (238098453882732545)

A kind of perk system, nothing major, like you choose one perk in your loadout. Examples Medic: When healing a teammate with a medkit they gain and extra 5%. Strong: Increase the distance of throwables. just something to make you a little better at something to encourage diversity.

grim reefBOT
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Suggestion from Castle of Glass#7864 (281425716946403348)

I dunno if anyone said this before, but giving us the ability to ping sleepers via MMB would help immensely in setting up sync kills. Or maybe a separate key bind that pings, and on second press, triggers a voice line "3-2-1 charge, 3-2-1 strike!" although it may lower the difficulty drastically lol

grim reefBOT
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Suggestion from Castle of Glass#7864 (281425716946403348)

although I suppose the devs know about it, maybe they can make a dial menu for pings like 'place sentries here' 'need some c-foam here' 'prepare for the alarm door' 'place a mine here', and also instead of a generic 'resource locker here' line, maybe 'ammo/med/toolref/cyronade/fog-dispenser pack here' would be a lot more helpful

grim reefBOT
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Suggestion from black-pug#0646 (537386068517847073)

ultrabright glowsticks, bright white glow with a blue-ish tint, half of the regular stack (6/6 max instead 12/12)

grim reefBOT
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Suggestion from Rayalot72#0742 (111990475744944128)

Sentry balance needs to bring the two sentries closer in terms of different strengths. Currently, the burst sentry is better as a stagger sentry. However, since it's so much less effective as a kill sentry, shotgun sentries are much more useful to use as kill sentries that can be repurposed as slightly less effective stagger sentries than burst. If burst sentries could fair only a little worse than shotgun sentries as kill sentries, where burst is either made stronger or shotgun is made weaker, burst would likely see far more use as a stagger sentry than can be used as a kill sentry when necessary. Currently, it just can't be justified. You should use shotgun sentry and stagger with it if necessary instead.

grim reefBOT
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Suggestion from wh4ty#1981 (225076930351726603)

Add entry logs on the terminals, that have been left there by people who worked in the facility. The logs can show a little of the lore of the game.

grim reefBOT
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Suggestion from Lyt2#5847 (283404492324601857)

Might be fun to have a little customization, like different masks to scroll through

grim reefBOT
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Suggestion from Aaryamann#0614 (382276874530979841)

add the corresponding area (Alphabet) to the list command in the terminal if you're in the zone

grim reefBOT
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Suggestion from SeñorTacoTruck#0753 (536709835178377238)

a enemy that applies poison when it attacks, might have a green tint on it's body to show it's different from other sleepers. poison last for a minute and takes away 1hp every 5 seconds. enemy hits with it's fist instead of the tongue thing, and deals 4hp of damage along with the poison thing. same weak spots as striker and shooter

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Suggestion from Cavity#2262 (214492821145518081)

Balance enemy spawns and AI difficulty to amount of players in expedition at the time. I find it nearly impossible to actually perform an expedition and complete it solo, or even with a duo.

grim reefBOT
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Suggestion from Moori#2993 (324340017210064896)

In the tab menu, for better visualization, percentages below 60% could be represented in orange and below 20% in red.

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Suggestion from Moori#2993 (324340017210064896)

In the Hud, granades, glow sticks etc could be represented as whole numbers, not percentages

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Suggestion from Moori#2993 (324340017210064896)

You should be able to ping everything with a generic pin. To avoid exploting it as a detector it could have a cooldown or only hit static colliders.

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Suggestion from Cuboneluvr#9491 (306926215346782208)

Being able to combine stacks of items together. Such as having a C-Foam Grenade then finding a C-Foam Grenade and collecting the noninventory CFG making your stack have 2 CFG instead of your team trying to figure out what item to replace. It makes sense due to the percentages beside the item counts and seems more like your team is scrounging through the facility and taking every advantage they can.

grim reefBOT
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Suggestion from Galerus#8315 (129569910626975744)

it probably does not need to be said, but please never get rid of the Hit/Kill Markers and Sounds. That is honestly the most satisfying noise and visual out there right now. You get a head shot with a quick aim revolver shot? "Pop" and a beautiful yellow kill marker.

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Suggestion from Mentle#7976 (201817590744481792)

Add a charging animation to other players to make synchronized-bopping easier

grim reefBOT
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Suggestion from Yuca965#7205 (230230258970918913)

Remove the scream of some dying person when you first start the game and long press click on the button, it make no sense to hear a scream like that at that moment, feel like a joke more then any horror game.

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Suggestion from Yuca965#7205 (230230258970918913)

Make UI buttons more visible, they do not look clickable, change the color of them, or add some effect on them.

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Suggestion from Yuca965#7205 (230230258970918913)

Add Quickplay matchmaking.

grim reefBOT
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Suggestion from FLQNadeau#4079 (339133477830000640)

Maybe have the player spawn at the beginning for in-game joining instead of in the middle of the map?

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Suggestion from FLQNadeau#4079 (339133477830000640)

Have a way to acces the lobby code for the host in-game.

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Suggestion from FLQNadeau#4079 (339133477830000640)

Maybe have the Warden communicate with us by radio or something for instruction instead of just writing « find the terminal in zone X »

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Suggestion from FLQNadeau#4079 (339133477830000640)

Mine explosion should alert the room

grim reefBOT
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Suggestion from GooseCollop#1913 (446475147009064962)

level similar to c1, enemies constantly attacking and through good communcation and setup, players need to advance through many zones to shut off the wave (maybe shutting down a reactor)

grim reefBOT
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Suggestion from GooseCollop#1913 (446475147009064962)

a melee weapon that is stronger but has limited uses ex: a chainsaw with a certain amount of gas. Can pick up more gas for the chainsaw throughout the map.

grim reefBOT
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Suggestion from Coolio#7838 (300073296278454272)

lootable aesthetics like alternate scopes, gasmasks, hoods, helmets and armor.

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Suggestion from Coolio#7838 (300073296278454272)

customizable characters

grim reefBOT
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Suggestion from BroncoBastion#7274 (599995335175176195)

When the Game is fully complete and everything is in place there should be a Workshop for GTFO so people can make fan made Weaponry, Maps, monsters, etc. This is will be great for those who have many ideas for the game that won’t fit into the main game

grim reefBOT
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Suggestion from Aaryamann#0614 (382276874530979841)

throwing glowsticks at the sleepers should light them up

grim reefBOT
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Suggestion from Devvy~#0229 (167818179328999424)

Tab key to autofill last typed command in terminal. 🙂

grim reefBOT
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Suggestion from GooseCollop#1913 (446475147009064962)

having to use digging equipment and machinery to be able to advance further in a level (ex: having to punch through a certain wall or use a truck to move a larger object)

grim reefBOT
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Suggestion from PoggersKai#3477 (340729170843664394)

adding frag grenades?

grim reefBOT
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Suggestion from uh oh spaghettios#7139 (329253744921542656)

add some more details when falling in; add some lights, more decor, basically spice it up so that you can tell how deep and fast you're character is falling

grim reefBOT
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Suggestion from Pexeble#2838 (182681449013575681)

Possibly add a love/hate relationship between the prisoners and the Warden. The Warden would reward the prisoners for completing and surviving their work even though they’re being forced to do so. The interaction(s) between the Warden and the prisoners would be minimal to maintain the Wardens identity. As @fervent sable said, a “Stockholm syndrome vibe.”

grim reefBOT
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Suggestion from FLQNadeau#4079 (339133477830000640)

If you die before extraction you don’t get the completion of the level.

grim reefBOT
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Suggestion from ABCsquid#2585 (437419839976636417)

Add enemies that counter your tools. Like a sleeper that jumps over mines or an armored giant that tanks sentry damage.

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Suggestion from Pacnet#2841 (153688081965383681)

Let people play previous rundowns instead of removing old ones. I don't understand the justification?

grim reefBOT
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Suggestion from Droppings#3949 (375818672930947073)

a simple marking system that everyone can use. If anyone has played MGSV, it is similar to what I'm talking about. You can see it while playing and while viewing the map.

grim reefBOT
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Suggestion from Mr350#5622 (672086205244112916)

some kind of monster can hold on the wall ?

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Suggestion from GhostDragon#0884 (376080773255528448)

pings on the environment; you go there, place that turret here kind of stuff

grim reefBOT
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Suggestion from GooseCollop#1913 (446475147009064962)

add a oxygen system, dropping down with 100% oxygen and slowly lose it over time. some areas have more oxygen than others so having an oxygen mask is not always required. the lower in elevation the area is the less oxygen there is. can refill oxygen mask with items from lockers and boxes.

grim reefBOT
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Suggestion from Coolio#7838 (300073296278454272)

Aesthetic reward for completing a rundown

grim reefBOT
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Suggestion from LosttyFrostty#8273 (385612298045358082)

as a part of character customization, we should be able to customize our character's voice, and name.

grim reefBOT
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Suggestion from NachoReggiano#4209 (107331186375843840)

health meters on sleepers tagged with the bio tracker

grim reefBOT
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Suggestion from Axel#0968 (267423410064195585)

if you have completed a run down before the next one you can do the old run down or just the levels you finished

grim reefBOT
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Suggestion from Stormpooper#3436 (301004158654218242)

ORDER BY option in List with additional columns displayed. Something like "list pdec order by zone" would display all pdecs in the map ordered by zones and with the zone column (without specific areas (A, B, C) even in the zone you're in) displayed next to the other columns

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Suggestion from Cuboneluvr#9491 (306926215346782208)

Being able to attract Scouts to an area in a room by bonking the floor and walls to make noise that only the more active Scout and nearby Sleepers would be able to notice, perhaps within 5-10 meter with a slightly longer range for the Scout. This can be balanced out by making the Scout more aggressive with using it's tendrils once it's detected this noise making it more difficult to take out the lured Scout even though you've taken it to a location of your preference in the room.

grim reefBOT
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Suggestion from Gatlops#8318 (315373066395975680)

Being able to stack up consumables. It would be much better and convenient to stack up to 5 uses of consumables than carrying 2 or 3 uses of consumables. For example, my friends and I have placed our sentries down before alerting the horde. I found 2 uses of refill pack on each locker, rather than running back and forth to carry the refill packs I can conveniently stack both up to 80% which has 4 uses and then run back to the sentries to refill and hold some of them. This only implies of carrying same consumables. If you are carrying refill pack you can only stack refill pack, if you are carrying medipack you can only stack medipack etc etc.. All these would reduce time, burden and frustration.

grim reefBOT
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Suggestion from Rickaby#9187 (407419770095271936)

Optional AI partners if you don't have a full party. They wouldn't help with stealth, leaving it up to human players, but could help with the swarm sections and take some of the edge off. They shouldn't take resources, unless you could ping\command for them to do so

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Suggestion from Rickaby#9187 (407419770095271936)

Option to drag the map with mouse2, instead of using WASD to move around the map

grim reefBOT
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Suggestion from Kancer Kyle#3774 (541354535273103375)

keep the lobby code joining feature available even when the devs including matchmaking, I whole heartedly agree to a matchmaking system but in a game like this I think the discord LFG channels and lobby code joining is to useful to let go of even when the game gets released out of early access, it will also help people avoid bad experiences with the game by trolls or hackers due to the helpful people reporting them and getting them banned of discord and making them forced to use the matchmaking system to find a game.

grim reefBOT
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Suggestion from chicken#8389 (266015371373445120)

NVG that help see in the dark but have a short battery.

grim reefBOT
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Suggestion from Yorc42042#7025 (418565200380428298)

workshop compatibility later on as since the rooms are recycled you could allow for certain rooms to be snapped together if they match, room settings for enemies and loot pools. the enemies could be unlocked by completing the levels that feature them, and the objectives and level "gimmicks" (for lack of a better word, I think that each level is a lot of fun) could also be unlocked by completion

grim reefBOT
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Suggestion from Devvy~#0229 (167818179328999424)

For April 1st, all hammer impact sounds are replaced with a sound clip of Ludvig saying "Bonk".

grim reefBOT
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Suggestion from Pacnet#2841 (153688081965383681)

Modifiers for levels that you choose in the menu similar to Halo skulls. They increase the difficulty in various ways and provide a challenge for seasoned players

grim reefBOT
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Suggestion from Baymax#8023 (466282751549505546)

add a visibility meter and add a higher alertness for the monsters

grim reefBOT
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Suggestion from blender_daddy#4409 (658932044860096521)

keep the ladder bug

grim reefBOT
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Suggestion from mrx123#9083 (268425475028811778)

Please create an option where you can disable the acceleration. Its unplayable with it on

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Suggestion from FLQNadeau#4079 (339133477830000640)

On a alarm door scan, make that the mobs are attracted to the players closer to the scan. Right now one player can go near the spawn and turn around with the horde so that other can do the scan without trouble. Turning around with them never makes appear a second wave also.

grim reefBOT
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Suggestion from Axel#0968 (267423410064195585)

a way to put sleepers back to sleep or just being able to watch one fall asleep (i just think it'd be a small animation thing that would add more life to the enemies)

grim reefBOT
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Suggestion from Foxy#0615 (275016982242263043)

allow stacking of items you pick up, ie: a 1 use medkit and a 2 use medkit becomes a 3 use

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Suggestion from 「D4C」#6314 (387478829431652353)

make a solo offline mode, im aware its supposed to be a team game, but there really is nothing preventing me from going into A1 and doing it solo right now, sure there's 4 security scans but one person can complete all of them. an offline mode would benefit those with spotty connections.

grim reefBOT
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Suggestion from RealThearin#9639 (364713593473859585)

Adding some sort of cleaning fountain to remove the blood stains on your mask/HUD

grim reefBOT
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Suggestion from pengwin#8453 (284336719627812865)

add more voice lines

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Suggestion from Stormpooper#3436 (301004158654218242)

hacking a door from one side hacks it from both

grim reefBOT
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Suggestion from Gianlucon#1227 (342996151265525770)

making an in-game voice chat,with artificial radio noises and range,making the game a little bit harder and forcing the players to play togheter.I would like this to be an option ,so that i can choose if i want to use discord, or a more immersive voice chat

grim reefBOT
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Suggestion from Hawkeye685#7900 (342318628915642370)

add a coordinated section that splits players between 2 areas that's much faster when split up, and at the end theres a door that has to be opened with both sides so everyone can get back in one place, and if solo the door opens with only one side

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Suggestion from Acerd#9074 (184996034760409088)

make it so you can ping anything, for example: a position, an enemy or whatever you can think of

grim reefBOT
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Suggestion from FluffyWaffles#6057 (292710976887848962)

Fix the turrets. Why does the burst and shotgun sentry have the same targeting range? Shotgun sentry should be shorter...

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Suggestion from 5444#4445 (221984151161667585)

Make it possible to stack like, Tool refills, Medipacks, Ammo etc.

grim reefBOT
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Suggestion from Dragonfly_Senpai#3129 (214017872375054337)

It would be cool if there was a silenced weapon, like a bow but with limited ammo so it cannot be abused. This would be beneficial or maybe even some kind of grenade launcher to not only C-foam block a way but perhaps with flames

grim reefBOT
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Suggestion from Sorakamii#2184 (89149908627513344)

Nerf the spawns on the new enemy a bit,I'm trying not to spoil but i opened a door to a hallway literally with them everywhere.

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Suggestion from Baymax#8023 (466282751549505546)

Add a spore like element to where it can infect you to lower your max hp

grim reefBOT
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Suggestion from Kaith#1570 (210383552041189377)

Remove the visual pings from terminals. The audio and terminal telling you what area it is in is already more than enough. It makes it far too easy to find where things are.

grim reefBOT
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Suggestion from En1gma#2285 (318910687583928321)

To make the long-range flashlight a bit more useful, how about allowing it to be mounted on the floor or wall so it can illuminate a room without forcing someone to constantly carry it. This would be great for the alarm door sequences.

grim reefBOT
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Suggestion from StallordD#2436 (137083731717521409)

Adding some very limited resources to the area outside of lockers / toolboxes to make exploration a bit more enticing. Things like a few rounds for a specific weapon, a very small health restore (5%) etc. Items that cannot be pinged by terminals, but can be stumbled upon as lucky finds when you're in those moments where a single shotgun shell would be a godsend

grim reefBOT
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Suggestion from Vladimito#5103 (99334875043078144)

With the new hacking update being punishing if you mess up. It would increase the risk/reward of the hacking minigame if we could hack alarm doors to avoid combat scenarios. The bar moves very fast but it's still doable.

grim reefBOT
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Suggestion from Deaths'Assassin#4229 (259162413704675329)

a ax for a melee weapon something that can split them open instead of bash them open all i want is a 2 handed ax all i want is to be able to use a blade object

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Suggestion from Vladimito#5103 (99334875043078144)

Add GGPO/rollback netcode into the game to reduce latency issues. I.e. Party members not moving but them being counted as moving on the hosts' end.

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Suggestion from Lord Solar#5460 (469320980406337536)

Some locks can only be opened with lock melters.

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Suggestion from Dämenor#0802 (234678212356079616)

I like the new fluids system but i think it would be nice if you creates an animation in wich the player trys to wipe his mask, using it as a mechanic to try to see clearly through it.

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Suggestion from Axel#0968 (267423410064195585)

add a seizure warning at the start of the game

grim reefBOT
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Suggestion from NightRadz#1234 (234632504428986370)

Roaming enemies

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Suggestion from Soups-sy#8468 (327214538141335563)

add more options to deal with performance options

grim reefBOT
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Suggestion from Lyt2#5847 (283404492324601857)

reset all controls after new rundown fix that if possible

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Suggestion from Venturi#2192 (279467179110301696)

Allow sniper rounds to go through multiple enemies.

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Suggestion from Venturi#2192 (279467179110301696)

Allow pinging/marking of targets when someone has the bio tracker in the team.

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Suggestion from Shiny#6099 (392880619627085837)

Real Shotguns shoot birds from the sky. Their spready is actually quite small compared to what you have here. It should be tightened up so it's feasible.

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Suggestion from Anoxymus#8344 (325107225259540481)

a score system so the game is more competitive

grim reefBOT
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Suggestion from BroncoBastion#7274 (599995335175176195)

Trigger events that happen in the map. Currently we have the new infectious fog and the Squirters on the walls and roofs, etc. See more of this would make the game more challenging, for example. Standing on a glass object will cause it to shatter, waking up some sleepers (not the stage where they start to attack you, It’s where they start to glow.) And something like barbed wire that can hurt the players but also help the players if they play around it. Since the Complex has gone to shit some parts of it should be on fire and we probably can tell what will happen if you venture to close to the hot particles.

grim reefBOT
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Suggestion from Alwaysmetwo#3454 (363902211702521856)

Simple and clean scopes for DMR, Sniper and Machine Pistol. Reduce recoil on the machine gun. Sights and recoils are made for realism, but these things feel like intentional add-on of difficulty in an unpleasant way.

grim reefBOT
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Suggestion from S0LIDGAMER#7131 (455443390390206466)

add little window to lockers so you can partly see what's inside

grim reefBOT
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Suggestion from You#0694 (404367110249119745)

Level creator/editor to add more, clicking rooms together, a simple and complex version.

grim reefBOT
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Suggestion from Ayuu#2276 (667569061420466237)

Add achievements, please!

grim reefBOT
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Suggestion from Zorn Star#3815 (583812154868760596)

more sights should be clean like the burst rifle one. in the first rundown I avoided the assault rifle because of how hard it is to aim with the flashlight on

grim reefBOT
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Suggestion from Simp Slayer#4068 (413787975529398273)

add in single player levels so people can solo to learn by themselves on a easier level

grim reefBOT
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Suggestion from Daaaaaaaaaaaaaaaaaaaaan#8721 (175317584474800128)

weapon customisation down the line (sights, magazines, chokes, barrels etc..)

grim reefBOT
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Suggestion from SeñorTacoTruck#0753 (536709835178377238)

allow the characters to duck and roll for 1: because it sounds awesome, 2: it would look cool, and 3: it would allow more evasion options

grim reefBOT
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Suggestion from Fenra#9912 (263507835189460992)

make a built in voice chat that can cause sleepers to wake up if someone talks too loud.

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Suggestion from Athereal#4784 (307489877077917696)

Could you guys add an item in the tool category that behaves like the Trophy system in call of duty, it would have an ammo count just like the sentry guns, C-foam launcher and mine deployer but it would destroy incoming ranged attacks from the ranged creatures within a certain range of it

grim reefBOT
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Suggestion from MrRashibo#5465 (295305036651692032)

about lockers, its greate idea to lock them with padlock and give melters, but its miss a point if we can hammer it easy, I think there should be diffrent between normal and locked lockers items inside, and lockers would be able to open only with lock melters, what about?

grim reefBOT
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Suggestion from ABCsquid#2585 (437419839976636417)

For C1 fix some of the scouts spawns.

grim reefBOT
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Suggestion from Fenra#9912 (263507835189460992)

let us smash the fog repeller with a melee or gunshot before and after its done with its use

grim reefBOT
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Suggestion from Nero#6733 (473517350688391169)

Large caliber sentry gun. This sentry gun has a longer range than the others and fires a more powerful, large caliber round that's designed to take down the big guys. However, this power comes at the cost of smaller ammo capacity, slower fire rate and a longer time to deploy thanks to extra reinforcements to deal with the recoil of the round.

grim reefBOT
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Suggestion from Simp Slayer#4068 (413787975529398273)

add a kick button in the lobby

grim reefBOT
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Suggestion from Venturi#2192 (279467179110301696)

If you go far enough off the path of trying to find what you are looking for you can find a code that gives another turret with limited ammo on your next alarm door. Adjustments allowed :p

grim reefBOT
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Suggestion from Noodles#2873 (132771542881796096)

Would be nice to place a long range flashlight on the ground. Would let smaller squads make use of them without sacrificing firepower and larger teams would still have the benefit of having 1 guy be on the move with it.

grim reefBOT
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Suggestion from Nyss#5393 (159550959138242560)

A slightly weaker enemy that bursts into an explosion of infectious pus when shot in the head, requiring the players to aim a bit more carefully, especially in close quarters.

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Suggestion from Nyss#5393 (159550959138242560)

Lore entries on the terminals that you can only keep and read if you survive the mission you are on.

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Suggestion from Nyss#5393 (159550959138242560)

A "Center on me button" or a "Follow Mode" for the automap, so players don't have to fumble and scroll about figuring out where they are.

grim reefBOT
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Suggestion from NachoReggiano#4209 (107331186375843840)

Weapon problems

  • The new machinegun is awful. It can only be used effectively in 2-shot bursts and requires charging every time fire is released, and is difficult to use beyond short range due to the excessive recoil. I've suggested this before but machineguns need to have a wind-down period before requiring charge-up again.
  • The burst sentry is still useless compared to the shotgun sentry. It rarely hits enemies, I've seen it literally have aim lag; shots were landing on the wall behind the head of a giant striker.
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Suggestion from Streel#0997 (284586201342803978)

Ping anywhere

  • The ability to ping somewhere and you can see that ping on the map.
  • Possible to ping enemies.
  • Ping locations.
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Suggestion from Devvy~#0229 (167818179328999424)

Character select until customization becomes a thing. 😄

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Suggestion from Streel#0997 (284586201342803978)

Drawing appears on hud

  • The lines you draw on the map appear as nearly transparent lines on the ground. Much like the ones during a security scan.
  • Possibility to guide a friend through an area without having to open the map every other second. (atleast for noobs like me and my friends)
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Suggestion from Ki#9999 (122807799850860544)

The "Infection Pods" need a way to be destroyed or disabled permanently. Currently their mechanic doesn't feel challenging/hardcore, but rather a nuisance to micromanage that is nothing short of irritating. Whether that be a consumable, a new tool, or a hardy smack with a hammer, something needs to be effective. As it stands, it's an unfun mechanic, not a hard one.

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Suggestion from Efolle#3212 (299301263697248256)

Add support for GeForce Experience to make beautiful ingame screenshots.

grim reefBOT
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Suggestion from Simp Slayer#4068 (413787975529398273)

some armor in the game to have more then your max health to spare the player some hits and the armor could be hard to come by (and if needed at some penalties like it slows down the player because of the weight or added noise because it might be clunky

grim reefBOT
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Suggestion from Stormpooper#3436 (301004158654218242)

Safety lock. It's really weird but during stressful stealth moments (like rooms full of big guys) I'm always worried that I'll accidentally fire my gun while using its flashlight and such

grim reefBOT
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Suggestion from AzMimic#4650 (163870129736646657)

ways to repair broken down doors #gtfo-game-suggestions

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Suggestion from AzMimic#4650 (163870129736646657)

make there be a way to find suppresser's in boxes/lockers also make it really hard to find them, plus making your weapons damage drop a bit #gtfo-game-suggestions

grim reefBOT
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Suggestion from Simp Slayer#4068 (413787975529398273)

have the characters have classes like a medic who can get more uses out of a medipack or can heal more then 20% , Engineer who can get more out of a tool kit just like the medic , and maybe a hacker to make hacking easier , other ideas like this would be great to have

grim reefBOT
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Suggestion from FLQNadeau#4079 (339133477830000640)

Add animation when reviving another player. Something short like in « Far Cry 5 ».

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Suggestion from NovaWolf#5437 (226796219383545858)

Add clearer more visible health and ammo status when looking at other players.

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Suggestion from HeavyBox#8746 (308057822879547392)

allow options for enormous font sizes so people can still read things while using a crappy resolution

grim reefBOT
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Suggestion from hourglass#2666 (399341439072600064)

i want a flamethrower

grim reefBOT
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Suggestion from Baymax#8023 (466282751549505546)

I just want like sharp weapons, or like a mace with spikes, something other then blunt force trauma weapons

grim reefBOT
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Suggestion from FLQNadeau#4079 (339133477830000640)

I really like the new "motion detection door". Maybe have random door, when trying to open after bio-scan or alarm that say "ERROR - door malfunction, manual override required". You will need to go to the terminal in that zone to initiate the override. When done the door would open (with one player still near the terminal) making a loudy noise alerting the mobs within a certain radius from the door. You would have to rush to kill them before they alert the whole room. Would add some challenge in some level, specially if there is a scout in the room.

grim reefBOT
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Suggestion from DerLobbit#4651 (423920546581970947)

Add enemies that approach the player from new angles, like hanging from the ceiling or creeping along walls

grim reefBOT
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Suggestion from Alwaysmetwo#3454 (363902211702521856)

make the shadows interreact with fog as they're supposed to.

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Suggestion from Ennolf#0001 (128712975409348609)

Blade type weapon addition alternative to blunt weapon already implemented in game. Strength in stealth and speed but focuses more on common smaller enemies. Charged attacks stab silently into enemy vitals for quick stealth kills resulting in less noise. Defensively keeps nearby enemies at bay from attacking with wide motion slices that swing faster than heavy blunt weapons.

grim reefBOT
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Suggestion from エーテルレス#8677 (181460698981728256)

Add a button to wipe the blood out of your mask, with obvious cooldown so it doesn't get spammed

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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Map view separate from pausing to see the map, and could be used to perhaps move around while having the map screen opened up to help with navigation.

grim reefBOT
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Suggestion from ImKumquat#1881 (146419066771472384)

Add an easter egg in terminals where you can play a mini command line version of the game.

grim reefBOT
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Suggestion from Lord Forte#4570 (117119471524511745)

The jump-scare scream effects in game menus (such as the initial launch load in) are thematically neat, but become grating and irritable rather quickly each and everytime you boot up the game. I'd move toward softer and more ominous sound effects rather than scratchy-screams to alleviate this problem.

grim reefBOT
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Suggestion from SpudStudBud#4217 (279340462492483585)

Allow for far distance flash lights to be mounted on turrets so they can act as a spotlight

grim reefBOT
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Suggestion from /\ngel#2844 (676201880090837036)

An option to procedurally generate level or the whole Rundown(floors, levels from A1 to E5 etc.). This might cause a lot of resources, but might make game immortal. #gtfo-game-suggestions

grim reefBOT
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Suggestion from Novate#6822 (200864704262832128)

Use input field instead of slider bar for max fps limit. Too finicky for my shaky hands..

grim reefBOT
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Suggestion from Cruxer#0559 (246376451350331395)

I know alot of people want a ping anywhere system, and Im assuming the devs want people to just try to communicate more, so a good mix of both would be if you try to ping looking anywhere except normal things the game already lets you ping, your character would just point with their left hand.

grim reefBOT
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Suggestion from Bobogaga#9037 (417569090262007819)

I hope there's the summary of accuracy, killings, and etc. at the end too.
So we might observe our efficiency and improve them later.

grim reefBOT
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Suggestion from Dotts#3219 (123547118282604544)

Implement the hacking minigame or another hacking minigame into the terminal for remote access to certain items

grim reefBOT
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Suggestion from Vaan Tythonus#3638 (326636927245746176)

Add a headcount for each mission within the rundown, while it is in progress. e.g: when we hover over Rundown R2A1, tell us how many prisoners have been deployed & how many have died. If not, it'd be cool to have a hall of fame, where we can view the deployment/death stats from the warden for all previous rundowns/total throughout GTFO, in game.

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Suggestion from Peanut#3487 (695180753910104105)

Although in future updates, warden tasks will become more and more diverse, still, once you get used to the level and know the general layout, it could get some what repetitive. i think the game could use more RNG randomization. perhaps more type of boxes in size and shape containing different amount of loot, perhaps randomly generated zones just to make if more new each time.

grim reefBOT
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Suggestion from Ennolf#0001 (128712975409348609)

Flash Beacon - an item or tool possibly able to illuminate the whole room for a brief moment effective against spitters and triggering a sleeper cycle. Of course if a sleeper is about to wake up, in its pulsing stage, is then elevated into a state of combat.

grim reefBOT
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Suggestion from Markus#9356 (226821223814922241)

Give the long range flashlight a rechargeable feature where you can flash it extra bright and stun the enemies

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Suggestion from Uncle#4131 (245581642544971776)

add "elevator" or "minecart" show pieces that are interactable for more action focused missions, should they ever arrive, similar to that of c1 for r1. Beats the monotone sneaking around and doing blank

grim reefBOT
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Suggestion from Rayalot72#0742 (111990475744944128)

Allow terminals to determine the area, in addition to the zone, of other terminals (but not of any other items).

grim reefBOT
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Suggestion from Kotti#4747 (82754762663006208)

A console/chat command to unstuck yourself when you end up stuck in the geometry. More than once we've effectively lost a player when they've found a way to jump into a ceiling or behind a box and been unable to get out.

grim reefBOT
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Suggestion from Voxel#0420 (288414491555921931)

I think a neat idea would be to have a very small and short solo tutorial level designed to help ease new people into the game, just enough to teach them the basics and give them a good first impression of the game, possibly ending the mission the same way we see the gameplay trailer end. https://www.youtube.com/watch?v=-vSYJckIfi8

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Suggestion from DerLobbit#4651 (423920546581970947)

Implement insanity. We already have a line that tells us about our mental state at the end of a mission. Why not go a step further and make it gameplay relevant? Let players whose mental state worsens see enemies that aren't real or hallucinate in a different way, to mess with the communication of teams and make the experience even more unsettling. Of course, none of the players would know what their mental state is during the mission, so you can never tell what is hallucination and what is reality.

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Suggestion from Dr.Plague#6237 (467205492951744512)

Flicking fluorescent / leds lights in the map lighting.

grim reefBOT
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Suggestion from Simp Slayer#4068 (413787975529398273)

have an event every run down with a special type of mode like waves or an 8 player mission or etc and if you can get accessories for your gun this would be a way to unlock those items or future stuff.

grim reefBOT
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Suggestion from DoubleKill06#0370 (499028046746091531)

a tutorial for new players so they have a tiny bit of knowledge...like the bare bone basics of the game without giving too much away

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Suggestion from Deaths'Assassin#4229 (259162413704675329)

a randomiser that allows for replayability after you complete the full rundown so you dont have to wait a week or 2 for the new rundown to come out so say your in a room from a1 from the last rundown and then you have a room from a1 from this run down meanwhile it could be an objective from any of the missions

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

Being able to move an active fog repeller if it's in a bad spot as long as it has not run out yet.

grim reefBOT
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Suggestion from Peanut#3487 (695180753910104105)

I think the game could use some more level interaction. although implementing a physics engine and collisions into the game would be a long term project, imagine being able to pick the canisters in the map for explosive defenses, or moving the crates to access hidden loot and setting them up as a barricade during alarm sequences, if you get unlucky, the security zones will be outside your barricade and vise versa if you're lucky. I think this would give the game a more "sandbox" style approach, perhaps in the future there can tools that weld objects together making them harder to move, or enemies than can throw and break objects as penalty for bad placement.

grim reefBOT
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Suggestion from [IFC] DOG sausage#1932 (440094486140289027)

Perhaps create #lfg-new-players channel(s)? So new players would know they are playing with other beginners, or experienced players who are happy to play with beginners.

grim reefBOT
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Suggestion from Major Warrior#2486 (121836877622804480)

Loving the new Rundown and all it implies but I noticed a few potential improvements for the overall experience.

1st, The Machine Gun being the "LMG" of the weapon types is nice and I like the feel of it except for one thing... for the love of all that is Holy reduce the weapons Muzzle Flash when firing! Recoil is tolerable but it doesn't matter if I feel like I have to hip fire when shooting the damn thing. To make this worse the charge up combined with the forced "burst fire" just blows tremendously.

Cut the windup in half OR make it so that the Wind-up also has a Wind-down so that when doing controlled shots you don't have to restart the charge.

But really this first point is more of a focus on the Muzzle Flash of the gun. I literally go blind when firing this thing.

P.S. I have to split this up into 3 parts as apparently I went over the 2k character limit lol. Oh well guess it's better to split the three points apart rather than have them together.

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Suggestion from Major Warrior#2486 (121836877622804480)

2nd, If I'm hacking something and I fail it and wake up nearby sleepers Right Clicking the Mouse Button should take me OUT of the hacking sequence as currently there doesn't seem to be an easy way to stop the hack or just automatically kick the player out of the Hack but only if it wakes a Sleeper.

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Suggestion from Major Warrior#2486 (121836877622804480)

3rd, Not that I want to spoil anything for anyone so stop reading if you want to be clueless (altho it's pretty early in the rundown so it ain't that big a deal). The Squishy Mines on the walls and ceilings... Either make their "Hiding" from the light longer or make it so that you can actually remove them with some fire power.

To balance this only shooting would work so shooting in a filled room would be a bad idea.

Point is they are a nice new element in the game but depending on their location they can be more of an infuriating mechanic than something that would scare me in a horror based game. I'd hate for them to turn into those enemies where you roll your eyes at rather than "Uh oh..." and shit yourself when in the presence of a nest of them.

Main locations where they are more annoying is by a security door. Can't be bothered to stare a few of them down every 10 seconds when a whole swarm is feeling generous with their teeth and then suddenly Eeep! Squirt! "Damn it I'm blind!"

Granted it's funny to experience at first but in the long run it'll ruin the overall experience by being a pain in the ass.

grim reefBOT
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Suggestion from ArchaDust#2670 (152091059537575936)

A toggleable option to automatically center the map on the player when opening it

grim reefBOT
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Suggestion from Joe Li#4478 (198671416705548288)

I saw someone else's suggestion of having physics/interactable objects in the game, and while that would be cool, considering the limitations of the dev team I think something that would be much nicer would be specific objects that can be interacted with on rails for scenarios where you have to defend a room, maybe lockers that can be knocked over, adding an obstacle for the enemies, or traps that can be set up with a tool or item that needs to be found

grim reefBOT
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Suggestion from Deus#0484 (330742402790981632)

A level similar to the original C1 where a giant mutated boss spawns and forces you continuously fall back while fighting him and other monsters. Interacting with things could slow him down, or make you progress further. If you are too slow you die. If you reach the end somehow you should be able to kill him or just escape.
He could come back in a different level where you have to get something by sneaking around him or distracting him. Just make an enormous almost unkillable enemy.

grim reefBOT
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Suggestion from Simp Slayer#4068 (413787975529398273)

The scouts are basically invariable when there tentacles are out. when you C-Foam them when the tentacles are out it bounces off as well as C-Foam grenades. Also maybe adding a small time frame to kill the scout when he is alerted so he doesn't alert others. I just want to see it fixed where the C-foam grenades don't bounce off as well as normal C-foam.

grim reefBOT
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Suggestion from Sohn#2540 (153887597997981696)

Add a button allowing to restart the mission without being forced back into the lobby.

grim reefBOT
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Suggestion from Sohn#2540 (153887597997981696)

Add new commands for the terminal. i.e: flicker lights in certain room, remote open/close doors (maybe have a different type of "master terminal" that does this?), etc.

grim reefBOT
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Suggestion from kuck#8804 (297862775554965504)

A little quality of life other games have (like Rainbow 6, CoD, etc) shows an icon showing that your character is standing, crouching or proned. It would be nice to have this little icon somewhere to indicate if your standing or crouched.

grim reefBOT
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Suggestion from Alwaysmetwo#3454 (363902211702521856)

if the warden wants the job done, he'd better send a fully armed squad with 100% ammo.

grim reefBOT
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Suggestion from PrAyNsPrAy#0485 (110169718341513216)

Perhaps an occasional/rare Easter Egg in the loading screen that'll play a catchy tune such as elevator music, to help calm the nerves of players doing repeated runs.

grim reefBOT
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Suggestion from NovaWolf#5437 (226796219383545858)

Optional security rooms that require a key to get in that is stocked with valuable resources but is guarded by hostile sentry guns or other automated defenses that can be hacked via terminal, great risk great rewards.

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

Movable objects within the environment, such as moving work lights into areas needed for vision, moving crates to climb to higher areas, or being able to temporarily block a door with a heavy object until the enemies eventually break the object and burst in.

grim reefBOT
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Suggestion from Amazing Dan Gaming#9006 (274951348053737472)

Adjustable HUD, for example being able to move the Weapons Tab from the top right to the bottom right. If this were to get added I think it should be fully customizable for it's position and possibly size.

grim reefBOT
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Suggestion from MiraiFox#0650 (201505819102019584)

I really love the blood splatter that you get when you kill a Mob. I don't know if this has been suggested or if there is a way to do it, but it would be nice to have a button that could wipe the blood off your visor. Maybe it could make it so you don't get to fire your gun while the command is running and the blood becomes cumulative.

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Suggestion from Andy#1461 (366420522998693888)

It'd be great if there is an option to balance the difficulty if we only have 3 players. For example, when doing security scan, instead of having 4 spots to be scanned, there will only be 3. It'd make the game much more enjoyable. Thanks!

grim reefBOT
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Suggestion from JackRipper#2570 (162797825682309121)

A mission in Rundown 3 titled “Convergence” where you’re separated into teams of 2 right at the start, and you meet up at the very end for one last big wave to extract.

grim reefBOT
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Suggestion from Austinrocket#9817 (173550963028787200)

Autocomplete with tab in the terminal as well as being able to use previously used commands by other terminal users with the up arrow key. Also a typing animation would be nice

grim reefBOT
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Suggestion from Yukari the Gap Youkai#2247 (352601136508960788)

Maybe a way to have previous rundowns availble/make the first rundown a requirment to access the new ones. R2's first level is a lot harder than the first. for example in A1 you had an alarm door with one door to block off the room and an easy scan(1 maybe 2 sets i think) the first level now has you 2 to 3 sets of scans with 2 doors with only 1 being able to be blocked off. Also id think it would be kind of a waste to leave those levels to rot in the dust, those missions where fun to do and made great memories to never see them again would leave me kind of sad espacailly with just now getting my group of freinds to own a copy of the game.

grim reefBOT
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Suggestion from Reaptor#5265 (185824685051740160)

Add a sound option for ambience

grim reefBOT
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Suggestion from ₖₗₑb#3709 (115645639064420361)

Add an icon on the screen that is hard to miss which signifies whether or not your flashlight on. Too many times have doors been opened and the team is forced to open fire because someone couldn't actually tell if their flashlight was on.

grim reefBOT
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Suggestion from HeavyBox#8746 (308057822879547392)

people who upvote their own suggestions should just get downvotes instead

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Suggestion from Stormpooper#3436 (301004158654218242)

spoiler for B2:
||infection sacks should react slower/faster or stay down longer depending on the proximity and strength of the flashlight. They should also either wrap around objects or not spawn where there is not enough space for them, because now you can see but you can't flash them sometimes.||

grim reefBOT
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Suggestion from Quothe#0001 (204035332545576970)

if the shotgun sentry is going to be rundown specific, the burst sentry needs some serious love to bring it up to half decent level. Currently it serves no purpose, so maybe increase the projectile speed and ammo?

grim reefBOT
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Suggestion from ♥Darksailent♥#8670 (102605320932593664)

Ability to place down Long Range Flashlights on the ground, lighting up the direction it was placed. Similar placement method as sentries.

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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Add a bar underneath the crosshair that represents the progress of reloading, and perhaps display time left during the middle of a reload, and then the whole bar and timer would disappear when the player is able to fire again.

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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

Much deeper stats being displayed during the round or at the end of the expedition, such as kills, times downed, ammo remaining, overall health lost, accuracy, etc.

grim reefBOT
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Suggestion from Kotti#4747 (82754762663006208)

Holes in the ceiling or some other indicators in rooms where enemies can spawn in. It's understandable that during alarms the enemies need to be spawned somewhere, but it doesn't feel great to set defenses to what you think is the ideal spot only for the enemies to spawn out of thin air in the wrong side of the defenses

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Suggestion from Hacksaw#1997 (189635234810036225)

Starting with 100% ammo and tools, or at least having packs grant 25% ammo/tools/health, would go a long way in flattening the otherwise unforgiving difficulty curve this game can sometimes throw at players.

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Suggestion from Roman!#4712 (323588251455586314)

mini map on hud for the guy w bio scanner?

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Suggestion from DoremianCleff#1411 (171686445986217984)

Thumbs up and thumbs down gesture (or more) in game.
Since we are playing as some random goons sent against their will into pits of hell, it's silly to assume they know any basics of tactical signing. But simple thumbs up and thumbs down motion would help immensly in situations where people either don't have have mic or for some reason can't signal team on their status.
Having a thumbs up gesture in a game (maybe followed with a sound que cue or a hud indicator) will be useful to confirm your status, signal others or vote. It's would be especially useful when playing with random party, since it can be difficult to differentiate voices.

grim reefBOT
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Suggestion from Simp Slayer#4068 (413787975529398273)

Maybe an equipment slot to have a small buff on the player like in the gas zones with an alarm door sometimes you have no time so you run into the gas but then you die from the infection. So someone would put a better gas mask in the one equipment slot to have a slower rate of infection. Other item suggestions that can go in that slot like a hud upgrade that could mark them yourself when you look at them and it would only for you. another would be a better melee damage. These buffs don't have to be huge for all i care it could make a 5% difference but it would be cool so not everyone is endangered for some task.

grim reefBOT
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Suggestion from Rakushi#5080 (410216351102140426)

A mission that purely emphasizes on stealth, by having your weapons taken away from the very start (Including sentries and mines)
Thematically perhaps having to recover some explosive equipment in a volatile area, and the warden not trusting us enough with weapons down there, thus removes them entirely? (Not like the Warden really cares about the well-being of his goons after all)
You'd still be able to bring your melee weapon and either the C-foam launcher or Tracker, or possiblly a different equipment kit.
Would be kinda cool to see people getting more sneaky with scouts, given that most games it's shooting a sniper, then shooting the rest

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Suggestion from Godd#3296 (360962573924958218)

Make is so certain items are stackable ex: glow sticks, C-Foam grenades, Disinfection Pack, etc. its just odd that if you have 5 glowsticks that you cant pick up another group of them to make a complete stack same with other items.

grim reefBOT
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Suggestion from Ibis#6725 (655314510705590313)

Please rework the burst sentry. It's just not good and useful. It sounds and looks awesome but I would much rather use the shotgun sentry as it has more stopping power and killing power. Make the burst sentry stun a lot more or something. Idkperson_shrugging

grim reefBOT
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Suggestion from santahappy#0694 (159469627531984896)

A level that requires your team to split up or maybe start off in different rooms?

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Suggestion from Reaptor#5265 (185824685051740160)

Add earnable cosmetics like clothing or gun skins

grim reefBOT
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Suggestion from Reaptor#5265 (185824685051740160)

HOST MIGRATION

grim reefBOT
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Suggestion from Yukari the Gap Youkai#2247 (352601136508960788)

revert the way enemy attacks where back to the way it was in rundown 1. I can't see any reason this was changed in the first place but they shouldn't be able to hit you when your behind them. it was a way to make the hoards just a little more manageable and gave you some kind of out if you needed to get out of a rough spot.

grim reefBOT
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Suggestion from ♥Darksailent♥#8670 (102605320932593664)

Ability to mark the map permanently with notes that your whole team can modify/remove, or automatically mark items that have been seen (prompt to pick up) in lockers/boxes. Example: Seen X item (prompt to pick up), if left in the locker/box or swapped out, item name listed for the locker (or empty).

grim reefBOT
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Suggestion from Terror_Dev#2043 (254413625408749578)

Achievements.

grim reefBOT
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Suggestion from Ethan#2169 (323910014853185540)

Glowsticks can stick to the new ||cysts (or spitters as devs seem to have called them, the things on the walls in B2, B4, C1, and D1)|| and cause them to stay in their ||tucked in|| state for as long as the glowstick lasts (about 1 minute). This would give another use to the already useful glowsticks, and give a way to counter a ||cyst|| that is in a really inconvenient spot 🙂

grim reefBOT
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Suggestion from Vistelle#1528 (426438403635150849)

Ability to place long range flashlight but making it non-infinite as a balance change to that.

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Suggestion from Saurus#9874 (117672582823542790)

Able to drop Packs/Throwables to allow players to move their extra resources to easier fall back rooms. Better help manage items when getting lucky and have an abundant of resources. Could add this to allow players to also switch tools if they need too. I.E. player wants to get off bio tracker drops it and can pick a turret up.

grim reefBOT
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Suggestion from DoubleKill06#0370 (499028046746091531)

what if there was a mini rundown (like an event) where the prisoners have to clear the rooms in a certain amount of time this will be in a seperate section, like if there was 40 of these enemys and you have to take them down in 10 minuets something to have fun with and it doesnt really matter if that makes anysense like add achievements in game one gunsblazing and another completly stealthy and no enemy dected you

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Suggestion from DoubleKill06#0370 (499028046746091531)

another one is a practice mode so if its your first game on you dont mess up and cost alot of health and ammo

grim reefBOT
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Suggestion from MrRashibo#5465 (295305036651692032)

also when we find 1 foam granade (33%) and find second 33% they could combine to 66% stack 😉

grim reefBOT
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Suggestion from byFer13#2646 (199982633436839937)

HUD mor customizable or maybe more clean

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Suggestion from byFer13#2646 (199982633436839937)

more types of grenades or BioTraker

grim reefBOT
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Suggestion from Devvy~#0229 (167818179328999424)

Allow players to customize their name color in-game as a form of customization. 🙂

grim reefBOT
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Suggestion from Low#1535 (677530386804375582)

Cans of spray paint. You can use it to better mark locations such as where to place turrets/mines. It could also be used to mark walls to know which way your teammates are heading or the quickest way to extraction. The paint could be your current character color.

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Suggestion from chicken#8389 (266015371373445120)

Have a leaderboard for kill count, revives, and downs at end of match

grim reefBOT
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Suggestion from Hacksaw#1997 (189635234810036225)

Make enemies tagged by the BioTracker take extra damage from weapons, thus ensuring its viability in loadouts.

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Suggestion from SpeedyMG#9128 (279739159273406465)

Make toggle sprint stop when the player stops walking. This is very common in other games, so to keep people (like me) from forgetting to turn sprint off from toggle that would be nice.

grim reefBOT
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Suggestion from dapandamau5#3822 (517902130514755608)

Toggle crouch. It's a little awkward holding the crouch key while trying to navigate a room. I'd like to be able to press the crouch button once and stay crouched until I decide it's time to get up and go

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Suggestion from phnx_ge#8450 (261937026373386240)

Make the individual items such as terminals, doors, etc. more distinguishable from each other. Also the ability to mark them on the map itself, but it only be visible in the map by teammates.

grim reefBOT
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Suggestion from ABCsquid#2585 (437419839976636417)

Add joke weapons hidden around every map. They won't be a big game changer but would be something you can use to fuck when you get board.

grim reefBOT
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Suggestion from lizakoo#9716 (152361840645505024)

Allow me to type a command on terminal when another one is executing like in CMD (you can type a command but it will pop up after the first one reach EOT)

grim reefBOT
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Suggestion from Stormpooper#3436 (301004158654218242)

Different enemy types appear differently on the biotracker, such as big strikers. Enemies that appear differently on biotracker also have different marks when tagged by it (e.g. a scout could have a black-white coloured triangle or a different shape entirely).

grim reefBOT
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Suggestion from NachoReggiano#4209 (107331186375843840)

A mission called "Exterminate" where you must kill enough sleepers to satisfy The Warden before you can access extraction, which would be locked behind a heavy door.

grim reefBOT
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Suggestion from Br0wn Sugar#8874 (430014095329198101)

Add long reload and short reload into the game meaning increased reload speed when u reload while having bullets in your magazine is a short reload, long reload time while reloading with an empty magazine is called a long reload. Also add the ability to reload while sprinting and your character automatically reload when the gun is empty.

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Suggestion from Br0wn Sugar#8874 (430014095329198101)

make sure to add the proper icon when you ping items like when I ping a medipack it should be the cross icon, ammopack should be a stack of bullets, tool refill should be a repair icon or something?? U get the drift

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Suggestion from Br0wn Sugar#8874 (430014095329198101)

give the characters a more cinematic effect when interacting with objects like when him typing commands on the console, u actually see him typing or the character pulling the lever down for those alarm/security scan doors and pressing then button on those regular doors, u know? Gives it abit more realistic way rather than pressing "E" and that door magically opens

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Suggestion from Br0wn Sugar#8874 (430014095329198101)

heres another one. I dont know if it's just me but the buckland semi automatic shotgun has 9 slugs in the chamber right? But when the character reloads, he just inserts 2 slugs and the shotgun magically gets the extra 7 slugs in the chamber. Please change this into where the character has to insert all 9 slugs into the chamber and the ability to stop during mid reload. What I mean here is let's just say your already in a fight with those naked men, so instead of waiting for character to finish loading all the slugs in, u can left mouse click so the character stops the reload so u can shoot with the bullets already chambered in. THIS SUGGESTION IS ONLY FOR THE BUCKLAND SEMI AUTOMATIC SHOTGUN if I got the name right

grim reefBOT
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Suggestion from FLQNadeau#4079 (339133477830000640)

Have a button to press to look over your shoulder when you run, you could see only half of what's behind (like the real look of turning your head sideway) it would also bring the speed between running and walking when using this function.

grim reefBOT
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Suggestion from anthrax salesman#2873 (236873218126905345)

3rd person weapon switch animations. right now the weapons switch instantly when viewing other players

grim reefBOT
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Suggestion from Gamefreakm#9148 (229370831678078986)

Maybe have the burst sentry to be a full auto rather than a burst fire

grim reefBOT
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Suggestion from Rakushi#5080 (410216351102140426)

Give the new Machine-Pistol (Mini Uzi more or less) a tiny little bit of more damage ? It feels really fun and enjoyable to use, but lacks any kind of reasonable stopping power even when using it at 3m distance ranges, which feels a bit odd to say the least. It's great at stunning / knocking enemies back, but as an actual weapon for killing it feels sort of lack luster. Otherwise, pretty cool!

grim reefBOT
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Suggestion from Rakushi#5080 (410216351102140426)

alternatively to the idea above about the burst sentry being turned full auto, keep the damage but have the bullets pierce, to further reinforce it more as a support, than a kill sentry and let it be more efficient at that?

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Suggestion from NovaWolf#5437 (226796219383545858)

Customizable loadout settings in the lobby for quick equipment selection.

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Suggestion from Rakushi#5080 (410216351102140426)

I don't know how feasable this is, but have the last loadout slot (where the throwables / LongRange Flashlight goes in) be able to combine with each other, as long as they stay within their load? 2 C-Foam grenades having a weight of 66% would be able to also carry a single fog repeller with you (86% load), or 3 lock melters would fit in together with a couple of glow sticks in addition? (Limit the total items to 2 though, and maybe have to give the flashlight a certain percentage it occupies instead of 100%).
The reason being is while some items are very handy, they are such a novelty item over others in comparison they rarely see use (Lockmelter, glowsticks in particular over all other equipment, given their situation) are rarely being carried unless no other choice presents itself. I suggest in particular the mixing part instead of giving another slot to stuff things in since it would still give an incentive to pick and choose (although a single foam grenade + fog repellers might be what people end up with, not sure if that would end up too powerful to be able to carry all at once)

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Suggestion from SlingstarHammbar#0021 (328738361508626442)

i know you once had a class system i dont know why you changed it nor did i get to experience it but this game is awesome i just wish we didnt have to go around terrified of every corner, i know you want a hard game, i know we are supposed to be prisoners. and im not saying take that away by any means but maybe just add a more casual side to the game ...with classes and more ammo at start and maybe even some delightful elevator music for the drop! im not even suggesting any nerfing be done to the enemies. maybe just show a little more love to some of us prisoners who just had unpaid parking tickets 😉

grim reefBOT
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Suggestion from Rakushi#5080 (410216351102140426)

Optional Hardmode that disables the HUD for the most part (Hide health, hide ||your level of infection||, remove hitmarkers, remove to see how many bullets are in the magazine (but enable the ability to see how many bullets you have left within your pockets on the map UI and perhaps health, too), and remove the crosshair (or at least seeing your hammer shrinking when you're in range) and maybe also remove the ability to see your buddies trough the walls, and remove the pings to make them based on sound only.

this would add even more challenge to the game than it already has, just to even further push us to our limits as an option if you want it too.

If this would be implemented, I would prefer the bio tracker still have the enemies being visible on the screen, as it otherwise would be rather lame, but that's for a different topic!

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Suggestion from Paradigm#7169 (695496706640576535)

rundown specific perk system

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Suggestion from Paradigm#7169 (695496706640576535)

rundown specific perk system that can be turned on and off based on if you want to play with perks on or off and can only be determined by the lobby host if they can be used for the lobby. Allowing for two different types of play can potentially make it too easy so in the case of runs using perks, resources could become even more scarce but can be affected by perks chosen.

grim reefBOT
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Suggestion from Frapu#5990 (242382898144083969)

Animations for tool interaction ie. Placing and picking up mines/sentries etc. [[sorry if this has already been said or is already being worked on 😨]]

grim reefBOT
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Suggestion from Lostmixup#8460 (141360245246001153)

Have an accessibility option for turning off the scream when you hold to inject. Was scary the first time, not so much anymore.

grim reefBOT
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Suggestion from anthrax salesman#2873 (236873218126905345)

decrease fall damage, it feels much more exaggerated compared to other games

grim reefBOT
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Suggestion from blueclone#2277 (369124977376493569)

When gear progression comes to the game. Locking current Weapons/Tools behind a level wall would stunt a lot of progress, and feel people have made with the current weapons. It would make more sense to lock only future weapons and tools.

grim reefBOT
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Suggestion from bathroom#5334 (397597493568995328)

make a secret mode that you can activate by doing some random code shit in the lobby idk but one play is randomly selected to be an undercover zombie and their goal is to hinder the other players

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Suggestion from anthrax salesman#2873 (236873218126905345)

add glowstick launcher as tooll

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Suggestion from Wooliest771#7062 (390604305083924483)

nerf the raygun because it makes the levels waaaaaaaay to easy and I can solo all of them.

grim reefBOT
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Suggestion from Wooliest771#7062 (390604305083924483)

If they ever plan on adding cosmetics to this game, which I hope they do(only in a very subtle way). Make the system similar to the customization of the melee weapons that we already have. For example, there would be four(or even many more) different assault rifles to unlock/choose from. They would all have the exact same stats, just different models and textures. I feel like this would be the best way to introduce cosmetics as skins really wouldn't fit the theme in my opinion.

grim reefBOT
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Suggestion from LittlebigIsaac#2210 (172004580261888001)

Full player customisation. Customisation for weapons and player characters. They could have effects to, and to not railroad the players individual expression, items with a certain effect could have a random appearance/customisable appearance. This reinforces the idea for the character design from the start which is that the players are scavenging for whatever they find in the mine to use. This could be reinforced through gameplay by adding lock boxes which you can carry to the end of the mission with a random loot table of equipment (whether useful or just cosmetic.)

Ignoring that idea, being able to cosmetically customise your character and change your equipment to more fit your gameplay style as well as equipment which is a reward for certain missions would be an all around good feature and encourage play above the main goal of accomplishment and discovery. ( It would also make more clear that there are many prisoners being sent down to do these tasks and divert the idea that this is a narrative about specific characters but every player to some degree. Though that's more to the devs intentions for the game.)

grim reefBOT
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Suggestion from Spire_#4442 (297379338335289345)

able to slow walk while standing, would be good for some of the smoked area

grim reefBOT
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Suggestion from Rakushi#5080 (410216351102140426)

Audio / Sound played when you stand up. I've seen it too often that some people stand up, especially infront of giants, thinking it's stealthy since it plays no sound whatsoever as you do so and some are a bit on the slower side to realize this without input. Even generally speaking, if you want people to connect standing up is something that triggers aggression, make it obvious by giving it something audible, if possible. Thanks!

grim reefBOT
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Suggestion from Xenomorph#9343 (337236272965746692)

Topic: gear progression
you get a special weapon that isn't highly overpowered for completing an entire rundown that would be tailored to something new encountered during the final stages of the rundown, i.e. ; R1D1 new enemy.
Example: For completing R1D1 you unlock a shotgun or SMG that has a brighter than normal (ALMOST rivaling the long range flashlight) flashlight to help see the shadow strikers, making re-runs easier and can come in handy in future rundowns that contain that enemy like R2C1.
REMEMBER: It is NOT meant to be overpowered, just more useful against a certain problem (Shadow Strikers so far).

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Suggestion from Xenomorph#9343 (337236272965746692)

that also includes melee // gear (sentry, tracker, etc.)

grim reefBOT
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Suggestion from Stormpooper#3436 (301004158654218242)

spoiler for B2 and up
||Mines should not trigger to infection sacks, they're immovable and indestructible objects that just literally disallow you to place mines right now||

grim reefBOT
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Suggestion from Paradigm#7169 (695496706640576535)

longer duration on glowsticks after being thrown out, please?

grim reefBOT
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Suggestion from 🦄Loudstorm🦄#8625 (355222844633907200)

Bigger terminal screens. Or multiple-screen terminals for co-op reading

grim reefBOT
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Suggestion from ABCsquid#2585 (437419839976636417)

For a rundown and an evolved giant that is trying to escape the complex. You will see it and fight it in different areas. But at the D tier or E will have to try and kill it.

grim reefBOT
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Suggestion from Buck#3316 (307392720408805377)

Buff the combat shotgun reduce overall ammo increase damage on trigger pull

grim reefBOT
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Suggestion from Lostmixup#8460 (141360245246001153)

Why can we sprint THEN reload, but not reload then sprint? It's quite frustrating. Just let us reload and sprint all the time so it isn't an issue please.

grim reefBOT
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Suggestion from SmokyBagels#4220 (198647853617381376)
  • SUGGESTION FOR LONG RANGE FLASHLIGHT
  • Allow players to drop the long range flashlight onto the ground by holding "E". The flashlight will be ON or OFF while placed, depending on what it was set to before being dropped.
  • This will allow players to lock down cyst hallways, light checkpoints, and bait enemies, making the item much more useful.```
grim reefBOT
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Suggestion from S0LIDGAMER#7131 (455443390390206466)

different "alarm door". add something like Loader-Robot (from Aliens movie) or Loader-Bot from Half-Life: Opposing Force, which should remove many crates in your way. As long as he making his task, sleepers will come and you need defend till this robot clean up your way.

grim reefBOT
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Suggestion from lizakoo#9716 (152361840645505024)

let me see cysts @ bioscanner cos cysts are also bio organisms

grim reefBOT
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Suggestion from LittlebigIsaac#2210 (172004580261888001)
  • Buff the bio scanner
    Currently for the amount of time per scan and how long pinged enemies stay scanned it feels far out of the players favour. One player with a bio scanner cannot effectively scan large hordes because the scan runs out too fast and the scan time is too long.

A small boost to either scan speed or time scanned would be nice. Also enemies which spawn in the range of the scanner right after a scan (like near immediately after) would be nice to also count since it wouldn't make sense for them to actually appear out of thin air.

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Suggestion from Stormpooper#3436 (301004158654218242)

spoiler for B1, borrowing from Ethan
||the ability to see how many scans a security door has, similar to B1 class IX - either the class is displayed on the door itself, or some command (maybe query) shows its class. If there's no alarm, it could either be class 0 or not displayed at all.||

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Suggestion from Low#1535 (677530386804375582)

Add an additional scout to each room on R2C1

grim reefBOT
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Suggestion from NachoReggiano#4209 (107331186375843840)

Showing the current zone each prisoner is in when viewing the map.

grim reefBOT
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Suggestion from S0LIDGAMER#7131 (455443390390206466)

please cameo appearance of Richard B. Riddick (Vin Diesel) in GTFO 🙏

grim reefBOT
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Suggestion from M41A_Kore#3529 (281424731079573504)

Allow one action to be bound to two keys simulatiously. (Reason: When having "Shift" to sprint and "Ctrl" to crouch, it's kinda hard to crouchslide.)

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Suggestion from M41A_Kore#3529 (281424731079573504)

Add a steam launch option that let's users skip over the "Start Game", "Press and hold M1" and the intro scream.

grim reefBOT
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Suggestion from Greeting~#3775 (694496822714171453)

Add a silencer item that will have varying degrees of wear when you use different guns eg. the silencer will only take one shot with the sniper

grim reefBOT
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Suggestion from Xenomorph#9343 (337236272965746692)

since the devs cant keep updating old rundowns and making new rundowns. make old rundowns playable as a beta per rundown, but it'll revert the game and all new tweaks back to the way it was before the next rundown.

grim reefBOT
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Suggestion from WeebNeet#1919 (201304430321074176)

Maybe have different enemy attacks have different aim-punches. Because getting hit by a single small striker should not result in your aim getting dragged away so much and tilt camera by like 45°
I'd like to think those guys are a little tougher than that xD
And maybe make it so that the amount of aim-punch is also determined by health, the lower the health, the stronger the aim-punch is.
And on top of that, armor could be added to reduce aim-punch a bit more? Maybe opening another suggestion for that would be a better idea, this is just for the aim-punch rework!

grim reefBOT
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Suggestion from LeMonke#9736 (357260636767649792)

I dont know if its intentional, but maybe you could make scouts not spawn behind bloody doors, as they get triggered whenever you open the door.

grim reefBOT
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Suggestion from Toothless73#5428 (134764657230479360)

Sorry if this has been brought up already and has either been shutdown or is being addressed, but I feel there is a flaw in the way that enemy waves spawn for things such as alarm doors. If I'm not wrong, additional waves spawn based on kills, not time, which means that if you don't kill too many enemies in the starting wave, no more will spawn. This is quite exploitable still even with the headless enemies still run change, especially on larger maps, where you can just kite them. This has and still is allowing certain missions to be fairly easily solo'd, when they really shouldn't be. Additionally, I feel it actively punishes players that are adept and killing enemies because all that does is make a new wave spawn. If it were based on time, than I feel skilled shooting and equipment usage is better rewarded, while also further requiring that teams are better. I don't think it should be a long time between waves, it should still feel pretty constant, but it just seems wrong that leading them to one side of the map and running back to the scans instead of shooting is a more efficient strategy.

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Suggestion from PIMP#5598 (343504343208820737)

add achivments for those players who finished expeditions before a nerf

grim reefBOT
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Suggestion from WeebNeet#1919 (201304430321074176)

How about updating the Roadmap again? :D It still says you are working on Rundown #002, and was last updated on march 23rd.
we wanna know whats being worked on mechanically wise

grim reefBOT
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Suggestion from Shoby#9396 (167335363050864641)

How about adding a hit marker ? There's no way of knowing where you're being attacked from.. I know the game is supposed to be hard, but if someone hits you on your back (or anywhere else), you should just know where you've been hit and should be able to act accordingly. It can get really frustrating when trying to kill monsters somewhat in front of you and you don't notice right away that there's one actually hurting you from behind.

grim reefBOT
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Suggestion from ʍoqlǝ¯ʎloɥ#0598 (519717611462721538)

scouts should continue screaming and calling more hordes if not killed quickly

grim reefBOT
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Suggestion from NachoReggiano#4209 (107331186375843840)

(Spoiler for R2B2 onwards) || Spitters should "click" faster and louder, and only spawn on walls and ceilings. The way they can spawn on objects in shelves sometimes makes them too difficult to see/deactivate. ||

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Suggestion from Chronos#0477 (159661522229002242)

Add Shadow Scout in Rundown #3

grim reefBOT
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Suggestion from Alwaysmetwo#3454 (363902211702521856)

Rundown 2 provides great improvements on game mechanism, but the combat strategy is still too fixed at this moment. There could be a lot more enemy variations that ask the players to go with different style and strategy when the thing goes loud. For example:

  • Facehugger: Small sized, agile but fragile enemies that can be easily destroyed by bullets. But if someone gets too close or wants to melee, the facehugger will jump and stick on his helmet. Player can tear it down, but won’t be able to move or shoot while doing so. The facehugger will instantly knock down the player if it’s not teared down after a certain amount of time.

  • Rhino: Large enemies with thick shell that makes them almost immune to bullets. Their unstoppable charge attack instantly knock out players, but 2 fully charged melee attacks within 1 sec interrupt his charge attack and break his shell, making him vulnerable afterwards.

grim reefBOT
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Suggestion from UraMAGES#8982 (236819125857550338)

I'd like to write this suggestion in regards to the balance updates that makes some of the stages in R2 easier than it was. After discussing with a handful of veteran players in my circle of GTFO players, since they don't speak English I'd like to write this "exclusively" on mine and their behalf as I do not expect the rest of the player base to share our sentiment. Our sentiment is "we do not like the balance changes one bit".

I'd give suggestion about how to fix the problem but I feel like I can never come up with a suggestion as good as you developers could since I'm not a game designer myself therefore I'd rather explain the reason why we are against the change and how we feel.

grim reefBOT
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Suggestion from Spire_#4442 (297379338335289345)

add item that can lure scout to go to a certain location.

grim reefBOT
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Suggestion from Happy#7108 (186134693362532362)

Rebalance C1,C2,D1 again, because they are too easier to complete now, therefore I feel can’t really enjoy that exciting compare with we spend lots of time to complete it. There could have 2 difficulties, one is easier mode which can help new players to learn how to play it, another one is regular mode which can let players to enjoy the game.

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Suggestion from UraMAGES#8982 (236819125857550338)

I don't know where to put my feedback for the recent level balance change so I'm writing it here. Please forgive me if I'm writing in the inappropriate channel.

I'd like to write this suggestion in regards to the balance updates that makes some of the stages in R2 easier than it was. After discussing with a handful of veteran players in my circle of GTFO players, since they don't speak English I'd like to write this "exclusively" on mine and their behalf as I do not expect the rest of the player base to share our sentiment. To put it simply, our sentiment is "we do not like the balance changes one bit".

I'd give suggestion about how to fix the problem but I feel like I can never come up with a suggestion as good as you developers could since I'm not a game designer myself therefore I'd rather explain the reason why we are against the change and our feeling towards the changes.

We understand that we are bunch to veteran players who spent hundreds of hours just to completely smash R1 and almost exclusively play with only each other, therefore we kind of live in a bubble and detached from the average casual players. When we were waiting for R2, one of the things we were hyped for was how difficult R2 would be and let's just say R2 completely exceed our expectation in terms of its difficulty; and we love it. The difficulty of R2 allows us to recapture that feeling of being presented with an astronomical challenge that at first we couldn't even begin to imagine how we can overcome it at first, and when we did the sense of accomplishment would be massively satisfying; it's something we have lost since R1. The difficulty of the game isn't just for the sake of our first clear, but also for our future clears where we would try to go back in again and again to finish the levels in a more stable manner, improving our skills as players as we rack up the clear counts and furthe

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Suggestion from UraMAGES#8982 (236819125857550338)

We discussed and we also understand that we are a very small percentage of players that doesn't represents the majority of the player base and we understand as well that the barrier of entrace of this game has become a lot higher with R2 therefore bringing down the difficulty to give the more casual players to enjoy the game more is a very understandable decision.

Regardless, with this change it dilutes our sense of accomplishment and also makes use feel like the hours and days we have spent planning, dicussing strategies, and countless attempt just to clear alevel for the first time has, although not entirely been for naught, has their values lessened.

Take C1 for example, as I think this is the one has taken the biggest nerf, when our circle of player first tackled C1 we were shocked at how difficult it was. Everyone was stuck, nobody could progress for a couple of days. Just to give a little more insight, we crushed R2A1 to R2B4, many of us were able to get pass more half of the level on their first tires and maybe fail here and there on the other half because of stupid mistakes or we needed time to get used to the new gimmick in the new rundown. And then when we arrived at C1, everything that was mentioned above kicked in: the planning, the discussions, failed attempts, first clear, refining strategies, etc.
(2/4)

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Suggestion from UraMAGES#8982 (236819125857550338)

But now, everything I have mentioned felt like it has been diluted. Our sense of accomplishments, our passion to improve at the game felt like it has been somewhat taken away for nothing in return. Earlier to writing this feedback, I took a team down to the post-nerf C1 and to put it lightly we were 'shocked and upset' at how easy it has become. Even after clearing it more than once, R2C1 would still pose a threat that we couldn't underestimate and it only makes us want to get better. However, now we have kind of lost our passion to run R2C1 again because a huge portion quite a bit of our strategies has become unnecessary. Personally, I'd imgine our group would be less keen on running R2C1 (and possibly R2C2 as well) again that its curent condition.

For R2D1, I felt like the people in my group aren't as upset with the changes because it's still very difficult in its current state and a large portion of us still haven't completed it. Despite that, I personally do feel like if I were to clear R2D1 now I probably would not have felt as accomplished as I could have been because of the fact that I'm playing what is technically the diluted version of its former-self.
(3/4)

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Suggestion from UraMAGES#8982 (236819125857550338)

In conclusion, we felt upset that we lost something about the game we love for the sake of other players without anything in return and without having the chance to say our opinion. I certainly would love to have a diffculty setting at this point but I know that you have already mentioned that you don't like the idea of difficulty setting in GTFO so I trust that you can come up with better solutions that what I could ever propose.

Please understand that we are being harsh here because we love the game, and we want to enjoy it to the fullest as the game grows. Thank you.
(4/4)

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Suggestion from Janey#0754 (449993355007492106)

Yes, it was difficult to complete the new expeditions... but that is why many adore this game! It is challenging, makes us want to tear our hair out, but those of us who truly appreciate the game aren't looking for our hands held like babies. I took a one week break from playing (personal reasons) in which time most of my friends completed C1 and now I am left with this nerfed version that feels like a joke. My suggestion? Keep the seeting as a default "normal" and if someone tries an expedition two/three times unsuccessfully you can offer a "pity mode" and then give them the option to put it on easy. Don't ruin the game for everyone. The ones who are complaining it is too easy are the same players who run and gun into every room and don't play the game as it is designed.

grim reefBOT
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Suggestion from Yucatan Suckaman#6303 (564537967864053760)

I would love the option to turn on or off the film grain/noise filter. Perhaps also a strength slider for it as well. It has been flickering rapidly for me at 1080p.

grim reefBOT
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Suggestion from ShadowVipers#6345 (191680004256432128)

Sleep walkers, basically regular sleepers, but they walk on a predictable path (randomly generated path at the start), this would make it less impossible to "time" group strikes, should a streak of bad RNG occur, as it sometimes does with scouts (which can be very annoying at times).

grim reefBOT
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Suggestion from Low#1535 (677530386804375582)

Add utility to the sniper by either giving a thermal/nightvision scope or having the ability to mark individual enemies while looking down sights.

grim reefBOT
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Suggestion from Stormpooper#3436 (301004158654218242)

Just in case Steam achievements do not do this:
I see a lot of suggestions for achievements, but I'd also like to have stats tracked further, i.e. even after I get a hypothetical "kill 100 scouts" achievement, I'd be able to see exactly how many I killed even after I've killed over 100.

grim reefBOT
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Suggestion from Lostmixup#8460 (141360245246001153)

Maybe for a future rundown we can get a flame thrower like tool, or maybe a sonic sound emitter tool that can take out the egg things? Make it loud, not do much damage, and have low ammo so it's more of a utility device than a weapon. Would be helpful in missions where the RNG can spawn the eggs wherever it pleases.

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Suggestion from Rakushi#5080 (410216351102140426)

After having replayed those levels a couple of times with numerous strangers (All awesome, really, go community!) I have come to the conclusion that, apart from C1 partially, the change was too heavy.
I understand that your intention, I at least guess to, is to reduce the overall frustration these levels may have, but it's not a negative frustration as far as I've seen people have. I've GRINDED D1 with many strrangers and friends, figuring out tactics, thinking about our next steps, to inch bit by bit closer and closer to that victory. I've had several, even as a veteran, attempts on B1's massive alarms, only to finally get it done, and it felt so fulfilling. I don't get that as much on B1 anymore, as 7, all in all, isn't so difficult to reach, especially when prepared and taking the extra room in. Please consider upping it back to its previous count, or at least to the middle of old and new.

Frankly I haven't noticed too much in C1 that I dislike, although I felt fine as it is with it, with the general hate of invisible enemies being just, kinda boring and unfitting to the game, but that's just on me.

C2 I also didn't notice much of a difference, as the difficulty of it comes down to how well you can communicate on the spot and everyone getting assigned a role. I think some alarm doors might have been more frustrating? But whatever :D

D1 is argueablly where I've seen most disagreement from many players that I've come accross that completed it. Many agreed that the end especially feels a lot less random, and less difficult, which is not such a bad thing, though the main frustration I had in general was with the new enemy type, the spiker guy you get introduced in B1, being so abnormally tanky compared to anything else so far.

I'd hope, in order for us, and you as devs, to have some feedback overall though on how these changes are being perceived, follow this
Up

grim reefBOT
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Suggestion from JackRipper#2570 (162797825682309121)

Either tone down the fall damage or include risky platforming sections in the next rundown to give unforgiving fall damage purpose.

grim reefBOT
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Suggestion from sELenEzI#1225 (168073015349870593)

I could understand that from business stand point having a game that doesn't feel fair to people that just pick the game and are not yet familiar with all the mechanics can feel punishing and discouraging which may lead to frustration and less play time so less sales but i would like for you to show some love to the rly small % of players that eat your content in 2-3 days and then there's nothing for us to do until the next patch we can only play X amount of times the missions to help strangers to progress further until become dull. Probably suggested already but i cant go into 4 months of suggestions myself and im sorry for repeating someone's idea so here is: I dont mind keeping the level difficulty the way is it now before / after nerfs doesnt matter but once a person completes everything i would live to be able to toggle a option when i host lets for better digestion call it insane mode " insanity is doing the same thing over and over and expecting a different result" i wanna have a mode that crushes my dreams and hopes . Something that to some extend here and there might feel unfair and my require almost a godlike executions you did something similar depending on your approach in D1 with the 3 scout rooms only scouts bam bam bam perfect melee executions . The dmg from the enemies could be higher / resources in general a bit less or mostly infront defending events in small quantities , a limit on how many times you can be downed / revived ?
and in the end of the day if you beat that level you know you have the skill and ofc i have no idea how hard is developing a game or tuning up everything ... I just hope that if we have this option .. it will open more content or at least more things to do without stressing the team so much to create completely new rundowns .

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Suggestion from Alwaysmetwo#3454 (363902211702521856)

For people who complain about the recent balance tweak: shut up cuz the devs are doing the right thing. And let me tell some facts before you assume me as a noob who can’t play: I have 50 completions from R1, I reached R2D1 a few days after the 31st update, and I've beat Dark Souls, Sekiro several times. I have no problem with hardcore games, and I don’t mind dying a lot to learn the skill and tactic to beat a game.

However, GTFO has fixed combat, puzzle and solution atm (random id and password are not sufficient as variation). Once you know the trick, there’s nothing else to learn and improve. While every death makes you stronger in Sekiro and Dark Souls, your death is slow, frustrating, meaningless and time-consuming in GTFO. I understand that a small portion of people really enjoy this procedure, but most people do not, and they leave as soon as they get bored. The concurrent players had been halved just one week after the 31st update. I started this game with my roomies, but now I’m the only one playing. And even if I like challenge, I don’t find the initial difficulty enjoyable. I’d say it’s bearable, but I would never come back and do it again.

Top players may disagree because they find the difficulty "just right", but their "just right" means "extremely hard" for mediocre players, and it will stop many people from playing this game. GTFO won’t last long if it leaves the majority of people suffering. Yes, it’s disappointing that the levels got nerfed and beating C1 doesn’t prove you better than others now. But don’t just think about yourself, think about GTFO. You can’t show off if no one cares about this game, and you can’t play if there’s no one else playing.

grim reefBOT
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Suggestion from Lostmixup#8460 (141360245246001153)

It'd be cool if some extra environmental obstacles could be added next rundown. Say, a room where the bottom of the room is covered in chest-high water that doesn't let you crouch and makes noise, so you have to stick to the catwalks up top or make a bridge or something. Maybe if the player starts a fire in some rooms that lack ventilation it could become a breathing hazard. Perhaps explosions could cause the collapse of certain rooms if too many go off. All of these are actual hazards of underground work, and could make for interesting things to have to plan around when trying to do the missions.

grim reefBOT
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Suggestion from Fluffy_Kaeloky#0117 (95247037238349824)

Can you expose a web API so that we can get the Rundown schematics with an simple request ? That'd be great for us lazy admins who want to automate everything.

grim reefBOT
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Suggestion from Rakushi#5080 (410216351102140426)

Would it be possible to [R2B1 spoiler and onwards]|| find dormant / sleeper variation of the current Hybrid / Spiker that you encounter at Motion detector doors (Enraged doors?). I feel it would add quite a bit of stealth variotion into the mix, perhaps make them be able to be killed by 2, as opposed to 4, given they're slightly smaller and overall look squishier than the "biggest bois" but flexible and durable enough to withstand more under bullet fire? Would be kinda cool to see them not as a gimmick mostly only found behind those rage doors.||

grim reefBOT
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Suggestion from Reaptor#5265 (185824685051740160)

Can we have an option to skip the screaming intro and "injection sequence" and just launch immediately into the rundown menu? I really hate having to listen to a blood curdling scream every time I launch the game. Not to mention clicking and holding 3x and clicking 'connect' just to get to the main menu.

grim reefBOT
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Suggestion from CogWorkOwl#0577 (368876193602338817)

When you drop a fog turbine or power cell, it doesn't pull out your primary gun but instead pulls out your melee weapon.

grim reefBOT
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Suggestion from C-Foam Launcher#5430 (300445866538303488)

Is it possible that wall-walking sleepers be added to the game next rundown? A variation of a sleeper that sits on the wall and if you get too close (similar to a spitter), it latches onto you?

grim reefBOT
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Suggestion from BroncoBastion#7274 (599995335175176195)

When the game has fully released it would be great to see G_T_ F_ O_ on Xbox and PSN, etc

grim reefBOT
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Suggestion from Luminal#1513 (419887769624510464)

add a new enemie to the game called the witch. When you look at her no matter what you are doing she will scream and you get something like a drug effect until you kill her. Her model would me tall skinny and with long hands.

grim reefBOT
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Suggestion from ijezii#5899 (272634940389195776)

As we get launched into new areas, we don't always have 100% ammo or tool (x)% . So I was wondering maybe our health wouldn't be at 100% at all the time aswell when we launch to new sector?

grim reefBOT
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Suggestion from Kaiju#1227 (645326192500670477)

Add a single player mode with difficulty settings.

grim reefBOT
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Suggestion from Buck#3316 (307392720408805377)

Add a Hardcore mode that unlocks after you’ve completed each Warden Objective. The basic idea being that it tweaks the levels slightly and also adds a level of advanced difficulty to the game.
ie: Rundown 2 Infection: All levels get one or 2 additional scan sequences in certain areas.
Being knocked down perma reduces your HP by 8%.
Remove all Disinfection Stations
Being infected causes faster health degeneration.
Completing all Hardcore Levels gives you a unique key chain for your gun/hammer and in the future maybe new threads for your character.

grim reefBOT
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Suggestion from Luminal#1513 (419887769624510464)

add achievements

grim reefBOT
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Suggestion from ExThird#6925 (242077991482425346)

Maybe add a gas mask item with a percentage that goes down slowly in fog or when hit by the spitters. I know the infection pack serves the same purpose in reverse but it might add an interesting mechanic where other players could defend while the one player with the mask could run into fog to do scans or something like that. It could give one player more range of exploration than a fog repeller would but only for the one player.

grim reefBOT
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Suggestion from PansexualFurryTrash#5161 (351556203832279061)

Maybe add a full medipack that heals you completely, a disinfection pack that completely removes infection, and a medipack that's basically a standard medipack and disinfection pack combined?

grim reefBOT
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Suggestion from Uncle#4131 (245581642544971776)

Add an enemy that stalks your team throughout the entire game. It gives a noise queue when it spawns, and constantly tails your team. It will attempt to attack you while you are distracted or otherwise spot it. To make it easier, make it partially invisible, so a quick glance wont be enough to guess where it is. It would be difficult to kill, but it can be distracted by terminal pings, giving purpose to actually pinging doors and lockers other than just resources and mission objectives

grim reefBOT
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Suggestion from Church356#4114 (571480007319355403)

add drones for the players to fly and add a camera system and light armaments to the drones, as well as some night vision goggles/cameras

grim reefBOT
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Suggestion from BaitCocks#5006 (177510233957072896)

Overall shorter maps. Not talking about difficulty at all, but maps that takes 2-4h-ish is a bit long. I'd rather have two 1h/2h very hard map than a 4h one.

grim reefBOT
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Suggestion from Rakushi#5080 (410216351102140426)

An LMG type of weapon with a high magazine count (60-70?), medium / high recoil, slow aim-down-sights speed and significantly long reload for the purpose of having someone be specified for alarms / horde defending ? Would be kinda nice to have a weapon that would be similiar to the wind up machinegun in the secondary slot, but more tailored to the idea of dealing with masses whilst stationary. Not with a tripid or bipod, since that would, in the context of the game at least, feel personally a bit weird but that's open to debate later!

Main idea is the LMG part as a whole, since it's nice having more weapon types (You know, handgun, SMG's, Rifles and so on :D)

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Suggestion from SeñorTacoTruck#0753 (536709835178377238)

a section of a rundown in which a mounted machine gun is provided in a certain area that has unlimited ammo, which you must use to mow down hordes as they come at you by the hundreds while your teammates have to load crates of cargo that slow them down majorly to be slower than a big guy. there's about 12 crates and all have to be in the dropoff before the pickup comes. the monsters will start coming at you as soon as the first crate is picked up. to further the challenge, the distance between the crates and the dropoff is three whole rooms. not the best idea, but it can still be worked on

grim reefBOT
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Suggestion from ABCsquid#2585 (437419839976636417)

Add dialogue when your are being over run, when scouts wake up, and when you see a new enemy.

grim reefBOT
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Suggestion from Karma#1407 (209936954752630784)

PRESS F10 TO MUTE GAME AUDIO, so we dont kill our ears each intro

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Suggestion from GoodGuy#0153 (305567825844764672)

your idea The Map should be a tool, change my mind

grim reefBOT
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Suggestion from Paradigm#7169 (695496706640576535)

A button on the main rundown menu that allows players to review data logs they collected from different levels that compiles them in an order for players to keep all their info gathered.

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Suggestion from Paradigm#7169 (695496706640576535)

Maybe for use in a future rundown: An enemy type or environmental hazard that has an EMP effect on electrical gear. This would cause the sights on most of the weapons to be gone and maybe mess with the flashlights so as to make glowsticks receive more use in levels based around that. If it is an enemy type: all electrical gear would be glitchy and not function as well as it should normally or entirely power off like in the case of gun sights until the enemy type is taken out. If it is an environmental effect: maybe radiation zones that cause it to happen to affect players electronics in certain areas and an added affect that might be like radiation sickness and since the facilities seem kinda futuristic a way to cure the radiation sickness or some kind of special gear to not gain radiation from the environmental hazard whatever it may be. The type of play it would affect most is the option of going loud with certain rooms and also forcing players to really make choices that could have consequences based on the action while having to deal with the environmental hazard. Thank you if you read this whole ramble.

grim reefBOT
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Suggestion from Zaii_3#4519 (310256374078767108)

Buff the Bio Tracker. Rather than it can see moving objects and sleepers, it would be nice to also see if the sleepers are in "pre-beating phrase" or when they turn red and if the sleepers are in "beating phase" their hearts are beating. It would also be nice to lessen the cooldown of the BioTracker and expand the range of it.

grim reefBOT
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Suggestion from SeñorTacoTruck#0753 (536709835178377238)

have a level in which most rooms contain a gas that causes the sleepers to sleepwalk. The gas will slowly slow you down until you reach an eventual unconsciousness after five minutes or so of being exposed to it. The timer can be reset through caffeine shots or leaving the gas infected area. If you lose consciousness, your teammates can drag you out of the room back into a safe zone. If everyone loses consciousness, you lose. The sleepers will walk around but not listen for any environment changes. If you bump into a sleeper, the gas will stop working on that sleeper, and it will attack you. any use of guns other than during alarms will cause a temporary disruption in the gases effect, and will cause any sleepers in the room to come after you for 15 seconds before the gas kicks back in. Continued gunfire resets the clock. During an alarm sequence, only spawned monsters will attack, unless some sleepers are close enough to hear the gunfire. The objective of the level is to find what caused the gas leak, which ends up being a massive sleeper, bigger and tankier than a big striker, that somehow absorbed the gas and is releasing it into the compound. This massive sleeper will only attack once you do, and has an entire room to himself. He attacks by swinging his arms and hitting you to the side for 20% health, or slamming his arms down, cracking the floor, and sending all of your team back and have them lose 10% health. Once this guy is dead, the gas stops leaking and you can head home, except for the fact that any sleepers you didn't kill will pinpoint your location and come after you, and any scouts will immediately summon a scout wave when the gas loses it's effect. the exit point is the room after the big guy, so you just have to hold off the remaining sleepers.

grim reefBOT
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Suggestion from FLQNadeau#4079 (339133477830000640)

Bring back the old Machine Gun but with 50 magazine like the new one.....I hate the new one as it is now.

grim reefBOT
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Suggestion from Soundwave500#3406 (128681054092525569)

Make the stupid puss pockets or blue explode thingys KILLABLE

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Suggestion from Stormpooper#3436 (301004158654218242)

bobbleheads or big heads mode option for an April fools event (or similar)

grim reefBOT
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Suggestion from Rakushi#5080 (410216351102140426)

While I disagree with the blob spitters being something you could actively destroy, I'd love to see more ways to control them / observe them. Here are a couple suggestions

Bio tracker: Make it possible to have these things as something you could observe on the screen, either on the same grid as sleepers / scouts, or have there be a hotkey that switches "modes" into observing between sleepers only and blob spitters only.

Glowsticks: While maybe not the most "elegant" way in theory, and feeling a bit silly as I write it, but throwing a glowstick into a postule sticks to the thing and keeps it retreated for the duration of the glowstick.

Flashlights: Different intensity of flashlights should stun for different durations. My reason being is as these things, the way I can compare it, are like eyes in the dark. Flashing a barely illuminating headlamp will "blind" you much less and shorter than being blasted by a massive floodlamp (portable flashlight) or something that you stick to a sniper. Would also buff the flashlight :D

Lockmelter: While I don't actually enjoy the idea of being able to straight up "kill" one of those blobs, in my head it would feel "right" to be able to use what is essentially a small heat charge into a postule and "burning" it that way. It would still hurt you however, and wouldn't be silent, so it's more for those ones that you might pass time to time, or is camping a terminal :D

C-Foam launcher: Same reasoning as to the glowstick way, being able to shoot a foam bubble (single one in this case, else it would feel too wasteful I think) to freeze up a blob spitter in a bad spot, whilst stealthing, might make the launcher even more convenient! (currently, in many rundowns, you rarely see it used :c)

Many suggestions in one, but I feel like all of them are on an equal playing field and might bring a good level of more control to those spitters :)

grim reefBOT
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Suggestion from Lostmixup#8460 (141360245246001153)

I think the game needs some sort of enemy that can crawl on or up walls, or some sort of flying enemy. There are some cheesy spots on some of the maps that make it a bit easier to survive, but only because the AI can't reach you. D1 has a spot like this right in the main generator room. Once you take out shooters you're literally entirely safe until you decide to combat the enemies, which I feel is a bit of an antithesis to the ways the enemies are supposed to feel. Having an enemy type that can basically make cheese spots null and void would be a great way to fix this issue without having to put invisible walls everywhere, and would give much needed variety in the combat encounters.

grim reefBOT
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Suggestion from Airborne#9875 (319679653650366474)

The higher ammo capacity and rate of fire is a good change for the machinegun but I feel personally the recoil and accuracy loss is a bit much where even against hordes it's a toss up to hit them, however if you could deploy the mg to mitigate it back to rundown 1 levels but make yourself vulnerable in the process I think it would be fine.

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Suggestion from Luminal#1513 (419887769624510464)

for every rundown and big updates make a animation trailer not a gameplay.

grim reefBOT
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Suggestion from Rakushi#5080 (410216351102140426)

Idea for an expidition.

You're tasked to make way trough a heavily reinforced, vault like door, similiar to the one found in GTFO's world premiere game trailer (2017 game awards).

In order to do that you're forced to find breaching charges (something you'd find rather commonly in mining facilities, no?), as the mechanism of the door is jammed and has to be forcefully opened. Thus you scour the equipment trough different hazards in the game, bring up to a fixed ammount of breaching tools to the door, and blow the door

However, due to this, the system detects a breach trough a security door, and emits an alarm, ||similiar to how you can already find in C2 from the beginning||, ||and have to make it to the escape point under pressure, perhaps throwing in a couple more doors in the way or something. ||

Then it's just a matter of time to push trough together, with enemies both tailing you, and perhaps in front of you :D

grim reefBOT
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Suggestion from Paradigm#7169 (695496706640576535)

Making the revolver 10 chambered instead of 6, for namesake purposes.

grim reefBOT
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Suggestion from Toxic#9931 (205727472363241473)

Make it so enemies can damage your gas mask to obscure vision. Each player start the level with one extra gas mask in their inventory at spawn. Press G to change gas mask. More gas mask can be found via boxes, lockers, though terminal will not say specifically where more gas masks are located. This serves you make the player blind af and more scared of getting hit because its harder to see where to run

grim reefBOT
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Suggestion from Flamesh#6574 (137307624646508544)

Give us a weapon play test area, like a shooting range and an open space with options to spawn enemies and maybe each enemy so we can experiment on shooting them, sort of like the chamber in destiny 2 where you can make a hologram of each enemy and test weapons on them, that would give new players a better feel for the weapons and gadgets, the same as loading into a normal level with your team to devise tactics and practice strategy, an area of endless spawn of gadgets and ability to change the loadout without re-entering the shooting range would be nice.

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Suggestion from Lostmixup#8460 (141360245246001153)

can we get the metro2033 style visor wipe? There's so much stuff on our screen constantly, it'd be really satisfying to be able to wipe it off.

grim reefBOT
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Suggestion from JozNski#3961 (484400179223724062)

Could I suggest that the melee sleepers when they attack you with their "tongues" can only attack you if you are in their line of sight.

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Suggestion from JozNski#3961 (484400179223724062)

Could I suggest that the melee sleepers when they attack you with their "tongues" can only attack you if you are in their line of sight. I notice that (especially the bigger ones, because of their insane range) can curve their "tongues" around corners and hit the player while they're in cover or after they retreated behind cover.

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Suggestion from Matt™#9928 (209869947994767360)

Add the device that was shown in the game trailer which when fired, shows the interior of a room, this could be useful for mapping out where the squad is going and where any enemies could be, but the tradeoff would be that it can be used few times before depleting its charge.

grim reefBOT
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Suggestion from Bossatron#6807 (636244816249749504)

i think a spider like creature that crawls the walls/ground etc. that shoots webs to block players visions and venom that infects the players, as well as basic attacks like that of the sleepers. it could be ranging in size of half of the standard sleeper or as big as the giants, i think it would make the creature diversity more dynamic while adding an even scarier twist for those with arachnophobia

grim reefBOT
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Suggestion from Cptn Gaycon#6019 (225291492820779010)

add the possibility of stacking c-foam grenade to reach 100 % instead of 33 % with only 2 grenades.

grim reefBOT
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Suggestion from HeavyBox#8746 (308057822879547392)

||optional generators or terminal commands to activate facility ventilation to get rid of fog||

grim reefBOT
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Suggestion from Baemax#8687 (210142618749763585)

I feel like recoil is a bit overdone like i would understand getting hit the by the bigger guys but ALL enemies? especially the crawling ranged guys that flick your screen heavily makes it super hard to hit anything but thats just my 2 cents on the matter. Especially with how easily you take damage.

grim reefBOT
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Suggestion from LittlebigIsaac#2210 (172004580261888001)

A hardcore difficulty mode which is unlocked by a beating a level on normal difficulty.
This hardcore mode could add more dangerous enemies, boost enemy spawns and horde sizes as well as making obstacles from the normal mission more difficult.

grim reefBOT
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Suggestion from Sohca#9321 (175782271691915264)

Maybe make the game a little less stealth heavy? Takes a lot of the immersion and fun out having to sneak around the whole time.

grim reefBOT
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Suggestion from Majkiboy#3304 (325721107493552129)

Make the long range flashlight be deployable like a construction site light (and thus maybe used? 🙂 )

grim reefBOT
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Suggestion from SeñorTacoTruck#0753 (536709835178377238)

add in a absolutely massive unit. A real big boi. basically it's a big striker but biggerer. more health, more damage, even slower, has to crouch down to get through every door. since he's taller, he also has thicker legs, which can act as a weak point along with his highly protected head. takes at minimum 5 well placed sniper shots to take him out. if his legs give, he starts crawling around even slower than his walking speed. rarely ever appears, when he stretches he can't hear as well because he's huge, also because when he stretches it shakes the room (or compound). his tongue can two shot you, and is very hard to be avoided. adds in a HUGE level of difficulty. he's so massive he grows a bright crimson red when he stretches, illuminating his entire body. he only attacks roughly every 20 seconds ( I don't know the recharge times for the other enemies.)

grim reefBOT
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Suggestion from Nug#0766 (222176296044724226)

sticky stuff on titan legs that will grab onto a player's melee weapon if they don't fully charge

grim reefBOT
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Suggestion from MuditaMan#4218 (67877879060377600)

Have boxes, lockers, terminals, and doors show up on the map when someone pings them. Maybe add a range to it if needed like if the person who pings it is within 20m or if anyone is when they do. (I believe the current range for these things to show up is 5m).

grim reefBOT
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Suggestion from Toxic#9931 (205727472363241473)

Allow players to place items that they've picked up into boxes, lockers, shelfs

grim reefBOT
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Suggestion from ProbablyK#6359 (220208696444059650)

a change for how the flashlight is angled or change to default shoulder flashlight when climbing ladders; as having a gun equipped on a ladder also forces the flashlight available to point down with it.

grim reefBOT
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Suggestion from Seventeen Bristling Pectorals 🦆#8509 (234518392931876864)

More of a bug: Allow picking up placed mines while Mine Deployer is equipped when you have no more mine ammo. Currently if you have all mines placed, you have to switch to another weapon to pick them back up.

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Suggestion from Deadass Dedede#2120 (392411221351202816)

Add a command to the terminal that unlocks all the electronic locks in a zone via a difficult math based or skill based game you do in the terminal that alerts the zone if you mess up. This way you dont have to waste time going around the zone and hacking every locker for 12 stacks of glowsticks.

grim reefBOT
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Suggestion from Cao Pi#2127 (408749691610857474)

With the infection being a thing in this rundown, I thought why not putting out a suggestion for another status in the endscreen. The mental status, which could be a thing for R3.

  1. Getting unstable: There are multiple ways to get unstable for example through another enviromental hazard, but I think the best way is through enemies. Like the Spitters for infection. Unlike those jumpscare blobs it should be more a static creature on the ground creating a sound. In a certain radius the player would get "Stress" (like infection in fog). To heal it there is a pack in lockers (like the disinfection pack)

[and because some people dislike the clutch kiting for some reason. Maybe give an amount of "Stress", when you are the last man standing, but not so much that the last player goes mental real quick]

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Suggestion from Cao Pi#2127 (408749691610857474)
  1. The creature: How to get rid of it or if it is permanent like the Spitters. I cant really say. That requires testing for balancing issues: Is it a constant humming or does it start humming when a player is near it? Is it infesting the area like Spitters or does it get certain areas, where one or two can spawn like the Scouts? Although Im not a great fan of the infesting idea. It is also possible to simply create a sleeper who simply tries to give you "stress". Could spawn in waves.
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Suggestion from Cao Pi#2127 (408749691610857474)
  1. Effects: Prolly the more interesting point. Unlike the infection which is slowly destroying HP the mental effect should hinder the player more.

Audible hallucinations: Should also be the starting point. The player starts to hear clicking and movement. Making it harder for the stealth sections. Also it makes fog relevant again if the infection is removed as a mechanic for the next Rundown. You cant see a thing in fog and hearing sounds will make you paranoid. The bio tracker should be a good counter for that. Those hallucinations become more severe the more "Stress" a player has. Meaning at 100% he hears a party room of sleepers.
Also people prolly know the fact that sometimes the action music just starts, when someone is trying to successfully kill 2 sleepers at once, while in stealth. At high levels it can just appear out of nowhere creating paranoia for the player.

Visual hallucinations: I would say just decrease the view. People think the blood splatters are annoying and hinder the view, how about some effects, which rly destroys vision. Those become more severe the higher the stress is.

Screaming: I think at rly high levels of stress it is possible for the character to just scream (90 - 100%). Meaning he can alert the room.^^

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Suggestion from Cao Pi#2127 (408749691610857474)

and as a maybe candy 3.1 Controls: I wouldnt touch it that much, like making the controls more unresponsive. So that the player experiences some form of lag due to the mental status. It is a PvP game and latency already exist, which would make this experience prolly horrible. What I want to throw out, cause I really like those mechanics: At 90 - 100% just invert the mouse and/or invert the WASD key binds. That would be annoying as hell. Also would make kiting harder.

grim reefBOT
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Suggestion from Alexander34x#9546 (281798201709821957)

A character select and in-game findable customizations

grim reefBOT
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Suggestion from RazieL#7434 (155700406499016704)

So not many of u know but in the gameplay from 2018 there was this little feature that allows u to shot sleepers through the cracks they made when they trying to destroy a door. It is actually a bit more realistic. What do u guys think? Here is a link to a gif > https://gyazo.com/e9dfda51045bd70a383053c7c306838d < Keep in mind it is from 2018 so it looks a bit like a different game.

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Suggestion from stuxneo#6733 (530831658727899136)

here's my 6 hours playtime suggestions :
1- time based actions like hacking or moving around sleepers can be so frustrating when playing with a little high ping it is like that i see that the sleeper is not glowing so i start moving but in host's actual game it started glowing and all goes to shit in a second
2-i think the game can have more "role" character options. like being a support, recon, sharpshooter and etc.. it can happen with adding more utilities like claymores,Molotov (dps and slowing them), or a shield or sth that blocks a way for support.
recon can have a scanning device like the one showed in trailer, a short time night vision, ability to ping sleepers,
sharpshooter is already in the game but the gun it self can be more optimized like a 2 burst firing mode or like selectable zoom mode.
plus there is no need to have both regular assault rifle and burst rifle, it can be one with two fire options

grim reefBOT
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Suggestion from Gutervin#3388 (376780899221766148)

you can see who you last 10 people you played with and see if they are online or not

grim reefBOT
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Suggestion from MuditaMan#4218 (67877879060377600)

Be able to look at information for every time you cleared a level and see what everyone's loadout was, time it took to clear, and other statistics.

grim reefBOT
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Suggestion from Low#1535 (677530386804375582)

If you hit a normal sleeper in the head with a fog repeller it's a instakill.

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Suggestion from Ashadowboi#6538 (551244441617432598)

: A new scout model maybe? maybe new abilities to?

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Suggestion from Murmer#8421 (320521211320729600)

you should be able to have a "yeet" option for ditching a power cell/fog turbine to panic shoot the giant that just woke up.

grim reefBOT
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Suggestion from Mr.Cat#2172 (368435666897469441)

add some kind of item that can remove spores.

grim reefBOT
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Suggestion from Murmer#8421 (320521211320729600)

Sleepers that can wall crawl.

grim reefBOT
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Suggestion from Kreassen#9837 (271385434137821184)

Different kinds of melee weapons with different stats. But all types should still be able to oneshot a sleeping enemy so they wont be useless for stealth

grim reefBOT
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Suggestion from Moongduri#3093 (250967585426898944)

barbed wire / spike consumable

grim reefBOT
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Suggestion from LittlebigIsaac#2210 (172004580261888001)

Variants on the basic enemies the deeper you go so that strikers are replaced with a tougher version of the striker & the same with the shooters. ( I would say shadows are not a basic enemy)

grim reefBOT
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Suggestion from Slim#4913 (221029826612428800)

Having a career profile to track your progress and level up would be an awesome way to track progress long term

grim reefBOT
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Suggestion from SilentArawn#4809 (381965205283799040)

A raid or similar styled missions that consists of a larger player base, 8+, that is much more difficult and requires a lot more dedication and teamwork from everyone involved that's almost unbeatable, something to keep working together as a team on

grim reefBOT
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Suggestion from TrustyasHeck#2222 (149115444232585217)

Please remove the main menu jumpscares or allow them to be skipped. While I can play the game itself with no problems, my anxiety peaks in the main menu because of the cheap, dumb jumpscares to the point of having to take my headphones off in preparation... and regardless of whether it bothers people, the jumpscares are just so damn irritating after the first time, because you know it's there, it's boring, it doesn't add anything to the game. Jumpscares are the weakest and least original form of horror IMHO and the fact that it can't be skipped even though the rest can means that it all adds up to an aggravating user experience past the first "cool" time you see it.

grim reefBOT
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Suggestion from Stormpooper#3436 (301004158654218242)

spoiler for C1:
||Shadows should get less transparent to some degree over time. This would barely change the way a normal alarm goes but would help tons with searching for them when they get stuck. I was running around searching for two last shadows for 10 minutes because they got stuck in random places of the map. It would also let us see what Shadows really look like. The logic explanation could be exposure to light or draining energy while active (assuming they sleep) etc.||

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Suggestion from Rakushi#5080 (410216351102140426)

(Spoiler for D1)
||Would it be okay if instead of after putting the 5th cell in you'd have to manually restart the generator instead of it shutting down after the 5th injection? My reason being here is purely cause I'd love to see the design of D1, but some parts are still heavily under fog, even with 4 cells in, which is personally a shame. If you think this would interrupt gameplay / the suprise factor too much, just downvote, thanks!||

grim reefBOT
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Suggestion from PhantomPillow#6923 (236161254950043658)

Bring back Rundown 1 A1 and use that as the tutorial for the game. It's a relatively straight forward level and I found it the perfect way to get new players used to the game.

grim reefBOT
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Suggestion from MasterCthulhu#1532 (243543705821249536)

Let the Bio-scanner mark sleeping enemies (white dot) along with moving enemies (red triangle)

grim reefBOT
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Suggestion from ElevenZero#1994 (197491095582539776)

difficulty based on the number of players (with the option to turn that on or off, or tweak it)

grim reefBOT
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Suggestion from Tobu#8683 (334013802095968258)

if 10 chambers develop a sequel it should be called stfu

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Suggestion from Bossatron#6807 (636244816249749504)

i’m aware it’s not a fully developed game yet and this is looking towards the future, but i think the creature diversity is a little small, i’ve suggested spiders before but i think whatever the community could conjure up should be considered, more creatures = more interesting and dyncamic

grim reefBOT
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Suggestion from Deaths'Assassin#4229 (259162413704675329)

some room in the future where you can have the choice of going through a series of alarm doors to turn off all/most alarms or playing the game normally that way you have more options to think about (more of a security room then anything else )

grim reefBOT
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Suggestion from WolvieD2GMark#9805 (320118071119577088)

Change the name of 'Hybrid' to 'Morta'. As a lore change. They shoot a barrage of inaccurate shots towards the players. They are a walking Morta. xD

grim reefBOT
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Suggestion from HeavyBox#8746 (308057822879547392)

optional personnel ids (like in r1b1) that you can swipe in front of electronic locks to silently unlock

grim reefBOT
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Suggestion from Holls#9369 (282746992428580866)

The infection cysts (or nutsacks, or scrotes) should be able to infect and damage you until 1% but NOT down you. Wandering through R2D1 while blind from the fog and constantly at 1-15% from the infection is bad enough, but having a plethora of cysts downing you every other step while you're struggling to even locate yourself is downright silly. You can't even shine your flashlight on them because you can't see them through the fog.

grim reefBOT
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Suggestion from KenshiSaan#3564 (201998027668455425)

<Balance 'D1'>

grim reefBOT
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Suggestion from Lord ℕazo#6962 (119189460498776064)
  • SUGGESTION FOR AN ITEM CAPABLE OF REMOVING ALARM ON A SECURITY DOOR
  • Add an item similar to a power cell that is optional to acquire and used to disable the alarm on a single security door. (This essentially just turns alarm doors into regular, non-alarm doors.)
  • It adds more variety to gameplay, giving players more of a choice in risk vs. reward and allow further expedition in other zones. These could be placed in zones behind motion detector (bloody) doors or even other alarm doors.
grim reefBOT
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Suggestion from (Abigor)One Mask Many Names#8936 (190313594741587970)

GTFO Weapon Suggestions Ammo Types each one doing something different and plays a role. incendiary rounds which help against the infected . Weapon Suggestions AMP-69 modifiable with foldable stock. Beretta ARX160 with holosights and some form of under barrel attachment, finally iconic weapon FN F2000. these are small suggestions that could add more flair to the weapons and tools plus add more fluidity to the game.

grim reefBOT
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Suggestion from Piggy#2565 (176498647696015371)

a way to stealth alarm doors for people that want to stealth entire levels

grim reefBOT
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Suggestion from Mist#6513 (437419839976636417)

For stealthing alarm doors you do the hack that you do for boxes and other things. But instead of 3 hacks it what every how many scans are on the door. But if you mess it up it triggers the alarm.

grim reefBOT
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Suggestion from Low#1535 (677530386804375582)

A new enemy that can only be found in heavy fog, like turbine carry sections. It should dart around out of sight, making minimal sound and requiring players to use quick reflexes and a biotracker to keep track of them.

grim reefBOT
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Suggestion from BananaCookie#3917 (290263892842774537)

keep the old Rundowns, after new ones are implemented. feels like a waste to remove all that hard work that has been put into every singular map. new players will also find themselves more content to go trough if they start fresh from R1>R2> so on. so basically add R1/R2/R3 etc. on the menù screen so that people can choose what Rundown to go to. and obviously lock them, for example to access R2 u need to complete R1. unless you have a host that can give access to everything 🙂 since they completed all of the missions in every rundown. i'm one of those players that got the game right after R2 released and i kinda feel bad that i will not be able to expirience every single R1 map with my friends, since R2 maps are giving us a great expirience so far 🙂

grim reefBOT
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Suggestion from Dak#0001 (150057642017030144)

Let us place "pins" on the map to tag POI's or just fix the map so it actually shows the icons that are in its legend

grim reefBOT
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Suggestion from Nexxus#9973 (399418153203007498)

Add the floor is lava type levels, where we are made to jump from object to object in certain levels and if we touch the floor there is some punishing consequence

grim reefBOT
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Suggestion from MuditaMan#4218 (67877879060377600)

A short event (a weekend or however long) where people can attempt previous rundowns during that time. My thoughts are, either have transition weekend for when the rundown is about to change, or just an event halfway through a rundown, allow for people to go back to previous rundowns and levels they never played or beat or that they just want to revisit...

grim reefBOT
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Suggestion from Low#1535 (677530386804375582)

Remove scout spawns from rooms behind blood doors. There is no way to avoid triggering the scout, which can ruin important doors before you even enter the next area. A good example of this is the R1C1 206 door. It occasionally has a scout spawn immediately in front of it.

grim reefBOT
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Suggestion from Exemplar#3802 (186436736547684353)

make doors alert enemies when being open or closed

grim reefBOT
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Suggestion from Serraria#3927 (142579169941913600)

Not really a big complain buut, for those of us with Trypophobia could ya make a not skin-crawling vomit-shiver inducing version of the wall pustule things? 😩😆 Every time I go into one of those rooms I feel sick and I have to look at it to avoid poison like omg 🤢

grim reefBOT
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Suggestion from Glave#2734 (192102078758256640)

Regular sleepers that instead of glowing and clicking when listening they click and fade to a shadow for there listening and when woken fade and behave as shadows, would be interesting to shift the visual que to stay still be the inability to see them.

grim reefBOT
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Suggestion from Mochima~Sakura (Blossomed Mask)#4436 (400154583311187968)

i wanted to suggest that the enemies that are Triggered start roaming around in the room they are triggered in when all members except one are down, however i was thinking that if one Player is in another room and didn't trigger the enemies, the enemies wouldn't come for them, unless they walked in the same room the roaming enemies are in

grim reefBOT
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Suggestion from Austinrocket#9817 (173550963028787200)

Implement a laser pointer (maybe as an item?) so it makes pointing things out to teammates much easier. I know pinging anywhere is a popular suggestion, but I think this would be a more immersive approach to it. Maybe it could have other uses too?

grim reefBOT
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Suggestion from Toxic#9931 (205727472363241473)

Make hammer dripping blood whenever an enemy is killed. Just like how the mask get that blood stream go downwards. I think it would look super cool and more immersive

grim reefBOT
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Suggestion from Rii#8159 (373245162056581128)

Can we please have a free to play weekend or something, so I can finally **convince all my friends that I know will like and most likely buy this game to give it a chance! Rather than struggling to explain it to them. Everyone is really skeptical about this game so it'd be good to squash the beef and let them play it because once you play GTFO you are HOOKED.

I'm sure a lot of other people are feeling this when you tell people about this game they are interested but they don't want to pay for an early access game that's so expensive in their words... But they don't and will never know what they are gonna miss out on by not buying it!!

grim reefBOT
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Suggestion from jmantheboss#0543 (321448129964670976)

a new enemy type that goes into its 1st and 2nd stage listening mode only when they are observed. But they are completely deaf when not in listening mode. They will have an obviously different look to tell them apart from other sleepers. They basically act like as if you have a flashlight on, so you can look at their feet or put them on the edge of your frame to not aggro them. You can essentially run through a room full of these guys and they won’t aggro unless someone looks at them. They will full wake up if you continue to look at them when they are listening.

grim reefBOT
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Suggestion from uɐᴉʇsᴉɹɥƆ -X-#8949 (221819856620617728)

Working on jmantheboss's idea of a different enemy named "Watcher" where their head has a multitude of eyes & tracks their front face to the closest player, if the closest player looks at them back they will begin to light up depending on the distance & time facing each-other, they don't mind the noise the players make themselves but rather their other sense, being sight. They should be a low encountered enemy in mixed rooms or can be in large numbers on their own. However, these type of creatures should also have another agro being touch so if the player blindly bumps into them they better have their hammer charged. Perhaps they have large claws or some psyche damage to be a tad scarier than normal monster encounters.

grim reefBOT
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Suggestion from Toxic#9931 (205727472363241473)

Slow monster/Obstacles that can only be taken down using long range flashlight to “burn” them. Less of them in fog areas and more of them in clear fog areas.

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Suggestion from Toxic#9931 (205727472363241473)

Sorry I meant ANY flashlights, not just long range from previous suggestion.

grim reefBOT
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Suggestion from ShadowVipers#6345 (191680004256432128)

Have an expedition (Lets call it A0), no real objective (so you could extract whenever you want), where you can practice various skills (such as hammer striking a scout) required for harder levels such as C1, C2 & D1. this level would have multiple rooms, with various conditions that you would encounter while playing GTFO normally, such as a room with only a scout in it, another with a scout and some enemies (and so on so forth), and basically once you clear the room, and leave it, it will get reset, and respawn whatever what was initially in there.

grim reefBOT
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Suggestion from Low#1535 (677530386804375582)

Remove all flashlights from the game

grim reefBOT
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Suggestion from Mist#6513 (437419839976636417)

Switch the R2(level) back to warden objective.

grim reefBOT
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Suggestion from Sen#5139 (313248767610454017)

Make unopened sec door can also alert enemies behind the sec door ,turn it into Motion Door if we smash the hammer or shoot it.

grim reefBOT
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Suggestion from Nug#0766 (222176296044724226)

3rd resource that you need to manage? Like O2 in the mist?

grim reefBOT
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Suggestion from Bright#0536 (322870954944495626)

make some sort of spray or something to kill the brain coral things

grim reefBOT
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Suggestion from Alwaysmetwo#3454 (363902211702521856)

How about having our names colored in the lobby so we know who is who without double check in-game?

grim reefBOT
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Suggestion from Ch1p_F0x#7150 (310728570001686529)

add microphone detection so when you speak enemies can hear you, this should be toggleable by the host of the lobby.

grim reefBOT
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Suggestion from Rii#8159 (373245162056581128)

GTFO 2 should just be on space stations

grim reefBOT
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Suggestion from Rayalot72#0742 (111990475744944128)

Since the developers are already trying to implement alternative paths that are harder but more rewarding, I think this could be tied into some expedition unlocks. Suppose D2 can only be hosted by someone who has collected 4 PDECs, and PDECs are only found in hard side paths of some levels. A B tier level might have a PDEC on a side path that's harder than most of what else is on the B tier, but still easier than most of the C tier. This would make levels a bit more replayable for veterans, and expand the higher difficulty content so that it's not merely in the longer expeditions of lower tiers. It could also be tied into the community achievement offered by the current Warden restriction, since the unlock progress could be based on a certain number of PDECs being collected by unique players. Veterans might then help newer players obtain these alternative objectives.

grim reefBOT
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Suggestion from Sodium#2077 (263523257406324746)

Shelves as melee weapons. That is all.

grim reefBOT
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Suggestion from Black Bunana#8004 (181560740556046336)

Option for more splatter and gore

grim reefBOT
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Suggestion from Poddy#0006 (143517443573153792)

Special floors that require 4 players. Split into 2 groups and have to rely on each other to turn on each power to progress. Mini security door runs, etc. Also enable trap tiles in the floors or floors that can suddenly make noise when activated.

grim reefBOT
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Suggestion from Mr.Cat#2172 (368435666897469441)

some kind of rank for like completing all the missions a certain amount of times or some other kind of task. the rank could be something simple like a color change to the players name

grim reefBOT
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Suggestion from Soy#4868 (336524556451971073)

Since the fog in this rundown is an actual threat, if it stays like this in the next rundown, maybe its time to bring back the mapper to make it easier to navigate within fog filled rooms without having to rely on fog repellers.

grim reefBOT
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Suggestion from ZGaming#6412 (327663066210762756)

Add an R2D2 reference in D2 once it comes out. (Cause Rundown 2 D 1, R2D2)

grim reefBOT
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Suggestion from Rakushi#5080 (410216351102140426)

Infection blobs balance suggestion and spoilers for D1

Suggestion #1: Sound.
||||Right now, the range of the audio que for a blob to "charge up", if you are in it's range, is quite small, to a point that even if you are taking babysteps forward, you are prone to still just to run into them anyway. This isn't exactly a huge problem, but sort of dulls the idea to sneak trough foggier areas (such as 610, 612 or 608 without 4 cells already in), and turns into, what most lobbies end up doing, a shoot and clear a section one by one trough gunfire and an initial bait. Additionally this also is only in the situation that the blob is in your line of sight at all times. If one is around a corner, crate, or other obstructing entities, and you round a corner, you have borderline no time to have a safety reaction in this scenario and just fall. So what I want to propose is to give those blobs a form of aura, that emits purely a sound. Imagine it like that every blob has an outer circle, which is your first "warning" that you're nearby a blob, but doesn't start charging up, until you get to its inner circle, where it WOULD RAPIDLY (This is important to still keep it as a threat) charge up, since you're invading it's personal space. At that point you've failed to effectively choose a better route, or took the risk to come closer, and fall.||

||Additionally, the sound could also alert enemies that are in the room (I mean the screech is REALLY loud), which would further punish stealthing it, while remaining a valid, ressource sparing option to the alternative of going loud with a living bait within safety. This would make it more punishing, and perhaps that alone would also make it more intrigueing!||||

grim reefBOT
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Suggestion from Rakushi#5080 (410216351102140426)

Infection blobs balance suggestion and spoilers for D1

Suggestion #2: Vision
||In a previous post some time ago I've made a somewhat liked suggestion post about having more control with those blobs given the tools that we are already given or adding new functionality to otherwise "Lackluster" items that rarely see use. I want to expand a bit on this with a bigger focus on D1 / Blobs in the fog in general.||

||||Right now, when you see an active blob in the fog, in a strong majority of cases, it's already too late. My idea here would be to increase the transparancy of the fog solely for the blobs, by perhaps increasing their neon, glowing light they emit when passive and not "stunned" (by light or cfoam). That way you'd have to always be aware of your surroundings, would constantly scan around where you stand, but overall just improve your knowledge of where those things are sticking to the walls, in order to make a better judgement about where to path, but ONLY, when you are in a certain, close distance away (fog is still dense after all, and should be!)||

grim reefBOT
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Suggestion from BananaCookie#3917 (290263892842774537)

Daily mission, or 2-3 new weekly missions if possible, hell even a mission per week would be nice. That start rotating once the full rundown is available to play (meaning D2/E1 unlocked and playable) to keep the game fresh and not let people play the same levels over and over till a new update comes out. it will give players that completed everything more reasons to come back and enjoy the game, other than keep redoing content that has already been completed over and over.

grim reefBOT
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Suggestion from koops#0662 (665979487506399254)

bring back the hard levels prepatched c1-d1 (pre-nerf). You wanted to create a hard game, then do what you promised. Hear what you say in the interviews: https://www.youtube.com/watch?v=Q7gUa8vEe6A

grim reefBOT
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Suggestion from Kolohe#0491 (654552800516374537)

Introduce objectives that are complimentary to Warden Objectives; Sub-Objectives would offer additional (optional) tasks to accomplish throughout an expedition.

Ranging from remedial tasks such as collecting every available key, to more cumbersome tasks like returning all fog ventilators to extraction, or completing additional aspects of the Warden Objective (i.e. Uplinking supplementary terminals, powering on all available generators, collecting extra ID’s, etc.).

Sub-Objectives are superfluous, they do not serve any real purpose in completing any given expedition, but would give layers of difficulty and replayability as extra challenges for prisoners to work to accomplish for The Warden.

grim reefBOT
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Suggestion from Nↂↂg Ⅷ#0766 (222176296044724226)

In level 'gear boxes' that allow the team to swap out weapons/tools. I'd like the ability to swap out my bio tracker out for a lil more oomph later on with some of the longer running levels.

grim reefBOT
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Suggestion from Cake Waffledoge#1613 (216045675597529089)

A gun range to test weapons out

grim reefBOT
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Suggestion from Rakushi#5080 (410216351102140426)

The possibility to swap items, or straight up give items that you currently hold to a different player in a rundown. As an example, trading my sniper rifle with a combat shotgun, that a different player has, because our "roles" changed. Swapping my bio tracker with a buddy temporaritly for his tool, so he can see just why I am freaking out on the sight on the other door in terms of markers.

Additional features: Giving my handheld kits (Medipack / Ammo etc) to someone else, or swap with theirs. Trading my Cfoam grenades with someone who has a flashlight, cause he picked it up but I wouldn't mind having it.

The logic behind the swap is, while rather redundant in the end, could end up especially helpful in the expeditions ||C1|| and ||B3 || ||where you have one person glued to the terminal typing in uplink verifications, effectively making them less viable to defend. If I had toolkits or something that they could use on demand when needed, I could give them that, or swap my grenade with their items, so they can use them when necessary, or swap my pretty filled SMG with their empty burst rifle, so they have more firepower capabilities.||

And honestly, it feels kinda neat to be like "Yo, I see you have no ammo in either weapons, let me give you my primary in exchange of yours, so our ressources are a bit more spread out and we overall are a bit stronger. I still have enough in my secondary"
In short: Giving the players more adaptation in certain roles over the course of an expedition and using your given resources more fluidly (In theory).

grim reefBOT
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Suggestion from King Dedede#2120 (392411221351202816)

A option to change the size of the text in game, as it can be quite small and this would be a great quality of life update

grim reefBOT
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Suggestion from Gozbyn#2451 (330947782619693056)

The ability for more statistics for a player to be recorded for each Rundown, and each Rundown Objective/Mission (not sure of the official title), and then the availability for those statistics to be viewed by that player.

These statistics could include things such as enemies killed, Medipacks (or other resources) used on other player/on self, enemies alerted, total Security Scan and Bio-Scan percentage completed, both for a particular Rundown or Mission, and also a lifetime statistics page that accumulates all of the player's statistics.

For the enemies killed, this could be split into types of enemies killed; such as ||Shadows|| killed: 27

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Suggestion from Critz#4301 (258163626681171968)

Make crouching down not trigger enemies (and possibly reduce amount of time that enemies stay lit up for). Standing up triggering enemies is fine but intuitively crouching down should be the thing you do to make yourself more stealthy.

grim reefBOT
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Suggestion from JackRipper#2570 (162797825682309121)

Add an enemy to the game similar to the Regenerator from Resident Evil 4 that appears during alarm waves that can only be permanently killed via freezing with c-foam.

grim reefBOT
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Suggestion from -H- Christian#8949 (221819856620617728)

Give normal sentries fire options, from burst to full auto. So that there is an option to trade less effective ammo useage for higher fire rate.

grim reefBOT
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Suggestion from Reecey1297#2912 (366340645717016577)

Each player should have a min wrist-mounted scanner that works in the same way as the tracker but is much weaker than the actual one. For example: it would have a much shorter range and rather than showing constantly where everything is it would use more of a ping every few seconds to see where things are. It also wouldn't be able to see scouts and wouldn't change when sleepers are alerted.

A unique button would be used so that you look towards your wrist to look at the tracker which would stop you from being able to use your weapon at the same time. Along with this, it would also be an excuse to buff the actual bio tracker in some way i.e seeing the blue sacs as well or shorter recharge time.

grim reefBOT
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Suggestion from Haste#5675 (617099986542395393)

Please add menu with quick commands (voice-overed or just text) with basic stuff like: "affirmative", "negative", "need ammo", "need first aid", "found resources", maybe some kind of "3... 2... 1..." countdown. That would be very usefull for players without and with mics alike.
Thanks!

grim reefBOT
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Suggestion from AdderVeil#6566 (460618042561396748)

add a new mission objective elemination, and the thing you fight is called the "Disrupter", which knocks out all electronics withing a certain distance (flashlights, tools, ammo ammounts, terminals, health ect...) acts like a scout and summons waves occasionaly and has a number of attacks, but moves slow, and this object would need to be cleared to see the warden workload in the top left if the mission is more than just kill some Disrupters.

grim reefBOT
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Suggestion from Haste#5675 (617099986542395393)

Charge based (20%) resource pack (meds included) usage mechanic is kinda wrong, since player's resource pool counts as percents but not charges, which leads to weird situations like resource waste and unability to fully restock. So, i suggest to change resource pack usage system from charge based to percent based.
What i mean is: while player using any resource pack (holding "use" button) on himself or teammate, resource pack will convert one percent of it's resource pool into one percent of player's resource pool every second untill depleted (or "use" button released). So, that way, we will have more effective resource management system, and no more resource waste.
Thanks!

grim reefBOT
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Suggestion from anthrax salesman#2873 (236873218126905345)

DON'T add leaderboards or stats because it would encourage people to try and do better than their teammates rather than work together.

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Suggestion from MasterBuilderMAC#3991 (393875609408897026)

Be able to use disinfect packs to remove wall zits/poppers.

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Suggestion from Stormpooper#3436 (301004158654218242)

An enemy that spawns during the expedition in cleared out areas and is attracted to dead sleepers (possibly blind and deaf, attracted to smell or whatever chemistry the infection uses). Acts as a corpse collector and attacks players covered in blood (making use of the liquid system). The faster you kill normal enemies, the more corpses there will be and the more of this creature will spawn and slowly move towards you as they collect (devour maybe) corpses. If not cleared out, can become unmanageable. I imagine this enemy shouldn't alert sleepers with the noises it makes and shouldn't scream, but i wouldn't know the exact implementation details to make it balanced.

grim reefBOT
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Suggestion from ShadowVipers#6345 (191680004256432128)

sleepers shouldn't be able to scream (and wake a room) if you take the head off.

grim reefBOT
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Suggestion from Stormpooper#3436 (301004158654218242)

wear sleeper heads instead of masks for Halloween

grim reefBOT
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Suggestion from Goose#1913 (446475147009064962)

not exactly a suggestion but make the upcoming levels harder rather than longer. Having to step aside 3-4 hours just for 1 d1 run in a day or 2-3 hours for c1 is a little much. I really enjoy c2 however becuase its hard and takes only up to an hour. I do like the prolonged part of the game it's just that the levels are getting a little too long.

grim reefBOT
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Suggestion from Ooga9k#8009 (120988870824165376)

Probably brought up before, but what if severing certain limbs actually had some effect (besides some staggering)? Mostly talking about giants as they're the only ones you can heavily dismember without killing. For example: severing the arms prevents them from using the spinning punch, severing the legs would make them slower and so on

grim reefBOT
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Suggestion from SeñorTacoTruck#0753 (536709835178377238)

while there are currently four prisoners that are able to be played as, in the future there should be more for customization and logical reasons. logical being the warden wouldn't have just Woods, Dauda, Hackett, and Bishop to go in every time, he would have multiple people in cryochambers go in while others rested. While it's probably not possible now seeing as there are more important things, it would be a neat addition in the future.

grim reefBOT
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Suggestion from FluffyWaffles#6057 (292710976887848962)

Remove the dumb green diamond on the MG's sights

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Suggestion from Corpse Necrumus#8489 (200297508583243776)

While understandably not a high priority, would there be any issue in creating a "Hex Color range" thing in the menu that you could use to color your name differently in-game? The only other option would mean adding even further Letters visible for names in the game. writing the color itself via steam means you're already using up 15 characters, the remaining 10 characters sometimes isn't enough. the current limit for in-game names seems to be set on 25.

Currently due to my "long identity" (and others who have long identities) doing it via steam won't work, as we would mean we'd have to change our names to something shorter... to me that feels uncomfortable since this has been my identity online for nearly 18 years.

grim reefBOT
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Suggestion from Sodium#0011 (263523257406324746)

Nerf the Sledgehammer! It's too overpowered in its current state, and it needs to be brought down to the power level of the other melee weapons

grim reefBOT
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Suggestion from Armatryx#4678 (149705219729522688)

a gadget with infrared scope or sights, for use with sleepers in dense fog, or the shade-type invisible enemies being normal spawns in the map instead of only spawning during alarms.

grim reefBOT
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Suggestion from Nexxus#9973 (399418153203007498)

Need airlock levels. Time sensitive rooms, where airlocks open and flood the room with water and kill players if time runs out. Exit doors to other parts of the facility are password locked, and passwords must be found on shelves or in crates, in pieces.

grim reefBOT
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Suggestion from Joseph.TAH#3564 (450705126076973066)

perhaps have some old left behind tech / items / weapons or devices from who ever were there before the prisoners, or perhaps even prisoners before the current group of prisoners? for example a activated sentry turret that is aggroed to players and er infected / sleepers alike.

grim reefBOT
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Suggestion from WeebNeet#1919 (201304430321074176)

Since we have C-Foam Launcher and C-Foam Grenades, is there anything against having a consumable mine as opposition to the mine-deployer?
Instead of finding a C-Foam grenade, you find some kind of mine. so you cant C-Foam up the door, but you can put a mine behind it which takes out a couple of enemies instead of slowing them down

grim reefBOT
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Suggestion from WeebNeet#1919 (201304430321074176)

Since a lot of people have also asked about being able to play the old rundowns again, an obvious idea for that would be to make it timed events during certain times (holidays or sth), maybe for only a day or two.
Another idea would be to have the old rundown be available for a week before the next rundown gets released, and the rundown that would get replaced at that time would also still be available for a week AFTER a new rundown gets released

grim reefBOT
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Suggestion from AFemboyFoxIdk#9478 (322762679725064192)

A way to see the lobby id code while your in a level

grim reefBOT
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Suggestion from koopa1997#1739 (520190853642452992)

Different hammers have different effects on enemy: 1. better damage on Strike but weaker against Shooter 2. better damage on Shooter but weaker against Striker 3. Deal higher damage to all kinds but create loud noises that will alert any enemies within 50-85m. 4. Weaker damage to all kinds but freeze (Like C-Foam) the target (one only)

grim reefBOT
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Suggestion from Goose#1913 (446475147009064962)

I feel like the game needs to get scarier. This whole rundown there is a primary focus on the game being very difficult and requiring a lot of teamwork. I love this part of the game but I feel like the scary element of the first rundown and especially the trailers of the game is mostly gone. Would love to see much darker environments, weird clues, crazy suprises, much more unpredictability and many other elements to make gtfo a true horror game on top of what we all know and love about the game.

grim reefBOT
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Suggestion from Goose#1913 (446475147009064962)

adding onto the post above, apologies for clogging chat, part of what made the first rundown so special to me is the terrfying element to it. Watching Markiplier and his friends run through A1 was terryfing to me, but thats what made me buy the game. Approaching the reactor of D1 with the suspense and fear of the unknown, hearing and seeing nothing and getting attacked while seeing nothing was my favorite and scariest moment in the game. I feel like the current rundown save for the zits on the walls and the bloody door didn’t bring many new suprises or scary elements. The enviroments also have much more lighting which gives a greater sense of safety. I hope the future levels are much frightening, because I feel like it would make the game even better. (Sorry for making a really long post)

grim reefBOT
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Suggestion from NIGHT SCORPION#0454 (395897990478561301)

I have a concept for a new kind of enemy. It will be static , looking like a mutation growth of some sort , that has about eight thick tentacles two times longer than the scout that extend only straight from the source , preferably in the middle of a big room , high enough so you can can crouch under them , that when touched the thing shrieks waking up the room it is in and making the tentacles attack the players in range doing 20% damage , but the tentacles moving slow enough so you can have a chance when dogging them , and the hit cooldown to be like one per six seconds . You will be able to make the tentacles retract only by hitting the source once , making the tentacles retract for only 20 seconds , and you can make it go away only by hitting a second time with a full charge , making it go under ground , leaving a goopy hole behind . But be careful ! Hitting a second time will make it shriek and wake up the room , so you have to be sure that the room is empty (if some of the stuff is to weird you can mess with some things I said)

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Suggestion from NIGHT SCORPION#0454 (395897990478561301)

I would like having some animations for healing , refilling , reviving , because those little details make the game look polished

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Suggestion from NIGHT SCORPION#0454 (395897990478561301)

When getting downed , instead of just falling down like a wimpy baby I would like to have one of the sleepers attacking jump on you when you run out of health and try to bite your face of or something like that , making you press a key very fast or having to do a key combination , that if completed , you can get back up . But when you think that you can just win the game like that , you can increase the speed and the difficulty of the combination , leaving it at a 20-30% chance of success

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Suggestion from NIGHT SCORPION#0454 (395897990478561301)

When being at 20% health I think that the player should limp and bleed on the screen , removing the effect when healed

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Suggestion from NIGHT SCORPION#0454 (395897990478561301)

And one last thing . It seems like the characters have masks on their faces , leaving me guess that the air does have some kind of gas lethal to humans making me want to have to look for filters and change them , reminding me of a game I am not going to mention=))

grim reefBOT
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Suggestion from 『Zer0』#1248 (285173532978053122)

Can GTFO add skins on hammers? Like a toy hammer?

grim reefBOT
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Suggestion from Gunx#9079 (299683381761802241)

A difficulty level, Easy for newcomers or people looking for a quick game and Hard, for more experienced players

grim reefBOT
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Suggestion from Rakushi#5080 (410216351102140426)

Suggestion for a new level / concept.

When running trough the current rundowns I've noticed that a lot of them are actually, suprsingly really, very well lit for the most part, with the exception of some expeditions, ||or where fog plays the role of disabling a clarity in terms of your vision|| and that one got me thinking a bit and made me remember a mission that existed in the previous rundown
(spoilers also for current rundown)
||In R1C1, you were completly blind, until you reached the generator, with only the doors really giving you any light, and that was really cool, actually really terrifying because all you had at your disposal was your trusty flashlight, until you reached the generator and lights came on, but only for the waves. Now, I don't want an exact copy of that, but imagine having to go trough alarms when you're shrouded in total darkness. It's sort of how D1 at the moment feels, when you try to move trough the fog silently. It's tense, it's stressful, but it's awesome in that regard, but instead of losing health now, you sort of losing your sense of direction / your vision and having to rely on short flickering of your flashlight and sound.||

A mission that starts of and stays in complete darkness, where you go trough section after section without ever really seeing much, other than glowy blobs on the wall, heck, it would actually buff glowsticks, since you could throw them for intended use: Vision. (Not rave parties).
You could justify it that the Warden needs power in a section, let's say it's B5, and C1 needs power, so you go to a huge generator, uplink it to the top, boot up, but there is a breach detected that forces an alarm, which forces you to bolt AAAAALL the way from generator back to the starting point. I don't know, sounds like a neat idea, that plays a bit more into the horror element that the game originally had make me feel :D
Additi

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Suggestion from ElPolloDiablo#5574 (442751277382762515)

Doors with a malfunctioning open/close panel on one side of the door. Could make for some interesting choices: do the prisoners find a way around to open the door, or just break down the door and deal with the consequences? Could also provide variation in how players approach the expedition if this mechanic was random on certain doors in the level.

grim reefBOT
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Suggestion from Rakushi#5080 (410216351102140426)

Alternatively to the suggestion above (I really like the idea!)
Instead of looking at a malfunctioned door and trying your way to find a work-around for it, or "fix it" and cause alarms, said well-working doors would have the alternative of finding an identification, or make the choice to make a breach, thus making it a regular alarm door. Thematically it makes sense, since the workers / residents in the complex must have unconditional access to the areas we are exploring and it's US that breach the rooms manually, but with a keycard / identification card you'd be able to bypass an alarm door.

Of course you'd have to balance it out by making the keycard something you'd have to also go out of your way in a different, potentially optional zones, so it's more of a choice to make: Is the room you are in able to be fortified enough / locked down enough in the team's opinion to go trough the waves of the alarm minigame, or is it potentially a run-ender / worth the risk to go and look for the keycard instead to turn an Alarmed door into a regular security scan?
(I also thought this would be easier / less stressful to implement since you'd use assets that the game already has, so you don't have to develop additional textures (broken door, "door fix tool",) and use the things already at your disposal, for the most part)

On top of that, perhaps you'd make it so the ID isn't actually somethinjg you can find in lockers, therefore not traceable trough the terminal (maybe?) but on dead corpses that are already scattered around the expiditions as it is. Imagine finding a dead corpse and actually digging trough their belongings in hopes you'd find an access, that isn't actually mandatory, but for the observant, and people that just generally take it slower, you'd reward them for being torough with their search :D?
(I also gotta say, having to be in the face of a bloody pulp or sca

grim reefBOT
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Suggestion from Goose#1913 (446475147009064962)

since the whole game takes place underground, maybe there would be an area that isn’t part of the complex, that we have to venture into. It might be an ominous cavern, where there are different enemies, more enviromental hazards, no light or signs of humans whatsoever. Not saying this for a full level, just a small part of a level. The area would be much harder to defend. Maybe the team also has to scale up or down the cave to get to another part of the complex. Something that varies from the complex I think would be a cool brief change in a level as well as a scary endeavor to make the game more terrifying.

grim reefBOT
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Suggestion from Screaming_Space_Pastel#9408 (239935139134570506)

Have an option to have the map open and be able to move around. It's extremely difficult to navigate fog areas ||Like D1|, when you have many sleepers (big and small), and when your team is completely down, their icons on the screen aren't the best was to find them in the fog area.

grim reefBOT
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Suggestion from Toxic#9931 (205727472363241473)

Make wall nipples click more noticeable and easier to estimate where they are just like how we pin point them dormant sleepers. This will help players to ||better navigate in fog and avoid being instadown especially levels like D1.||

grim reefBOT
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Suggestion from rexcelest#1567 (183027090717671424)

so I see how yall like to make the items nobody likes almost essential, so heres a thought to make glowsticks more useful. Make an enemy that is always glowing, and is always on alert, UNLESS you shine a light on him. That way, if they are surrounded by other, regular enemies, you cant use your flash and must use a glowstick. Another option would be to add not an enemy, but something more like the zits on the walls. If there isnt a light on it, it will make noises that can start to alert the room. #makeglowsticksgreat

grim reefBOT
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Suggestion from ShadowVipers#6345 (191680004256432128)

have a layer of visibly thicker fog around the edges of active fog repellers & fog turbines as a way of showing that the fog is actually being repelled instead of temporarily ceasing to exist.

grim reefBOT
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Suggestion from ShadowVipers#6345 (191680004256432128)

have at least 2 paths to every objective, spoilers for B2 ||because the last generator in B2 can sometimes be in the pit in the very very back right of the zone. Most of the time this isn't an issue but sometimes all the scouts get clustered in the back and it becomes almost impossible to find an opening, which ends up turning into a long waiting game hoping the scouts will sync up in a way that's convient for somebody to stealth by||

grim reefBOT
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Suggestion from Çaptain Ålpha#6344 (208401169108828161)

So, we have unpowered security. What's next, unpowered normal door? or unpowered boxes/lockers?

grim reefBOT
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Suggestion from Haste#5675 (617099986542395393)

Add wall crawling enemies please.

grim reefBOT
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Suggestion from Rakushi#5080 (410216351102140426)

Option for primary and secondary (Potentially your Tool, but that would be weird to be honest) having a slot that just says "Random" ? I've been sort of struggling with the choices we have at the moment in the weapon loudouts by going something other than the most optimal loudout for me and choosing something other than that. Having the choice for my choice to be randomly selected would add a bit more flavour to the game without adding much. Also it would add a bit of fun if your whole squad goes random and just tries to make it work because why not?

If you need this to fit thematically, just consider The warden, who pushes you down the complex for personal pleasure, a step furhter up the chain of being a "not very nice entitiy" and decides to "Heh, screw it, you take what I give you ;D"

I suppose adding the Random Box to the Tools would also be kind of hilarious, god bless you get 4 people with CFoam launchers and basically never fight a wave, but the main focus of the suggestion is the ability to have the game select your weapons at random for an extra bit of challenge and fun and diversity without feeling bad about it :D

grim reefBOT
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Suggestion from Rakushi#5080 (410216351102140426)

Could we have more sounds, background and interactable, to add to the eerie and creepy ambience that the game has, while also making it just so slightly more harder to maneuver trough the expeditions? Right now it feels there isn't a whole lot, mostly it's water dripping, the static within the fog, (B1 and onwards) ||the motion trigger doors that have the banging and stuff which is SUPER cool btw||, Enemies + Spitter blobs (duh), and a bit of groaning every once in a while or dialogue appearing at random. So I've made a "list" of sounds that I thought would be cool to add into the game, based on what you already see around the place or perhaps new additons

Background / Noise: Ventilation shafts / Turbines, Windy drafts, A constant alarm ||(especially missed in C2)||, Splish Splash when moving over corpses (Enemies or deceased personell), flickering fluorescent lights, occassional zappings of broken wire connected to water (only sound, not as an actual "damage" element)

On top of background noise, it would be fun to just generally have things that when we step on make a noise, making it more immersive on the world we traverse inside. I am cool with not seeing them per-say, as in, even though I hear something metallic rolling from my feet away, it doesn't have to be put visually into the game (yet :x?).

"Stepping stones:" Rolling pipes or cans, squeky floortiles, gravel / dirt crunching under our feet, puddles of water, accidential human parts in the fog, tools or boxes kicked over, generic broken metal pieces, bullet casings, glass shards, etc, the list is quite big, but the point is, it would be just so cool to have something that adds to the dark, creepy atmosphere as it is, maybe even giving a jumpscare trough something so mundane as kicking over something on your feet while you're trying to sneak.

grim reefBOT
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Suggestion from MuditaMan#4218 (67877879060377600)

Show each player's name color in the lobby before starting the mission.
It makes it easier to attach that color to yourself when you actually see it at the start which is good because when playing with random people using the colors to say who you are talking to comes out easier (especially when steam and discord names mismatch).

P.S. I noticed a mismatch between the player name colors and the compass colors for each player in game. I'll send in a bug report after i check that out in some more games.

grim reefBOT
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Suggestion from Abson#9124 (342615522145206273)

do not let dead enemies dissolve

grim reefBOT
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Suggestion from GoodSirJolly#7289 (156255059460489216)

Fullscreen borderless so streamers don't have to tab out

grim reefBOT
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Suggestion from Erwan#7195 (273907684267393024)

The possibility of rerouting the power from one point to another, for example taking the power from a turbine that repels the fog, to a door, or or to turn on the lighting of a room

grim reefBOT
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Suggestion from Goose#1913 (446475147009064962)

this isn't a new concept but the deeper we go into the complex, there should be much less light, less signs of humans, more gross and scary enemies and environments, and more stuff like the gross ceiling in r1c2, or the zits on the walls to show the area is much more infected. Basically make the game scarier and more gross the deeper we go.

grim reefBOT
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Suggestion from Major Warrior#2486 (121836877622804480)

When completing a Successful Hack/Lock Break on a Door it does it on both sides of the Door (or at least for Hack Locks anyways) as it's kinda tedious to do it for both sides for one door. Sure it's not needed in some cases but it would be a nice Quality of Life thing. Could be for specific doors too that can only be approached from one direction like the first door in R2B1 and so on.

Just feels silly to sit there hacking a lock on an already open door.

grim reefBOT
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Suggestion from SA#6983 (178914383265529857)

Since Rundown 2 is themed with Infection. I felt like it would be pretty amazing if a future rundown has a power-out theme. Where devices in the complex would jam electronic devices the player's carrying. Flashlights would not work temporary, lights in the level would go out, guns would lose their optic sights, biotracker would not work and all tagged enemies would be disappear, sentries and mines would maybe die out (These two needs balance though). Then the idea can be expand further, a passive item that allows us to use our lights and tools by having them in our 2nd "consumable" slot (I think an actual consumable doesn't fit here?), a EMP wave mid-alarm that makes all tagged (R1D1 R2C1 Spoiler) ||shadows|| untagged, unhacked doors would be jammed which forces player to take alternate paths back. And to make it more immersive, player UI would be disabled temporary(maybe?), that includes the warden objectives, cardinal directions, ammo count, health bar, player names, etc. Thanks for reading

grim reefBOT
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Suggestion from Floofy#3498 (432103763856195585)

I like the idea of Rundown 3 having events that could cause electrical errors (see idea above to know what I'm talking about) I think it might be nice to have an enemy whose purpose is not to alert, but to make it harder for the players to clear the room. Maybe it could walk around the room, disabling all electrical items around it and electrify any player that gets too close. Maybe just stop them from moving at all, like no turning or swinging a melee weapon. That would certainly make it way harder for Rundown 3. I know it might annoy me in the future, but it adds an extra challenge to it.

grim reefBOT
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Suggestion from Sen#5139 (313248767610454017)

Add A.I voices to the alarm door or some areas. Some voice line :
+Warning!Waring!Unauthorized access detected
+The area has been infected with high rate of toxic gas.All staffs,please proceed to the safe zone.
+Keycard is required for accessing .Please insert the right keycard .

grim reefBOT
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Suggestion from dyc3#3854 (183008428384452608)

For the terminals, add shortcuts for manipulating the cursor
Home - bring cursor to the start of the line
End - bring cursor to the end of the line
Ctrl+Left/Right Arrow - skip word

Bonus points for supporting bash shortcuts
Ctrl+A - bring cursor to the start of the line
Ctrl+E - bring cursor to the end of the line
Ctrl+L - Clear screen, but don't clear text that has been typed on the current line
Ctrl+U - Yank (cut text on current line to clipboard)
Ctrl+Y - Unyank

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Suggestion from dyc3#3854 (183008428384452608)

PLEASE improve the terminal's tab complete so that we can tab complete item names. For example, user types ping term<TAB> and that gets tab completed to ping TERMINAL_, if there are multiple terminals (allowing the user to type the numbers), OR ping TERMINAL_123 if there is only one terminal

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Suggestion from dyc3#3854 (183008428384452608)

Let the objective be visible while in the terminal

grim reefBOT
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Suggestion from Jc denton#6733 (530831658727899136)

i use the 720p res for better fps and problem is that the HUD texts and numbers also downscale and reading the numbers become hard actually so if we could have a seprate hud rendering thingy that doesnt downscales with the general resoloution that would be great

grim reefBOT
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Suggestion from Indian_Curry#3394 (440925612090195998)

allow us to have the option to turn off the auto swing on the hammer

grim reefBOT
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Suggestion from rexcelest#1567 (183027090717671424)

make the other terminal commands useful, like logs and read, make it so that you have to find a code or something in the logs

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Suggestion from rexcelest#1567 (183027090717671424)

make timed stealth areas to make it more tense and really test the stealth skill of the players

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Suggestion from eagles11887#3150 (407338780408938498)

get rid of disinfectant stations it does not fit the world where resources and health are so limited it feels out of place

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Suggestion from eagles11887#3150 (407338780408938498)

C2 feels bad not bad in concept but out of place for the setting its a hardcore co-op stealth game not a run and gun (also the map feels like a stealth one but with enemies always after you)

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Suggestion from eagles11887#3150 (407338780408938498)

explain the infected fog it makes no sense lore wise and doesnt fit the established narrative

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Suggestion from eagles11887#3150 (407338780408938498)

dont just make bodies disappear it feels weird and immersion breaking even something as resident evil 5 melting bodies is a bit better

grim reefBOT
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Suggestion from Sen#5139 (313248767610454017)

||115 alarm door should have 2 scans instead of 1. C2 is ridiculously super easy now.Force the player to think carefully before doing anything at 115 security scan||

grim reefBOT
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Suggestion from Droppings#3949 (375818672930947073)

Elevators could be cool from a level design standpoint. I get that each level is a "floor" but there is some verticality between each floor so its not too outrageous of an idea. They can have similar functions to a security door or a breakable one. Elevators can add some interesting complexity and unease for game design. Maybe one of the levels can have the team stuck in an elevator...

grim reefBOT
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Suggestion from armedturret#9863 (259493263679946774)

make consumables locatable on the terminals under a similar list like "list consumables zone_203"

grim reefBOT
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Suggestion from meatsack#6364 (666701836568494110)

make a enemy who is essentially a security camera. Maybe have a glowing red eye that scans the room every once in awhile then closes again. Would force players to hide from eye every now and then and would sometimes force players to kill groups of guys in a less stealth manner. Also creepy as hell to have a giant glowing red eye light up out of nowhere.

grim reefBOT
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Suggestion from Leonardo808#0738 (362581003493179394)

add an estimated time for how long a level might take, so there's less of a chance of people leaving

grim reefBOT
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Suggestion from Goose#1913 (446475147009064962)

probably already asked for but having more lore elements throughout the game would be cool, maybe openable crates with lore, more writing on the walls, corpses with items, and maybe signs of other prisoners that failed their own missions in the complex.

grim reefBOT
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Suggestion from terrormask#7695 (112017067460345856)

There should be map situations or perhaps an enemy that interferes with your flashlight, possibly making it strobe or flicker. If in the form of an enemy it could chatter, and then does 1, 2, 3 weak pulses and then a big one and causes electric equipment to malfunction so flashlights would just turn on and off randomly for like 2 seconds
So you have to identify it and then take it out, or stare at the floor or risk pissing off hordes

grim reefBOT
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Suggestion from rexcelest#1567 (183027090717671424)

guys there should be sleeper shadow giants and stuff, that would be epic

grim reefBOT
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Suggestion from easternunit100#1536 (234578947269066754)

Make a shadow version of the scout and make it glow once her tentacles spread.

grim reefBOT
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Suggestion from Sen#5139 (313248767610454017)

Big Striker has rage when received enough critical damage. Increase movement speed and deal more damage on all attacks.

grim reefBOT
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Suggestion from ABC_squid#6513 (437419839976636417)

Add zones that have certain resource. Like an armory that would have ammo packs and tool kits. An medical zone that have meds and disinfection.

grim reefBOT
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Suggestion from terrormask#7695 (112017067460345856)

Enable character voice lines when attempting to heal a friend, "stand still I am trying to heal you", and / or when a medkit, ammopack is used on a friendly it could freeze them in place temporarily like in other co op games

grim reefBOT
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Suggestion from Hunter48RUS#7463 (174234253985316865)

Make glow stick to increase the duration of the light

grim reefBOT
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Suggestion from Grimmie#2020 (416238144220954627)

Change the equipment loadouts based on "weight" instead of slots. Having slots limits the creativity of players and replayability. There's no reason as to why players shouldn't be able to stack multiple foam granades they find or carry multiple packs of they have space for it. The slot-focused system makes the game too "linear" in the way you have playthroughs.

grim reefBOT
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Suggestion from DraGoNxEyEs#5091 (554052453230837770)

Adding the option to spectate games, like a section of the current games running and the option to spectate one, with the possibility to to chose which player you want to spectate.

grim reefBOT
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Suggestion from Salutistic#1987 (286639707318648843)

a mode like grief from call of duty zombies. There are two teams of four. The teams cant damage eachother, but they cant revive eachother. The mode is set up on a map like c2, with waves of 7 creatures coming every 30 seconds. The teams will have to navigate through multiple security zones and alarm doors in order to reach the end. In each zone, there is one storage room a team can claim. Whichever team activates it first gets it, and it has 1 of each tool (80% each). The game ends when the teams get to the end scan, or when a team gets taken out.

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Suggestion from Diver/Fluffy#7777 (320037649366646795)

Giant Shadows. Rarely used, because that would be beyond terrifying- but boy oh BOY would that be fun!

grim reefBOT
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Suggestion from rexcelest#1567 (183027090717671424)

giant shadow sleepers, that would be even cooler. just a couple in a room as well

grim reefBOT
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Suggestion from Major Warrior#2486 (121836877622804480)

Give Titan Strikers an actual consistent animation when they melee you for %40 of your HP. Had a moment where we all hit it and thought it went down only to see that mid-stumble, with half of its upper body missing, my three teammates went down in a "Three Stooges" manner all at once from a "hit" that didn't happen.

It was extra frustrating after giving them each a Med-kit and for it to be wasted from something that didn't even make sense.

grim reefBOT
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Suggestion from Ending Page#8963 (441470190014693386)

How about the reload penalty? I mean we have two options about reload. The quick reload, press R, reload fast but will discard any round left in magazine. The normal reload, maybe holding R for a while, reload slower but could save ammo. Also, the pumpshotgun, the quick reload means it could shoot right away during reload (maybe not so fast as CSGO...), while normal reload, flip the gun and could load 2 shells at one time, like John Wick did (IPSC reload?). But need a animation played before we could shoot(flip gun again). Kind of complex.

grim reefBOT
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Suggestion from BattleCoder#6135 (457018888094220293)

Having a locked terminal that needs credentials to unlock. I.E. a security door that needs the specific password to begin the security scan. There could be multiple passwords and IDs throughout the zones and every incorrect one triggers an alarm with a small wave of enemies.

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Suggestion from BattleCoder#6135 (457018888094220293)

A flooded zone/zones with an enemy similar to the scout, however, instead of it triggering a wave it holds you underwater should you touch the tentacles. (This would include a breath meter obviously.)

grim reefBOT
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Suggestion from Drunk Spark76#0791 (273976022012264449)

Add a function where you can place stuff like medipacks and ammo packs into empty spots in lockers and boxes to help with sorting, this is mostly for D2 but would still be a help

grim reefBOT
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Suggestion from Stormpooper#3436 (301004158654218242)

Since the meaning of the game is the feeling of wanting to gtfo and extractions this time around have lots of infinite alarms, further demonstrating that idea, I think it'd be good to take an example from L4D2 Paris map extraction - running to it. Right now we just have to stand still in the extraction which, in my experience, diminishes that "we have to run, come on, keep moving" GTFO feeling. Of course, it would need to be properly balanced to feel challenging.
TL;DR Run to extract, not stand still for a minute.

grim reefBOT
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Suggestion from Ending Page#8963 (441470190014693386)

I think there should be more visual differences between each characters. Sometimes players can't recognize each other easily. Seems this suggestion is kind of hard to deal with when considered the game background as they are prisoners. I don't think this should be a element for "hard".

grim reefBOT
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Suggestion from Indian_Curry#3394 (440925612090195998)

have it state the amount of turret ammo remaining on your HUD while it's deployed

grim reefBOT
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Suggestion from ShadowVipers#6345 (191680004256432128)

add more time to 195 in D2, ||to stealth that in less than 8 minutes, and alerting it isn't really an option since there are 8 scouts, don't change anything else though||

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Suggestion from God_Merchant#1037 (422276725322416130)

^^Add onto above or ||Make scout only room if don't want to change time||

grim reefBOT
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Suggestion from SlevTheSlav#1049 (420738737824333824)

a sort of drawing board after a level (win or lose) that shows the map layout (as much as you explored) as well as player paths and where ammo and health was lost the most. That way you can mark it up with your team members in the lobby to see where to improve for the next run

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Suggestion from d^-1y/dx^-1#0584 (318826061964247041)

make the pistol not useless

grim reefBOT
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Suggestion from ColdRamen#7559 (121617263995387904)

when dropping items (cell, fog turbine), prisoners should switch to their most recent weapon instead of their primary

grim reefBOT
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Suggestion from Cloud McFox#8312 (243736068380164096)

Character Select Option in Lobbies

With each character having a little Warden Dossier attached

grim reefBOT
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Suggestion from Quilmeshou#3011 (339016466298830849)

Add Subtitles for those who want to hear dialogues between characters or do not understand them so much. something not so invasive to keep inmersion.

grim reefBOT
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Suggestion from d^-1y/dx^-1#0584 (318826061964247041)

Each melee weapon should do different things. Like, what's the point of having different textures for a melee weapon when they all have the same damage and buildup time? This ain't CS:GO. I'd say maybe make one tool have more damage but a drawback is that it is a larger buildup time. Another melee weapon could have fast build up times but have less damage. I don't know, but those are some of my thoughts. I'm just suggesting that these melee weapons get their individuality that they deserve.

grim reefBOT
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Suggestion from Շץקђ๏๏ภ ภ๏שค#9813 (578731906649030660)

Make a "Bonk" voice line in the game followed maybe by some dumb convo between two players. Might add a little inside joke humor to the game. SleeperBonk

grim reefBOT
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Suggestion from Zntr#6978 (374267108986454026)

Hello, I'd like to suggest to add an optional toggle-like function to melee attacks which would change the way the strike can be charged. I.e. pressing LMB once starts filling the circle and pressing it once again will execute the strike. Weak uncharged strikes could still be done by rapidly clicking. Maximum charge-holding duration and auto-strike at the end should stay the way it is . I really like this idea because it is convenient and can help reduce potential damage to the mouse by using too much force on the button during exciting situations and would also allow players who already have a semi-broken mouse with a malfunctioning LMB to still play normally without premature strikes happening due to a defective contact. Regards, amazing game, keep it up!

grim reefBOT
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Suggestion from Stormpooper#3436 (301004158654218242)

allow shove (same as melee rmb function) when holding objects like fog turbines

grim reefBOT
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Suggestion from Efolle#3212 (299301263697248256)

Make the audio files that you see in text when dropping down be playable short singeplayer cinematic that you can play later.

example:
*R2B1: Walking with squad, talking about stuff then you are forced to interact with a door.

"WAIT, DON'T OPEN THAT DOOR. NO!"

Sleepers jump out and it ends in static, going back to the menu

Just to have a bit more variety and could add pieces to lore.

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Suggestion from Nexxus#9973 (399418153203007498)

An entire level that is PITCH BLACK and you need the flashlight to see anything or be able to progress without bumping into enemies

grim reefBOT
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Suggestion from Lostmixup#8460 (141360245246001153)

A LOZ: Breath of the wild style "Hero's Path" feature that basically shows you were you and your teammates went, when you picked things up, when you went down, etc. It would be show to you at the end of a mission, could be skipped, sped up, etc. Would be cool for both failed runs and successful runs

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Suggestion from beerbo#9595 (218502690076884992)

'Berserker' expeditions where the prisoners are well equipped and armed to fight through an set of 'combat oriented' rooms filled with waves of highly hostile enemies. In other words, an exact opposite to the stealth based expeditions.

grim reefBOT
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Suggestion from beerbo#9595 (218502690076884992)

Expedtions in areas with a lighting system. This light system is linked with the rooms ventilation, controlled with a terminal. With lights on, prisoners are easily noticed, or include a new enemy that cannot be seen with the lights on. Randomly rooms can fill with infection fog if the light+vent system is turned off.

grim reefBOT
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Suggestion from MacabreCake#8008 (153672909968244738)

Make levels shorter. Lengthy levels like R2D1 & R2C1 are demotivating to look at when you play for 3 hours and die. A counteract to this could be to make the levels shorter but make alarm doors more difficult, more scout spawns, more titans and such. I feel the overly lengthy levels are a tad unneeded and i'd rather have more shorter but harder levels than these insanely long levels

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

In game gallery to view models of the monsters, prisoners, weapons, logs read from terminals, etc.

grim reefBOT
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Suggestion from ABC_squid#6513 (437419839976636417)

Add an notification when your the last guy alive.

grim reefBOT
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Suggestion from not me#8303 (420064880461348875)

Make the dodge double tap, for example double tapping A will make you slide to the left. Would make the dodge much more viable in regular gameplay.

grim reefBOT
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Suggestion from beerbo#9595 (218502690076884992)

suggestion to add at least double or triple the amount of possible context relative voice lines, so it comes over as more realistic, instead of always being aware what the character is going to exactly say.

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Suggestion from beerbo#9595 (218502690076884992)

Add more 'context relative layers' to the voice line triggers. For instance, after triggering a room, a prisoner will not say "I've got a bio tracker" when pulling the bt. Adding to that, he could say something different relative to the context, like "Stay back, i can see a lot of them coming!!:

grim reefBOT
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Suggestion from Kolohe#0491 (654552800516374537)

Make it so if a player(s) leaves in-game, whether intentionally or unintentionally, a body model would remain in their last connected position requiring a revive before a squad can continue as 3 (or less), the revive will cause the body model to despawn. For any situation requiring full teams, this would prevent the ability to easily proceed when squad member is downed.

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Suggestion from ShadowVipers#6345 (191680004256432128)

add an icon (particularly when you have the hammer out) that indicates weather you have your light on or not, because sometimes ambient light can make it very difficult to tell weather it's on or not.

grim reefBOT
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Suggestion from Stormpooper#3436 (301004158654218242)

Practice mode:
There are only two actual differences. One is that either you can save at will or there are checkpoints in the map that you can load to when you want. The other is that you don't get completion on an expedition when you beat it in practice mode.
Since one could argue that you can somehow abuse this to your advantage or lose out on the normal experience, it could be made so only zones (areas if you want to be more strict) that you cleared out/explored/entered (depending on strictness again) would be accessible in practice mode.
The reason i suggest this is that long expeditions are part of the experience, but having to repeat them all over from the start due to a chokepoint near the end is heavily taxing. In my experience just beating it on the 3rd try can cost me 6 hours 'cause I have to go through the whole map every time. Having the option to adjust tactics or get better for that specific chokepoint would alleviate this problem (and has other uses, too).

grim reefBOT
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Suggestion from Salutistic#1987 (286639707318648843)

a mode with the reactor core, similar to R1C1. The mode is basically an endless wave. During the waves you can come across enemies from every rundown- shadows, chargers, strikers, ||hyrbrids||, you name it. Every 4-5 waves, there is a special wave. They can be something like 10-20 giants, or the lights can shut off, or there will be a striker with like x4 the amount of health of a normal striker. There are four exits/enterances to the reactor room: the one enemies will come through, and three rooms that have 3 of each resource. The 3 rooms connect to two other rooms with 3 of each resources. However, once you get to the third room, enemies will be able to spawn in there. To access each room it is either a ||surge alarm or bloody door||, security door, or alarm door. There is a leaderboard for people who have gotten past the most waves.

grim reefBOT
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Suggestion from Dickchess#5107 (200417579091623937)

A biotracker beacon pick-up (ala glow sticks) that tags moving enemies in a radius after being tossed

grim reefBOT
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Suggestion from Humble#5073 (266271912051736577)

let us ping spores

grim reefBOT
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Suggestion from Deaths'Assassin#4229 (259162413704675329)

a lighter as a secondary light source that allows you to move closer to use light in a very dark area near sleepers without disturbing them as much could also have a limited amount of fuel in it plus can go as a tool like glowsticks or long range flashlight

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Suggestion from Salutistic#1987 (286639707318648843)

an option to turn on something like what Fortnite has. It is a circle that shows where sound is being made. For example, if a sleeper starts croaking. a little arrow will be on the circle pointing to the direction, with a small indicator that its a sleeper making the noise. This would be helpful to people who are deaf, or have bad hearing.

grim reefBOT
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Suggestion from Grimmrock#6266 (128030904160354304)

give the players a run attempted number. I think we all want to know how many failures it took to get that success

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Suggestion from Jc denton#6733 (530831658727899136)

make an optional item with placing like cells and turbins but this one gives you the whole area's map layout as reward

grim reefBOT
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Suggestion from Anoxymus#8344 (325107225259540481)

a freelook button

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Suggestion from ChaseTug13#1213 (128693447530905600)

long-range sniper sentry, with higher damage but a lower ammo capacity

grim reefBOT
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Suggestion from En1gma#2285 (318910687583928321)

Edged/bladed weapons, for gory melee kills. SleeperBonk

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Suggestion from En1gma#2285 (318910687583928321)

Placable markers/tags that teammates can see on their screen as well as their map. These markers can include sentry placement, items, terminals, etc.

grim reefBOT
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Suggestion from Ghostblood#7568 (221455976102887434)

An ability to adjust interface sizes. Some items within the menu are very tiny to the point where it's basically below 5px which is really small especially on 13" or 15" monitor.

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Suggestion from Ghostblood#7568 (221455976102887434)

Being able to turn up brightness/contract. Some monitors are not capable of changing and thus certain rooms are pitch black, nearly impossible to see even with flashlights on.

grim reefBOT
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Suggestion from Gutervin#3388 (376780899221766148)

have a penalty for leaving a game mid match and have a option to kick a person from your lobby if your host

grim reefBOT
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Suggestion from Roborbio EU - Badile#3251 (302505863568949248)

put in the game a different weapon sway making rifles feel heavier and a bit more hard to use. Something between metro exodus and rising storm 2 feel. When aiming on hip fire the rifle does not instantly follow the crossair aim.
https://homdor.com/public/anonymous/frankidolizedaracari?g=aHR0cHM6Ly90aHVtYnMuZ2Z5Y2F0LmNvbS9GcmFua0lkb2xpemVkQXJhY2FyaS1zaXplX3Jlc3RyaWN0ZWQuZ2lm

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Suggestion from Scooter2Ankle#6969 (280191955076382722)

Have an end-of-game scoreboard similar to Left 4 Dead wherein you can see how many kills everyone got, who took most damage, who shot most bullets, etc. I think It'd be a bit fun to see those random stats

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Suggestion from Scooter2Ankle#6969 (280191955076382722)

remove spores. That's it

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Suggestion from Scooter2Ankle#6969 (280191955076382722)

Have the little bio's for every level that appear in the rundown have voice acting lines when your team drops down, reading over the lines

grim reefBOT
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Suggestion from Scooter2Ankle#6969 (280191955076382722)

Instead of removing the spores which i didnt say earlier how about we make it so that they can be killed but only with guns? Keeps stealth tied to them because you cant just shoot in a room full of sleepers, but still allows them to be cleared out after the sleepers are finished

grim reefBOT
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Suggestion from Low#1535 (677530386804375582)

Occasionally while open a locker you find a striker crammed inside.

grim reefBOT
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Suggestion from WarLord#8755 (586717108272889861)

Pls add more Melee variants like an Axe, Scythe, Crowbar, Baseballbat, Katana or something else 😄

grim reefBOT
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Suggestion from Շץקђ๏๏ภ ภ๏שค#9813 (578731906649030660)

Allow Players the ability to scroll up in the terminal with the up/down arrow keys or by other means

grim reefBOT
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Suggestion from UraMAGES#8982 (236819125857550338)

a new environmental wall hazard that snatches a player away for an extended period of time (1-2 min or so) and renders the captured player unable to do anything until a teammate comes to rescue them (the rescue time could be as long as a revive). Combine this with team scans, it can make even just the first alarm door team scans a challenge.

grim reefBOT
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Suggestion from Gutervin#3388 (376780899221766148)

have a small box before a rundown have stats like enemies killed and accuracy

grim reefBOT
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Suggestion from terrormask#7695 (112017067460345856)

On the map a hotkey that centers on the player character

grim reefBOT
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Suggestion from Jelly#3283 (343481864582987788)

have an option to paper/scissors/rock over items that arent enough to recharge the whole team,

situation; there is 3 charges on the tool refill, everyone has sentries and they are all on 0 ammo, a cool spur of the moment decision who takes the item etc.

grim reefBOT
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Suggestion from InnerDemon#3266 (270145046966173696)

need a boss fight in the future as we dig deeper in the rundown. Take your time to design it 😉

grim reefBOT
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Suggestion from Floofy#3498 (432103763856195585)

Thinking WAY ahead here for Rundown 4. Don’t even know if the game will be continued to four, but a few ideas for theme and enemies if 4 will exist. Potential theme: Ventilation errors. Now I know what you’re thinking, “Hey Floofy, isn’t there infected fog?” Well what if it skipped the infection part and went straight to health. Like maybe some rooms would have very bad ventilation and can only be fixed with certain power cells being placed into a certain generator. And maybe a new, special type of flammable gas to limit the player’s abilities. Again, those rooms can be cleared when cells are put in generators. Maybe these explosive rooms won’t allow gunfire, either K.O. every living entity within, or just prevent players from shooting inside or at the room entirely. And maybe an enemy that only appears in rooms that could have gas in it. Maybe it can just heat up intensely when it’s alerted. In a clear, safe room, it can just heat up and only hurt when touched. In a gassy room, it’ll detonate the gas, setting everything within on fire. It stays in one spot and is only alerted when touched directly, no tentacles or stretchy boiis to watch out for. Maybe new consumables like gas masks, which can be put on a certain amount of times. There’s no limit on how long you can wear one but it’ll obscure a portion of your view, making it harder to play with a gas mask on the entire time. And I think yall can tell I took inspiration for the power cell gas room thing from ||D1||. Yea, I did.

grim reefBOT
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Suggestion from MuditaMan#4218 (67877879060377600)

An object like a data chip/card/drive that you have to find and bring to a terminal to read its data A few ideas behind this...

  1. Have it be tied to the objective, as data that isn't in the terminals, that is needed to find out what you need or where you need to go to finish the mission (could even introduce locked doors that need a code on one of these drives.. but with our hack tools shrug)
  2. Have it be a secret and when you bring it to a terminal it has logs you can read for some background/lore
    3. Someone's grocery list
grim reefBOT
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Suggestion from Diver/Fluffy#7777 (320037649366646795)

A level that's a near-infinite series of progressing rooms, going deeper and deeper, meant to be a trial of 'How far can you go?'. Each room corresponding to the alphabet, and then onwards. 566-A, to 566-Z, then 567-A, etc. Increasingly difficult rooms as well, perhaps?

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Suggestion from beerbo#9595 (218502690076884992)

suggestion to put ASCII-art in some way into the terminal

grim reefBOT
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Suggestion from *insert name here*#2469 (304775127222976512)

Just like there are seafoam grenades that are able to be picked up there should be mines that are able to be picked up.

grim reefBOT
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Suggestion from bleh#7994 (180355663707242496)

Side missions rewards could be extra resources/ammo/lore/BFG

grim reefBOT
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Suggestion from FurriiChan#9335 (195157752199380992)

Make a level in a later rundown that has a split in the team: two linked alarm doors with two separate scans next to each alarm door. When you start one of the alarm doors, it starts both, and when you finish the scans, both doors unlock. Now, this idea wouldn't really work if there wasn't some sort of lock on the doors. Putting a lock on doors would definitely be controversial, but putting the lock on the doors that you could break by getting a special gadget or tool inside the area would be better. Inside one of the rooms that the alarm doors lead to, there are a bunch of Object #1s that you have to find and send through a tunnel to the people in the other room, where there are a bunch of Object #2s that the Object #1s have to fit into the unlock the two other doors at the end of the smaller areas. The doors at the end of the area go to the same zone, and from there there would be a normal forward extraction point to finish it out.

grim reefBOT
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Suggestion from Jc denton#6733 (530831658727899136)

in future if you wanted to add matchmaking, i suggest to add something like trust factor matchmaking similar to csgo and it works like a leveling system. at the end of any game whether you die or complete the level, you can commend people as being friendly, being a teacher or a good leader and by that, people with higher trust factor queue together and the others try to be more friendly or teaching new stuff so they also get higher points. it encourages players to be better at communication ( which is the key element of this game) and doesn't drop a non talking and non friendly dude in your lobby.

grim reefBOT
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Suggestion from Big Chungus#2499 (380564021595602944)

Maybe add in a strobe flashlight that could temporarily stun enemies (especially sleepers) Not sure how this might mess with the lore though.

grim reefBOT
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Suggestion from Big Chungus#2499 (380564021595602944)

Include a “hardcore”/immersive option that does things like taking out the sleeper’s lighting up when triggered and has less equipment spawns. Maybe even slightly longer waves?

grim reefBOT
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Suggestion from ProbablyK#6359 (220208696444059650)

faster recovery from melee shove or being able to chain into hammer charge faster when shoving enemies.

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

An option to enable/disable having a timer that counts down when reloading or using items.

grim reefBOT
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Suggestion from ShadowVipers#6345 (191680004256432128)

sprinting cancels reload. (1/2)

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Suggestion from ShadowVipers#6345 (191680004256432128)

in addition to the previous suggestion also add in a partial reload system that 'remembers' the progress of your last incomplete reload (so if you're 90% through reloading and sprint without out thinking, it will 'remember' that you were almost done the reload and maybe start the reload at 75% instead of 0%. (2/2)

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Suggestion from ShadowVipers#6345 (191680004256432128)

(2/2, revised) partial reload system as described above, although in order to take advantage of this, the follow up reload must be completed within a short period of time (say about 20-30 seconds) otherwise you'll have to reload from 0%. Also firing the weapon or switching weapons, will also reset the partial reload progress to 0%.

grim reefBOT
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Suggestion from Big Chungus#2499 (380564021595602944)

In addition to the above reload suggestion, if the reload is cancelled you should still have 1 in the chamber for realism purposes. (provided you weren't out of ammo before)

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Suggestion from Big Chungus#2499 (380564021595602944)

Add emotes, such as pointing, "shushing" with a finger over the mouth (possibly with an audible but not triggering shush?), and a waving motion to tell players to follow the person. This would make it easier but not unrealistic for parties to call out where different enemies are without just saying "over there next to the black wall", etc.

grim reefBOT
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Suggestion from Austinrocket#9817 (173550963028787200)

Throwing a glow stick at a spore will make the glow stick get stuck on it and suppress the spore for the duration of the glow stick.

grim reefBOT
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Suggestion from Spire_#4442 (297379338335289345)

add a shovel weapon, has longer charge time but deals more dmg

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Suggestion from Spire_#4442 (297379338335289345)

||Nerf E1 last error alarm, too luck dependent for the last few rooms, sometimes there's 2 giants and a scout at the same time. and other times there's no either of them. And most of the time it will take around one hour to reach at that point. while having 20 enemies constantly coming. Maybe its what E1 supposed to be but the RNG element its just not fun when the direst situation. ||

grim reefBOT
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Suggestion from Big Chungus#2499 (380564021595602944)

Make rooms feel more like they have a story to them. For example maybe have a body fall out from behind a door when a player opens it, and when they close it there’s scratch marks on the opposite side (might make for a good jumpscare too, provided you have an audio queue as well). Right now each room just kinda feels like meh with the rng of spawns. I personally don’t really get invested in each room but if there was more to look at than just fog, darkness and dead bodies spawned randomly I feel like it would make for a better story. I guess to wrap this up just be more strategic in the placement of dead bodies?

grim reefBOT
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Suggestion from KevinSandwich#7507 (320653593076301834)

You should add in some female characters to play as, also you should make the maps more diverse looking. As of right now all the maps pretty much look the same. I was also looking different enemies models. Again, Since all of the enemies look the same except for their heads.

grim reefBOT
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Suggestion from Big Chungus#2499 (380564021595602944)

Add a secondary plasma cutter that was used for mining (since we appear to be using mining gear anyways) but repurposed/modified to cut through bones. It would take batteries (ammo count 5-10, depending on how long you made the charges last). The range would be short, almost like a melee weapon. Could be kinda cool to hack through some infected. Honestly would likely be a meme weapon for more experienced/immersed players.

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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

An enemy that will cling itself to a player like the Jockey from Left 4 Dead, and must be shot off of the player to free them but be careful to not friendly fire.

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Suggestion from Shawn Matthias Howlsey#2668 (155454338968322048)

An area of the complex that is flooded with water, can be swam around in along with having a few water based enemies perhaps, and at certain points the players must find a way to drain or raise the water level to access the next area of the level.

grim reefBOT
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Suggestion from Kamusta#0077 (181886543751806976)

Make generators visible on the map when you find them. Doesn't really make sense why they wouldn't be on your map since boxes and terminals are shown.

grim reefBOT
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Suggestion from Ravienta#1410 (248251987710312452)

Not sure if this has been said or not but two devices. A noise suppressor that creates a dome where noise inside the dome doesn’t leak outside or a device that draws enemy aggro that can give the team a small window to stack back together such as a pipe bomb from L4D

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Suggestion from ABC_squid#6513 (437419839976636417)

Add hand gestures when the characters do battle cry's, taunts, spotting sleepers and scouts.

grim reefBOT
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Suggestion from Ravienta#1410 (248251987710312452)

add a status screen of # of kills, deaths etc at the end of a run

grim reefBOT
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Suggestion from Big Chungus#2499 (380564021595602944)

Increase fall damage. I fell like 2 stories and only took like ~20 dmg.

grim reefBOT
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Suggestion from Majkiboy#3304 (325721107493552129)

Add more type of tools and/or types consumables (or balance drop chances of certain item per rundown). Right now there are so few things to look for, you want either ammo, health, glowsticks or C-foam grenades. It makes it stale pretty fast. Or make more items be able to spawn like glowsticks sometimes do, simply lying on a table (not in a locker)

grim reefBOT
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Suggestion from Ravienta#1410 (248251987710312452)

a single ultra rare spawn override key that can be used on any door and also disables the alarm on door. It can be used either on a door or a locker that contains a bunch of supplies that teams will have to choose to either knock out a door they may have trouble with or supplies

grim reefBOT
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Suggestion from BenDaflex#1241 (413406724209246208)

When you are down, press left/right click to watch the POV of your teammates

grim reefBOT
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Suggestion from Big Chungus#2499 (380564021595602944)

A new enemy type that spawns specifically during waves. It doesn’t attack during the main wave but rather hides in a concealed position and waits for players to re-enter the room and ambush them.

This would give rooms a sense of dread, even if you had already cleared them previously. Personally I feel like the game kinda loses its touch after you clear the floor and just have a few waves left. You shouldn’t be running around with 0 consequences in a cavern filled with infected! There should be just as much tension when you’re first clearing rooms as there is when you finally clear everything else and there’s just the final alarm to activate so you’re trying to stock up supplies.

grim reefBOT
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Suggestion from Bomber665#0628 (304219390121869312)

Make it so teammates are visible on the biotracker. This would help with call outs and make it a more viable tool overall.

grim reefBOT
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Suggestion from aquadrious#6969 (207577211861991424)

fall damage is fine, but sometimes you fall from a trivial height and take nonsensical damage. feels like our legs are made of spaghetti. increase the threshold required when falling to actually take fall damage.

grim reefBOT
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Suggestion from OuterPath | Azu 'm Shang#9332 (330280796730556417)

when u press Tabulator for the map let the map stay in the game instead switching to an alternativ view; Make u can fall down clives like at the starting area; and and alt + wasd walking makes u walk slow and quiet

grim reefBOT
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Suggestion from WeebNeet#1919 (201304430321074176)

This is a terrifying idea (somewhat), that could make for some interesting moments.
Another stationary enemy like the Spitter, that acts like a Scouts tentacle.
It might only have one, maybe even 3 (maybe some RNG to it?) and it would extend at random intervals and can maybe even be forced out with a flashlight.
When touched, the tentacle will glow red and get retracted in a second, after which it will scream and alert the whole room you are in (like a scream from an alerted sleeper)
It could also spawn a single or two extra enemies coming from behind, so that there would still be a reason not to alert them, even when the room is cleared out.

grim reefBOT
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Suggestion from Goodboyjohnn#4035 (475479848954101760)

sweepers: a special enemy type that, like scouts, is alert while other sleepers are, well, sleeping. However, unlike scouts, they will not be stuck in a room. To balance this, they will not summon a wave upon screaming, and will not put down tentacles to detect players. Instead, they will react to and pursue sound, including opening and closing doors (potentially destroying doors before a room is alerted). They might be considered the big striker analogue to a scout.

grim reefBOT
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Suggestion from Wormy#2954 (334273024176029696)

More interactive terminals with options to change the environment in various ways. Adds variability to gameplay and more teamwork mechanics. This could be implemented in so many different ways and could lead to many new ways to play the game:

  1. Dynamic environment aspects during fights (One player could be on a terminal influencing the fight in various ways while others defend them).
  2. Variety in map traversal through clever terminal mechanics.
  3. More options for pre-fight prepartions/tactics...
    It would just be nice to have more ways of dealing with encounters in this game. Maybe instead of trying to stealthily take out a large room and either succeeding, or failing and shooting them all to death, you could decide the room is too dangerous and purposely set off an alarm that draws enemies to a specific advantageous location to make the fight easier. So, if you were to try to take out the room stealthily and fail early on it could turn out much worse than simply preparing for a battle. Maybe this could be implemented as lighting mechanics, traversable vents, intentional alarms (distractions during fights/funneling tactics?), etc... A bit of a scattered and non-specific suggestion, but I'm not a game designer. I just really like the feel of terminals and how they've been used so far and think they could be expanded on in interesting ways.
grim reefBOT
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Suggestion from MysteryPig#2131 (210959959905665026)

optional stealth rooms that reward you by turning on lights in a combat room. for instance, putting a generator in the room with the scout in R2B1 that brightens the combat area when given a power cell. alternatively, this could be added as a function to specific terminals. this would be especially useful in the B levels, as my squad found that it was much more difficult to learn about the combat mechanics on those levels than it was to learn about the stealth mechanics. increasing the ability to see enemies would help a lot with that.

grim reefBOT
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Suggestion from Karma#0591 (623732253301669898)

make spitters heal sleepers, and make a infected verson of C-foam.

grim reefBOT
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Suggestion from Brey#4819 (209480325468913666)

please add a hud text scaling slider for bigger text.

grim reefBOT
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Suggestion from MatchaThePanda#0012 (317812423937490944)

I wish the game had more of a splatter on my screen, especially hitting sleepers in the head with the mallet. The blood sliding down doesnt really make much sense, since its right in front of you and they arent pouring their head juice on you.

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Suggestion from Karma#0591 (623732253301669898)

add the beast from the trailer to make more terror in this game

grim reefBOT
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Suggestion from DOOM SLAYER#4780 (282055139580444673)

New Type Enemy

  1. Running in Wall
  2. Enemy Can Infect you
  3. Undead Enemy (like Regenerator in Dead Space)(This good for more Mission like Run and Gun)
  4. Enemy Can Grap you and push slowly (play still can you use gun but cant use)
grim reefBOT
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Suggestion from MuditaMan#4218 (67877879060377600)

Special Enemies that cause infection when they damage you.
I was thinking each enemy type but visual and audio cues to let you know its a special of that type. Could include changes to attack patterns too. I think it could be a nice tool for adding difficulty to levels or even be the focus of an entire level.

The other idea would be a new enemy altogether with the same concept of increasing infection when it hits you or an attack that mostly or entirely causes infection instead of damage.

grim reefBOT
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Suggestion from freddo_wrapper#8453 (284336719627812865)

have doors where you need to carry drills or other equipment to open them, for example like in payday 2 where you carry the drill to get into a vault.

grim reefBOT
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Suggestion from MuditaMan#4218 (67877879060377600)

Increase usefulness of carried items (lock melter, glow sticks, etc.)

  1. Glowsticks: players deem this a useless item as it is only slightly conveinient for sleepers... increase duration to make useful for defending alarm doors by helping with aim & avoiding getting surprised.
    2.Lock Melter: again deemed useless by most players as breaking and hacking locks has a short range of danger... i think the best thing to do here is make hack locks noise range much farther and/or affect enemies on the other side of the door. Regular locks could probably be kept the same for variety.
    3.Mega Flashlight: This one was brought up before and has the same idea of glowsticks above, make them useful for defense by being able to be placed down.
  2. C-foam grenades: I dont think changes need to be made, its helpful and people will drop all the other equipment for them...
    5.All items: allow items of the same type to be stacked and unstacked to portion up among players

Long story short, make players less upset about finding glowsticks and lock melters.

grim reefBOT
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Suggestion from Ravienta#1410 (248251987710312452)

allow use to remap the hack button to a different button. I can more quickly press the space bar or another key quicker then the fire button

grim reefBOT
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Suggestion from Moskold#9712 (118173643384553475)

invisible scout that spawns invisible hybrids Ludvig

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Suggestion from LightSoul#0439 (257180588568477699)

Make a sout that we can hear and see but his fillars(/tentacles) are invisible

grim reefBOT
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Suggestion from Sen#5139 (313248767610454017)

New enemy that can crawl on the walls,can use camouflage to hide its own existence,non-static,invisible when someone turn the flash on it.

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Suggestion from VoidUprising#9176 (285615644949610506)

In the trailer, we saw what appeared to be perma-death at the end segment. To replicate this, I have a simple system: If a player is abandoned by his teammates while downed (they run away from his body a certain but significant distance), the remaining survivors hear distant, bloodcurdling screams signaling their friend’s death. Their equipment cannot be recovered aside from Objective Items, which are dropped at the point of death.

grim reefBOT
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Suggestion from Spire_#4442 (297379338335289345)

Balance primary weapons, so far DMR is completly being ignored and SMG is used by everyone.

grim reefBOT
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Suggestion from Prebenkul#8649 (259314837551710210)

Add a new consumable/item "Plasma torch" and a "Sealed Door" which the plasma torch would be used on. The purpose is a optional room which contains valuable supplies or ammo you could use to have a better chance of completing the level. However, to access the supplies, you'd need to use the plasma torch to cut open the sealed door (this door could read "Emergency supplies"). To balance it out, using the plasma torch would make a lot of noise and cause a few waves to come during use, until it's finished (a teammate will be indisposed as they'd have to hold it). The room would be a small supply room with the amount of lockers depending on how difficult the current level is. Could be a high risk, high reward kind of thing.

grim reefBOT
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Suggestion from ShadowVipers#6345 (191680004256432128)

spoilers for E1
||Make the Shadow Sleepers glow (similar to other sleepers but more faint/not nearly as bright) when they are stretching & heart beat phases. Only make the glow visible to the player when they are very close to the sleeper, similar to how sleepers become visible to a player when they approach them in complete darkness.

Context:
Now I get that the Shadow sleepers, are invisible to give a significant role to the person carrying the Bioscanner, but at the same time I find it really frustrating when on the occasion where there's a need to kill a shadow sleeper, and people are saying to me "stop moving it's right in front of you" yet no matter how many times I try to flash it to get an idea of where it is, I can never see anything. Idk if this because of my graphical settings, my monitor or something else, but I'd just like a more consistent way of seeing the Shadow sleeper instead of just on callouts like "it's right in front of you, don't you see it?", and where sound is unreliable because it can only tell relative position and not quantity (like when there are 2 or more sleeping next to eachother)||

grim reefBOT
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Suggestion from Spire_#4442 (297379338335289345)

Add a distance measuring tool for sniper rifle. It shows the distance between you and the target distance.

grim reefBOT
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Suggestion from ABC_squid#6513 (437419839976636417)

Bring back the old playermodels. The older models fit well with the theme of the characters being dirty scavengers and not having good clothing.

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Suggestion from uarewRong#0349 (120518185270247426)

have some trap 'quarantine' room that locksdown the whole room and spawns sleepers if any of the players walks into it without disabling the alarm. doors will only be reopened if the alarm is turned off

grim reefBOT
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Suggestion from DabaDons DabCap#3315 (278029453014335488)

A new enemy type that can disable sentries by "sucking" on them, and killing it will enable the sentry again.

grim reefBOT
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Suggestion from NeonTerminus#8526 (216080530414895114)

Sleeper spawn placement tends to be incredibly inconsistent, which wildly impacts the difficulty in a way that isn't fun or interesting. For example, even with good strategy, teamwork and preparation the end of E1 can be almost singlehandedly ended by poor RNG. That isn't good game design and overall hurts the entire experience. I'm not saying it should always be the same, but at the very least it shouldn't be too many or too few. It should be more handcrafted to present a fair challenge to all players.

grim reefBOT
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Suggestion from SlaughterThemAllRichtofen#2571 (307324719731048450)

Biotracker should be buffed for longer tag times and more enemies per tag, especially with shadow hordes.. Please

grim reefBOT
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Suggestion from Ravienta#1410 (248251987710312452)

make the glow sticks a bit brighter. Sometimes i throw them and the fog just swallows the light and i still can’t see any thing

grim reefBOT
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Suggestion from Ravienta#1410 (248251987710312452)

add the ability to hybrid sight to dmr to make it more viable during horde’s. Right bow it zooms in so much that trying to use it when chaos is happening is nearly impossible. I think a hybrid or flip sight can help make it more combat viable

grim reefBOT
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Suggestion from ABC_squid#6513 (437419839976636417)

Add more character to character dialogue. For example Hackett finds a red keycard and he could say "found a red keycard" and Woods would say"hold on to it" have way into the run bishop finds a door and says "Hackett you still got the red keycard, cause I found where it goes. Stuff like would show the teamwork between the characters.

grim reefBOT
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Suggestion from Rayalot72#0742 (111990475744944128)

To some extent, I think E1's ||infinite alarm|| would be better balanced if ||it were changed from a small wave, gradually increasing in size, every 30 seconds to a larger wave, gradually increasing in size, every 2-3 minutes. This would better suit it for a constant threat going on during a segment where players are expected to explore, clear rooms, and do alarms. Don't get me wrong, I like the fact that its current implementation makes it extremely hard, but I think it also makes blind runs and RNG a bit unfun, not to mention small mistakes can be so costly. Not only would this make the end segment a lot more doable with experience, it would give the developers a chance to make the earlier segments much harder than they currently are, where you can alert everything and come out with 100% resources with tons extra to carry.|| In summary: E1's end segment should have been made a bit easier through changes to its structure, but E1's build-up segments should have been made a fair bit harder to compensate and improve the feel of the level. It's a bit late now, but I hope this sort of issue is better considered in future development. E1 is fairly well-made otherwise.

grim reefBOT
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Suggestion from Ravienta#1410 (248251987710312452)

not sure if this was suggested before as discord search sucks but a large ammo or health kit that restores up to 50% but caps out at two uses.

grim reefBOT
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Suggestion from uarewRong#0349 (120518185270247426)

a constant alarm that allows deactivation for a period of time whenever a security code is imputed

grim reefBOT
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Suggestion from rexcelest#1567 (183027090717671424)

Blackout alarm: when the alarm starts any and all lights go away completely, and the rest works like a regular alarm with small red circles. This forces one player to hold a long range flashlight to help other players see enemies, or it requires pre-placement of glowsticks around the room.

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Suggestion from rexcelest#1567 (183027090717671424)

A reactor level with two sides, say north and south side. Before starting the players have to separate into groups of 2, each holding the north or south side of the reactor. Each side has a terminal, and each wave spawns a little on both sides. After waves, the codes have to be put in to one of the two terminals. then like D2 they could be forced to go and look for the codes in other rooms, but the code they have to find is in the south side, but must be inserted into the north side. There could also be ways to make both sides engage in a task, maybe one side has to find a cell and power a generator, which gives power to the TERMINAL required to get the code on the other side, and while they are doing that the other side can focus on clearing the room with the terminal in it, as well as looting. At the end, a door opens and reconnects the two split groups and they extract together.

grim reefBOT
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Suggestion from Spire_#4442 (297379338335289345)

Buff Burst sentry's dmg or making it automaticly aim on the critical spot. the ammo/dmg efficientcy is just unbelievbly small, i once saw a burst sentry coudn't take down a normal sleeper after 12 shots, meanhile the burst assult rifle can take it down in 5 bullets if they hit the critical spot. So underpowered compare to shotgun sentry.

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Suggestion from Spire_#4442 (297379338335289345)

Maybe release the original soundtrack in the future if there's going to be more

grim reefBOT
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Suggestion from Fuzzy Catzilla#5763 (362778964667793430)

What if there was a special room that scanned you for infection. It would be operated by a special terminal (outside of the room, in a seperate room.) and it would detect any infection levels (any levels indicated by when the percentage starts) and if there was any level of infection in the room during the scan, it would set of an alarm. Obviously you would need to put a decontaminator on either side if there is infected on either side. This could be used to split up the team and add more duos cooperation and make the spitters and fog, that much more of a pain.

grim reefBOT
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Suggestion from inVertedAxis#9668 (180652317849288704)

... Add some type of distraction resource or stun resource. Something that will make noise and the enemy will be drawn to it and destroy and then go back to chasing the player or a stun grenade with a loud noise to disorient the enemy. To keep the difficulty level make it so that the affects last a second or two and to avoid teams spamming make it so that only one of these resources is allowed per team. To be clear I don't mean a tool but rather a resource that can be found in the level.

grim reefBOT
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Suggestion from megid0#1578 (262391141263998977)

Difficulty slider (even for groups). Nothing easier obviously, but would be cool to see ||shadows and chargers|| spawn in levels they shouldn't, or make challenges that are exceedingly hard even compared to the standard game.
Alternatively, a "challenge" system would be cool. I.e. "clear this room in 20 seconds using nothing but X/Y/Z" or "beat this level using only [weapon]". Maybe give different rewards for completing all the challenges for a given level? I dunno, I'm spitballing here.

grim reefBOT
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Suggestion from Nexxus#9973 (399418153203007498)

Allow A.I to learn and adapt to our strategies and counter them

grim reefBOT
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Suggestion from megid0#1578 (262391141263998977)

This is a teeny, tiny gripe, but could we get the bigguns (big striker, big shooter, etc) to spawn in different positions or poses? Like, shooters can spawn curled up, or laying down. What if a biggun spawned like that? It'd be neat, and maybe make it all the more terrifying (instead of a giant, now you've got a giant creature slowly crawling towards you)

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Suggestion from megid0#1578 (262391141263998977)

Ability to completely turn off viewmodels, HUD, etc. for screenshot and sharing purposes. Hey, I'd love to have a GTFO wallpaper of some enemy bashing my head in.

grim reefBOT
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Suggestion from Serule#9451 (97037015811362816)

Unpowered normal doors. Some normal, non-security doors could require power to operate; they'd be unable to open or close without power. They could still be broken down with hammers or by the enemy, like normal. This could make some interesting tactical decisions. For instance, it might be worth powering up certain doors to save them for a later defense, rather than breaking them down to get in (which also might make noise). Gets even more interesting if more control over power is also added (ex: use a terminal to direct power between zones; of 2 zones, only 1 can have power at a time).

grim reefBOT
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Suggestion from ABC_squid#8368 (437419839976636417)

make the characters blink. It's creepy how they stand there and just look at you.

grim reefBOT
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Suggestion from Mrono#4848 (189441287102005258)

A door cutter/plasma cutter in the form of a heavy weapon sitting around in the level (similar to the fog turbines). It slows you down to walking speed and you have to drop it to use your normal weapons. Maybe do damage to enemies but primarily use it as a level objective to get to cut down a heavy door that won't open while the rest of the team protects you. Since it spawns in the level it can't softlock just because someone didn't bring one in their loadout.

grim reefBOT
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Suggestion from Goodboyjohnn#4035 (475479848954101760)

allow sleepers to spawn buried in the dirt ground up to their shoulders, possibly as a theme for a new expedition or level: Cave-In. Such sleepers could be more densely packed than normal, as if a large number of workers were trapped and killed at once, but -- seeing as they are trapped -- they would shift and 'listen' less often, and escape slower after being alerted by a scream. Buried big sleepers could manifest in one of two ways (that I thought of): they could be waist deep, having 'grown' out of a shoulder-deep normal sleeper, or they could be shoulder deep and therefore always alert a room after being attacked (because we can't hit for enough damage after the head explodes). I am partial to the second, though distinguishing bigs from normal sleepers could prove to be difficult, for the increased value and challenge of stealthing mixed rooms.

grim reefBOT
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Suggestion from Ravienta#1410 (248251987710312452)

make the sniper be able to kill an alerted scout. It can help the gun be more viable and be a great counter to them if something happens. You can have it happen only if they hit the head just before the scream

grim reefBOT
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Suggestion from Dr. Pjuskebusk#9916 (229914205292199936)

What if you could open and close doors with a terminal, it doesn't have to be useful it would just feel great to be able to do.

grim reefBOT
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Suggestion from xenin#7765 (282765648851894277)

what if there’s one level where all 4 players start off in different areas and have to meet up in the center or something, that would be intense!

grim reefBOT
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Suggestion from HeavyBox#8746 (308057822879547392)

longer range flashlight for revolver

grim reefBOT
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Suggestion from Rayalot72#0742 (111990475744944128)

Nerf sniper ammunition in favor of buffing sniper damage. While the buffs have been a step in the right direction, The weapon will always be overshadowed by alternatives like shotgun if it can't pack more of a punch. Buffing damage would move its focus into immense utility against very strong opponents at the cost of horde killing potential, which is currently its main drawback. If it's not particularly great at either, it will remain a handicap, which is the case currently: If you can exclude sniper from your loadout, you really should.

grim reefBOT
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Suggestion from ShadowVipers#6345 (191680004256432128)

make the sniper be able to over penetrate enemies, I find it odd that a 50 cal. is unable to do that.

grim reefBOT
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Suggestion from Moskold#9712 (118173643384553475)

make some sleepers explode randomly/on contact next rundown. (For damage)

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Suggestion from ちょむすけ#0666 (253734579297452032)

bring back chargers from first rundown

grim reefBOT
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Suggestion from Sen#5139 (313248767610454017)

New Rundown will force each player to learn the basics in the first few level (A-B) like: using terminal,kiting with hammer,sentry placement,resources management or resources sharing,stealth kill the scout ,using sniper,... .700 hours in this game and i have seen a lot of people reached D levels and don't know anything about those basics,especially the terminal usage(Uplink,read logs,ping items,list cell,...) and Scouts killing with the hammer. It's like they are being carried the whole time and not actually workout on anything. This game is all about " Work with the team,or die with the team".You can't just rely on someone else to do everything for you.

grim reefBOT
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Suggestion from Jinn#0884 (387000935559462928)

Getting rid of the "run to this place" for security scans. What this does is forces you to stand out in the open meaning any viable defensive pattern is instantly useless due to the fact you have limited ammo and are forced to stand in a compromised position where you cannot defend anywhere,
The fix? Just have the door take longer to open. Once the initial security lock is completed.
We already have a limited amount of ammo and or health. The challenge is already there. It's just unnecessary punishment rather than punishing players for making foolish mistakes.

grim reefBOT
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Suggestion from Cao Pi#2127 (408749691610857474)

For the idea of removing the scans. Not that I think it is a good thing to do, but maybe for some doors. Special doors.

Let us say there is this massiv door. You start the alarm with a teamscan. Then the door starts opening a part of it after the scan is done. That takes a while. After thhe door is unlocked partially, Terminals are used to open that door. Meaning you put in a code. This creates another teamscan in front of that door. You do that. After that it starts opening slowly again. After that is done go to the next terminal, rinse and repeat until opened. Takes away the rng factor of the scans (teamscan always at the same place), while creating a new and still challenging experience with doors. Also tbh alot of people want to open a sec door with terminals atleast once 😄

grim reefBOT
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Suggestion from Xenomorph#9343 (337236272965746692)

to tack onto Cao Pi's suggestion, it should be a new massive door, something that will make players feel it is extremely important. The warden door had that effect in R1 and in the start of R2 with B1, but it has lost its intimidating presence when you keep playing.

grim reefBOT
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Suggestion from Goose#1913 (446475147009064962)

this game badly needs new challenges for clearing out rooms. It seems like everytime I play this now players try to quick clear and just end up going loud. It really is the sensible choice since it costs basically nothing to kite and hammer if you are good enough, and it is way faster. I feel like new enemies, or environmental hazards need to be added in order to make alerting a room without a scout a much more detrimental thing. Clearing out rooms slowly was probably the scariest part about this game for me when I was new, but now I rarely get the chance to experience the game in a scary and slow manner.

grim reefBOT
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Suggestion from The Warden#1987 (286639707318648843)

if customizable guns are going to be added (like camouflages or shit like that), have an option to replace the normal hacker with the Black Ops Zombies hacker tool

grim reefBOT
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Suggestion from 🍖 ℌ𝔢𝔠𝔱𝔦𝔠 🍖#6023 (162972397274660864)

Dual wield Mallets

grim reefBOT
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Suggestion from Ending Page#8963 (441470190014693386)

Me personnally think that the DMR's sight is kind of strange because the acutal bullet landing position is a little higher than than T shape in the scope. I don't know much about the scope knowledge. Is that design on purpose or on reality? If so it's OK. I prefer more accurate shape however, like a classic - but do kind of boring and common - dot.

grim reefBOT
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Suggestion from The chonky savior#1277 (330403647236210688)

make point of no return areas, for example: a kind of room in which in order to open the next door the one behind gets closed and is impossible to open again. That helps getting rid of the part of the game where you can just run back for supplies and instead you have to consider what would be best to bring with you, it would also disable the previous room from being used as a kiting area, which would make it a bit more challenging and add a bit more pressure since you don't have that much space to work with. Another option this could open is theme transitions: so you enter from a foundry styled complex, go through the door and enter a dig site styled area, with each of them hopefully having different hazards later in development.

grim reefBOT
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Suggestion from Ending Page#8963 (441470190014693386)

Got inspired when playing PD series' No Mercy heist. No Mercy is a narrow place with long narrow hall. Could we make something similar but more repressive more intense? For exaggerative example: A long narrow hallway in 100m * 3m * 3m, and one-direction spawn. If feel too boring about straigtline, we can add a ramp about 30 degree in this tunnel, upward or downward. Maybe too easy, maybe too damn hard to deal with, who knows. XD

grim reefBOT
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Suggestion from Ending Page#8963 (441470190014693386)

for now it's useless but, if we could put the sentry guns on the wall even on ceiling...? Now seems can only brought some feelings of sci-fi? Not so useful but cool, i think. 👀

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Suggestion from uarewRong#0349 (120518185270247426)

suggestion security scans that forces you to be locked in the position that you are standing in while moving out of the scans will reset the whole % and cause a repeat of the scan

grim reefBOT
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Suggestion from ABC_squid#8368 (437419839976636417)

Add an option to turn on your teammates health on your hud like in earlier versions of the game. It will make it easier to see everyone's health when in a fight.

grim reefBOT
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Suggestion from uarewRong#0349 (120518185270247426)

reanimate sleepers that still has their head on when they die

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Suggestion from uarewRong#0349 (120518185270247426)

further mutate scouts so that they are able to walk even when its tentacles are out

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Suggestion from uarewRong#0349 (120518185270247426)

enemies that are immune to hammers but weak to gun fire

grim reefBOT
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Suggestion from flubaphone#8462 (201842063581380618)

Add spectator cams on teammates for after you die.

grim reefBOT
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Suggestion from Slipkin#0707 (228645616446734336)

Customizable weaponry, with custom stocks and scopes, or like barrels and such. Maybe even ammo types?

grim reefBOT
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Suggestion from uarewRong#0349 (120518185270247426)

a more frequent update on roadmap status etc to keep player base interested

grim reefBOT
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Suggestion from Glaxon#5255 (341187691985108993)

remove boxes from the terminal after theyve been opened, or add a way to unlist them after you open the box itself

grim reefBOT
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Suggestion from Rayalot72#0742 (111990475744944128)

(introduction) Spitters/wallsacks honestly might not be that bad if their implementation were adjusted. There are a few big issues right now that make them very easy to complain about as an environmental hazard, and I think they should be considered as balance issues which need to be addressed. I feel that adjustments would result in a clear difference between players skilled at dealing with spitters and players very new to spitters (which is not really observed currently, pretty much everyone gets somewhat to very infected in some zones). (1) They shouldn't have such bullshit spawns. The fact that they are procedurally placed, and that walls and ceilings are poorly defined, combine to allow them to spawn awkwardly on boxes, staircases, etc., which can mean guaranteed damage and unusual difficulty in spotting them. Better defining walls would alleviate this and set clear expectations for players encountering them.

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Suggestion from Rayalot72#0742 (111990475744944128)

(See introduction.) (2) Their face shouldn't be what you need to flash in order to force them to retract. Currently, you might clearly see that there is a spitter near you, but you won't be able to do anything about it because it's in some way obscured from your light, sometimes when the spitter can still see you. This makes them feel very unresponsive, especially if you're trying to protect teammates from spitters that can see them but not you. Simply, you should be able to shine your light at any part of them to get them to retract.

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Suggestion from Rayalot72#0742 (111990475744944128)

(See introduction.) (3) Conjunction with other factors can make them simply unfair. This is almost entirely limited to D1, but spitters can absolutely go wrong in other ways if they are reintroduced in future expeditions. Spitters that are in extremely deep fog are not good design. The level strongly encourages you to conserve fog repellers and move through dense fog with short breaks. Spitters here are simply unfair, as you can't see them and are forced to shine your light vaguely in parts of the sphere around you while there may be sleepers that you're also pissing off. Not to mention, you need to keep track of a large number of them. Spitters should not be able to spawn in 610 or 612, since these are the first zones you'll need to get on your feet in D1 and start getting equipment that will help you deal with the fog and spitters more easily (608 and 613 are not issues since you go there later, and can enter with far more fog repellers or more cells in the gen cluster). This is just a balance issue the devs will need to be mindful of when developing new expeditions.

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Suggestion from Rayalot72#0742 (111990475744944128)

(See introduction.) (4) Spitters should not wake up sleepers whatsoever. You have a dynamic where you're pairing something that is fought with light with something that is woken up by light. Stirring sleepers is fine, but you're essentially creating impossible scenarios where you are guarenteed to wake up a sleeper adjacent a spitter, entirely because of bad RNG. Either you'll wake it with your light or the spitter will wake it because you didn't use your light. The player is seriously punished for something they can't control, especially if this scenario occurs with multiple sleepers in a cluster or a titan. This shouldn't even be a rare case, remove it so that players have more control.

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Suggestion from Rayalot72#0742 (111990475744944128)

(See introduction.) (5) Oversaturation is a serious issue with spitters. There are often simply, so many. Keeping track of them all is simply unrealistic, meaning you're almost guaranteed to take damage, especially if you also have sleepers to kill. Areas that have a fuckton of spitters could really do with several spitters. Areas with several spitters could really do with only a few. Alternatively, some of this issue can be offloaded onto other issues. For example, development could treat this as issue 3, and ensure that any area with more spitters than average will never actually have sleepers in it, ensuring players can focus on the abnormal amount of spitters with this new advantage (changes that would make sections of B2 and B4 a lot more doable and less dependent on RNG).

grim reefBOT
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Suggestion from Big Birbus OooweeOoooo#4195 (310227962630766593)

The DMR is still a rather useless weapon with the percent of ammo used per a shot making it uncostly compared to other choices (such as the burst rifle). I think that if it had greater ammo, but with pistol headshot damage, it could be a the alternative to the pistol in that it has good headshot damage, but its tradeoff being difficulty in close proximity with the small reticle. Essentially the DMR and pistol would be the same weapon, but one would be the ranged version (DMR) and the other would be the short range (pistol). I just think that the DMR needs to have some sort of practical use because its extremely limited ammo and uselessness compared to the burst makes it a crutch in any game.

grim reefBOT
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Suggestion from Շץקђ๏๏ภ ภ๏שค#9813 (578731906649030660)

Allow players with the revolver or pistol to be able to melee an enemy by hitting them with the bottom of the grip.

grim reefBOT
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Suggestion from 응슷응#1167 (439386412295389194)

You can use the mouse right click to leave a picture on the map.'

grim reefBOT
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Suggestion from InnerDemon#3266 (270145046966173696)

Character Customization and progression reward/rundown reward/ repeat rundown reward/etc. Something like a Badge of Survivor of all rundown to display on your screen lobby when u join a matchmaking room so people would know you have experience.

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Suggestion from Rayalot72#0742 (111990475744944128)

(See introduction; delayed continuation of the set of suggestions about spitters.) (6) Spitters being immortal makes them far more annoying than if they were an ordinary enemy with different detection methods. If you could at least kill the ones in reach, they would probably be viewed as less of an environmental hazard, which the community enjoys less in general, and more as a proper enemy. Immortality also means there's no real way to permanently deal with spitters in preparation for something else, like repeated passage or killing nearby enemies. It's something you constantly keep track of. This is an issue that could really go either way. They could be changed to be vulnerable to attacks, changing the way they work and can be implemented, or their immortality can be kept in favor of making them more "fair" in other ways . Alternatively, c-foam could be made permanent (and be given an animation), giving new use to the tool and making the investment worthwhile long-term.

grim reefBOT
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Suggestion from Sodium#0011 (263523257406324746)

Every time a scout fires off a wave, it should spawn the enemy cap. In it's current state, a scout is weak, puny even. I don't see them as a formidable foe, and I think that this buff would be very warranted. If you did this it would put more emphasis on the "teamwork" part of the game. Thank you, goodnight.

grim reefBOT
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Suggestion from Ending Page#8963 (441470190014693386)

smaller zoom rate for pistol

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Suggestion from Ending Page#8963 (441470190014693386)

Now almost every weapon has a self-glowing sight. I wonder if we could have one sight that isn't self-glowing XD, such as the most common kind that just two crossing thin black line in CSGO and many other games.

grim reefBOT
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Suggestion from Goose#1913 (446475147009064962)

this may be unpopular for the speedrunners and hardcore players but kiting really needs to be nerfed. Being able to kite and hammer with ease gets rid of any downside to clearing out a room without a scout, because as soon as you alert everyone can run around and hammer as long as they want. If you are the last man standing and your team is completely overwhelmed you can literally run straight through the entire wave into a far away room, then run back and do scans, or revives, or whatever it is. I feel like this is a bit gamebreaking. Players should have to work to get positioning, and strategically setup defenses, not just wait for the enemies to breakthrough and run for 5 minutes. It really ruins the suspense, and fun for me when players just kite and avoid every part of the fun for me in a game like GTFO. GTFO when I was new was an intense, slow-paced constant thought and decision-making game and all of these parts are ruined for me when I know I can run around for 3 minutes to easily beat something and when my teammates do it. A few solutions to this would be better close up enemy attacks. Of the 4 main enemies, striker, shooter, and big versions, only the big striker has a closeup ability that isn't easily avoided, and you can still avoid the big strikers if you do it correctly. A swiping attack from the small strikers that does little damage but prevent someone from running through 20 of them would help a lot. A more temporary solution would be to setup environments in which players are forced to defend certain areas and can't really kite due to lack of space.

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Suggestion from Goose#1913 (446475147009064962)

(adding on to post above) another much more simple suggestion that I forgot to put in is a common sleeper that is faster than the players, as well as the normal strikers being able to turn around and tounge-lick and the same time. (right now you can right straight through a striker and they will almost always miss because they are facing the wrong way)

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

Enemies inside of test tubes or cryogenic suspension chambers within a kind of lab themed level, and said enemies can break out of the tubes or chambers to attack at any time if the glass gets shot at or the room goes loud.

grim reefBOT
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Suggestion from MuditaMan#4218 (67877879060377600)

Flying Enemy Type
My thoughts... Have it be another type of scout, it roams around a room and if alerted without being killed fast enough will spawn a wave like the scout does. Have it more common to see 2+ in a room than just 1 by itself A small flying ball of ugly or what have you that has no critical hit area so always takes the same damage (maybe 1-2 DMR shots to kill it and a short burst with other main weapons). basically it would create an enemy type that is either impossible or near impossible to clear out with the hammer and creates more enemies like the scout if you fail to stealth kill a room

P.S. it could then try to suicide bomb you after it screeches :)

grim reefBOT
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Suggestion from arscestheram#1578 (262391141263998977)

Spitballing again, but what about a hanging ceiling enemy with something like a long tongue, and when you touch it you either get grabbed and begin your ascent upwards to its maw, or it screams and then drops down, alerting the room. I was mainly inspired by the barnacles of Half Life, since those are disgusting and creepy as shit.

grim reefBOT
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Suggestion from Colour#9845 (490186667198513172)

When getting hit by a brute it makes your screen go dazed (blurry) for a second and cancels your charging animation for hammer

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Suggestion from Spire_#4442 (297379338335289345)

Hightlight yourself on the map.

grim reefBOT
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Suggestion from Dngrnoodl#7188 (277326133421408256)

when you click tab have the map automatically open to the position of your character

grim reefBOT
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Suggestion from Goose#1913 (446475147009064962)

replace sniper with semi auto sniper, can still kill scouts but it makes the sniper a little more viable

grim reefBOT
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Suggestion from NeonTerminus#8526 (216080530414895114)

More combat music. Kind of baffled that given the variety of ambient music we still only have a single track for all combat situations.

grim reefBOT
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Suggestion from Houard#2301 (490181967892185098)

Visual enemy/character damage system. I don't know what to call it but essentially the more you hit an enemy or blow off limbs of enemies the weaker they will get or will not be able to do certain things or tasks. For example if you blow off the big Brutes arms they will either not be able to do a spinning attack or it would be weaker and deal less damage. Or many if you blow off the head of the brute or other melee enemies they would not be able to have as far of a attack range. Maybe if you blow off the legs of an enemy they will be slower and start to limp. You can get creative with this in many ways depending on the enemy.

grim reefBOT
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Suggestion from ABC_squid#8368 (437419839976636417)

Instead of the sleeper limping when its legs are destroyed its forced to crawl.

grim reefBOT
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Suggestion from arscestheram#1578 (262391141263998977)

Different rundown/level ideas (spitballing):

Totally didn't still this one from another user: lab-themed rundown with testing chambers and padded cells; large tanks with the abominations in them that break out when fired at/broken or when the room goes loud. Would also be a neat thing in this rundown to introduce new tools and consumables ("prototype cures" that reduce infection for a brief period of time; adrenaline that increases health for a limited amount)

Med-Bay: All based on infection and medical supplies; low ammo but high amounts of enemies--maybe no alarm doors? Similar to the rundown mission where you have to go through and activate generators (since it's focused on not alerting the enemies for the most part)

Payload Transport: Given an item (tank, weapon, etc) that you need to take to some area and detonate/leave for pickup. Maybe a tower-defense type deal where you need to protect it while it arms, or something.

Water-based: This has been suggested a lot, but water-based enemies would be neat to see. Touch one, get pulled underwater to drown. Would also be cool to see underwater weapons, too (or tools, or even scripted events like a lever that electrocutes everything in the water)

Terrarium: Similar to the lab, it would be a bunch of testing grounds on different things (animals, insects, plants, etc) and would create huge opportunities for new enemies (maybe we'd see the big boye from the trailer 👀?). Things like dogs that move insanely fast, bugs that lay nests and gang up on one person, things like that. Sapient vines, even. Would be cool as shit.

Half-infected: Level or rundown where all the enemies are midway through the "infection" stage. Still resemble humans, maybe even still talk like them, too. Might also make for a cool "escort" mission, where you're forced to take the body (living or dead) of patient zero or a scientist.

Also yes, a

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Suggestion from arscestheram#1578 (262391141263998977)

It got cut off from the last one: Also yes, a level where people are split up and have to rendezvous later in the mission.

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Suggestion from arscestheram#1578 (262391141263998977)

A model-viewer and gallery once the game is fully released; maybe even showcase the audio? I really, really wanna see what all of the models and enemies look like up close without having the fear of being grinded into a fine, red paste.

grim reefBOT
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Suggestion from Metthew#2672 (338479551074009088)

It should be visibly discernable that you are going deeper into the facility after completing all the missions on a floor. For example new lights in the shaft or going quickly past the drop zone of the first level. This adds a reward to play new floors and reduces the monotony of the opening drop.

grim reefBOT
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Suggestion from Rayalot72#0742 (111990475744944128)

Increase sniper's utility by increasing its damage to be greater than that of the pump shotgun. If necessary, nerf its horde potential by rolling back some of the ammunition buffs (although the clip size does this very well already). Sniper can gain a lot of viability if it's the most efficient of the special weapons (being able to deal the most damage with the same amount of ammo packs), but is held back by the fact that most enemies don't have the health to justify its use (so, if it does double a striker's health, that's half a shot wasted). Since pump shotgun currently achieves this, the sniper's only advantage is range, which is not worth the other drawbacks.

grim reefBOT
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Suggestion from Rayalot72#0742 (111990475744944128)

Move combat shotgun to primary. It currently has a hard time competing with alternatives in the special slot. The fact that it has low damage and is easier to spam makes it a decent candidate for a primary weapon if its ammo capacity were rebalanced for that purpose.

grim reefBOT
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Suggestion from /\ngel#8888 (684160746904485927)

Add GTFO into Discord verified game/application so it would be marked as verified in Game Activity Discord's tab.

grim reefBOT
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Suggestion from ShadowVipers#6345 (191680004256432128)

Ability to list subzones in the terminal Ex: "LIST ZONE_735A"

grim reefBOT
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Suggestion from arscestheram#1578 (262391141263998977)

Make the place feel a bit more "eerie". By this, I mean placing more little reminders or remnants of what was. Sleepers consuming a corpse, bloody footprints that come to a stop near either an alive or dead shooter, even a standard knob-door that's been locked and barricaded that you can hear screaming or pounding on the other side of (which would also make for a neat trigger event, you walk near it and then alert the room when whatever/whoever's inside starts hammering the door). Logs for deceased prisoners, logs for people that went into hydrostasis and never came out. Small touches are the things that get me the most in horror games, if not all games in general (some games will have the shells from your gun actually hit the ground, so small things like that).

grim reefBOT
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Suggestion from k0rrupt3d#1341 (463412602651934730)

colorblind mode? the compass doesn't exist in some places

grim reefBOT
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Suggestion from Furiously Oscillating#0580 (380109188833083405)

enhance the ping system so that if your cursor is on a resource/consumable when you ping, the voice line specifies what you’re pinging e.g. “ammo here”, “grenades in there”. This would be especially handy for missions like D2 where time is precious and everyone is trying to communicate all the time.

grim reefBOT
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Suggestion from L'incroyable homme tabouret#8736 (374258064037117982)

Increase maximum safe fall height. Falling 3 meters and taking 15 damage is really annoying when HP is so scarce. I understand that the prisoners aren't superheroes, but for small heights it just doesn't make sense. Adding 1 meter to the safe fall height would make some areas less frustrating without reducing difficulty.

grim reefBOT
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Suggestion from Hellraiser#4853 (301805206004563968)

Spectator mode when you are downed

grim reefBOT
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Suggestion from RumReaper#7525 (408610503376764929)

Can we please have card drops and badges for the game!

grim reefBOT
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Suggestion from tango_can#8453 (284336719627812865)

when opening doors or using med kits stuff like that have animations of the player pulling bandages and pills out of the med kit, bullets and clips for ammo, capsules for the tool kit, pressing buttons on doors stuff like that

grim reefBOT
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Suggestion from tango_can#8453 (284336719627812865)

have corpses stay throughout the game don't let them vanish into the void, it'll be cool walking back and seeing all the bodies piled.

grim reefBOT
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Suggestion from Fly7#7777 (396439441717198869)

Allow players to enable mods (in the setting like a button?), where you are allowed to use mods, but it wont count for the official win count in your rundown. This allows players to have some fun after they have completed the rundown, or to just do some wacky stuff. (Like only scouts for example? xD)

grim reefBOT
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Suggestion from Spire_#4442 (297379338335289345)

zoom in scan with bio tracker either increase he range or prolong the duration. Trade with reduced movement speed so its only worth it while scanning while defending certain point.

grim reefBOT
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Suggestion from Godd Howard#6758 (484137691647049729)

Enemies marked by the biotracker take increased damage from sentries.
I think this could create a neat synergy and make people consider taking the biotracker more.

grim reefBOT
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Suggestion from Bluemuffin2018#8237 (509398978258010135)

Maybe you can unlock mini upgrades. Nothing game breaking though. For example: another life is game breaking. Maybe little things like better soles on your boots that make you harder to detect by, like, 5 or 10%

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Suggestion from Bluemuffin2018#8237 (509398978258010135)

Just thought of this. Shadows marked by the biotracker can be seen by turrets. Don't know if this is a thing, but you could do it.

grim reefBOT
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Suggestion from Schwaggz#5718 (272178753688305671)

Add a kill counter to hammers and maybe give the people who completed R1 an exclusive hammer (nothing too much, just a notion)

grim reefBOT
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Suggestion from DabaDons DabCap#3315 (278029453014335488)

Add a stimshot item that makes you move faster, and perform actions faster (like in l4d2) but it would be a rare item so saving it for the hard parts would be handy.

grim reefBOT
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Suggestion from 응슷응#1167 (439386412295389194)

with the addition of a stamina. Solo Clear+carry Prevention, But Stage,enemy difficulty down. for the newbie

grim reefBOT
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Suggestion from Mit12#7801 (294764458067099648)

misclicked enter my bad. meant to say that cfoam grenade spawns per level should be standardized. certain levels (i.e. c1 and e1) have very different difficulties depending on rng, and making cfoam grenade spawns preset would help alleviate that

grim reefBOT
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Suggestion from Unfortunate#2637 (397408971419287553)

give pump shotgun a proper reload animation.

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Suggestion from Çaptain Ålpha#6344 (208401169108828161)

make corpse not block explosive damage from mines

grim reefBOT
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Suggestion from deuimint#2868 (390788725497397250)

add how many hours it took to finish an expedition

grim reefBOT
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Suggestion from D0cR3d#0001 (82942340309716992)

GTFO Board Game / Table Top Game

grim reefBOT
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Suggestion from Tyler!#9746 (686520768045383690)

add how many hours it took to finish

grim reefBOT
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Suggestion from ABC_squid#8368 (437419839976636417)

Add an inspect animation for weapons, hammers, and tools.

grim reefBOT
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Suggestion from 응슷응#1167 (439386412295389194)

I want a sniper rifle through two or three enemies.

grim reefBOT
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Suggestion from Rex#7025 (472875880172224523)

Its very likely that the monsters in game are some sort of horribly mutated humans, so it would be cool to have a level with a lot of half-muted humans. They look more human with less obvious mutations, and perhaps they speak and move like humans when idle, but in an off way. Like they stand at a desk with a computer, but sort of mindlessly slap at the keyboard without actually trying to type anything, or when they talk they keep stuttering or interrupting themselves. Something like this could be good for building atmosphere or making the game scarier

grim reefBOT
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Suggestion from Maglan™#0212 (655314510705590313)

Be able to go back to previous rundowns. Even for a 1 week limited time event. It would be very cool to go back to R1 to try new things. Especially, with new weapons and enemies. I would love it if we could do this even if it was every few rundowns. Just something quick, it's fun to go back and try it out again.

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Suggestion from Maglan™#0212 (655314510705590313)

like a wave defense mode that's separate from the rundowns. Even if it's updated every few rundowns like 1 or 2 maps. It just adds that extra playability and more variety in what to do. For example, I get to the end of E1 fairly consistently to only fail at the last surge door. Something like the last part of E1 would be good and fun. It's like a way to practice and get good instead of having to the do whole level again for 20th time which gets tedious. Something like the end of E1 would be great to play, as GTFO is mainly a stealth game. It gives that option if we want to do things other than that.

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Suggestion from Spire_#4442 (297379338335289345)

new reload system for the pump shotgun. Normal reload: one by one but can reload 8 shells in less than 4 seconds. Special reload: fully reload the weapon to max if its empty, takes around 2 second to do so.

grim reefBOT
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Suggestion from FiftyOneFifty#6969 (551850215955628032)

it is stated that silencers wont be in the game because of expert monster exterminators. so make it like MGS3 where the silencer runs out after a few shots. use it wisely and tactical

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Suggestion from Colour#9845 (490186667198513172)

give enemies a physical box model so you can't just sprint through them just to make it harder.

grim reefBOT
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Suggestion from 老渣xLarge-UselessnesSx#8963 (441470190014693386)

The pistol should have a more "badass" appearance. I mean it's not that weak when dealing with hordes (even kind of good to use when under fire support???), but the appearance looks weak. I personally suggest that it could be bigger, "sharpper", "heavier", and a extend mag maybe just to show its big ammo caliber (still with that 15-size mag). Also a more "badass" sound if it's not enough.

grim reefBOT
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Suggestion from tango_can#8453 (284336719627812865)

add an outro to each level one for if you win and your being taken back up to the surface and one if you loose and its the characters being eaten or something.

grim reefBOT
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Suggestion from Kamusta#0077 (181886543751806976)

Based on a previous suggestion I saw before where after a level is completed (or you die/fail) you get an outro of the characters dying or getting brought back to the surface. [My part] What if one of the levels was deceptively short and played an outro where the players aren't properly returned by the warden and are forced to drop again to complete the remainder of the actual level. I feel like that would give off the same feeling as how C2's mechanic made players feel at first, like an 'oh shit...' moment.

grim reefBOT
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Suggestion from evafan#1174 (311540749697155074)

make prisoners show on bio tracker radar and maybe add a minimap to ease the navigation through the complex so you wont have to tab every 5 seconds, or at least make it center on your prisoner symbol on the map, add markers that wont fade away (but you would be able to erase them) to the map so you can draw yourself a way through, or add some notes to it.

grim reefBOT
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Suggestion from Schwaggz#5718 (272178753688305671)

retexture the scout to that it just doesnt look like a big shooter. The function of the scout means it can be terrifying and I want its look to reflect that.

grim reefBOT
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Suggestion from MysticDrago#2981 (213941361471258624)

Can you add breakable terminals to up the difficulty

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Suggestion from arscestheram#1578 (262391141263998977)

I think a better idea instead of breakable terminals would be ones that buffer for a bit wider. Maybe you have a small (<10%) chance to have it glitch and sputter on a command for 15 seconds? Could also make an alert noise, triggering the room if you haven't cleared it out.

grim reefBOT
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Suggestion from NeonTerminus#8526 (216080530414895114)

For future updates, new alarm mechanics will likely be implemented. What I suggest is more alarms that are completely unexpected, similar to the terminal error in R1D1 inside the reactor room. Security scans that fail due to errors causing on alarm, or terminals failing to complete an uplink due to lack of security clearance. Anything really.

I think this would do a lot towards the atmosphere of the game. Unexpected combat scenarios heighten the underlying tension and would keep even seasoned players on their toes.

grim reefBOT
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Suggestion from 🍖 ℌ𝔢𝔠𝔱𝔦𝔠 🍖#6023 (162972397274660864)

Show Sentry Percentage even when deployed which would make it easier to determine whether to leave it in a spot or to refill it

grim reefBOT
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Suggestion from eagles11887#3150 (407338780408938498)

remove the code lama from the list as i believe it can cause unnecessary confusion in players as most player wont think of a teacher of the Dharma in Tibetan Buddhism and will instead think of the animal in which case it would have 2 Ls

grim reefBOT
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Suggestion from Rayalot72#0742 (111990475744944128)

Multi-alarms. An alarm which starts with two or more mobile team scans which progress separate sets of scans. All alarms remain active until the scans for each are done, with much of the scan dynamic being about coordinating which alarm's scans should be done when and by how many people to get all of the alarms over with quickly. The alarms would spawn independent waves, but ones which are smaller than usual (so it shouldn't be as hard as doing two full-out alarms at once). Multi-alarms should be placed in zones with lots of interconnecting areas surrounding the security door, creating an effect where there are multiple directions where smaller groups of enemies are coming from which need to be covered. Could be made a fairly common alarm type even on easier tiers. A multi-alarm on the B tier would be pretty fair if it's only two class III or class II alarms going on with at most 10 enemies a wave. Meanwhile, a multi-alarm on the D tier could be made very rough with three class III or class IIII alarms that spawn even more enemies to deal with (although it would probably be unbalanced to increase the number of alarms, the length of the alarms, and the enemy count all at once; it would need tuning).

grim reefBOT
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Suggestion from Stormpooper#3436 (301004158654218242)

Make big striker tongues unable to round corners and turn worse overall compared to normal striker tongues. Seeing how much damage they do it feels like they should be heavier, yet right now they can snipe you with some impressive turns.

grim reefBOT
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Suggestion from Chazore#3068 (260207344208576514)

Different button prompt (e.g. T) to immediately consume a pack charge from a locker/lockbox

grim reefBOT
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Suggestion from Jek#3802 (146667245894893568)

Enabling objective Alarm. An alarm at deeper levels with a different and way darker theme than The Warden doors, meaning it's retriction level is beyond it's ability to just open it. This dark door is secured with a specific terminal, right next to the door and dedicated to breach through the firewall denying the access to The Warden. Using Uplink_connect & Uplink_verify unlocks a number of lockers on the door, but everytime we unlock a specific locker a specific kind of wave arrives (1st locker: 1st wave of normal strikers and very few shooters. 2nd locker: 2nd double the wave. 3rd locker: 3rd one with normal wave and a few big strikers. 4th locker: 4th wave with massive amount of big strikers and hybrids).
And for the final locker a fatal error strikes on the character's screen, asking for the team to find another specific terminal in the level to be able to pass through the last firewall before it's too late, giving x minutes to find a specific log ||the same way it works in D2||. Use the last Uplink-verify on the dedicated terminal to launch one last massive wave of approximatly 40 ennemies. BUT whenever you press enter for the last wave to spawn, the door slowly begins to open like a long forgotten vault in a deep moutain, showing a few ennemies sleeping inside, but not for long since too many ennemies are rushing to the team.
Once the team managed to survive the massive wave and unexpected door opening, they can enter and find only a strange colored theme terminal showing in the end of a dark, long and silent corridor drilled in the rocks. Whenever you open the terminal, you can understand that this terminal is not connected to The Warden network; it seems to be connected with a few things throughout The Complex, especially with a unique bridge/door/death fog in a former level that now seems to open a new path, and maybe new objectives.

grim reefBOT
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Suggestion from uarewRong#0349 (120518185270247426)

new type of scouts, like a giant striker version of scout that stays in a spot instead of walking around, however it has tentacles that has random movements, when alerted, it will spawns giants/hybrids

grim reefBOT
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Suggestion from TigersFan#4087 (364157950383882243)

can you add a health dispenser to take place of a sentry. Make it only heal to 40-45 percent of health

grim reefBOT
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Suggestion from 「Zer0」#1248 (285173532978053122)

new scope for the DMR

grim reefBOT
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Suggestion from Turt1e B0i#6676 (348445090592718850)

The ability to manually place resources and Items onto different shelves of a locker so you can consolidate items into one locker. Instead of only ever being able to swap for something, and to save running around the whole level to pick everything up, when you need it.

grim reefBOT
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Suggestion from Hellspeth#9475 (225042683771486210)

It would be good to add some kind of progression to the game besides just completing levels. It could be anything: experience, skins for guns/prisioners, perks even. It gives the game some kind of meaning.

half epoch
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Please check the roadmap, this will already be coming.

grim reefBOT
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Suggestion from BlackPeople#6969 (318954157770014730)

adding more functionality to the terminals like life form scans or query a specific room to see items assigned to that room.

grim reefBOT
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Suggestion from WeebNeet#1919 (201304430321074176)

What about a new downed state system, where you can actually crawl a little bit while downed, so that you can move into a slightly more convenient position for your team to revive you.
It would also encourage the addition of an enemy that holds/pins you down once you are out. Or simply have the small strikers pin you down when they get the killing blow on you. If you get shot by a shooter or go down from falldamage/teamdamage you would be able to crawl a bit.

grim reefBOT
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Suggestion from ShadowVipers#6345 (191680004256432128)

Similar to how when you query a medipack/ammopack/etc you see the amount % in the terminal, have it so you can query a locker to see what's inside

grim reefBOT
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Suggestion from arscestheram#1578 (262391141263998977)

GTFO isnt just a horror game by any means, but I feel like it could use more horror-esque aspects in it. I'd made a post a while back suggesting "eerie" things (sleepers consuming a corpse, bloody footprints, etc) but I'd also like to see more actual mechanics. Hiding, fleeing, maybe not alerting a horde for an infinite amount of time? Distractions have been mentioned, and roaming enemies are terrifying, but it feels like I'm playing in a mine field, not a facility of monsters. I really want to see some things that spice up the gameplay and make it a bit more terrifying. As it stands, you get spooked the first few times, and then you're in the zone of "huh, this is just an inconvenience, really". Even something simple, such as hiding in a crate, could offer more atmosphere.

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Suggestion from arscestheram#1578 (262391141263998977)

Enemy that follows you when you aren't looking. Let it get too close, and it either screams and alerts the room/summons a horde, or it downs/kills you.

grim reefBOT
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Suggestion from TigersFan#4087 (364157950383882243)

when down put us flat on our back so that we can see everything that is happening, rather then on our sides where we cannot see our teammates.

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Suggestion from TigersFan#4087 (364157950383882243)

DC Overlay if it hasn't been suggested? just thought It would be nice prbly

grim reefBOT
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Suggestion from Haste#5675 (617099986542395393)

Quick melee bash function makes no sense, replace it with selected weapon bash.
Thanks!

grim reefBOT
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Suggestion from DoomMachine#0992 (257144432720084993)

Please consider a single and multiplayer training room for the final game. For example: have a couple of rooms. One room has a terminal from which you can select the number of enemies and the type of enemies. Additionally, you could be able to select whether to have unlimited health or regular health. That way, players or teams can practice hypothetical scenarios (such as killing a scout or multiple scouts), handling a room full of different enemies and so forth.

grim reefBOT
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Suggestion from Stormpooper#3436 (301004158654218242)

I saw a dark expedition suggestion and instead of that, I thought a "lights out mode" would be really cool for this game (for those who know Evil Within, basically Kurayami mode). In short, most normal lights are shut off and you play in complete darkness, relying only on your flashlights, consumables, and the light from enemies themselves. Experience the levels you played in a new light (dark) or go into a new level blind like a madman.

grim reefBOT
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Suggestion from uarewRong#0349 (120518185270247426)

unique types of monster that only specific tools are able to kill them, etc certain types that can only be dealt damage by using mines/sentries/c-foams

grim reefBOT
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Suggestion from Matt#1000 (164496936773091328)

Make the burst sentry competitive? Increased ammo pool? Damage increase? Increase to its active scan range? It just seems to get outclassed by the SG turret in every way

grim reefBOT
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Suggestion from DoremianCleff#1411 (171686445986217984)

When matchmaking inevitably hit the game, would be nice to see special "options" for people who looking for specific experience or offer certain aspects in game.
I am talking about being able to find games with players who are yet to beat a mission or don't have high completion numbers and lobbies for more fun\casual play. And a bit of a information on player in form of an icons or info windows, namely if they can't use voice chat for some reason and if they are good with terminals or if they are new player/veteran.

grim reefBOT
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Suggestion from Spire_#4442 (297379338335289345)

Enemy type that will block the door like C-foam. You have to break it in order to advance or take alternative route. Hitting it with hammer will cause it to make noise which will alert all the enemy next to the door.

grim reefBOT
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Suggestion from 老渣xLarge-UselessnesSx#8963 (441470190014693386)

The monsters seems were attracted by huge sound. So if we could use this for a feint tactic...? Make huge noise in a area, and let it attract all monsters in another area, so players could pass that place. Well, if use this too much, maybe that will make the game too easy, yes. So I think this should be limited used... such as make feint tactics hard to complete, or only use in some specific area like a plan A/B choose, or not use it at all. Just a little thought.

grim reefBOT
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Suggestion from Bluemuffin2018#8237 (509398978258010135)

I saw earlier about a enemy that blocks doors (great idea). Just thinking the design could be maybe a plant-like or fungus-like organism that has tentacles and/or vines that wrap around the door. It should be mainly seen from one side but it should be seen from the other side too so people know by visuals that this door is being blocked by the plant/fungus. One more idea is that if you go to the side where the main part of the plant/fungus is there is a weak point you can hit that has the same sound mechanics as when you kill a enemy.

grim reefBOT
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Suggestion from 「Zer0」#1248 (285173532978053122)

Mods like enemies have more health, deals more dmg to you, players spawn with less than 40% ammo, any mods that makes the level harder

grim reefBOT
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Suggestion from FLQNadeau#4079 (339133477830000640)

I would like a cinematic about the story behind the Warden.

grim reefBOT
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Suggestion from Buny#3915 (214522278350684180)

Give the prisoners an inhaler so they don't wheeze all the time.

grim reefBOT
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Suggestion from 老渣xLarge-UselessnesSx#8963 (441470190014693386)

I have a similar idea like Bluemuffin2018 mentioned before. But what I thought is a monster like spider. It will seal not only doors, also some narrow hallway, by its web of course. The spider can't hear or almost can't hear (gunfire will surely trigger it) but will be triggered by touching its web. I mean, if this thing sealed an only way that must be passed, the players must clean the room first, then face the spider, instant shoot it or touch the web then kill it. Seal the way to supply room is another option. The spider should be easy to deal if it is alone. Also, a huge spider is too scary for some people... if that's too disgusting we could just save the function and design a new appearance that's not so...scary.

grim reefBOT
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Suggestion from 「Zer0」#1248 (285173532978053122)

an enemy that crawls on walls. They don’t sleep, they spawn on alarms

grim reefBOT
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Suggestion from Voxel#0420 (288414491555921931)

When a scout screams, if it is in your line of sight upon flashing, the flash will blind you for several moments depriving you of sight and hearing, but as a tradeoff the invincibility window upon being triggered will be slightly longer (like 500ms), this could give a more risk vs reward scenario for actually attempting to finish it off likely via melee, and if you can actually secure the kill in the tight frames you could potentially stop a horde from spawning, just an idea.

grim reefBOT
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Suggestion from Ferditjuh#1221 (194657443962290177)

I would like a sprint toggle mode similar to Battlefield, where pressing the sprint key enables sprinting until you let go of the movement keys, rather than still sprinting when you start moving again. This feels much more natural to me and you don't have to press another to key stop sprinting, it automatically disables it when you stop moving. To sprint again you just tap your sprint key again once.

grim reefBOT
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Suggestion from dvdwyn#7138 (698392229768855602)

custom character / uniform? and also maybe a rating system to rate your team mates after each run? some people like to insult others / newbie, many speak foul language during mic voice channel, so maybe rating system that everyone can see will tone it down and keep everyone professional.. thanks.. 🙂

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Suggestion from dvdwyn#7138 (698392229768855602)

change glow sticks color from green to red or random color for more horror / fun effect..

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Suggestion from blueclone#2277 (369124977376493569)

add new forms of locomotion for the sleepers or new enemies, perhaps climbing on the sides of walls or on the ceiling or jumping around.

grim reefBOT
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Suggestion from BananaMan#4040 (445013481939271703)

What if there was a new addition of vents that connected the entire map or segments of a security zone. These vents can't be accessed by players, but instead a new type of sleeper could travel in-between these vents and attack the prisoners. Similar to how you can see the acid saliva drip from a Xenomorph in Alien, they could hide and wait for players to make noise or shine light towards the vent, where it runs away and tries to hide again. It only attacks when the party doesn't look at it, similar to how you have to shine lights on the eggs, and maybe chucking a glowstick into the vents would force it to run out and attack.

grim reefBOT
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Suggestion from Nao#1305 (219338473008529408)

Hello I have suggestion, can we have a sound when we do an in-game chat ? for people whos mute can also join the fun. because sometimes when we chat we don't get noticed by our teammates. also more improvement to ping, like ping friend or location.

grim reefBOT
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Suggestion from anthrax salesman#2873 (236873218126905345)

add a left handed mode in settings for holding items.

grim reefBOT
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Suggestion from ♠ ♠ LALO ♠ ♠#9335 (272304393309782018)

How about allowing C-Foam to be used on poppers, covering and preventing them from exploding. However, the C-Foam decays everytime a player passes by the foamed popper.

half epoch
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^ This actually already is a thing.

grim reefBOT
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Suggestion from TigersFan#4087 (364157950383882243)

maybe a mini- map in bottom left corner that is solid when standing still (so you can see it duh) and when moving it becomes translucent? Like some shooters. However, you cant draw on it, u gotta press tab.

grim reefBOT
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Suggestion from Boostio#4694 (424269479720124417)

Final Objective: GTFO

grim reefBOT
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Suggestion from dvdwyn#7138 (698392229768855602)

players can view other players rundown / achievements / percentage of completions in each level so the preparation before starting a rundown or coordination on how many people in the team can actually carry the one that is still new to the level etc would be much beneficial and saves a lot of time and stress from players that trolls by admiting they complete all levels already, then keep dying because he had no clue or experience playing the level at all.

grim reefBOT
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Suggestion from Nao#1305 (219338473008529408)

How about when a player downed by sleepers, instead cant do anything and zombie just walk pass player. there will be a minigame about a sleeper trying to hit player directly and the player struggling to block it with melee weapon and need to spam a key until the sleepers got killed by teammates, if player failed to block the sleeper with spamming key, player will get max infection percentage.

grim reefBOT
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Suggestion from Moiser#1007 (579708415467585570)

Give us more time with R2!! (1 or 2 weeks) 😅

grim reefBOT
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Suggestion from Soviet#0537 (166026901159280641)

I noticed a decent amount of people liked the idea of a radar minimap. Instead of having it on the mask creating more noise, have it as a sort of watch that you can pull up. You would still be able to hipfire, but recoil would be increased and you wouldn't be able to ADS when peeking at the watch. It would show maybe the size of a halo radar size, big enough to navigate and see, but not the size of the full map.

This would give a small ping to hostiles on the map that have been pinged already by the main motion tracker. It could also highlight opened lockers and their contents, so you aren't facechecking each locker.

grim reefBOT
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Suggestion from L'incroyable homme tabouret#8736 (374258064037117982)

Having other player's HP displayed in a corner of the HUD, without having to press tab

grim reefBOT
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Suggestion from Spire_#4442 (297379338335289345)

make the "push" melee attack has a longer stagger period but longer cd. Atleast making sure after each staggering you can atleast charge your hammer for 40% without the sleeping being able to scream and alert the whole room. Making the attack more viable or useful at some point

grim reefBOT
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Suggestion from Houard#2301 (490181967892185098)

These new Surge doors in E1 need to change they are a good concept but how they are now they are not great. Right now it is a door that as soon as you start enemies instantly spawn to the spawn cap and if you kill one 3 more will spawn or again till the cap. Which makes it so everyone is running everyone in circles practically invulnerable because they cannot fight back and shoving all the enemies until the 3 team scans are completed, which they then again run in circle and hit everything until it is dead due to the amount of resources it would cost to shoot everything which is quite boring, time consuming and annoying. My recommendation would be a "Surge" of enemies that spawn and change you similar that it is now. However, they do not instantly respawn to the cap infinitely until the team scans are finished but instead once you deal with this "Surge" of enemies and spend a good fair amount of resources it should go back to normal wave. Maybe even have a while to finish the scans but if you take too long another "Surge" of enemies spawn in which you have to spend a big chunk of your resources to deal with.

grim reefBOT
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Suggestion from dvdwyn#7138 (698392229768855602)

more music / longer music please, the music sometimes comes out but its so random and rare.. music gives player the boost playing hours just to finish 1 level GTFO.. 🙂 or put some music during extraction for the celebration...

grim reefBOT
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Suggestion from Rayalot72#0742 (111990475744944128)

Motion doors should force the connected room to wake up, removing the gimmicks of enemy scream AI. You shouldn't be able to run away or close doors behind you to keep the room asleep.

grim reefBOT
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Suggestion from Fastshot#9432 (185485583001321472)

I’ve not seen this suggested before but my group likes the idea; allow players to pick up glow sticks off the floor to make it more viable. If your buddy has a bad toss, you can re-throw it so you don’t waste the stick. Nothing about duration changes, and if you pick one up off the floor, you can’t stash it for later and split up the stack. It’s just to reposition them.

grim reefBOT
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Suggestion from LittlebigIsaac#2210 (172004580261888001)

I think it'd be cool if the end of the mission made more sense. Currently sitting around for a timer to finish ticking and then the mission just abruptly ends as if the horde right in front of you just gives up feels weird and ruins the immersion a bit.

If at the end of the scan you had to get in your HSU's (much like adding other animations to interactions) it would feel more immersive.

grim reefBOT
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Suggestion from LittlebigIsaac#2210 (172004580261888001)

Actually I was thinking about a lot of things that happen have no real reasonable explanation in game wish there was one, like some sort of log book of discoveries you could access in the main menu which would expand as you delve deeper into the mine explaining certain plot holes. That would be great incentive to do each mission as completing them might teach you new things about the world and add to that sense of discovery that drives a lot of players. As well as being a minor progression system.

grim reefBOT
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Suggestion from Jc denton#6733 (530831658727899136)

with seeing normal ppl dead bodies, the game gives the feeling that you are not the only team who has sent to do the objective and maybe not the last. i think that the game can improve this feeling by adding some way of communicating with others in maps. like in dark souls the game tells you that you are not the first or last one who is walking this path, and the way of communicating is by messages which are written by players on the ground and those will be transferd into parallel worlds which can help you, troll you, or remind you to just dont give up! in the talos principle the same idea was happening but not in the way of dark souls parallel worlds. others before you simply wrote messages with paint in the walls. it might not be a major thing, but it gives the feeling, i had two ideas for gtfo, one is simply the same painted messages, some pre written sentences like i cant take this, help me, they left me and .. or you could do this in terminals, for example you could get a random log of someone who has used it before. in that way you could maybe add a command which saves few lines but makes it some way corrupted to give the underground prison vibes

grim reefBOT
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Suggestion from DoomMachine#0992 (257144432720084993)

Please consider enhancing the Terminal list/query/ping system. Point 1: Add secondary consumables as an option for searching. Very often there are sections which may require alternative tactics and players may need Fog Repellers, Lock Melters or even Glow Sticks for a hairy situation. It would be a lot easier to run a query and find what you need. Point 2: Make it possible (if it is within the limits of the Unity game engine and the programming code) to track items that were picked and returned. For example - I have an ammopack but I pick a tool refill pack in order to refill sentry ammo. If I return the tool refill pack and get back my ammopack, the tool refill pack cannot be pinged from the local terminal. If possible - make it so it can be pinged even in this situation.

grim reefBOT
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Suggestion from Boostio#4694 (424269479720124417)

Explosion delay timer on mines after tripped up customizable from 1 to 5 seconds to add a bit more flexibility and maximize mine effectiveness

grim reefBOT
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Suggestion from Gamey#0790 (291293245558751232)

voice to text option. It is difficult to communicate with deaf

grim reefBOT
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Suggestion from Diers#0912 (590681880421204028)

Adding collectables like a team that was sent down before left a message or some story scribbled in a notebook to give the experience more meaning and actually making the player feel like they are part of the situations you've created. I think unlockables like attachments for weapons and different equipment would be great because it gives you a goal to work towards therfore making you more invested in the game as well as giving people a unique experience when they play with different people because they may have equipment that they haven't seen before or it could just spice up the gameplay if your mate gets a new thing and you get to test it out in you next run. Just ideas. love the game tho, great job keep it up.

grim reefBOT
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Suggestion from dvdwyn#7138 (698392229768855602)

theres a lot of wall where players can hide behind it and kill enemies, so i dont know if we are supposed to use it, is it a game mechanic or what? some people call it cheesing, but if it not the way the game supposed to be played, then can u make the wall shorter? or make the enemies break the wall? or it goes both ways, if players can hit from behind the wall, the enemies can hit thru the wall as well? i think breaking the wall will have to do more with asset and game engine, so i dont get rid of the walls if its not meant to be? there are many ways to hide, behind the wall, behind the rock, sitting on high ground, cart, etc... so please make it more clear whether thats the way to play the game, is it ok to use those? or just get rid of hiding walls entirely...

grim reefBOT
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Suggestion from Spire_#4442 (297379338335289345)

Reassemble weapon parts that scattered around the map, which could be found through terminal. When you fully assemble it it can either be a special tool or a special weapon, then you reassemble it on a table or a specail area which you need to unlock in order to get in, (through alarm doors or so) (long time ago i've seen suggestion about heavy weapons on the map which can be picked up and refilled with tool refill.) It should encourge the players to explore all the rooms and benefits from it in the process. In some level these days, you can just skip the rooms if it doesn't benefits you. That of course you don't get the teammates that would kill you for the weapons or tools.

grim reefBOT
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Suggestion from Zurgat#4718 (306848436697956365)

Better range (indication) on the melee weapons. For example sharing the crosshair if a target you're planning to hit is in/out of range.

grim reefBOT
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Suggestion from Leo/Gamer#6968 (655490764373229578)

It would be cool if the sleepers had an animation when they left a ladder because otherwise they would spawn directly in front of the ladder and cause problems for the team

grim reefBOT
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Suggestion from Boostio#4694 (424269479720124417)

Expedition scans should be faster but have a wait time for the cart (that fills in the time the scan would normally take) that you spawn in to drop back down (maybe show how long it takes to drop back down with a status message with "Expedition scan complete, Cart sent to acquire remaining prisoners. Drop time Appx. 30.00 seconds"and return to the position it was and hold E on any of the open drop seats that says something like "Hold 'E' to GTFO" and it takes you out then up as you can see just how many were coming after you in the last seconds you were there I feel like that would be a bit more immersive and satisfying end than sitting in a circle until 100% then a sudden black screen

grim reefBOT
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Suggestion from Manda#8849 (208650182945013763)

Terminals can be hacked and x number of failures locks the terminal out. Also a level where the terminals required are password protected and you have to find the password in another terminal throughout the level.

grim reefBOT
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Suggestion from Franzyskah#9078 (529344282050428929)

please more health pacs!!!!

grim reefBOT
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Suggestion from BEANS!!!!#7646 (690605874338594886)

at the end of a level anyone who is down and gets left behind says something like no don't leave me no nooooo!

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Suggestion from Frank & Stein#5189 (442719679061032971)

proper collision on broken doors. Sleepers shouldn't be able to clip through the fragments of the door they broke down. Makes things ESPECIALLY difficult when defending against shadows

grim reefBOT
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Suggestion from Mr. Anderson#9736 (357260636767649792)

make it easier to ping objects in boxes so that your teammates know whats in the box

grim reefBOT
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Suggestion from Ferditjuh#1221 (194657443962290177)

To clarify my suggestion from (194657443962290177). I know there is a toggle option currently. My suggestion is to make it untoggle automatically at the moment you let go of the movement keys (A S W D ). With the current option its easy to forget it is on and start sprinting again when you really dont want to and its another action to take which, in the heat of the moment, can mess you up. I personally have always really liked the way Battlefield does it and would love to see it in this game.

grim reefBOT
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Suggestion from Undead8u#6196 (418203344964681749)

shrapnel to come out of doors that are broken down

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Suggestion from Undead8u#6196 (418203344964681749)

disinfectant stations that need to be hacked to be opened

grim reefBOT
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Suggestion from Leonardo808#0738 (362581003493179394)

make the slide mechanic more relevant to the level. Maybe if there's a slope you can slide down it making it much faster than running, and there could be some places where you can slide through to lose any enemies on your tail. It's a good mechanic but I barely see anyone use it.

grim reefBOT
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Suggestion from Linguine#1732 (298676036726554626)

A blowtorch mini game that requires one man trying to cut a hole through an alarm door and rest of the other teammates covering his back while a horde comes. The alarm ends when the hole is finished.

grim reefBOT
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Suggestion from 老渣xLarge-UselessnesSx#8963 (441470190014693386)

The cross crosshair, please. :doge

grim reefBOT
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Suggestion from 老渣xLarge-UselessnesSx#8963 (441470190014693386)

A soviet-style weapon please :doge

grim reefBOT
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Suggestion from Leo/Gamer#6968 (655490764373229578)

The game characters should say more so that a better feeling comes up as in the trailer. e.g. after marking the enemies with the biotracker "Here they come" or when activating a security scan "Go in circles!" or only when looking at a very dark room "Shi ... dark" or when walking in fog ...

grim reefBOT
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Suggestion from joshsnek#6927 (391596863469387776)

a door which has a key which stops the alarm. players can choose whether to fight alarm waves or to do an extra zone to avoid them

grim reefBOT
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Suggestion from Nisi#9018 (202470568157642753)

Scouts have the ability to summon shadows as reinforcements, not just normal strikers.

grim reefBOT
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Suggestion from Leo/Gamer#6968 (655490764373229578)

The players must overcome serious obstacles e.g. Push a heavy cabinet away by clicking spam while there are monsters behind you and then you can flee into a new room behind it and push the cabinet back and are safe or a heavy door ...

grim reefBOT
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Suggestion from The Warden#1987 (286639707318648843)

This has possibly been suggested before, but similar to shit like cfoam, glowsticks, and long range flashlights, add certain ammo that you can find. For example, shotgun shells ontop of a box. If you have a shotgun, you can take it, and you can get like, 3 extra ammo. If you dont have one, you can just ignore it, or perhaps ping to show your teammate with a shotgun the ammo.

grim reefBOT
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Suggestion from Murloc_Rampage#6817 (383513677174931457)

A weapon like the javelin in Dead Space 2 but it uses glowsticks as ammunition. When it kills enemies, it will make them fly through the air and pin to a wall. After a while the harpoon will glow illuminating the area and the body. It'd be a silent, starts with only 1 harpoon until the player finds glow sticks to refill it. Since it makes small enemies fly through the air to be pinned, it could also have knock back to heavier enemies or maybe even pinning/ripping their limbs off.

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Suggestion from RooBubba#8875 (258638035552305154)

Make previous rundowns available through Steam Workshop.
I play with a group of mates, 1-2 times per week. I personally feel kicked in the teeth and conned that content I paid for when I bought the game is being removed without us having the time to get there. It happened last rundown and left a really bad taste in the mouth then - though I personally had completed that, 2 of the other guys missed out because of a server crash at the end of the last level.
This time, we got up to the C levels and have almost completed them both, but now the opportunity a) to complete them and b) to even SEE the next content is being taken away, with no mechanism to revisit this. So we're forced to take family time out to try to play more in the hope of at least trying one of the later levels? Don't force us to play at your pace.
It honestly massively annoys me, I want to love the game, and I enjoy playing it with mates, except for this massive issue where you're taking away content and not providing any means to access it. I will have to google the spoilers for what I missed out on. That sucks.
Please make old rundowns available, eg through steam workshop downloads so as not to take players out of matchmaking pools if that bothers you, but please make them available in some form.

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Suggestion from zammyowens3#8574 (182994635508023296)

Please for the love of God put checkpoints on D1/E1-like levels. Meaning, a 2 hour mission is broken up into 30-45 minute chunks. The checkpoints should be given to individual players in each group that reach the checkpoint in the level, ie a group of 4 will all get the checkpoint 1/4 for instance in E1. The checkpoints last for a week and reset at a set time and weekday. As long as players have the same checkpoint or further...they can join another group's lobby. You could use a code system and link that code to their steam account...i'm not sure how yall want to work this out but I think it's a great idea. I think this would help expand the fanbase/help new players. It would also make people like me less insane. But seriously, having a 3 hour long mission should be reserved for Dota not GTFO.

grim reefBOT
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Suggestion from Undead8u#6196 (418203344964681749)

alternate/2nd key binds

grim reefBOT
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Suggestion from 老渣xLarge-UselessnesSx#8963 (441470190014693386)

More visual differences on... almost everything(exaggrated)! Such as screen turns dark, or black'n'white, or more bleeding feel when low HP. A holo progress bar will display on scan circle or even on doors (on that little screen). Also when mag is nearly running out it should have a different sound to notice player the mag is nearly out. The reason I suggest these is I talked with a mate about no HUD mode yesterday. Maybe no HUD won't appear, however the visual differences are good... for visual experience。 :doge

grim reefBOT
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Suggestion from evafan#1174 (311540749697155074)

make it easier to see when somebody uses an item on you (like a bar similar to the one in l4d2, or add an animation to indicate it)

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Suggestion from 𝒟𝒾𝒸𝓀𝒢𝑒𝓃𝓉𝓁𝓎#7856 (351512213590245385)

Don't make old rundowns playable. The one-time exclusivity of the rundown and being in a top percent of "completion-ist" is the entire reason my friends and I have hours in this game. There are other horror fps's but non come close to the difficulty and challenge that GTFO offers. Without the feeling of great loss and great accomplishment that comes with the rundowns this game wouldn't be played as often by me and my mates. If I could just replay rundowns then the feeling that comes with beating one becomes less intense and less rewarding as there would be no reason for me to beat the current rundown quickly and therefore I would lose interest. This is just my opinion and I can see the other suggestions by players who do want the other rundowns playable and I understand WHY they want that, i really do, but I just think to make the other rundowns playable would remove the feeling of being in the top percent and would make the game more like some filthy casual experience and turn it away from the hardcore -"only a small percent of players beat"- level of challenge that got me into the game in the first place. Just my two cents on this very popular topic.

grim reefBOT
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Suggestion from Galerus#8315 (129569910626975744)

Can we have the Scouts hitbox regarding it's head a little more refined and tweaked? When it is a blatant headshot you actually hit 0.0001% of a pixel on it's neck and now you have a angry, confused and now invincible scout screeching to her Simps to hunt you down.

grim reefBOT
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Suggestion from ImmortalSausages#0949 (167389803468292096)

Not sure if this has been suggested yet, but a button on the Mine Deployer to toggle the mines to be armed/disarmed to let you activate the mines when you know you are safe from them, or to clear out rooms by placing multiple mines, then arming all of them

grim reefBOT
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Suggestion from NachoReggiano#4209 (107331186375843840)

bring back the arbalist

grim reefBOT
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Suggestion from Rong is God#0349 (120518185270247426)

interconnected stages whereby if some things wasnt done in example r5c1, r5c2 will have a corresponding event that will cause the game to have a mechanic that causes it to be harder

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Suggestion from Rong is God#0349 (120518185270247426)

interconnected progression stages like b2 and b4 are about getting the power back on and the providing a fog turbine to c1 and c2, but if you skip past b tier/stages to do c1 and c2 it will be like "hey if a player hasn't done x mission and recovered x item, then all the x item will not appear in y mission while every environment remains the same"

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Suggestion from I put the Fun in Funeral#3501 (227840498256052224)

It's a new enemy Type that wanders around just like the scouts, but the twist is that your not allowed to look at them. When theyre getting looked at they like bend over and the head opens and reveal one big eye in the middle and if you stare in it for 1 sec or so it triggers alerts enemies in the radius of a few rooms or comes running straight at you but a little faster then the normal sleepers

grim reefBOT
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Suggestion from DoomMachine#0992 (257144432720084993)

The "Mental status (eval)" and "Nrv probe reaction" are gimmicks so far. There are multiple speculations about the Mental Eval and how it can be linked to friendly fire, how many times the player was hit by an enemy or even by how many times they were downed by the enemy. They could potentially be turned into an in-game mechanic. For example, poor mental state (eval) could lead to auditory or visual hallucinations (for example hearing a scout, hearing an enemy walking, hearing throbbing as if an enemy is agitated, seeing a charging enemy, e.t.c). The Nrv probe reaction could be associated with the neural interface between the Prisoners and the Warden. A low "score" there could lead to short-term visual "glitches", no more than 2-5 seconds in duration. They take the form of a color shift of the perceived environment, visual static or any other minorly annoying and debilitating visual change.

Of course, both would need to have the option for modulation by the players. For example, the Nrv probe could be calibrated (let's say by doing something specific at a terminal) while the Mental state could be improved by reviving teammates or by killing enemies / passing through a difficult zone.

grim reefBOT
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Suggestion from WeebNeet#1919 (201304430321074176)

There was a suggestion about interconnected progression, where if previous levels havent been completed, levels further down will have some more difficulties.
What about a chaining expeditions together, where you can choose some of the expeditions and then complete them all in a row. When getting to extract for R2A1 for example, you dont go back up: Instead, the samples will be transported back up, but you will be sent down to R2B1 immediatly, with the resources and health you had from A1. Or you get send down to R2E1 immediatly, which would lead to you starting with heavy infection (due to high infection barriers between C-D-E) and possibly with power shortage, which means there could be secondary objectives that have to be completed in order to reach the primary objective.
Could lead to some fun games...

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Suggestion from DoomMachine#0992 (257144432720084993)

Since lore-wise (and based on the insertion messages and subsurface transmissions) it is expected that the player characters are not the first expedition sent in the Complex, remnants of previous teams could be found. A couple of ideas:

  • Random C-Foamed doors (the players would need to decide whether to break the door or find an alternative entrance, plus it would further enhance bio-tracker usability). Conversely, there could be doors, which were already broken (be it by other Prisoners or by the Infected)
  • Half or completely finished commands on terminals, or results of commands
  • Sentry guns being found at times. They can be damaged beyond repair (ammo may or may not be salvaged) or their IFF may be damaged so they would fire on the player characters. Players can then use the hacking tool via a minigame to "convert" the sentry to a friendly one or decide to shoot it down. Either way there may (or may not) be a chance that sentry ammo can be salvaged
  • Corpses of previous expedition members, which could contain limited resources.
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Suggestion from WeebNeet#1919 (201304430321074176)

Adding to something about the chained expeditions:
Because there are secondary objectives, there would obviously need to be more Zones to go into, where you could complete said objectives.
I once thought about having some more Security Doors leading to more Zones in every level, but they are in emergency lockdowns and cannot be opened when only going into the single expedition. It would be a thing for the chained expeditions.
There would be enemies behind those doors to see through the glass panel, and visible to the biotracker, but you can't reach them.
When trying to list Items in the Zone, or find out anything about that Zone, it will not display anything or just give a message about how the Zone is unimportant for the current expedition and thus will not be unlocked.
Would be fun to see.

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Suggestion from Spire_#4442 (297379338335289345)

At the very begining of a mission put one or two guarantee spawn of scout (best in A levels) It will make players get familiar with scout killings and easier for various enemy testing.

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Suggestion from LittlebigIsaac#2210 (172004580261888001)

Add more visual story telling for why the waves just appear out of thin air like tiny air ducts and holes in the walls. You could even design it in such a way the enemies will always come from these spawn locations crawling out of them; giving players more options for defence set up's beyond the usual sentry in front of the door.

grim reefBOT
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Suggestion from Voxel#0420 (288414491555921931)

Specialized ammo packs, this 'special' ammo has cryogenic properties to it just like C-foam, designed less for lethality and more for neutralization, the smg for example could take 5 bullets to completely freeze a common sleeper/shooter and a lot more to freeze brutes/big shooters/hybrids. How this could work is by giving you a % of ammo and the next two full reloads/mags worth of ammo will be this special type which could prove extremely useful during hordes.

grim reefBOT
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Suggestion from Stormpooper#3436 (301004158654218242)

(Assuming it's not against lore) map wave spawn difficulty changes based on how long alarms were on in total (or how many waves have spawned). For a map with several alarms (the order of which you can choose), let's say the 1st alarm spawns 15 enemies per wave, however, if you were to do the same alarm as 3rd instead, you'd notice that more enemies come (say, 24 per wave) or other types of enemies start spawning (you begin to see giants etc.). From a logic standpoint, it means that more enemies find their way to your location as alarms last longer. This adds another strategic point to consider when in maps where you can choose the order of alarms to do. Additionally, scouts' waves could add some to that difficulty modifier, too, so they have more impact on the expedition.

grim reefBOT
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Suggestion from Raven357z#6683 (256659639456759809)

Give the DMR a slight damage buff (2 body shots seems fair for how little ammo you get) and a ‘thermal’ optic that outlines enemies within a medium distance.

grim reefBOT
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Suggestion from LittlebigIsaac#2210 (172004580261888001)

Make c slow walk (less sound, more control)

grim reefBOT
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Suggestion from Aeons#0033 (135173871480340480)

A wandering enemy like a Xenomorph, searching/ lurking for survivors? So it creates incentive for players to hurry or else the monster will find them. You can chase them away with guns and melee, but the idea of an enemy beside the scout actively searching for people would be fun

grim reefBOT
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Suggestion from Nobie#9655 (668303729606393863)

Enemy that latches on to you while you walk around and it slowly drains your health until your teammates hit it off with a hammer (or a gun, but that would down the teammate)

grim reefBOT
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Suggestion from NachoReggiano#4209 (107331186375843840)

Remove health damage from spitters. I am tired of getting downed by them in the toxic fog. Maybe compensate by increasing their infection strength.

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Suggestion from Mr. Anderson#9736 (357260636767649792)

maybe for one of the harder levels, it can be zones like -3 to 9 or something, but once you get to zone 0 the environment changes and theres red flashing alarms everywhere and then maybe something could happen like on the last part of E1

grim reefBOT
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Suggestion from Rayalot72#0742 (111990475744944128)

Disinfection stations should be used little or not at all once most of the balance issues with infection are ironed out (namely, how fog is used in conjunction with the tools you receive to deal with it and spitter balance and jankiness). I think the main reason disinfection stations have been useful at all is because infection just isn't well used on those levels (B4 and D1). For this reason, disinfection isn't a real resource. The devs should get a feel for how much infection you can expect to take from spitters and fog considering the tools given to the players and only provide around the number of disinfection packs that would require (with room for error). C1 is really the only expedition in R2 that handles disinfection packs well, and while B4 and D1 might be around balanced (there's plenty of disinfection if you're not doing terribly) this is negated by the existence of a station.

grim reefBOT
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Suggestion from DarkKing#9546 (205745075785826304)

Proper spawning animations for the enemies. Right now they can materialise right in front of you.
How about they crawl out of some cracks in the walls.
or in the starting area they could crawl out of the big hole.

grim reefBOT
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Suggestion from LittlebigIsaac#2210 (172004580261888001)

gestures

grim reefBOT
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Suggestion from LittlebigIsaac#2210 (172004580261888001)

add an estimated completion time to the expedition info

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

No static light source casts shadows! Not even the character's shadows. Weapons lanterns don't cast shadows. Not even the shadows of other players. No shadow of your own. Other players do not cast shadows. In this game, dynamic shadows will give a better sense of the atmosphere. We have powerful machines. I don't think it will affect performance much.

grim reefBOT
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Suggestion from Ch1p_F0x#7150 (310728570001686529)

Scouts should be able to feel doors closing/opening with their feelers

grim reefBOT
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Suggestion from NBKing#2634 (455832270776041473)

would you add a option that the "old HUD"(E3 first trailer) be available ?

grim reefBOT
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Suggestion from BlenderDaddy#4409 (658932044860096521)

Layered objectives like doing an uplink to power a warden door to get the HSU and bring it back to spawn

grim reefBOT
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Suggestion from Dr. Micro Pig#3246 (109076695763423232)

A randomised roaming/static monster that creates an Infection cloud around it. This fog may linger for a short while before fading. The main idea is to obscure any sleepers that may be around it while augments 'loud' combat by maybe buffing alert sleepers though just obscuring alert sleepers maybe a "buff" in it's own right. it would also make melee killing it a risky endeavour due to the ever persistent cloud that sits around it. In the end, it would be a choice of getting Infection and keeping stealth or no infection and going loud.

grim reefBOT
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Suggestion from Frapu#5990 (242382898144083969)

I think it would be really immersive and interesting to make it so we can find information about the map in the environment. This would encourage players to take in their surroundings much more, especially on their first run of each level. For example, we could find a torn/smudged/flickering(if digital) map against a cork board or wall, just to give us an idea of the format ahead. This could be expanded in future rundowns with the addition of new enemies, traps, equipment etc.

grim reefBOT
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Suggestion from Shazbot#8021 (157971433824321536)

Rename the Rifle to Sporting Rifle or something similar. Rifle is just too generic

grim reefBOT
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Suggestion from Stana#3956 (121740101515476992)

make using a pack on yourself and on a teammate a separate button to prevent accidentally using it wrong. For example, hold right click on a teammate to give them ammo, hold left click to use it yourself

grim reefBOT
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Suggestion from Nivek#9296 (142960752448241675)

I like the reflections behind words like "a coloured shadow", but sometime it can wear out eyes. One of my friend has a problem with one eye and can play with just one, it is difficult because of the "false" depth that the reflection makes. The effect can be reduced with options but not removed. It would be great add a setting to remove the effect.

grim reefBOT
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Suggestion from Stormpooper#3436 (301004158654218242)

reduce charge-up time on burst cannon

grim reefBOT
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Suggestion from jucopa#3983 (304887873541505024)

<there should be a enemy kinda like the thief bot from descent 2 it could stalk your team and not be visible to the bio scanner and it could steal items from team mates or attack players alone when at low hp or mess with trip mines and sentries by disabling them for a short time or moving them slightly maybe it could be invisible to all but one player to make it hard to realize its stalking your team or maybe it could kill a player when hes alone and assume his identity to mess with the team>

grim reefBOT
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Suggestion from Church356#4114 (571480007319355403)

have an Infared sensor that is consumable and is picked up in a certain place in the map, but can be detected by certain enemies if used too much

grim reefBOT
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Suggestion from NachoReggiano#4209 (107331186375843840)

rename carbine as burst smg and rifle as carbine

grim reefBOT
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Suggestion from Why_Do_I_Do_This#6879 (417828337885642773)

Prisoners are able to break light sources such as lamps, ceiling lights, stadium lights (i think that is what they are called). This gives no real benefit to the prisoners except losing light sources and alerting nearby sleepers when broken.

grim reefBOT
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Suggestion from Church356#4114 (571480007319355403)

have a gun that switches between burst and full auto modes using a bindable key

grim reefBOT
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Suggestion from Buck#3316 (307392720408805377)

Have alternative "Support" items.
Currently we have a biotracker and the C-Foam Launcher as the only 2 primarily support devices. I'd like to see items that will make a team think twice about taking 4 shot gun sentries. Provided below are examples:

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Suggestion from Buck#3316 (307392720408805377)
  1. Resonator: Device that gives the team an outline of a room before before entering similar to the trailer.
    (Has a Recharge time and doesn't show enemies but does show Boxes, Computers and Consumables in the room)
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Suggestion from Buck#3316 (307392720408805377)
  1. Mobile Battery: Allows 1 use of the Battery Object. (Is limited to 1 per team, makes the marathon of some levels a bit easier for newbies.)
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Suggestion from Buck#3316 (307392720408805377)
  1. USW (Ultra Sonic Weapon): is 3-4 forks placed into the ground that, when an enemy walks through the perimeter of, causes them to move more slowly.
    (Keep the speed of the Sleepers where it's at now where you can't fully out run them. This fixes the whole "Kiting and sitting in one spot as the only 2 methods of play.")
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Suggestion from Buck#3316 (307392720408805377)
  1. PDA "Personal Digital Assistant": allows you to plug into a terminal to remotely access it but the further away you are from it the longer it takes for the command typed in to reach it.
    (Think in the last run down on Triangulation you can plug into a terminal and choose where you'd like to hunker down as opposed to defending set locations, unfortunately this would require more diligent awareness of out of boundary/cheese spots.)
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Suggestion from Buck#3316 (307392720408805377)
  1. Ammo to Tool converter.
    (this and the next are pretty self explanatory and are each their own device.)
  1. Tool to Ammo Converter.
grim reefBOT
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Suggestion from Liquid#0976 (152205278945869824)

Spice up the hacking a bit!
Maybe a tad unpopular....
For instance, make the hacking tool a tool to be found on the map and be put in the consumable slot. This will obviously make the game more difficult, but also more fun in my opinion. Having one of your fellow prisoners waste a consumable item (not the resource pack) slot in order to be able to open the electronic locks on doors / lockers sounds like something to create even more chaos and challenge to the game. Having one dedicated person to carry it around might be a bit more immersive as well since you're obviously under equipped when you go down into the complex, so this might add on to that.

You'd have one dedicated "hacker" in most of your runs who carries around the hacking tool and takes it upon themselves to be the one doing all the hacking. I can only imagine the chaotic greatness when you're running low on time for some reason while looting a certain room and you'd have to signal all hackable boxes to your hacker while simultaneously protecting him from danger.

I really liked the improvements to hacking you guys did with the added danger when failing them, however I think more could and should be done.

grim reefBOT
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Suggestion from Ben Cummings#7074 (607657130396352523)

I feel like damage dealt by enemies isn't obvious enough. Crawlers for instance, if there's one just hanging out all up in me I don't know unless a team member tells me. My health is just going down, but there isn't a clear reason why. A significantly louder sound effect, some blood spatter on the screen, or occasionally an animation or punching it off your legs would be really good. Same goes for the flying light bulbs, they just seek you out and clip through you sometimes; a short stagger when it hits you would be cool

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Suggestion from Ben Cummings#7074 (607657130396352523)

When gear progression comes into the game, ways to decrease charge time on melee weapons so they're still feasible when you run out of ammo

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Suggestion from djoshSW#6269 (355752077395492864)

I feel like the standard enemies could be improved as they are rather difficult to manage and not in the “oh this is a fair challenge” kind of way.
For example when an alarm goes off, I’m constantly having my ankles bit off and lightbulbs firing at me – not very immersive, just annoying.
I’m thinking for a new basic enemy type - something in a humanoid form, that has only melee attacks, relatively low health and a moderate movement pace would make a great addition.
Now, I understand that may sound simple but, throw 50 of them at the players – yes they may be killed easily but, the sheer numbers would be terrifying to witness pouring through doorways.
Even if they only take one or two bullets to kill, it would really help to drive home the idea of being overwhelmed and underequipped and I believe that’s a key component to the tone of the game.
Not everything has to be unique, and having these enemies being rather frequent would make the more specialist enemies feel more impactful when you come across them during runs.