#gtfo-game-suggestions

1 messages · Page 13 of 1

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Suggestion from pseudo kiting performer#9300 (218651636162101249)

add the possibility to change the size of the chat in the lobby

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Suggestion from Shadowdra#1675 (75230920428224512)

maybe add some purely aesthetic variance in enemies. Maybe have some giant have some fungal mold on them, or something.

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Suggestion from Statyk#7176 (100649186910801920)

Show booster descriptions by hovering over them rather than clicking on them. This way if you change your mind, you don't have to unprepare the booster. A tiny QoL.

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Suggestion from Sarbe#6307 (153972714321870849)

a gun that does poor damage to enemies but can break doors in one shot for when you want to be very aggressive

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

"enemy that "farts" fog like the mother but its an enemy that spawn mix in waves during alarms" -blackdragon

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Suggestion from i_dont_know_my_name#1234 (473113077617786903)

Anti circle-kiting but not kiting(eg.if 3 teammate goes down,kiteenemy to somewhere thats have a door and use the door to buy some time for saving teammates)

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Suggestion from Izikeal#6641 (227211146883497986)

Add a (small) range to enemy damage. Rather than strikers always doing 12 damage, what about 10-12, and big strikers melee 36-40, shooters 4-5, etc. I think a little variance would allow a chance for some "lucky save" moments, without changing game mechanics or difficulty too much.

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Suggestion from Boompa#6030 (197387603916488704)

Add an interactable hub to replace the main menu, similar to DRG and back 4 blood, where separate menus may be accessed in different areas (expedition, weapon selection, cosmetics, boosters, etc.)

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Suggestion from Baba Is You#6558 (527688597193752576)

Add a type of tool that doesn't requires tool kits but instead requires Power from the Facility to charge it up

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Suggestion from TenguKnight#6404 (215135833378914304)

When the 1.0 rolls out, give early access players exclusive rewards for participating in EA. These rewards could be purely cosmetic like the axe melee weapon, or possibly even some usually rundown specific weapons.

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Suggestion from TenguKnight#6404 (215135833378914304)

Additional consumable ideas:
-Flashbangs: stagger enemies in a large radius for a while.
-Claymores/explosives: can be placed down and detonated remotely
-Tranquilizer syringe: can be used on enemies to make them unable to wake up to sound or light for a short while. Physically hurting them will still wake them up.
-Decoys: Distract the sleepers for a while by making lots of noise and light.

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Suggestion from TenguKnight#6404 (215135833378914304)

Significantly increase the magazine size of the machine gun, as the weapon doesn't feel like a machine gun at all with how short the period of sustained fire is with it.

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Suggestion from Advil Consumption#0784 (296652274577571840)

I saw on the roadmap that you guys might not be adding any new environments. If you arent, thats okay, but I do wanna see a partner environment to the Floodways (Just like the datacenter with the lab). I had a suggestion for a "Growbed" environment that makes more use of the small storages of plants that are in the Floodways. The environment may contain large plots of vegetation (maybe mushrooms, carrots or other edible plants), places to store fertilizer and other agriculture equipment, and was thinking it would have tons of small rooms similar to that of the datacenter and storage environments.
It may not have been tended too for a while so maybe a few compost bins may also be around in the environment

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Suggestion from Rooker#1732 (888576265077014579)

a little place under the join lobby button to enter in a code manually as opposed to copying one

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Suggestion from Ajssouthlake#0399 (302615003075182592)

remove the melee, there is no way a hammer, or something of the like, is worthy of being brought on a life or death mission. It breaks the immersion

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Suggestion from bro#1094 (138802036035551232)

Add water to Floodways, imagine an objective similar to Fog rising, so you have to do alarms half submerged in water or sewage that hinders your movement, and the enemies as well. Imagine strikes just flailing in water and goop lmaop

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Suggestion from TenguKnight#6404 (215135833378914304)

Vertical levels that are located in a sort of shaft or a group of massive vertical shafts, where the team must either get from top to bottom or vice versa, or possibly even having to do it backwards after the main objective with a twist like the level changing in some drastic way or with pressure like infectious fog / radioactive water starting to rise from the bottom accompanied by enemies. This would require improvements to the map, like layered map behavior, or very smart level design to make sure that areas on the edges of the shaft don't overlap.

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Suggestion from Quilmeshou#3011 (339016466298830849)

new variants of sleepers and a new type of sentry. New Sleepers: -Grenadier: a special type of sleeper, which acts similar to the hybrid, dealing damage in both melee and range. however the big difference is that this guy deals burst damage instead of rapid fire damage, launching infectious mini bombs to the players, acting more like a mortar. -Mother/Grenadier: imagine you combine a mother with a grenadier, the result is a living hell which deploys both mini sleepers and mini bombs, depending the time and range. of course, it acts like a boss. New tool: Drill sentry. is kinda similar to the shotgun sentry, however it shoots bolts which penetrate every sleeper in its path and only in a straight line.

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Suggestion from Quadangalo#9898 (194140960102416384)

on A1 for rundowns, once a team has dropped in, display some warden text saying "Use terminal commands {LOGS} and {READ} on local terminal to gather information about the objective" and provide a text log providing some basic information about what a previous prisoner has discovered, e.g. "I've found that these creatures respond to and attack lights and movement nearby, but while they sleep they are easy to approach with caution and neutralise with a heavy blow to the back of the head."

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Suggestion from Snack#9645 (132340946368069632)

can you post a 10 hour video on youtube of gtfo asmr that's just sleepers clicking and stuff and sometimes the other monsters and everyone once in a while??? it would be great for falling asleep at night

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Suggestion from Statyk#7176 (100649186910801920)

Add read logs to a collection in the main menu to be read/listened to once you interact with them and complete a mission. My friends don't want to wait for me to check them out so I stopped trying to engage with lore since I need to play with them to get to the logs.

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Suggestion from AristoWan#9348 (99100845215354880)

instead of levelling or a booster system, have a tier or tree of perks/bonuses based on the difficulties youve cleared that rundown (Hard/Extreme/Overload/Prisoner Efficiency)

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Suggestion from mccad00#8360 (161610519546036224)

circle kiting could largely be mitigated by sprinkling a small amount of chargers into waves beyond ~B tier, or with a new enemy varient with no tongue attack, purely a fast melee enemy capable of outrunning the player

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Suggestion from Schwaggs#5516 (272178753688305671)

Gauss hammers. Like an experimental hammer made by the facility thats like an electromagnetic pulse. So like a cool Thor's hammer

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Suggestion from Ninjaguy1002#7066 (689242093788463136)

Make the prisoners do emotes while in lobby (like thumbs and stuff)

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Suggestion from Hinode,works for the sleepers#7720 (329338497049690112)

I fondly look back on the days you could change the color of you name in game, It was a nice touch of customization the game had and more importantly it was locked behind something. Anyone could do it, would it be possible for this or some version of this to return one day?

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Suggestion from Hinode,works for the sleepers#7720 (329338497049690112)

oops it wasnt locked* my bad

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Suggestion from macan69 ppp#9999 (290237446296174592)

I had a dream about a sleeping scout , it had pulsating tentacles and was in a usual laying down bent over position as a small striker whould usually be in. Whould be cool to have that to be honest. Looking on the floor so you dont step on something.

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Suggestion from GumPum#1216 (486987911951286272)

shadow spitter

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Suggestion from t5gy5#3826 (691947789453885470)

Regarding the weapon progression system: unlock rundown specific weapons by finding and extracting with them in missions.

Weapons are stored in high security crates, so upon picking it up it would initiate an error alarm. Sometimes it could include the part when you need to unlock the crate (like the neonate in R3, or the high sec cargo from r5a2) for it to count as unlocking the weapon; this would upgrade the error alarm.

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Suggestion from Realistic Glass#1799 (690501956782915625)

implements code to be able to build a level manually instead of randomly generating one. So we can actually get plot specific level structures Santonian

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Suggestion from GelfChief#6960 (203230872277614592)

being able to put custom battle music to the game, just for your client.

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Suggestion from Blootick! (Kaz)#2730 (164219546469662720)

Lower tier expeditions (i.e. from C onward) having a small chance at the lights going out when you enter an expedition, either right away or after a certain period of time.

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Suggestion from TenguKnight#6404 (215135833378914304)

Completely randomly generated levels. The player creating the level can select the difficulty level and environment, and a level will be generated out of the different rooms and parts or even parts of rundown levels to create an unique experience every time where the thrill is going into a level completely blind every time. Additional objectives won't be present, and playing randomly generated levels doesn't reward players any points towards unlocking rundown levels. Artifact heat is locked to 50% on randomly generated levels as well, and it can't be raised or reduced.

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Suggestion from NotDatBoi#5494 (236316897342259200)

Add an option to turn down/opt out of loud game startup and when entering in a level (when going down the level with the pods)

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Suggestion from Sarbe#6307 (153972714321870849)

Allow sentries to be placed not only on floors, but walls and ceilings as well. It would be very funny.

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Suggestion from GumPum#1216 (486987911951286272)

Give the biotracker a visible effect when it's about to track the enemies like sending out an electro magnetic wave that is slightly visible

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Suggestion from rokao#4419 (440525789637640192)

Make it easier to hit the head with a sniper rifle. (If you aim correctly at the enemy's head, the red circle on the aimer will turn blue.)

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Suggestion from TenguKnight#6404 (215135833378914304)

New enemy variants: Infected enemies. These enemies function just as regular enemies, but will add infection with their attacks and splash infectious liquid around when their body parts are blown off. They differ visually from regular enemies by having green cysts on their skin in addition to their skin having a greenish color, and their glow is green instead of yellow/red.

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Suggestion from quinoa#9190 (366044037284757514)

moving scans, can be individual or team or s1 scans but they move as the scan % increases. can be used with clever level design to simulate a mini push the payload like objective

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Suggestion from chae#6666 (470191731934232578)

balance boosters - for example, the difference between a muted and an aggressive Bioscan speed is minimal, and there's no point in running that booster in aggressive slot when there's a booster as strong as an aggressive Provision. also tool/main/primary ammo boosters are really weak as you basically trade hacking skill, or projectile resist for a little bit of ammo at the beginning. Provision is dumb strong compared to almost anything else you can run in any slot. and then there are conditions that pair poorly with some boosters, like bonus melee damage while in bioscan - unless you're doing C2 Overload or B3 Extreme, why would you run it?

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Suggestion from raDiaNCE#8362 (394947270409453597)

A new kind of enemy I thought up to help stop kiting in open areas. It’s a large “sniper” enemy that is similar to a large ranger/shooter. Except, when it’s woken up, it will begin to “scream” for a short duration and it will shoot a very fast, high damage projectile at prisoners out in the open. Basically the counter-play would be to hide behind cover when he starts to scream and wait for his scream to end, then attack him.

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Suggestion from Soviet Badger#4874 (232496562985500672)

a machine gun shooter that shoots 40 projectiles horizontally within 2 seconds, faster travel time than hybrid projectiles, dealing 2 dmg and 5 infection per projectiles, infinite range, very accurate tracking to players and the screen shakes as if you got hit by a giant striker if a projectile hits you

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Suggestion from gaZinger#1093 (208993891133685763)

a volume nob that allows you to lower the character's voice lines, its quite loud when they scream after getting downed

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Suggestion from Tyler.Durden#3528 (440175297581547531)

Tutorials and guidance should be included in the game (in beginning levels like A1, A2) so new players could learn things easier instead of having a hard time finding experienced players tell them what to do.

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Suggestion from TenguKnight#6404 (215135833378914304)

Make shadow enemies glow like other enemies when they are pulsating in their sleep.

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Suggestion from TenguKnight#6404 (215135833378914304)

Allow players to place long range flashlights on the ground like turrets to light dark areas and allow setting up better defenses against shadow enemies.

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Suggestion from TenguKnight#6404 (215135833378914304)

An audio setting to turn off all "jumpscare scream" sounds (at game startup and when an expedition is lost) and add a setting to reduce the volume or remove the "ca-chunk" sounds the cage makes when dropping prisoners into a level, as well as the beeping that is played when the subsurface message is displayed.

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Suggestion from Hinode,works for the sleepers#7720 (329338497049690112)

Glowstick...Basketball

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Suggestion from Twinkletoes#1648 (464662830130397225)

Make the respawn mechanic more realistic. Rather than forcing someone to block respawn, have the room slowly start respawning once most team members are out of the room. Ideally, have an animation of the sleepers slowly coming out of the cocoons and falling to the ground. The longer the room is left, the more that will slowly respawn until its back at respawn cap.

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Suggestion from Twinkletoes#1648 (464662830130397225)

There is much discussion among players about whether or not items should be able to be placed back in boxes. Someone brought it to my attention today that being able to do so would make reactors easier, which is a good point.
How about only being able to place items in certain boxes? Whether it be a static spawn or random within a specific area would depend on the map and objectives. It could be a different colour in game and on map for easy recognition.

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Suggestion from bro#1094 (138802036035551232)

Shooter related boss enemy

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Suggestion from Ymuzaki671#2884 (878662031513878548)

Reduce the number of meaningless tweets from twitter and other social media, there is no better way to hype the community than dev-leak, the last of which was more than 3 months ago (a normal game leak, not another post about coffee).

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Suggestion from Aaron#3736 (100719978252079104)

Layered combat audio.
The idea is so that even though you don't see the enemy type, you can hear what kinds of enemies to expect depending on the music. Normal Strikers and Shooters would just fall under the normal battle music, but if there are Chargers in the battle, or Giant Strikers/Shooters, you can layer another audio track on top to "amp it up" and let the players know there is more than just the normal strikers to fight.

Granted, it is also fun (funny) when I'm running around hammering the last of the strikers, turn a corner, and unexpectedly come face to face with a big striker that smacks me down, so having the layered audio might give it away that the last remaining enemy is not a striker. So to combat that, if the wave is ending and there are only X amount of enemies left, the music "calms down" to the normal battle music. You get a small indication that there's only small enemies left or a few enemies remaining, but can still be surprised if you run around a corner and straight into a giant striker.

Mostly, I kinda want more audio cues like the Tank or Giants stomping. Chargers can be silent killers during waves because the sound of their running can be drowned out by the battle music, the sound of strikers running at you, and/or Giants also walking with them.

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Suggestion from PapaSheng#3850 (331000831396675584)

scale just the alarm scan difficulty depending on squad size, not to make it easier, but to make it dynamic and more fair on smaller squad sizes.

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

more interactive environment ideas:
a "charger goop" spot on the floors of the complex that when in them, and maybe for a few seconds after, reduce player movement speed

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

an objective that requires something big to be moved, like a drawbridge or something

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

tripwires that could be disarmed on either end but going over them makes noise and might stop movement if you are sprinting, not to be used commonly, thats cancer but one every once in a while could be cool

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

something in the environment that can be used against enemies, like pushing over some boxes to make them go slightly further or break them

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Suggestion from Zappron#2112 (289742659336011778)

a 'safety' on firearms. click button, little hud icon goes red or w/e, gun won't shoot until you disengage safety. never again shall i bump my mouse into my keyboard and wake up a scout room

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Suggestion from Blootick! (Kaz)#2730 (164219546469662720)

A single Jack-o-Lantern hidden somewhere in the complex to celebrate Halloween.

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Suggestion from Ninjaguy1002#7066 (689242093788463136)

ability to return to lobby (not dependent on host) by prisoners after expeditions

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Suggestion from Hunter48RUS#6290 (174234253985316865)

Add the show/hide option for each type of individual icon and its identification number, which is located on the map. For example:
"show open boxes: yes/no"
"show closed boxes: yes/no"
"show item inventory number: yes/no"
"show signs with area info: yes/no"

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Suggestion from 平林一輝#2939 (672657925856165947)

A new form of melee weapon (a knife) of sorts, probably a military grade combat knife or perhaps even a butterfly knife if we wanted to get a little wild. I feel like implementing a new form of melee weapon would really spice up some of the stealth combat.

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Suggestion from TenguKnight#6404 (215135833378914304)

New objective - elevator: A large industrial elevator platform that descends and stops every once in a while to a hostile floor, and players must perform security scans in the elevator in order to proceed while fending off enemies coming from the floors to the sides, or sometimes proceed to clear out those small floors to gain supplies and crucial items for the mission. All players must be in the elevator for it to move, so it will be impossible to leave players behind.

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Suggestion from Sultan Smurf (N)#5203 (557614031892905984)

To help with the kiting problem I think there should be a stamina system that allows you to run for at least 1 minute, but for the first 45 seconds be running of your first bar which regenerates 1 second worth of stamina for every 2 seconds and 1.5 second worth of stamina every second your standing still, and the last 15 seconds be a more stamina reserve so it regenerates slower and it would be 15 sec worth of running, it will take twice as long to regenerate and to have jumping take a 10 sec stamina penalty, and getting hit be a 5 sec stamina penalty this solves the kiting and melee meta and relies more on all the other mechanics of the game than, melee kite bears everything

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Suggestion from Sultan Smurf (N)#5203 (557614031892905984)

to build upon my lay stamina suggestion maybe items like the yellow syringe can give you a large stamina boost, or maybe unlimited stamina for a limited to make it more useful

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Suggestion from F in chat#2255 (517072889783255061)

Make some levels more vertical, where it gets more dangerous as you go deeper. You could add poison fog and the players have to find the terminal to activate ventilation.

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Suggestion from Hinode,works for the sleepers#7720 (329338497049690112)

Add more things to "fix" in the complex to give the sense the place is rundown and some thing bad happened, not just we turned everything off. filters for the complex fog dispersion systems, dead power cells, P ids that need to be re-encoded, etc.

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Suggestion from Quilmeshou#3011 (339016466298830849)

similar to big strikers, make normal strikers hit with their arms and run a bit faster, while their tongue attack being less frequent, but still damaging.

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

"An enemy type that gets stronger the longer they are awake. This could discourage long distance kiting if one is after you." -Podrick Equus

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Suggestion from t5gy5#3826 (691947789453885470)

New alarm mechanic: Resume security door alarm, by first lifting lockdown.

Explanation: Previous group got downed at an alarm door. The alarm went on for too long, since the prisoners died during it; thus security lockdown was engaged due to low power, and the alarm is stopped. The new group has to lift the lockdown via terminal (somewhere far off from the door in question), which resumes the alarm together with the scans. Upon completion the lights turn off due to lack of power, and the prisoners can resume the main mission, whatever it was. On the path that the previous group took all security doors are open, some regular doors are broken/open; and all zones have sleepers in them (the ones from the alarm fell asleep).

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Suggestion from Podrick Equus#0134 (157376373944614912)

An exceedingly dangerous enemy that can "go back to sleep" if you stay out of its line of sight long enough.

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Suggestion from Hinode,works for the sleepers#7720 (329338497049690112)

possible a bad idea, but add biome specific ways to move through a zone in conjunction with steel doors. Like flooded drain pipes in the floodways, ventilation systems in the lab, etc . mostly this is a bad idea but the take away is Id like environments to impact the level uniquely .

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Suggestion from Ninjaguy1002#7066 (689242093788463136)

Change ITEM STATUS, hear me out .. when we query something like a key in A2 it says the item status: normal (that means its fine to pick up) but when we query the hisec cargo it says the same thing .. i think it should be something like item status: active , that would warn you if you pick it an alarm will go off .

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Suggestion from Nethakaaru#7929 (135503215797075971)

Currently boosters are rewarded by picking up enough artifacts to fill your booster progression.
My idea is that booster progression would also be affected by how many enemies that were defeated during the mission.
Killing an enemy would give the player a very small progression towards the next booster.
The amount of progress would vary depending on what enemy type was killed and if they were sleeping of not when they were defeated.
Larger enemies would have a higher chance to progress bold and aggressive boosters and sleeping enemies would give more progression.

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Suggestion from Podrick Equus#0134 (157376373944614912)

For big strikers, the damage they deal when whacking people could be reduced by an amount proportional to how damaged they are. It's kind of silly how one missing their head and an arm deals the same amount of damage as one with all their limbs still attached.

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Suggestion from TenguKnight#6404 (215135833378914304)

Put a limit on how many times a respawn room can respawn and reduce the amount of cocoons dangling from the ceiling accordingly, and give players the choice of shooting or hammering the cocoons to reduce the amount of enemies that respawn or even completely clear the respawn status of a room.

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Suggestion from Oopsie#5696 (510815537547182102)

A hybrid monster, somewhat like a shooter or a striker, but it takes the Spitter as inspiration. It tries to get close to you like strikers, but when it does the little 'zits' on its body explode and it gives you infection, similar to the spitters but they move and give you less infection than spitters

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Suggestion from Sarbe#6307 (153972714321870849)

Allow us to throw resource packs to pass them around to our teammates quietly and/or in a hurry without having to get within hugging distance to sensually handfeed them ammo or medicine.

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Suggestion from TenguKnight#6404 (215135833378914304)

Allow downed players to use red syringes to revive themselves, or add a new special syringe for that purpose.

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Suggestion from Quilmeshou#3011 (339016466298830849)

add an option to turn on/off subtitles, so we can understand better the audios in the terminals and also the dialogues between the characters. not something out of the hud as usual subtitles, but could be in the chat or an additional dialogue box, to keep inmersion.

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Suggestion from Woof#5064 (178719705287229441)

a horrible but fun idea, but proximity voice would increase fear factor by a million. could you imagine not being able to communicate when teammates are too far away? horrifying.

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Suggestion from Apollo#8111 (410526893914324993)

make enemies have collision

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Suggestion from Aaron#3736 (100719978252079104)

Building off of the voice proximity idea, sleepers reacting to your voice volume as well.
Since the push-to-talk is like if you're using a radio to communicate across the team, you can have voice proximity to communicate with your team when you're close together. But since the Sleepers are sensitive to sound like when you walk/run, you should also make it so that if the volume of your chatter is too high, it will wake them up as well.
So even if you're bunny-hopping like some mad stealth god, killing all the sleepers, if you turn the corner and scream at the sight of almost running into a Giant Sleeper, your loud yelp should be loud enough to wake them up.
It would really up the immersion and nerves.

Then again, like my previous suggestion around a similar point, I mainly use Discord to chat with friends, not the in-game voice chat, so players who use Discord might not get the same experience if they're yelling battle cries to hype each other up before silently taking down a Giant Sleeper.

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Suggestion from TenguKnight#6404 (215135833378914304)

I recently found out that over the course of the game development, there have been a few different combat music tracks, some of which are no longer in the game. I feel that the old tracks were also pretty cool, so I think they could perhaps be reintroduced as environment-specific combat music or current objective difficulty dependent music.

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Suggestion from Daniel_D45#8222 (366950759608090625)

How about bringing back different colored glow sticks? The red ones were cool, but you could pick other colors too.

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Suggestion from raDiaNCE#8362 (394947270409453597)

I think there should be slightly longer cool downs in between waves of enemies during alarm sequences. It would allow for more aggressive strategies, and you can always increase the wave size to maintain the current difficulty and feeling of chaos.

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Suggestion from Ferus Firefly#5832 (693355139393912905)

The scouts have the same behaviour for all players. The duck down for only the host seems odd. Perhaps if it reacted to duck down under certain circumstances such as a flashlight or any player running nearby, it would make it a more staple mechanic.

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Suggestion from Brisingr#8262 (362635458888335362)

Make matchmaking options that lets you disable or enable things, "like jumping, putting down supply and med packs, or stats for accuracy and such." This would come with a server list of course to choose your game from. That way for those of us who like to bhop and would like to move supplies can, and for the diehard vanilla only player who thinks bhoppers are the worst thing ever can play it their way and force it. Jumping isn't necessary for anything anyway. It's just fun and helps with infection fog.

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Suggestion from ChrisG#1523 (245591151497838593)

How about a trial mission in the next rundown patch with separating the players,
As in:
Group A consists of 2 players have to find an item in ZoneX while
Group B is at a terminal keeping the doors open with a terminal while an alarm is going off
Or having to fetch 2 items at once and splitting the players that way
I wouldn't split off 1/1/1/1 or 3/1 but 2/2 would be very interesting to see in action, since it COULD be SOME sort of competition but also teamwork, either who gets it first can help the other group or both have to go through doors at nearly the same time or else the alarm from the other group would swing over smth cool can come out of this
It does need lots of thinking since it would change GTFO in a bunch of ways, and it would make it less playable for groups consisting of less than 4 players.
But it's an idea I would love to see
You are yet to push a full release, try some new stuff out!
We are all so happy with the game, whenever you push something new you'll receive reviews and talks on this server so you'll know if people like it or not. So you can still decide if you wanna keep stuff in the future or take it back out
Wish you all the best and keep going

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Suggestion from Brisingr#8262 (362635458888335362)

If we are gonna start having some of these crazy long runs that can take 3+ hours, we really should see a terminal save system where you can save progress as the team and call it for a night to resume it late. Make it so that if you save and die, the save deletes automatically like any other ironman mode in games these days and only the host has the save, but not somewhere in their game files that they could easily copy it. This would complement my next idea nicely...

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Suggestion from Brisingr#8262 (362635458888335362)

A longer expedition that would require you to complete more objectives like some of the older rundowns to accomplish the main objective or at least to make it easier. Could be things such as dealing with a reactor, then turning off an error alarm at a specific terminal and you have to search for the password to said terminal to deactivate it which isn't necessary, but makes it easier, putting cells in a generator to reduce or remove infection fog, activating a pump system to drain a floodways zone in order to reach the objective. A lot of the ides listed above for objectives would be great for an extended run. Hence why a save system would go perfect with this.

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Suggestion from Daniel_D45#8222 (366950759608090625)

I suggest adding some more "open-world" expeditions with optional objectives like powering up generators to reduce (infectious) fog with the cost of having to survive an alarm.
Therefore, the team has to to some more interesting decisions, improving the gameplay.

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Suggestion from R0K3TC4T#1535 (317173276541583361)

New tool: Beartraps
-These would be set down similar to mines and Immediately trap regular sleepers caught in them for ~30secs.
-Traps must be manually reset after each use and sleepers will destroy the trap permanently after being caught
for too long (this punishes kitjng as you will lose traps), larger monsters break the trap much faster.
-Anyone can reset the trap and players can jump over them to avoid team damage.
-Starting at 2-3 traps, skillful players should be able to build up larger amounts of traps by the end of the
mission as they get tool refill without losing too many traps.

Use cases involve: preventing being overrun at big scans. Locking down nearby flank routes. Stunning larger enemies. Improving team accuracy. Doing better toward the end of the level.

I think this would provide another way for players to make meaningful tool decisions outside of adding another sentry.

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Suggestion from Ninjaguy1002#7066 (689242093788463136)

Give scouts the ability to attack with its tenticles

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Suggestion from wWild#9334 (294543740394012673)

Seeing the Scout suggestion above, maybe add an attack that makes it like a support enemy? It extends it's tentacles to slow down the players but it doesn't deal damage

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Suggestion from Blootick! (Kaz)#2730 (164219546469662720)

Something that resembles the Barnacle from Half-Life, possibly to replace or coexist with Spitters in certain expeditions.

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Suggestion from Glowdude#4073 (515690091469864960)

Have the E1 of every rundown use the environment added in the respective rundown. Would make them more unique and identifiable IMO

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Suggestion from chae#6666 (470191731934232578)

I would love to be able to check my game stats like for example: how many times have I failed a mission, fastest run, kills, deaths, did I complete a level solo, or duo, weapon usage, accuracy, time spent in a level etc. Also global stats would be something that would interest me. It does not even need to be a game feature, but like an API that a Discord bot can work with, or a web app. I don't know exactly what data are you storing and can you track the stats all the way back to Alpha, R1 and such, but in my humble opinion, having leaderboards like world's first clears, speedruns, sherpas (carries) and lowmans could be a nice feature to have on the official GTFO Discord

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Suggestion from Daniel_D45#8222 (366950759608090625)

Add a subtle display over the players in the lobby showing how many hard, extreme, overload and prisoner efficiency objectives the player has completed in his/her playing time (ignoring replays of objectives). That would show about how experienced the player is

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Suggestion from Tadikas#1423 (234255018113499136)

Please put the new I will give you my all songs in gtfo to celebrate the release.

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Suggestion from GRIMMLY#8233 (226571987021987840)

play more into the scary vibes of the game, the game does an awesome job of setting the scene you are in but when it comes to the enemies and the fights it doesn't have the same spook to it, it's just scare by being overwhelmed, but if the enemies and the map worked more against you It'd be an awesome experience

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Suggestion from R0K3TC4T#1535 (317173276541583361)

enemies that deploy small areas of fog when they die, so you want to shoot them before they get too close

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Suggestion from R0K3TC4T#1535 (317173276541583361)

puzzle scans, where different shaped scans(squares, Pentagons) are deployed at once and the team has to stand on all of the shapes of the same type at once. Could lead to some intense mid-alarm decisions on which scans the team should do

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Suggestion from Nomad#7094 (223817950388420608)

add the combat music from the P mother fight from D1 to the final part of D2

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Suggestion from Glowdude#4073 (515690091469864960)

Split full team scans that only go up when everyone is in one of them. Or at least more variation in scans

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Suggestion from blendersabahay#0773 (240079479706353664)

A mission where you can't open your map

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Suggestion from Bubu#0499 (305833177472303105)

different coloured glowstick that actually a shadows outline, like the red glow sticks that acted like regular glowsticks.. but red.

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

i cannot stress this enough, make at least a few levels where its hard but not super long, like a 1 hour or less D/E level, so theres not just a skill gate at the very end of the level, its the entire thing

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Suggestion from ChrisG#1523 (245591151497838593)

The ability to lie down and shoot

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Suggestion from blendersabahay#0773 (240079479706353664)

An enemy that can only be alerted by gunshots, another sleeper screaming, or hammering the ground near it and you can walk through it. When awake it will spew black fog and will close in on the players to melee them for 40 damage

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Suggestion from blendersabahay#0773 (240079479706353664)

An uplink mission where the password terminal is in a different zone for each verify

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Suggestion from Daniel_D45#8222 (366950759608090625)

Add a function to also draw permanently on the map (for this expedition) and an eraser (maybe allow everyone to erase everything) to really draw info and tactics on the map.

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Suggestion from Seris#2247 (257549172071333888)

Might sound trivial but can we get the ability to play audio logs and look around the terminal just like pings?

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Suggestion from R0K3TC4T#1535 (317173276541583361)

if you shoot a thin door it wakes up things very close by on the other side, would make players be a bit more careful with their shots in a packed zone and make each room feel a lot more connected to the ones around it

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Suggestion from R0K3TC4T#1535 (317173276541583361)

each unique level you beat you get a blood splatter on your hammer, number of optional objectives done for that level increases that splatter's size.
Harder expeditions are higher on the hammer with the hardest on the head. I think a lot of people would want to grind for something like this.

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Suggestion from Wolf#3503 (268428643632414721)

A very old and rusty shotgun. Does a lot of damage and packs a punch, but shells have chance to get stuck inside the chamber, can go up to the end of medium range where long range starts (but yk, less damage). It's an interesting concept ngl.

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Suggestion from Wolf#3503 (268428643632414721)

Players getting badges depending on how much missions they passed. Like for example: If the person finishes 5-10 levels, he gets a ribbon tied on his arm or near his wrist or a badge on his shoulder. And more the player progresses, better the ribbon or badge.

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Suggestion from blendersabahay#0773 (240079479706353664)

The ability to use and see chat while dropping

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Suggestion from RedJackal#8552 (306524076548292611)

Give prisoners able to make broad swing to kill 2 or more sleepers in the front of them, but with more longer charge.

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Suggestion from Wolf#3503 (268428643632414721)

permanent marker on map, but quite transparent so people can't troll to cover the whole thing

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

an item that pings moving enemies similar to the biotracker but has a shorter range and lasts for longer

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Suggestion from R0K3TC4T#1535 (317173276541583361)

anti kite: enemies spawned by alarms (darker ones) tag the player for 2% when the player runs through them (player must have higher velocity than sleeper velocity); This kills circle kiting and means long kiting routes mest be carefully planned to avoid sleeper packs.
Players defending arent punished for holding their ground and using guns to hold enemies at bay becomes more desireable. Hammering woken rooms is fine, and clearing the last alarm enemies with hammers is fine.

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Suggestion from Daniel_D45#8222 (366950759608090625)

Add a consumable which can be placed down that tags enemies with a Biotracker tag within a short range of it.

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Suggestion from quinoa#9190 (366044037284757514)

blacklight glowstick, acts like a normal glowstick but makes blood details in the levels glow, can reveal hidden messages/easter eggs on walls of complex to make environment more immersive, no functional different from normal glowsticks

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Suggestion from TenguKnight#6404 (215135833378914304)

New enemy type - Sleepwalkers:
Sleepwalkers are normal enemies that walk around their room during their "glowing" stage in their sleep cycle. Instead of the regular walking/running animation of woken up enemies, their walking is slow and "zombie-ish" with their head down and hands hanging.

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Suggestion from Leorith#0781 (295576767861882882)

Enemy type: A roaming centipede made of Strikers. Able to crawl on roofs and walls. To combine with vertical rooms.

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Suggestion from Flaffy Doggo Official#2832 (296750507048042496)

a mission where you have to turn the power on; All terminals are turned off, all security doors can be opened without triggering an alarm unless if it is locked via keycard, in which case it will remained locked until the power is turned on. Once turning on the power, an error alarm starts that progressively spawns more dangerous enemies as you reach extraction.

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Suggestion from quinoa#9190 (366044037284757514)

add ray tracing to the game, i want to see my own face in the shiny reflection of a chargers forehead

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Suggestion from quinoa#9190 (366044037284757514)

the burst sentry is underpowered imo, add a flashlight to it so it can use it as flashlight to illuminate dark rooms while its shooting or if its out of ammo it can just be used as a flashlight you can set down, no need to request placing long range flashlight on the ground anymore

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Suggestion from quinoa#9190 (366044037284757514)

flashlight sentry, when it detects an enemy, it turns on

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

an enemy based kind of on the warden from minecraft, very powerful but cant see you and reacts to noise

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Suggestion from SadTurtleSoup#1497 (277697894197362688)

the ability to pass ammo to a teammate if they have the same weapons. i.e. if we both have an SMG and i have %50 ammo i can pass them %25 of my ammo. would be useful during alarms for the people holding the doors while the others are doing scans. and doesnt compromise much as youre essentially just passing your ammo to someone else to use and your left with less or none.

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Suggestion from Left Behind#9471 (155454338968322048)

Collectibles option in the menu where collected text and audio logs are added to it the first time any player in the lobby discovers it, in the form of a web-like structure. Logs can freely be read and viewed at any time in the main menu. Then, similar to games like the Dark Pictures Anthology, relevant and connected logs are then connected to each other within the web, with a short summary explaining the connection between the two logs.

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Suggestion from Realistic Glass#1799 (690501956782915625)

Under construction/unfinished sites (labs or data centres). Can use as transition zones from Lab/DataCentre to Mines/Refineries/Storage etc.

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Suggestion from ProfessorAggressor#7804 (316391374280851456)

Add flares for the brief (~1 min) illumination that glowsticks serve, and give glowsticks less illumination but indefinite duration for marking routes, locations, etc.
The long duration of the glowsticks likely will not have large performance impact as there aren't enough in a single drop to cause performance drops.

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Suggestion from 7cen#7777 (819007039849627658)

Host indicator on the in-game map that is visible by all players, would be useful in the event of host migration (especially with newer teams)

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Suggestion from Mrbunkbunk#1683 (378717367980523521)

a spooky enemy that crawls around in dark and foggy areas with creepy glowing eyes that stare at you to make dark rooms or power outages scarier

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Suggestion from Mrbunkbunk#1683 (378717367980523521)

stackable kits so that you dont have to leave kits behind and have to go all the way back and get them

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Suggestion from TenguKnight#6404 (215135833378914304)

Allow players to customize the sights that are equipped on their weapons.

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Suggestion from Left Behind#9471 (155454338968322048)

Give the host of the lobby the ability to choose their character.

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Suggestion from Ghost.#2742 (562319439966634040)

Make smoke grenades to make the game 100x harder

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Suggestion from Decip#3019 (381880355067789331)

more glowstick colors please

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Suggestion from Oopsie#5696 (510815537547182102)

give everybody in the lobby a chance to choose their character, but make it so you can't have four hacketts or something crazy like that. listening to the same character when doing solo runs gets tiring

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Suggestion from MagnumDopus#6365 (86509211806109696)

Make toggle sprint function similar to toggle sprint in every other game. Right now its either toggled on or off by pressing sprint. But releasing forward movement should also toggle sprint off.

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Suggestion from Mr.Bhop#7494 (601005896675360768)

Fix the mother/big mother hitbox, sometimes I shoot the tumors I want to know why I got those white hit makers. And sometimes I was trying to use c-foam grenade to c-foam the mother, and it went throught the mother.

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Suggestion from Mr.Bhop#7494 (601005896675360768)

The default fov should be 90

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Suggestion from Ninjaguy1002#7066 (689242093788463136)

add menu and lobby music

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Suggestion from bro#1094 (138802036035551232)

Master Volume

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Suggestion from macek_jinnarmy#9190 (847957961540239392)

Remove the dim spots on the long range flashlight. We already have better looking flashlights these days, this one is so ugly to look at. Check out /r/flashlights for inspiration

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Suggestion from daltonneris65#3086 (349742115988963330)

your idea add pvp modes into the game

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Suggestion from TenguKnight#6404 (215135833378914304)

A tracker chip pistol consumable that will display a tracking marker on whatever the tracking dart lands on for a few minutes. Enemies will not react to being shot with it.

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Suggestion from TenguKnight#6404 (215135833378914304)

An alarm clock / noisemaker consumable that distracts enemies for a short while if players aren't making any noise and enemies are far enough for them.

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Suggestion from Katzenwerfer#2028 (618612008744517672)

Add sleeper troll emote to in-game chat

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Suggestion from Darhanis#1837 (425381205630779393)

Ingame Stats for the weapons

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Suggestion from Left Behind#9471 (155454338968322048)

A way to view loadouts and boosters without needing to host a lobby first.

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Suggestion from Left Behind#9471 (155454338968322048)

Loadout slots that can be customized, saved, and quickly changed to when in the lobby screen.

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Suggestion from RedJackal#8552 (306524076548292611)

add CSSSG ( consumable santonian security sentry gun ) in game, which can be find and used if you doesn't have a lot of fire support.
It looks like a box with a specific initials on it and transform into a turret and can't be picked up again.
Has a different types, like S - sniper type
B - burst, SS - shotgun.
Also have a random % of ammo.
Distinctive feature of this turret - is lack of system allies/ enemy, so they will attacks all targets on the way - and prisoners and sleepers.

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Suggestion from Dad#7700 (196703637207121920)

More environmental hazards: traps, defense turrets, toxic chemicals, electrified water, etc.. It is a torn, high security facility/laboratory so how about it shows more than just toxic fog. Obviously some of these should appear in lower tiers to add to the "surprise" factor of exploring deeper levels. With portions of the game focusing on how much you could leverage with what is given to you, I wouldn't doubt that there would be a way for the players to manipulate these hazards for their benefit (given that they survive them first)

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Suggestion from Katzenwerfer#2028 (618612008744517672)

Add a box to enter lobby codes (could be useful in case the game doesn't detects it)

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Suggestion from Left Behind#9471 (155454338968322048)

Text to speech option for text chat.

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Suggestion from Left Behind#9471 (155454338968322048)

An option to input text within text chat using voice input.

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Suggestion from TheOnlyAce#8573 (380572197913362433)

Let us dodge while reloading/carrying cells/anything else that forces us to walk. Dodge is a seriously underused mechanic because it's usually easier and more effective to sprint rather than using dodge. Enabling dodge while sprint is not an option will help make the mechanic more viable and useful.

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

enemies with a visible artifact in them that gain small buffs according to the rarity of the artifact

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Suggestion from TenguKnight#6404 (215135833378914304)

Add a medium damage melee attack to fog turbines, energy cells and other player carried items that prevent players from using weapons. This way a person carrying a cell, a turbine, a datasphere, a cargo container or whatever can still be useful to the team in a pinch and can also defend themselves against singular enemies that might slip past the players in the team who are defending the item carrying players.

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Suggestion from TenguKnight#6404 (215135833378914304)

A packmule droid that will be dropped with teams that are missing team members and will help smaller teams with carrying resources, doing scans and making it possible to bring additional tools to a level. The mule can carry up to three tools (depending on how many players the team is short) and players can switch the tool they carry at the mule. Mules can also carry up to three resource packs and consumables, the maximum again depending on the size of the team. Mules will also help with scans by going for the scan circle closest to them. Mule bots are ignored by enemies and will not use any weapons. Mule bots follow two very simple commands - follow, which sets the bot to follow the player who commanded it, and idle, which will leave the bot standing in a location until ordered to follow again.

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Suggestion from Clay#1854 (97053039499673600)

mobile disinfect station

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Suggestion from TheDiddler#3737 (477890181907742731)

immersive voice chat effects e.g. we are all wearing full head helmets, making our voice chat sound like we are talking from inside the helmet, over a radio would make the game harder and more immersive, and if people don't like it they can turn it off or use discord.

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Suggestion from Left Behind#9471 (155454338968322048)

Enable the fog turbine to work while still on the ground, albeit not as efficiently or effectively as if a player was holding it.

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Suggestion from TheDiddler#3737 (477890181907742731)

random enemy animations that the players "catch" as they open a door to a new area e.g. an enemy dropping a half eaten dead body before going to sleep, or a pack of sleepers screaming and attacking someone down the map a bit consequently spawning a pack of sleepers where the directional audio plays as the door opens(?) just to really drive the effect home, or you could go hard in the paint and animate an npc being hunted and killed by sleepers before they also go night-night

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Suggestion from Left Behind#9471 (155454338968322048)

An item similar to the TF2's Wrangler, that lets you take manual control of a sentry.

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Suggestion from TenguKnight#6404 (215135833378914304)

Add a level editor and sharing to the game so that players will be able to create, share and play community-created levels like the community test chambers in Portal 2. This would be great for the longetivity of the game and give players something to do after they have completed a rundown.

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Suggestion from watislife#2160 (756481501717069884)

add different melee weapon types that DO NOT deal the same damage, attack speed and range. As of now, there are only hammer-type melee weapons, if there are swords, chainsaws or even a whip that would be awesome. To balance this, some weapons could have very high damage but very low mobility or when selecting a certain melee weapon you are unable to pick certain guns, like a sniper or a machinegun.

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Suggestion from Kbros la vida es Hermosa#4861 (526812193166196737)

i dont know if this has been suggested earlier but i think that being able to unlock all weapons (even the rundown specific guns) by like a progression system or a in-game store with with a virtual coin you get by completing expeditions

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Suggestion from Left Behind#9471 (155454338968322048)

RGB lighting integration, such as how Corsair's iCUE has special lighting profiles for certain games like Far Cry 5 that switch to it when the game boots up.

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Suggestion from Left Behind#9471 (155454338968322048)

Bonus challenges for expeditions that reward additional boosters, such as a time challenge, completing the expedition without anyone getting downed, certain amount of enemies killed, etc.

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Suggestion from Ninjaguy1002#7066 (689242093788463136)

New difficulty "Error//:" Where we deviate from the warden's path and do missons for Schaeffer (you can check out the lore)

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Suggestion from A.D.C.#9995 (597885542071271435)

Not sure how much this one suggestion will affect this game but just been disconnected from a game due to maintenance and no warning and mid game. So my idea is when maintenance is due on the servers, their should be a count down timer (say 30 minutes - might need longer for this game). So people can avoid wasting their time.

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Suggestion from Left Behind#9471 (155454338968322048)

Daily, weekly, and monthly challenges that reward additional boosters.

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Suggestion from Left Behind#9471 (155454338968322048)

Voice commands to help communicate with players who don't use voice chat. Such as calling for ammo, tool resource, or medicine, telling a player to go to them or stay put, directional commands, etc.

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Suggestion from loli is the best#9371 (520233466193903616)

Can add achievements like you have finished B1 overload

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Suggestion from jkb#8713 (289954184743092224)

generic milestone achivements such as (x) amount of sleepers killed, (x) amount of medi, tool, and ammo packs given to teammates.. etc etc. anything that shows general progression throughout the game that isn't rundown specific

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Suggestion from TheDiddler#3737 (477890181907742731)

ability to pick between the four characters, I love the Steam banner yall got, the unique masks remind me of Army of Two so just to preserve their identities, we could just click on our character in lobby and select between whichever ones aren't being used, with the only identifier being how they physically look.

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Suggestion from A.D.C.#9995 (597885542071271435)

Achievements that reset each rundown (not steam achievements or similar). The idea is that in addition to having the achievement showing on the rundown, you can see a visual change to the character for each achievement you complete and this allows players to see, who is new to a rundown, casually playing the rundown and a hardcore player.
To give an example (I am sure complete PE runs would probably be best but I am going to use kills because it is easier to explain), Four achievements are present for this and they could be 100 stealth kills, 1,000 Stealth kills, 5,000 Stealth kills and 10,000 stealth kills. To start with no one would have any achievements and look like they do now (New players).
Once they reach the first achievement, they get a green glow from under the shoes in game to show they reached the achievement (Obviously not lighting anything up but a visual indicator), the next achievement would be a blue colour followed by say purple and red (obviously my favourite colour).
I chose the colours under the feet because I instantly thought of fluorescent lighting under cars (not sure why) when I thought of this. It obviously could be different colours, different order of colours or something else entirely.
Anyway, hope others think this could be a good idea too.

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Suggestion from JamesUMay#4619 (683730288525967612)

Can we please get a scaling option for the user interface in the menus. The scaling of HUD has helped me a lot but some settings show up so small that it get pixelated on tv and hard to see. A slider in game settings would help a lot just to scale all the write up stuff a bit bigger.

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Suggestion from TenguKnight#6404 (215135833378914304)

Really thicc but shorter & tankier giant sleepers that don't have a tentacle attack.

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Suggestion from Left Behind#9471 (155454338968322048)

Within the booster menu, a tab that shows all possible boosters that exist within the game.

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Suggestion from Ninjaguy1002#7066 (689242093788463136)

abillity to send friend request in game

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Suggestion from TheDiddler#3737 (477890181907742731)

this might be an "under wraps" thing but in-case it isn't, the story for this game is sick and I love the mystery of it but I find just reading text logs and listening to audio files has me thinking about what it could be. Maybe you guys could add some environmental clues to what happened? I see the dead bodies of the miners everywhere, how about laying them out in a manner that tells a story of how they died. Maybe we could visit the living quarters of the miners and see propaganda company videos still playing in their rooms? The place is presumably abandoned and since people lived there, it would be dope to see more evidence of that besides the couple dead bodies we come across

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Suggestion from TheDiddler#3737 (477890181907742731)

I saw someone ask for more melee weapons and I did not agree with the different stats and the melee weapon examples listed but I still agree that there could be more melee weapons but the new weapons should makes sense within the lore. E.g. a loud drill found on map, that can save you from being overrun when sh*t hits the fan but devours fuel, a shovel..just a regular shovel lol, a pickaxe, that kinda stuff. The drill might work better as a "Tool" so we could get more ammo for it.. but I like the idea of finding it and only getting to use it once.

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Suggestion from Cheeki Breeki Clorax#0420 (864174364341960726)

Add a booster combine system. ie: 3 muted provisions make 1 bold provisions and 3 bold provs. make 1 aggressive

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Suggestion from Maximilian#4693 (615308884827045898)

If you have some sort of a stamina system, don't add boosters which enhance stamina/recharge time etc., please

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Suggestion from chae#6666 (470191731934232578)

just don't add stamina please

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Suggestion from TheDiddler#3737 (477890181907742731)

more animations when interacting with the environment

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Suggestion from Aria1489#6937 (819809334887579698)

Broken ankles when you get downed and revived, you run slower

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Suggestion from Left Behind#9471 (155454338968322048)

Ability to view past game information and recently played with players, to help with reporting and record keeping in case of cheaters of Rule 12 violators.

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Suggestion from Dreamspan#8899 (252024550764576768)

Some sort of world's first event for levels (like E1), streamed on 10C's twitch channel (similar to what they have for destiny 2 raids). This could build quite a bit of hype and publicity for new rundowns getting released as teams race to be the first to finish the level. Obviously there would be moderation to prevent mods and cheaters but I think this could be a great way of getting the community engaged and generating viewership for the game.

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Suggestion from Inas._#7665 (440459303434846209)

About anti-kiting measures:
For stamina system: given that 'anti-kiting' targets against 'kiting for minutes and even hours', make player's stamina recover speed inverse-proportional to the stamina remaining - This change, for long kite, players would be unable to kite across couples of Zones and the enemy groups would catch up with the player in a short time; whereas for short kite, since kiting in a single Zone won't (and should not) drain much stamina, then player's stamina would recover quickly, making kiting in a single Zone (Especially 4-men kiting, which is quite interesting I think) still an option, especially when a full-team scan reaches to the incoming enemy crowd, 4-men kiting in a single Zone is literally a strat., which is not annoying at all but instead, cooperation-demanding, which is in tune with the core gaming experience GTFO aims to provide.

On the other hand, consider without the stamina system, you can still make anti-kite measures on level-design. The S1 security Scan serves for this, and zones in which enemies respawn can do the same job as well - Consider we are now in Zone 8, and Zone 7, in which enemies (and scouts) respawn, connects to Zone 8. In this scenario, 1-man kiting across Zone 7 won't be an option. If this isn't enough for anti-kiting, then combo Zone 7 with fog - make it submerged with infectious fog - if you decided to kite across it, and finally you made it, you are also penalized with full infection and multiple scout waves.

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Suggestion from ChaoticImme#8863 (253995837145874432)

new warden objective
neutralize a boss type enemy which is unique from the other rundowns and has it's own mechanics / abilities that you need to counterplay in order to defeat

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Suggestion from A.D.C.#9995 (597885542071271435)

I see people asking for stamina and I have upvoted the no stamina however, the reason I dislike stamina in games is due to the fact they are so unrealistic. So, my suggestion is: If stamina is implemented please have a walk, jog and run settings - stamina should only be used in running state and regen slowly in jog, regenning quickly in walk, instant when stationary after a few seconds.
The reason for this is very simply a fit person can jog all day if needed (Not to be confused with long distance running).

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Suggestion from A.D.C.#9995 (597885542071271435)

a replay system - I know a lot of people like to record but not everyone can and its not quite the same as a reply system. I find having played CS:GO sometimes its nice to be able to learn one's mistakes by seeing what actually happened.
(Not sure how popular this one will be but thought I would suggest it seen the previous game information suggestion)

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Suggestion from S0LIDGAMER#7131 (455443390390206466)

Challenging Achievement idea => "GTFO Masterminds" - Complete rundown with same team, without loosing any lives.

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Suggestion from TenguKnight#6404 (215135833378914304)

A new type of boss enemy (and related mission objective) - a larger, faster and extremely aggressive (kind of like a giant charger) unkillable (but stunnable) version of a Tank/Father. This monstrosity can lose its targeting on players if they manage to stay out of its line of sight long enough without making any noise, which will make it go into a sort of stalking/hunting mode where it wanders around the level silently (except when it breaks through a door, though with level design the level can be made to not have too many doors), trying to find the players, and it will turn aggressive again after seeing a player for X seconds. This enemy would be present in some new objectives, such as players having to lure and lock it inside a certain area by using a terminal to close security doors, or the players having to sneak past it (or several of them) to get to the main objective.

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Suggestion from Katzenwerfer#2028 (618612008744517672)

Allow for command chaining in the terminals. It would make typing multiple ping, query, etc. more easy. And I mean, I can do it in my computer, so why not here?

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Suggestion from Mr.Bhop#7494 (601005896675360768)

add a chance on some levels which has trolly to carry the power cell more faster

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Suggestion from ƝαКє#9412 (322502856940716034)

Make the game more cooperative please, I only join my teammates at the time of the scan or some alarms like in C2 when all the doors open, the rest of the game I can go alone with my hammer without needing anyone else. In moments of action I just run and hit enemies with Thor's weapon with hardly need to shoot and the presence of my friends is relatively necessary. With 10 hours of play I was able to finish A1 alone. The game is beautiful but the mechanics seem more like Fornite than a cooperative horror game. I have 25 hours of play and I'm bored of this game, the only difficulty is the amount of enemies the rest is a walk in the park 🥱

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Suggestion from A.D.C.#9995 (597885542071271435)

sorry my previous suggest was clearly too personal (its been removed) - I was only joking.
However, being serious maybe people who's suggestions are actually added in game could be immortalised in game in some way. Like something in the game credits or the name of an item etc. I think it might be a nice addition.

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Suggestion from Flipblade#8561 (258452354632777728)

add Checkbox to expedition for matchmaking. right now you can only pick from unlocked, any from a tier and a specific map. ideally you should be able to pick what maps you want specifically. like I only want to matchmake with maps with high artifact heat.

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Suggestion from Ninjaguy1002#7066 (689242093788463136)

Give the veteren players a small badge of honor or something (which signifies they played before full release)

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Suggestion from CustomVro420#0422 (213553356004655104)

Add terminal wildcard character * it would be useful for pings, for example PING MEDIPACK* . I love the implementation of the terminal and would be really happy if it was developed further, there are lots of little posix commands that could be thrown in that would make nerds like me very happy! Other regex stuff would be cool, but I'm not certain how it could be applied.

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

more colored glowsticks for different holidays

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Suggestion from Cheeki Breeki Clorax#0420 (864174364341960726)

more colored glowsticks just in general bc colors = cool (especially pink)

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Suggestion from jack8849#5117 (325032421567365122)

Maybe add a new type of light other than the base and long-range called the Fog light, which specifically made it easier to see through dense fog

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Suggestion from jack8849#5117 (325032421567365122)

Also maybe a better torch attachment for guns would be pretty neat, like take out the gun you want to attach it to and hold E to equip

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Suggestion from Left Behind#9471 (155454338968322048)

Ability to convert 1 Aggressive or Bold booster to 2 boosters of a lower tier, but not the other way around.

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Suggestion from Mr350#5622 (672086205244112916)

create a list of rooms for matchmaking (number of people, level, ping number, closed or open rooms for others to enter) it's very convenient whether they have or don't search through discord

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

ammo rebalance its much needed for some weapons like the machinegun and a few of the other weapons

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Suggestion from Left Behind#9471 (155454338968322048)

Either a new type of glowsticks or through a booster upgrade, that allows glowsticks to stick to walls and other surfaces when thrown.

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Suggestion from Left Behind#9471 (155454338968322048)

Ability to light and hold glowsticks while equipped, but the light source has a limited lifespan.

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Suggestion from Left Behind#9471 (155454338968322048)

Have terminals notify the player that there is a new unread log when interacting with that terminal for the first time, not counting the ||AUTO_GEN_STATUS.LOG|| that is on every terminal.

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Suggestion from Left Behind#9471 (155454338968322048)

Ability to toggle mines on or off when placed.

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Suggestion from Left Behind#9471 (155454338968322048)

Sensor mine that marks enemies when they pass over the laser.

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

charger shadow scouts

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Suggestion from bro#1094 (138802036035551232)

Post match statistics : “Damage done to enemies” “Times downed” “Boosters collected”

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Suggestion from Clappi#6969 (99575729091547136)

Frying pan melee weapon

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

when a scout is triggered tools and certain weapons are disabled as like an emp blast from the scout

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

optional rundowns

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Suggestion from Left Behind#9471 (155454338968322048)

Map editor that allows the community to create their own maps and share them using Steam Workshop integration.

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Suggestion from Left Behind#9471 (155454338968322048)

Options to change the look of the crosshair.

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Suggestion from Althix_Grim#2010 (186678172543221761)

So this is going a bit based on a suggestion of another player who suggested schaeffer objectives in the form of Error objectives, I like the idea as a whole but felt like an additional part to it would be necessary to really set it apart, I don't have a ton of ideas but i do think warden interference on error objectives would be a good thing to have given that you'd actively be going against the wardens will in most schaeffer objectives most likely, and it could manifest in several different hinderances like hacking locks and doors to make them set off a loud noise when opened, obscuring alarm types to cut off some intel (or even disguise alarms as security scans to give a false sense of security) and on terminal based objectives like uplinks flood the local network with junk data slowing progression on uplink verifications, there would definitely be a lot to consider but i like the idea of schaeffer objectives and think they'd need a little extra kick to set them apart and hope this can be a good basis for more ideas on the matter or a solid foundation

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Suggestion from Khan Maykr#8006 (357507034079297544)

Add water to the level design. Doesn't have to be involved in the mission, just as kind of an asset. Having areas that are a bit flooded with water up to the ankle or so. Also doesn't t have to alert enemies when waves touch them. Could be an idea though. Basically just add some water here and there to have some variety in the level design 🙂

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Suggestion from Kaneki ♡#3085 (593407017478258720)

more environmental dangers

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

do something similar to the voidtrain devs with their "leaks"/elusive announcements (example #gtfo-media message)

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Suggestion from Nostarno#3072 (825872754569773107)

A unique type of enemy that is similar to the flesh that hates (SCP-610) and if you accidentally touch it before killing it it pulls you into its body and you have to fight your way out of its flesh

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Suggestion from Ninjaguy1002#7066 (689242093788463136)

ability to attach long range flashlight to equipment

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Suggestion from Left Behind#9471 (155454338968322048)

An enemy that has the green pustules found on Spitters, and the pustules explode when the enemy is killed and infects the player if they are too close to it when it dies.

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Suggestion from Left Behind#9471 (155454338968322048)

Motion sensitive cameras in certain huge rooms that will set off an alarm, which will spawn a wave of enemies if a player moves within their vision. The camera's vision is shown in the form of a white dotted box similar to Alien Isolation's alarm camera, but all cameras can be disabled through a terminal in the same room or zone.

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Suggestion from rokao#4419 (440525789637640192)

Biotracker needs rework,

Current biotracker issues

  • Prisoners hand over stealth to other prisoners

  • A prisoner who possesses a biotracker to the point of being tired has to hand over all the information.

-Increase mission time

solution

-Mini biotrackers are given to all prisoners
(You only need to mark a small area. No marking function is required.)

-Reworked to allow biotrackers to visually communicate information to other prisoners

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Suggestion from Navespeed2007#2088 (294929175847108609)

every month has its own unique glowstick for example October is orange. December would be white. April would be light green.

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

hel sentry the equivelant of a hel rifle or hel gun but as a sentry

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Suggestion from Coda#7376 (129399345350049793)

add a "vote to restart mission" option in the pause menu so that if you messed up in the first rooms of a long level and already know "this is kinda bad" early on, you can just vote restart instead of quitting

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Suggestion from Left Behind#9471 (155454338968322048)

Electrical panels like the rewire circuit panels found in Alien: Isolation, that can be used for unlocking the area ahead such as disabling an alarm trigger or unlocking doors, or to gain more information about upcoming zones such as turning on lights or enabling camera feed of other rooms that is viewable on a control panel.

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Suggestion from Left Behind#9471 (155454338968322048)

New mine type that widens the laser to a cone shape, affecting a smaller area in exchange for more concentrated damage.

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Suggestion from A.D.C.#9995 (597885542071271435)

I like the idea that the scout scream has an effect on the team but I am not sure an EMP blast fits. I think a better fit would be like a flash bang but not so much blinding people but rather just the deafening effect so if you are close to the scout when it screams you cannot hear after the scream happens for a few seconds and further away from the scout the deafening effect is less effective.

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Suggestion from Left Behind#9471 (155454338968322048)

Ability to crawl on the ground while at 0% health for a few moments, could be useful to move to a safer area in order to be revived by other teammates.

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Suggestion from Left Behind#9471 (155454338968322048)

Ability to mark small items like fog repellers or C-Foam grenades that are not in a locker or box, similar to how it lets players mark artifacts if they see them.

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Suggestion from Ninjaguy1002#7066 (689242093788463136)

give machine gun partial piercing ability

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

prisoner efficiency cant be completed with boosters

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Suggestion from Bebs#4777 (319651173466505216)

Remove ADS FOV fixed value, add ADS FOV scaling.

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Suggestion from Tsunari96#8491 (91007428472115200)

give strikers ability to crawl walls

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Suggestion from Left Behind#9471 (155454338968322048)

In-game directory that is accessible within the pause menu or main menu. Each time the player first encounters a new mechanic, enemy, etc., a page gets added into the directory that explains it. For instance, when the player first encounters a Scout, a page about Scouts get added into the directory, which explains what a Scout is and its behavior, and ways to deal with Scouts.

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Suggestion from Coda#7376 (129399345350049793)

introduce a new door type like a "vault door" which will require a plasma-cutter like device to cut open. This plasma cutter will be given out as an item that you can pick up and carry around in the beginning of the mission. I always liked the very first teaser trailer part where the prisoners are cutting open some door before the alarm starts. While using it it can have a system where you control a bar and you need to keep it centered on a point that has random side to side movement mechanic and if you fail to keep on target, the cutter can jam, forcing you to go through a small animation to get it running again. The jamming can also be followed up by some lines from the prisoners like "Ah come on, you stupid piece of sh-" or something similar while others have to defend him. I mean the mechanic of using it doesn't matter but the idea of a door that requires force entry like plasma cutting would be pretty nice. It can further increase interest in "go fetch" type missions by locking the zone of the object of interest behind one of those doors.

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Suggestion from Kaneki ♡#3085 (593407017478258720)

hot pink outfits

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Suggestion from Nomad#7094 (223817950388420608)

remove boosters in r6

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Suggestion from Aria1489#6937 (819809334887579698)

A booster for an extra consumable slot

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

booster that is + damage and - cpu speed

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Suggestion from Left Behind#9471 (155454338968322048)

Ability to close security doors if the player can locate the door's manual override code that is randomly located within the same zone as the security door. The code can either be on a terminal, written down on a paper stack or desk, hidden within one of the many environmental computer screens, etc. Once the code is found, the player can then use it on a terminal within the same zone to close the security door. Though once the security door is closed, it will open back up again after an alarm scan, and the door's override function will be disabled, rendering the door unable to be closed again.

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Suggestion from Coda#7376 (129399345350049793)

Okay, I know this will get a good amount of down arrows, but the "spawn block" and "Hammer meta" has to get nerfed. Not in the way it works in stealth, that is good, but as the YouTuber "The Real Khepri" commented in his video "GTFO: Review of Rundown 5 & State of The Game" the health cap and enemy kiting makes it so that you can basically solo most levels in any rundown ever. The enemies has to be smart enough to know when to cancel their attack and move to face the player to try to attack again to prevent circle kiting. (Similar to how Dark Souls 3 does it), on top of that there has to be some sort of a punishment for going down. Because now when players go down they are just fine with it because they know their teammates will just simply finish abusing the circle kiting mechanic with their hammers and pick them up with no punishment to the player. On top of that I think infection max cap should be increased and the more infection you have more symptoms you should get (such as slower run speed and at more sever infection - longer ADS time or something like that) because as it stands right now (KDS DEEP being prime example) you can be at max infection and continue circle kiting and hammering. While yes this is how some (and probably most - unfortunately) players play the game this is absolutely degrading to the game and the way it is intended to be played. The hammering (non-stealth) has to be fixed by addressing the issues with health, going down with no punishment, and circle kiting. Hammer damage itself should not be touched as I feel the hammer for this game is one of primary definitions for it for better or for worse. And before game launches into 1.0 this has to be addressed before this type of gameplay will become what defines the game. There are straight up videos out there of people soloing C levels and videos are like 3 hours long with only 30 minutes of a

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Suggestion from Rey Jones#8228 (569403083038392343)

.t please reset all boosters at the start of R6 it will help us find any new boosters and it will help you balance things out without thinking oh but this booster exists and some ppl have them

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Suggestion from 老渣xLarge-UselessnesSx#8963 (441470190014693386)

A option for ADS sensitivity that automaticly scaled by each sight's FOV, instead of just a parameter for all kinds of sights.

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

configurable bitrate setting for ingame voice chat

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

faster reload booster

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Suggestion from Sader#5444 (231693652072726529)

an option to disable auto reload after emptying clips, since reloading is a commitment that removes alot of options that include sprint and dodge you shouldnt be forced into it (i know you can cancel reload but this would be a nice QOL)

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Suggestion from bro#1094 (138802036035551232)

Please please please allow offline play. A lot in my free time I like to play solo, and don’t have internet, and it’s frustrating to see I can’t play at all even if I am not playing with other people. It evens works when you start a game online and go offline, but as soon as you try to start another game it won’t work.

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Suggestion from browncoat4720#6858 (657631964974546944)

the comically large spoon?

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Suggestion from Hraftken#0473 (186342083798368256)

add AMD FidelityFX Super Resolution for more performance

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Suggestion from Left Behind#9471 (155454338968322048)

Graphic preset options or a benchmark option that auto-adjusts all graphical settings to the most the player's system can safely handle.

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Suggestion from Aria1489#6937 (819809334887579698)

Increase max FOV to 180

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Suggestion from beep#8478 (224172089693831169)

Have Jude Akuwudike, the voice actor for Dauda, voice the release trailer. It would be nice to see the trailers come full circle since he was the voice of the original e3 trailer.

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Suggestion from Left Behind#9471 (155454338968322048)

After the first successful completion of an expedition or sector, when viewing it within the Rundown menu, the type of objective is shown next to each sector that has been completed at least once.

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Suggestion from Daraxus#6388 (544486890838032401)

Add a stamina mechanic. I know it's going to break some metas but that's the point. With the whole b-hopping and kiting, the game almost completely loses its horror aspect. Stamina is both good, since it would be logical to have and renders some strategies that don't make sense impossible, and bad due to you needing to sometimes run through the entire map. The usage could be around 30 seconds of running before you have to catch your breath by standing still or just walking (the walking still recovers stamina but slower). Jumping could also take up a bit of stamina. I feel like it will give back the intended feeling of horror and constant tension since you won't have people hopping around in a full room.

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Suggestion from discorduser#1230 (543654790337527809)

milestone achievements reward players with different melee weapons. These could range from a pickaxe/shovel to just different variations to pre-existing ones. The purpose isn't to provide a larger variety of weapons to choose from, but functions more so as a badge of how good you are/how long you've played.

Milestone Achievements could be range from things like X number of **different **'E' floor clears or rundown completions. I think its important to create a goal for players to chase other than grinding out the levels whether it be achievements, basic cosmetics, etc. This could be something no one wants, but my jab at a suggestion.

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

a booster to reduce friendly fire damage

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

the add the ability to un-ready yourself

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Suggestion from Skyrope#8741 (266345176967020545)

add loot-able items that you can extract with and keep. weapons, attachments, special tools, mele weapons, gear, clothing, gadgets, and progression-linked expedition specific items.

some of these items could be non-persistent items that will be lost upon death, and others could be unlockable items that you can persistently use throughout the rundown (once you extract and unlock them of course)

(this part is mostly personal preference, as i believe that if the booster looting system was applied to these items, it would not really make sense or work very well. however, the booster looting system could still probably be used, it just would be terrible)
the system would not be like boosters, where you pick up a certain amount of artifacts and are rewarded with an item. instead, you will pick up the physical item in the level and then extract with it.

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Suggestion from Skyrope#8741 (266345176967020545)

fix the linked-expedition progression.

For example, in R5A2, the objective is to get a crate. In R5B3, the objective is to open the crate you got in A2. However, you can attempt, and complete, B3 before you even complete A2. you can open the crate before you get it.

this is assuming that the crates in A2 and B3 are the same crates. anyway, the point is to keep the progression within the expeditions consistent.

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Suggestion from RedJackal#8552 (306524076548292611)

add non-mods ability for prisoners to put packs again to box/ lockers.
Seriously, i know that game is in try-hard mode but its look non-real when prisoner know how to get something from and forget how to get it back, looks like we playing for dumb defectives clones.

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

a seal sector mission say a terminal uplink that stops an alarm like in r5e1 but it involves closing a door

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

only the last level of each tier has to be completed to unlock the next tier, but heres the catch: Its a good bit harder than the tier it is on if you don't finish other levels in the tier to make it easier. For example, in A3 it could be pitch black until you finish A2 extreme to reroute the power to that sector

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Suggestion from Eldwulf#7777 (144372533951594496)

The game is co-op for the sake of the difficulty most of the times. I suggest co-op objectives where more than one member should do stuff in a time interval. For example: Alarms that can be powered off. To do this, one member should initiate a command from terminal_###. After the command is executed, in 5 secs a lever must be pulled -or maybe a cell should be removed from a generator. After that in 5 secs the door must be unlocked. Failure of any steps would start the alarm of the door immediately. This would need a good team coordination, different people in different rooms, and a rewarding stealth gameplay.

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Suggestion from Left Behind#9471 (155454338968322048)

Add the laser cutter thing that was in the alpha trailer, where it showed the team using a cutter to try and get through a vault looking door but then were interrupted by an alarm.

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Suggestion from Left Behind#9471 (155454338968322048)

More lore items besides terminal logs, such as certain documents in the lab environment, an ID card or personnel tag on a corpse, or environmental lore items like a working HSU, etc.

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Suggestion from Aria1489#6937 (819809334887579698)

Combat sniper type special that leaves a striker at 0.01 health with a body shot

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Suggestion from MrTinman#1899 (127547281317560320)

design every level on high difficulty to be beaten by a duo. Design every other difficulty to be beaten by a group of 4. And have stricter difficulty completion requirements in order to progress deeper.

It could make the game more approachable for the new player. Make it easier to get to the more challenging areas for those who want it. Give an environment for the hardcore solo player to shine.

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Suggestion from Aria1489#6937 (819809334887579698)

An E tier level that is 30 minutes of stealth to complete the objective and another 30 minutes to an hour of high stress action to push for extract

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Suggestion from Azathoth#0092 (282545187283009537)

Add a slightly visible area with something like light red collour for the Lazer on the mine to indicate the blast radius for more optimal mine placeing pls

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Suggestion from Enigma#2285 (318910687583928321)

Building off of previous suggestion: holding the Mine Deployer will show blast radius for mines with either a soft glow or a holographic display.

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

a new enemy that appears in the darkness and approaches you if there is no light around it makes footstep sounds and does not wake a room when it is triggered by it either attacking you or you attacking it would not appear in r5 a2 extreme and is stopped by shining you're light on it hammering it or if the room wakes it will retreat back to the room it spawned in and disappear, takes 2 people to kill with melee and will halve you're health when it attacks downs you on 1% if it appears it will not go into rooms with scouts depending on where the scout is

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Suggestion from t5gy5#3826 (691947789453885470)

Blood door mechanic: If the security door alarm goes on for too long, the door becomes a blood door.

Explanation: Up until now all waves that spawn during door alarms have a path to the prisoners, but they never come from the direction the prisoners need to go. The idea is to have some of the waves spawn on the other side of the door if the alarm goes on for too long. Since the wave cannot get to the prisoners, they start banging on the security door, thus it becomes a blood door.

Possible implementation: for the first 4-5 minutes there is no chance for the wave to spawn behind the door. Afterwards there is a 25% probability for the wave to appear behind the door, each time the wave is attempted to be spawned (but possibly failed due to a filled spawn cap).

Note that this could be considered an anti-kiting mechanic, since it rewards prisoners with an extra wave when they finally open the door, after a long kiting session.

PS: The numbers above were taken from thin air, for the sake of explanation.

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Suggestion from Ninjaguy1002#7066 (689242093788463136)

add an enemy which can jump like the players ...could be a great idea for anti kiting measures?

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Suggestion from Left Behind#9471 (155454338968322048)

A Left 4 Dead cosmetic set.

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Suggestion from The_Voidrunner#7021 (387769584830119938)

so just has this thought for a new enemy type which could be a fun way to force stealth. the enemy itself would be both blind and unkillable, it’s whole thing would be that it walks around kinda blindly like a scout, but is attracted to noise. glow sticks being thrown make a little noise as they land and i think this should be how to distract it. once it wakes up it has a like 5 second wake up sequence so you have a little time to react, but it does big damage. to escape it, just put a door in between you and the enemy, and it will break down the door, but in the process forget where you are. fog repellers make a constant sound so maybe that’s how you kill sleepers, throwing a fog repeller and since it’s distracted by the hum you can do murder.

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Suggestion from TheDiddler#3737 (477890181907742731)

rare boss fights, like, proper boss fights against a single uniquely designed boss similar to the bosses in Bloodborne or Dark Souls. Could be something you sometimes put at the end of some future rundowns or you could throw in them in a single level of each future rundown. E.g. first rundown could have a boss fight sequence at the end of the first level, second rundown could have a new boss type midway through one of the levels, so on. Obv this could suck up lots of time and resources since you would be making a new, handmade boss encounter with each rundown but if you can. I imagine players getting excited about it and hunting for the new bosses whenever a new rundown comes out. Could be dreaming too big with this one though lol

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

make it so that you have to slide in order to kite enemies whilst not a complete patch does make it harder

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Suggestion from Nomad#7094 (223817950388420608)

allow kiting

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Suggestion from ✪ Dark#3232 (445649271681712150)

make it so you can preplan a run before you go in a level like in payday 2 pretty much like you can make it so you start with ammo or more tool or something like that idk

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Suggestion from Skyrope#8741 (266345176967020545)

add an option to show feet instead of meters

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Suggestion from Rey Jones#8228 (569403083038392343)

(dont know if i suggested or asked someone to suggest this but here goes nothing) make D1 extreme a shortcut perhaps? like a area that will cut the level time by half or will make it so you can pass 1 to 3 hard or long alarm doors this idea needs 2 subjects to work well. 1: another bulkhead door at the end of the extreme/overload area to get you back in high obj- 2: a new obj or a boss arena like D1 extreme it can be a zones full of chargers/shadows or so on but there is always something very difficult about the zone. NOTE THIS IDEA IS VERY HARD TO BALANCE RIGHT also i didn't know how to say it so everyone understands it

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Suggestion from AutumnFurry#0130 (521057773186711555)

Ability to mute the drop sound or skip it

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Suggestion from Aria1489#6937 (819809334887579698)

Update objective text on the top left to direct the players to the objective screen instead and replace it with "Objective updated, press O"

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Suggestion from TheOnlyAce#8573 (380572197913362433)

Make the respawn cocoon things functional by only allowing respawns to happen near one of them. This allows for more fine control of where in a room you can have respawns in. It can be enhanced by only being enabled to spawn when the area near them is dark. Players could then disable them temporarily by illuminating with the flashlight (like spitters), throwing a glowstick nearby to disable them for a while, or cfoaming to disable for a long time.

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Suggestion from TheOnlyAce#8573 (380572197913362433)

Make glowsticks disable nearby spitters. This would make glowsticks a little more useful and spitters a little less obnoxious.

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

release the levels a tier at a time, maybe a day or 2 between tiers

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Suggestion from Brisingr#8262 (362635458888335362)

spawn rooms should spawn sleepers over a period of time, but they should spawn as actives if someone is in the room and set them to spawn on a timer setup till they reach 8 maximum in the room.

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Suggestion from Lyris#9863 (607747396793008128)

Stalker Variant: a new enemy type that will be active in a room, but be able to be seen using a bio scanner similar to the scout; it will immediately detect a squad upon opening the door to the room and climb the walls/on the ceiling, to get behind the group; it will then one shot one of them from behind using an animation(it also doesn't make any noise but will scream when it kills one of the players)

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Suggestion from Brisingr#8262 (362635458888335362)

guns with simple sights like red dots or laser pointers that aren't eating half your vision in superfluous extra sighting lines when bullet drop isn't a thing

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

the ability to take you're bulkhead key back if the scan isnt completed yet

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Suggestion from TenguKnight#6404 (215135833378914304)

Show a blurry red mass behind blood doors on biotracker.

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Suggestion from iamcrab#2493 (893287307191402598)

option to NOT auto switch to resource or consumable on pickup. Ability to pickup item without changing current weapon selection.

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

charger scout mother

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Suggestion from Wheatloaf#4302 (124937491617677313)

Objectives that change extraction location, so we can have long optional objectives that don't require backtracking all the time.

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Suggestion from Zorgzong79#2059 (454799226761904128)

respawning shadow shooter charger giant scout mother

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

show you're mines on the map as small red triangles like the player characters

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Suggestion from Aria1489#6937 (819809334887579698)

3d map

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Suggestion from Brisingr#8262 (362635458888335362)

Rebalance guns so we aren't shooting nerf pea shooters at the enemies, increase the amount of ammo packs that spawn on maps, or increase total max ammo capacity since stealth is basically going to be useless and more stand ground measures for holding waves off during alarms is going to be the new tactic. Not to mention error alarms are about to be 50% harder with the stamina bar addition

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Suggestion from redcrosssix#7326 (214716325782749185)

I personally think that prisoners being given a fully functional military equipment is a very unrealistic and immersion breaking. If a group of very disposable prisoners are being sent in for a suicide mission, they would surely be given cheaper or used/aged weapons/tools as to not waste a perfectly good equipment.

Therefore, I suggests giving every weapon and tools a chance to randomly jam while being used would really help with the "horror elements" and really supports the theme of "making the player feels vulnerable and outgunned". Jammed tools and weapon cannot be used and will remain unusable until you un-jam the weapon, which requires inputting 69 frame perfect button prompts or you'll have to start them over to further raise the skill cap of the game.

This also serves as an anti-kiting measure so desperately needed. since you cannot move while doing these button prompts.

I believe weapons jamming will be a perfect addition to the game and will be loved by veterans and newbie alike while also fufilling developer's vision of making the game "too hard for most players"

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Suggestion from Magical Mixer#7118 (377694809973850113)

removing the cyan scout scream thingy and/or voicelines about where our characters think the incoming horde is spawning from.

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Suggestion from RedJackal#8552 (306524076548292611)

make more different marks for each type of enemys, not only triangles ( circles, rhombus, square, pentagon, etc. ), which helps prisoners to concetrate on more danger monsters than others.

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Suggestion from Mrbunkbunk#1683 (378717367980523521)

sticky glowsticks that stick to the first surface they touch so that they dont get lost into the abyss when trying to light up bridges with holes. and if glowsticks keeping spitters inactive is added that will help with high spitters

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Suggestion from Nezom#4231 (475720526392983592)

I was thinking about somewhere in the stages you find an equipment (it can only be found during the game) a kleaver for reduce more the damage or a silencer for the weapon for kill the sleepers without many problems, but with the use it starts to wearing and tearing out until completely breaks. Or a new prisioner, i should send a different post for this last one

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Suggestion from Aria1489#6937 (819809334887579698)

A suppressor that when fired, summons a scout wave plus the whole zone

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Suggestion from Nezom#4231 (475720526392983592)

Thinking about some guns.. I noticed the Machinegun is one of the prob less used or mostly bad weapon, I think it should get some kind of buff on it or even reduce the recoil of the gun, or maybe give more ammo, make an upgrade as I seen few people using it

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Suggestion from Maximilian#4693 (615308884827045898)

More leaks regarding R6 to have something to discuss, thank you. Waiting is getting quite stale!

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Suggestion from Rey Jones#8228 (569403083038392343)

please for the love of the game DO NOT REMOVE THE AUTO SENTRY

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Suggestion from Nezom#4231 (475720526392983592)

about consumable itens, only found during the mission in complex, and not collectable like a boost, thinking about a klevar for protect more from damages, and a riot shield (only consumable and found during mission), it could block a good ammount of damage but easily breakable against giants

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Suggestion from Nezom#4231 (475720526392983592)

about "grenades", i was thinking about one called "Sonar nade" (it works like a glowstick), but it spots for few seconds any creacture in a proximity of 30 meters

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Suggestion from Dagga Boy#0975 (660302082703753242)

typo. change the fonts just a little bit? the B's and 8's and 0's and O's and some other letters/numbers look too similar. especially dificult to read with dyslexia. or introduce a special font for people who require it?

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Suggestion from Daraxus#6388 (544486890838032401)

you can shoot guns while mid-air. not like a sniper hip fire but some lower calibre weapons like the pistol would make sense to shoot while in a jump or falling

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Suggestion from quinoa#9190 (366044037284757514)

permit ascii art in the terminals

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Suggestion from Quadangalo#9898 (194140960102416384)

Update the corrupted logs to show minutes until restoration on top of days and hours remaining

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Suggestion from Edhellas#2520 (191930920209612801)

add a function to close security doors. It would add a lot more level design options. E.g. Force a 2+2 player split for a section of a map, have an extraction cinematic ending where doors are closing to keep out some kind of threat, etc.

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Suggestion from Edhellas#2520 (191930920209612801)

change the charger scout to have a normal scout model but with the black skin and small head spikes

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Suggestion from Omega#7095 (276932736701169668)

When you open your map and see everyone's loadouts and percentages, allow players to click on the cells with that info to highlight them. The highlights would be viewed by the individual, not the whole team. This way players can quickly reference percentages people have. So if someone is carrying the medipack, they would highlight everyone's HP. Someone carrying an ammo pack would quickly reference everyone's ammo. Same with tools, of course.

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Suggestion from Omega#7095 (276932736701169668)

Pre-placed mines throughout the complex. Reading the wiki, I'm not sure if each time your group of prisoners go in is the only time anyone goes in, or if there is more groups that may have gone in before and were overrun. I would imagine the latter. So every now and then you might find a mine placed that will trigger if a player trips it. I've seen someone else suggest detection mines that buzz whenever someone passes through them, those would be extremely deadly in a room full of sleepers. Other than outright destroying them, you could make it so someone with a Mine Deployer could actually disarm and maybe reuse these mines. Then they would not trigger for players. You could then make them a slot 6 item anyone can pickup, or make it so the Mine Deployer can carry different types of mines.

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

make the enemy cap 200

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Suggestion from Nezom#4231 (475720526392983592)

why not put a random dead soldier in there (in the mission , like a rare event or random event), but hes carrying the 3 important supplies (the tool refill, medipack and ammo) and prisioners mention talking like "looks like we weren't the first ones send here before"

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Suggestion from Edhellas#2520 (191930920209612801)

remove in-game matchmaking and replace it with an in-game lobby hosting UI

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Suggestion from Nezom#4231 (475720526392983592)

Probably would be an interesting thing they could add a different foam for the game, a highly flamable foam

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Suggestion from TheMule#3928 (692045037168492634)

voice/noise recognition option so that if you make a noise your microphone will trigger sleepers

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Suggestion from Nezom#4231 (475720526392983592)

would be interesting they could create a mine that can be mostly a bait one, it call attention the creactures when triggered and explodes some seconds later killing a small group got closer enough like a trip mine

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Suggestion from Hinode,works for the sleepers#7720 (329338497049690112)

a weaker mine that denotates multiple times, in stead of once like normal ones

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Suggestion from Omega#7095 (276932736701169668)

Security Stations. Some or all levels would have security rooms in them of varying size and quality. These rooms would be more likely to spawn equipment like C-foam grenades, ammo and health packs, mines, etc. This would be especially great if you add disposable turrets as someone else suggested, and if you could find weapons in game to swap out your primary, you might find a pistol or shotgun left behind there. But the main benefit to these rooms would be a camera setup. Cameras could spawn in different areas of rooms or entire zones each run, and getting to these rooms could be beneficial to figuring out what's ahead.

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Suggestion from Omega#7095 (276932736701169668)

New AI hunting behaviors. Had a situation last night where my buddy and I were in two different rooms on B2. He was in Area A and I was in C with B between us (I had snuck to the other side and we needed to regroup). I had him mine his door, shoot, and run back and close his door, to wipe out most of the enemies, but half of them still came to my room. The AI should react to what it picks up on. An alarm sound, go to the door. A gunshot, head to the location it was heard. If they see targets, then they follow it until it's out of sight for X time or dead. If multiple targets, then the group splits to deal with them. This would allow for clever tactics and tricks to keep the team alive.

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Suggestion from AutumnFurry#0130 (521057773186711555)

The ability to jump off into the abyss but it resets you back into the map

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Suggestion from Daraxus#6388 (544486890838032401)

small quality of life thing. in the connect to rundown and inject screen, make it so you can just hold spacebar or something to proceed. it's not that you are picking options anyway and it would be just a bit easier every time you do it

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Suggestion from endlessDebris#5444 (260491258814922762)

single use Big Glowstick

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Suggestion from ChO#5752 (153210531807756288)

Add subtitles to audio logs, in english first, then eventually (and if possible) localized. This would help players who are not native english speakers get a better sense of those great pieces of lore.

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Suggestion from Ninjaguy1002#7066 (689242093788463136)

ability to wipe your mask/screen off the blood and guts but it's a one second animation

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Suggestion from Nezom#4231 (475720526392983592)

The machine pistol should earn a soft buff in damage, the stats in general is already good, but the damage makes that weapon look useless, so it deserves a soft buff

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

r6 heavy machine pistol with lower ammo in mag and reserve slightly higher damage and lower fire rate

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Suggestion from Nezom#4231 (475720526392983592)

As there is a key for "melee" why instead they push back the creactures withthe hammer, they cant do it with their guns? like giving a weaponbutt attack

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Suggestion from Aria1489#6937 (819809334887579698)

Charge up primary

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Suggestion from Nezom#4231 (475720526392983592)

bring back the Hel Revolver BUT balance it a little, maybe reduce a little the damage

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Suggestion from Nezom#4231 (475720526392983592)

bring the Carabine back, instead do burst shot, let full automatic and make a "rebalance" on its damage

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Suggestion from Nezom#4231 (475720526392983592)

isnt already hard enough? how about add a damn shadow hybrid?

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Suggestion from Nezom#4231 (475720526392983592)

its something i was wondering, why cant the players select their favorite prisioners for play with instead that "standard" based on their position when the players get in the lobby

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Suggestion from TenguKnight#6404 (215135833378914304)

Specialized high security areas where there aren't that many sleepers, instead the main threats are autonomous defense systems consisting of security cameras, defensive turrets and roaming security bots. These security measures could either be destroyed with brute force or deactivated at a terminal. Security systems are hostile towards everything, including sleepers, so activating a turret or a security bot might be a good idea in a situation where sleepers will run past them.

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Suggestion from VIP#7704 (170036769897709569)

I'm sorry if that was suggested before, I just couldn't find it, but as a new player, I would suggest that the devs will come up with a tutorial to this game in a creative approach, considering how difficult it is to join a match and understand the basics from a newcomer point of view.

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

rudimentary defenses setup around the complex like a group of survivors trying to defend themselves against a horde of infected that you could "repair and reactivate" in order to help yourself against the infected but it takes tool and ammo

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

a birther that spawns shooters

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

give us the ability to cfoam our fellow players

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Suggestion from EverStayx#4403 (488208900101767168)

would be interesting if there's other thing for an alarm then a stuff and a security door, like the vault back then at TGA trailer

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

have a matchmaking setting to disable you being the host if this allready exists i cant find it

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Suggestion from Aria1489#6937 (819809334887579698)

A gun that you can't ADS with

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

alarm doors that you have to hack in order to progress and if you fail increases the alarm class until it hits 20 then automatically starts the scan sequence

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Suggestion from Aria1489#6937 (819809334887579698)

Hackable zone doors that can turn a class 3 surge into a class 5 cluster

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Suggestion from Aria1489#6937 (819809334887579698)

Release a trailer for another rundown before said rundown ends

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Suggestion from gaZinger#1093 (208993891133685763)

have volume slider / be able to turn off the door that tells you to "please step into the bio scan"

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Suggestion from astroapricot#9877 (265080682357719040)

be able to unselect new costume items so that it reverts to default character apperance

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Suggestion from O R A N G#1377 (461353522391285760)

a rundown timeline in-game, so that new players aren't confused by the fact that we are already at R6 on ver 1.0

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Suggestion from Jesus IV#4070 (186703477509062657)

restore the ability to see other prisoners' loadout after readying up (it's confusing if you ready up and then someone swaps tools and you aren't aware)

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Suggestion from RazorsEdge#0225 (220308569755615233)

since hardcore playerbase is kinda unhappy with CHECKPOINTS. How about make the checkpoints UNAVAILABLE once you start a Secondary objective such as extreme overload prisonerefficiency

new players and people who want to see the other missions can make use of that new feature, while keepe the old hardcore experience intact for those who want to master the game and do PrisonerEfficiency missions

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Suggestion from [RanSauce]#0404 (227564663968104449)

Better Custom Aim Multiplayer/Sensitivity

I personally use 3200 dpi with a .23 sens in apex with 100 fov, this would mean that my converted sensitivity would be .03 with the same 100 fov in this game. So would it be possible for us players to dial in sensitivities less than .10 ourselves in-game?

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Suggestion from Malange#4546 (153616705766031360)

Option to vote for a restart from most recent checkpoint or an earlier checkpoint.

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Suggestion from TenguKnight#6404 (215135833378914304)

Steam cloud sync for customizations and completed levels.

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Suggestion from Malange#4546 (153616705766031360)

Toggle option to always shove when right clicking with melee out. (So melee cancel is a shove again.)

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Suggestion from Ravenna Runeborn#2396 (262882536781381642)

In my opinion the game needs a "lore database" kind of deal within the rundown menu so that you can check the lore and audio stuff once you found them, or executed their read command, so that you can listen to the lore outside the expeditions properly. It is incredibly hard to find a team who is dedicated to finding lore and would wait for you to listen to everything, and even then some environmental hazards or combat can overshadow the audio you worked hard for. This would be a great way for people to listen to these audios and logs in a more silent environment once they have found the logs or triggerred the appropriate narrative point, and they would not need to wait an extremely long time for them to show up on the santonian website either.

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Suggestion from Ulysses#1660 (208509754207633408)

Add more subtitles for all the Log / Audio triggers, some can be hard to here over what activates them (e.g the door scans etc).

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Suggestion from Kadser#8935 (753758115282944092)

reintroduce the Kadser way

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Suggestion from TenguKnight#6404 (215135833378914304)

"Pick up items in currently pinged container" command for bots.

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Suggestion from AutumnFurry#0130 (521057773186711555)

Ability to place items back into containers/lockers

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Suggestion from Magical Mixer#7118 (377694809973850113)

reduce the sound of the drums and remove the high pitched hissing when downed.

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Suggestion from ColourCutClarity#0078 (585550264115789864)

have the option to take only one weapon thus decreasing weight in which enables you to gain more stamina.

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Suggestion from Twinkletoes#1648 (464662830130397225)

Immersion patch: If you are running for your life and your heart rate rises, adrenaline courses through your veins and makes you run faster for a period of time

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Suggestion from ColourCutClarity#0078 (585550264115789864)

injection to increase stamina either for a duration or some kind of balance:)

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Suggestion from TenguKnight#6404 (215135833378914304)

New melee weapon type - axes: Instead of direct damage, they rely on swinging them in an arc by moving the camera in order to hit multiple enemies.

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Suggestion from TenguKnight#6404 (215135833378914304)

Customizable weapon sights, or if that won't be possible at least allow us to customize the color of the sights.

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Suggestion from EyesOfDeceit#0243 (394591477210021919)

of disabling checkpoints in settings

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

remove checkpoints

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

give players the ability to control bots since the bots can be buggy and sometimes not use they're tool properly it would make things easier to play with bots

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Suggestion from TheHangMan#8104 (287715358985551872)

add badge or achievment for not using checkpoints during rundown

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Suggestion from mystrdat#1978 (199291444962394113)

Implement resolution scaling and AMD FSR, the new areas are rather intense even on low settings on 1080.

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Suggestion from Nezom#4231 (475720526392983592)

The game is already perfect now but something was forgotten, it's about the player have the chance to choose anyone from the 4 prisioners for play with

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Suggestion from Azathoth#0092 (282545187283009537)

Give us the option to turn town the lighting or turn it up, as a collorblind person its nerly imposible to see biter sometime becous the lighting is so overpowering

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Suggestion from ProfessorAggressor#7804 (316391374280851456)

The old melee models as cosmetics for the sledgehammer, so that Gavel Gang, Mallet Mob, Maul Men, and Sledge Squad may rise again.

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Suggestion from Gogbe#1000 (100740781966389248)

add a Sherpa role to the discord.
This will let new people know who to flag down if they want some help running a level. Conversely, this will help other "sherpas" know who is a vet, so you don't have 3 Sherpas helping one guy on accident.

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Suggestion from Th0r#4279 (831238875036909589)

Option to mute environmental sounds. The permanent noise causes headaches to me.

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Suggestion from Infra_Arcana_1#9150 (419430041777209345)

now that there's bots, please add an offline mode so we can play with them.

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Suggestion from Infra_Arcana_1#9150 (419430041777209345)

Allow host of the lobby to customize APPAREL/OUTFITS for bots, as well as picking which boosters they can use.

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Suggestion from Twinkletoes#1648 (464662830130397225)

Now that the communication menu has been added, the potential for abuse and trolling in-game is high. Maybe add a kick option ASAP?

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Suggestion from Skyrope#8741 (266345176967020545)

add an environmental sounds/ background sounds slider to the audio menu. the new sounds are nice but kinda loud, and I would like to be able to turn them down without turning down any other sounds.

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Suggestion from AutumnFurry#0130 (521057773186711555)

Nerf the knife's speed and ability to one hit a sleeper (both small striker and shooter) with a full charge to the head

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Suggestion from AutumnFurry#0130 (521057773186711555)

Tweak the resources in the levels to make them a bit less forgiving. Not enough to bring back the kiting/melee meta, but enough where you should restrict shooting

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Suggestion from Sparky#0635 (134813005652164608)

Christmas special Replace all the artifacts with christmas ornaments

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Suggestion from Mr.Bhop#7494 (601005896675360768)

Remove the fkin checkpoints, it’s not even a hardcore game anymore

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Suggestion from Fluff#4821 (142928025795690496)

Add the three removed hammers as cosmetics for the Sledgehammer

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Suggestion from Dagga Boy#0975 (660302082703753242)

be able to turn off the infection wheezing and coughing. its VERY triggering for misophonia

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Suggestion from 老渣xLarge-UselessnesSx#8963 (441470190014693386)

mirco-dashing to dodge incoming attacks in close combat, since we can't kite anymore. dashing cost stamina, of course. lol

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Suggestion from Sparky#0635 (134813005652164608)

Remove checkpoints for extreme difficulty, its a good in between for those who want the checkpoint and those who don't

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Suggestion from FistFace/Deicia#5689 (234537996253134849)

Just wanted to say that I'm loving the new Rundown. Thank you 10 Chambers for all your hard work.

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Suggestion from KitKatCake#4988 (268098770443436032)

An option that allows us to turn down the quality of the volumetric lightning. It's VERY demanding and there should be an option for that or some optimization at least.

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Suggestion from Malange#4546 (153616705766031360)

Bring back the bulkhead announcers for overload & extreme

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Suggestion from DΛFIПKY89#8891 (479097210961920000)

some type of character leveling system so I don’t feel like all my work was a waste of time

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Suggestion from Infra_Arcana_1#9150 (419430041777209345)

Allow us to use the comms menu to tell bots to:-

  1. Pick up/swap consumables, packs, etc.
  2. Open/Close doors.
  3. Query and Ping thru the terminals (for objective items like key cards at least)
  4. Carry items like the matter wave projector to it's intended location (and also put it down when told to)
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Suggestion from chae#6666 (470191731934232578)

Tweak stamina/pulse mechanic. I feel like the character I'm playing as is completely out of shape, can't run a couple meters without having a heart attack (also the sound and visuals for being out of stamina are a bit too loud and shaky). It makes no sense when fighting for your life, imminent death scenario. If I'm not mistaken at least 2 of the characters have some military background and should be fit and have way more stamina and a heart that doesn't go boom when at 150 pulse. This is ruining the immersion way more than circle kiting and I think it's a very bad solution in it's current state.

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Suggestion from dave-lmoe#5081 (379859128228773899)

Thank you so much for implementing the bot.
However, I would like a smarter bot.
I'd like to see a bot that can scan more efficiently without wandering around pointlessly (for example, it should be able to move more intelligently during cluster alarms. Seriously), and one that doesn't just walk into the line of fire on its own. I don't want friendly fire.
I'd also like to see the ability to kill sleepers with some efficiency. For example, I'd like to be able to have the bot set up a firearm or melee weapon in conjunction with a preset message, or have the bot take out other sleepers in conjunction with the player with the melee weapon, or have the bot hit all the big strikers at once.
It would be even better if the player could instruct the bot to wait at a location and shoot the approaching enemies.
Also, when the bot gets stuck somewhere, it would be nice to have the ability to forcibly teleport it near the player anyway.

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Suggestion from chae#6666 (470191731934232578)

give us back the ability to dodge

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Suggestion from JoeJoe#4854 (855554003353600031)

Spear nerf when? it's basically a Sword right now I do love being able to skewer 2 enemies at once

but being able to kill 7 sleepers at once in a single swing is Busted

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Suggestion from 老渣xLarge-UselessnesSx#8963 (441470190014693386)

about dynamic BGM. When bonking sleepers, even few sleeper waked up, the BGM would straightly dive into combat BGM. Sometimes I feels bored when BGM is constantly raise and fall when bonking sleepers. I think we should have a specific BGM part for this kind of situation? If so, even we are seperated, we can know whether the situation is still ok or lost control. This is purely player's perspective, I don't know how hard is this on dev's perspective

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Suggestion from Sader#5444 (231693652072726529)

skill issue voiceline for the command menu

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Suggestion from Daraxus#6388 (544486890838032401)

have an option to enable VAs to say "put down a frog repeller" instead of the correct one or make it like a super rare chance to randomly say that

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Suggestion from mystrdat#1978 (199291444962394113)

When you switch to melee from another weapon, allow charging melee earlier (when crosshair changes), right now it is too late and often disregards initial click and hold.

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Suggestion from Soy#8008 (336524556451971073)

Have the Bio-trackers single enemy scan prioritise certain enemies like Mothers and Tanks.

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Suggestion from rabid_ nut_varmit#5028 (650420713487859712)

A tool that works like the fog turbine, repels fog 2x range of a normal fog turbine, uses 1 percent of charge every minute also repels fog while held.

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Suggestion from HHVanilla Ice#3499 (398436840136507392)

Have the checkpoint scans open the doors manually rather than automatically. (sometimes scouts are right behind the checkpoint door and it's preopened when we restart from there so the scouts will stretch it's tentacles even before we load into the checkpoint and have a hard time getting away with it)

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Suggestion from CaptainAhAb346#2829 (567038068754874390)

please reduce muzzle flash and bullet scatter on assault rifle. That gun is kinda all over the place now. The r4/r5 assault rifle was perfect. Love the extra ammo, but totally willing to forgo it for a more accurate and less flashy weapon. Thanks

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Suggestion from Iraptor#9388 (269145514447077396)

Add directional hit marker for flying enemies, and decrease the erratic nature of their flight. Would allow better understanding of where you're being hit from by them and make it less frustrating when they pull a 3 point turn around your bullets.

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Suggestion from Critz#4301 (258163626681171968)

The ability to destroy containers or some way that stops them from showing up on the console LIST command again

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Suggestion from retr0_w1zard#9006 (355816665633652740)

Give players the ability to select which in-game character to switch/play during lobby.

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Suggestion from tundra.psy#0011 (267053895497285633)

the ability to turn down/off the gas mask noise. My partner has a fixation and is having lots of trouble getting used to it, and there might be others like them. congratulations on the release, it's come a long way!

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Suggestion from CaptainAhAb346#2829 (567038068754874390)

please bring back the combat shotgun, it is an essential gtfo weapon that is a community favorite. It has also been around since the beginning.

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Suggestion from Moss#5746 (660969894506135573)

A1 or B1 of any future rundowns should continue to have an easily accesible scout for practicing (no alarms to reach)

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Suggestion from Coda#7376 (129399345350049793)

Make bots forcibly teleport on the scan if they are not there within like a 5-7 second or so time frame, I found they would rarely get stuck on ledges if they somehow manage to get up on top cover. So until that is resolved or if new bot stucking issues will pop up in the future I think that failsafe would be a good thing to have

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Suggestion from MashEd'Tatoes#1208 (561058408522973190)

Wait here command for bots

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Suggestion from The Butcher Snail#9120 (190270774647586816)

extraction animation of some kind

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Suggestion from bro#1094 (138802036035551232)

Lower the pulse rate during out of combat.. it is annoying when it raises when I am running around fidgeting with knife.

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Suggestion from Gwynbleidd#6969 (185903072105463808)

Ability to create infinity map marks. It will help with tracking some resources that your team left for later. Maybe make these marks limited in some way, so trolls won't be able to abuse it

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Suggestion from beep#8478 (224172089693831169)

Since cosmerics are tied to first time completes, add an option to reset your entire rundown (i.e. Some form of rundown prestige) with a counter that keeps track of how many times you've completed and reset the rundowns. Would keep a form of cosmetic progression while also rewarding players for multiple full completes of the same rundown.

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Suggestion from Aria1489#6937 (819809334887579698)

Adrenaline Syringes

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Suggestion from d3rk3rn#3231 (242343619112075264)

your idea Mind getting rid of the Checkpoints you implemented? A punishing, difficult co-op game where most of your choices matter, made easier? I can't even describe on how many lvls this decision broke the game for our squads.

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Suggestion from Omega#7095 (276932736701169668)

Periodic workbenches and Chemistry Stations throughout the facility, more common in engineering areas, labs or construction areas based on what makes logical sense to be there. With this, random components would spawn through the map in lockers, adding more to find than glowsticks and fog repellers. For instance, find a Fuel Tank, Pressure Regulator, and a Hose, and you can make a limited use Flamethrower at a Workbench. Find Compound X, and Sample Y and you can make an I2-LP Syringe at a Chemistry Station. This encourages exploration beyond the rooms you need to go to, gives more things to find in the environment to add to immersion, and rewards players for their efforts. The only challenge is figuring out how to let someone carry all those parts and not lose their C-Foam Grenade cause they picked up a hose. An updated inventory system would be needed.

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Suggestion from Omega#7095 (276932736701169668)

A new inventory system and an update to stacking equipment. If more general items are added to find in maps, an updated storage system would be nice. I personally think a grid inventory system would be excellent. Each item is so many grids large and can stack depending on item. 5 Fog repellers to a 2x2 grid. 1 SMG to a 3x2 grid, etc. All players are limited to a 10x10 grid or something similar. So players can take heavier weapons in with them that deals tons of damage, but also takes up a TON of space, leaving little room for new equipment. Others might like to be the grenadier and pickup all the tripmines and C-Foam Grenades, so they bring smaller weapons with them that allow them to carry stuff.

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Suggestion from Makahaleb#0849 (224965275974500352)

make the card of the current zone downloadable at terminals, it would be a nice and optional qol improvement

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Suggestion from Asmodai#8501 (287672723931529217)

New tool, that can repair destroyed doors: The tool deploys a little robot, that goes to the destroyed door and starts to expanse in it over a while (30sec - 1min), blocking the door step by step (I can image very cool animation). While it expanses (and used in combat) smaller enemies can still come through, while big ones are blocked very soon and start to demolish it again. Tool cost should be quite high (60-70% for one door).

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Suggestion from Abson#1312 (342615522145206273)

there are too many cheaters and hackers in matchmaking please do something about it

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Suggestion from Flipblade#8561 (258452354632777728)

adding to Asmodai suggestion I don't think it should be a tool that you can bring down, but rather one that can can be found in a level. it should occupy your hands (like matter wave generator). it should take some time to deploy, so that it acts like second chance if an enemy breaks down a core door for defense rather then a stalling tool for a wave. and maybe deploy like r6 wall reinforcements.

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Suggestion from Daraxus#6388 (544486890838032401)

you can stack consumables together. i don't see why the characters can't just take out the ammo from one pack and combine it in another, so you don't have to manage a 3 and a 2 use pack, but just a 5

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Suggestion from Klyka#7643 (123830540871663617)

It would be helpful for possibly quite a few players if you could add an graphical option to the game that allows you to switch the main menu text (not talking ingame hud) to plain text without any effects on it. I personally know 2 people who get headaches from interacting with the main menu because of this.

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Suggestion from RyK#4752 (324660247140761600)

return muzzle flash and gun firing effects to what they were before, they are too overtuned where firing blinds you

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Suggestion from |RyuTheNinja55|pode#9417 (309027107697197058)

it might be an idea that you may not like, but I personally manage to immerse myself in the game a lot when I have a character with an unknown background, so I would have liked to have the possibility to use my custom Prisoner, rather than the 4 prisoners of the story

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Suggestion from 🎁KrookedKristmas🎁#0690 (551578190619869235)

a 'Red light/Green light' speech option (maybe with a faster keybind) to alert teamates if it's safe to move or not

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Suggestion from RyK#4752 (324660247140761600)

some way to drop pins and label them on your map so you can label where resources are if you want to leave them and come back for them later

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Suggestion from Project Zaero#9999 (358577849411567616)

Regarding Bio-Tracker;
Current State:, M2 will zoom in and override your bio tracking scan to target a single enemy. This takes the normal charge time and uses the normal cooldown.
Pros: Can mark a priority target.
Cons: You suffer the full cooldown while still using the full charge time, effectively making this feature both useless and frustrating.

Suggestion: remove the zoom from M2 entirely, and pressing M2 will instantly tag a single enemy with a 1 second cooldown.
Pros: You can mark a priority target, or mark an enemy your full scan missed. Also useful for initial tags for alarm waves to show your team the enemy direction.
Cons: Accidentally pressing the single tag will delay your full scan.

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Suggestion from dave-lmoe#5081 (379859128228773899)

I'd like to see a preset chat added that says shoot the scout, or melee attack the scout, or use C-foam on the scout.Maybe even replace this scout part with sleeper.

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Suggestion from bro#1094 (138802036035551232)

Ask bots to pick up, and swap Medi/Ammo/Tool/Disinfect.

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Suggestion from Klyka#7643 (123830540871663617)

a bot command that toggle between "melee only" and "fire at will" to make bots not immediately start shooting when a single sleeper is agitated

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Suggestion from wWild#9334 (294543740394012673)

Be able to shove while holding a heavy item like a Cell, Fog Turbine, Matter Wave Projector, etc.

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Suggestion from Ducks Bussin to School#7329 (495645483373428767)

idk if this was suggested... make it so you can collect/grind for all cosmetics as a way to show off hours. Spread them throughout different levels to make all levels want to be replayed for people who want to unlock them.
Simplify potencies of boosters and change to be more like a changeable skill/rune page everyone can access to for encouraging new & different playstyles/gameplay

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Suggestion from Realistic Glass#1799 (690501956782915625)

add interaction lines in the comms menu?

Such as “Good Job!/Excellent!/Nice shot!/Thanks!” etc, or even characters related lines.

Not a major idea just some more interactivity to the game. Bishop_Heart Hackett_Heart Woods_Heart

Also, “:Dauda_Heart:” please?

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Suggestion from Nostarno#3072 (825872754569773107)

Make the ability to rerun levels and get dropped new apparel so it adds more replayability to the levels

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Suggestion from chae#6666 (470191731934232578)

remove checkpoints

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Suggestion from Sader#5444 (231693652072726529)

add a log with all the warden messages that get recieved, they're easy to miss and now that they tell very important stuff it hurts to miss them

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Suggestion from Coda#7376 (129399345350049793)

add interaction animations (for example pulling a security door lever, opening a regular door, picking up batteries or fog turbines, opening lockers, etc) the time spent waiting for holding the interact button could be followed with a nice quick animation.

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

add an option to disable the door lady's voice its realy annoying and also it's rather loud

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Suggestion from Saint-Funky#3625 (208595588709613569)

As stupid as it sounds, can we please have an option to choose the amount of particles (in term of % maybe ?) ?

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Suggestion from Sparky#0635 (134813005652164608)

special apparel for those who finish the rundown without using checkpoints gives incentive and reward to do it without checkpoints

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Suggestion from Edhellas#2520 (191930920209612801)

nerf the scattergun. A one shot gun that requires no aim to use shouldn't be in a hardcore fps.

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Suggestion from Saint-Funky#3625 (208595588709613569)

I think i'd be very nice to have a Q&A stream where players can discuss with the devs about the game & the changes brought in 1.0

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Suggestion from sergio24m#9076 (325543004603416576)

Make the old combat music come back and make it altern into the current one and the other! it's getting a bit old already since rundown 3 and it'd be nice to hear more music when you are getting in trouble. Shouldn't be too hard to implement and it'd help a lot to make ambience!

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Suggestion from CaptainAhAb346#2829 (567038068754874390)

allow folks to trade boosters. Also, love the new rundown, thank you for all your hard work.

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Suggestion from Yanshine#8869 (183670519235739648)

Allow older Rundowns to become playable in the future-- revamped, as to let players who aren't familliar with anything learn more. Not to mention, brings more game time to all! Doesn't need to unlock cosmetics. I'm someone who bought the game on early access release, but didn't play from r2-r5. I, like others, don't really want to out-source from the game itself for lore, but we have no choice.

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Suggestion from Angus#9751 (270106302384963584)

steam achievement or badge for completing the entire rundown

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Suggestion from Jthw#5231 (101426128803086336)

Make it so when you walk up to a ledge and look down at the ground your character remarks out loud related to if the drop would hurt or not. "Looks like a quicker way down." "That drop may hurt a bit." "I'm glad I didn't fall down there, may have broken a leg."

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Suggestion from calebhk98#6779 (154005223587840000)

Add captions to audio files to allow easier understanding

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Suggestion from Whale#8842 (265285313083998209)

Create other ways to control the bots. At the moment, there is no way to tell bots to (or to not) pick up items. Sometimes they will automatically pick up stuff if they can carry it but they sometimes refuse to as well. This option can also allow them to swap consumables such as replacing glowsticks with fog repellers. Additionally, the option to tell them which resource packs to pick up and when to use them (through the communications menu) would be extremely useful in preventing waste and frustration as the bots will use them as soon as possible.

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Suggestion from Cookie#4900 (275144218907901963)

allow us to tell bots to pick up items other than objectives

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Suggestion from Dresden#9115 (315183871282905090)

bot synchronized melee is crucial. If it’s possible I have no idea how to do it.

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Suggestion from DR ZombrAH#5128 (737117346338177074)

give the prisoners notepads that can be used to write (type) notes in. For example “left lock melter in locker 119”

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Suggestion from Deadly#5442 (474367426738388992)

give players a cosmetic mask for getting the badges from collecting all of the steam trading cards. Or the foil trading cards.

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Suggestion from Realistic Glass#1799 (690501956782915625)

Make prisoners say “I haven’t see sunlight for ages...!” When they teleport to that new planet’s surface 🤔

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Suggestion from Windows XP#1160 (265601376225198081)

Spray Paint

Type: Consumable

It's a paint. It allows the prisoner to mark something. Useful in many situations when marking specific locations in the level. For example, spray "X" on a zone door to mark that the part is dangerous and prisoners shouldn't go there. Another example is marking a location you've already explored. At some situations, mark places to plan an escape route to follow. However, spray paints are uncommon and it's limited in amount (to prevent trolling and abuse)

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Suggestion from chae#6666 (470191731934232578)

reduce the amount of help messages (list key, query key, OPEN DOORS) in C and D tier missions. I stopped paying attention to the warden feed because it's a tutorial that I can't turn off and it's a huge amount of information and hints that are already known at that point in the game (to everyone) - I blame this for making me and my team completely fail to repair air filtration system in C2 and we fought in the infectious fog for a good part of expedition (which was funny, but it shouldn't happen)

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Suggestion from 𝙢𝙤𝙘𝙝𝙖#0001 (447825435523547151)

In game earnable currency for cosmetics

Instead of having a random system where every so often you get drops of random gear you probably don't even want. You guys should change it so on mission completion you get rewarded with an in game currency (such as gold) and can use it to purchase the cosmetics you want from an in-game shop. Plus, if it needs to be monitized for whatever reason you could add in the ability to purchase this currency with real money. You can add the shop in so it shows all the different purchasable cosmetics all at the same time (maybe some sort of limitation so people don't just unlock everything right away). I believe GTFO could really benefit from a feature like this. Thank you for your time.

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Suggestion from Ellda#2324 (155442267107229696)

Checkpoints are great for retrying and practicing difficult parts of a level but I would like completing the levels without them to be noted somehow. Perhaps like when completing a level using a checkpoint the green marker is on the end screen, it could also be displayed as a small symbol next to the level on the rundown screen to indicate that a checkpoint has been used. This doesn't need to gate anyone out of unlocking the cosmetics for using checkpoints but it would be nice to track if levels have been beaten in "one shot" or not.

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Suggestion from Aria1489#6937 (819809334887579698)

Be able to see loadouts after readying up

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Suggestion from Neo#4216 (244644608355729408)

There should be a "Target this/On my mark [Bot/Player]" callout command that tells specific players or bots to set up next to a sleeper with a melee weapon in hand and get ready to swing. Like telling a bot to set up a sentry but you mouse over an enemy instead. Afterwards you can use the existing "Three, Two, One [Attack]" command to sync up the squad's attacks, or get the bots to attack their targets. Bots should swing on "go", or if you use your melee on an enemy before the countdown's finished.

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Suggestion from agxsh#1410 (310029568763494410)

nerf scattergun ty

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Suggestion from Çaptain Ålpha#6344 (208401169108828161)

Have a ping counter or when the connection are unstable, put a small icon on the screen to let people know they have bad connection, and also another icon if there are packet loss.

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Suggestion from N u l l#5438 (223715666954289152)

add vr compatibility 😩

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Suggestion from Quadangalo#9898 (194140960102416384)

Scattergun is far too powerful in its current state, it is both a boss killer and a crowd control weapon. I think its ammo capacity should be reduced significantly to prevent 100% reliability on it.

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Suggestion from Katzenwerfer#2028 (618612008744517672)

The scattergun has been a tad controversial and I personally don't want it to be nerfed, but I still want to give a suggestion for it. As far as I can tell, the scattergun is supposed to be a crowd control weapon (short range and wide cone with), but right now its range is rather a bit too large (maybe comparable to the choke mod shotty). In some sense nerfing this would be a good idea, but it would need to be compensated by something like a wider cone with more damage since reducing the range past a certain threshold can make it effectively useless

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Suggestion from browncoat4720#6858 (657631964974546944)

add different animations for the spear and knife, because popping the enemies head with a small combat knife just seems weird.

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Suggestion from Lobster Lord Supreme#0753 (536709835178377238)

buff the scattergun

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Suggestion from Kotti#6548 (82754762663006208)

Add more generic voice commands, such as "Ready?", "Wait", "Lets go" and "This way"

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Suggestion from Leebee#5277 (145769024549158913)

Strengthen the visual/audio feedback on the Sawed-Off Shotgun, as it currently feels like just shooting a pistol. With its high damage/low range characteristic, I would expect it to have a louder/more distinct sound and more visual recoil when firing to match, or a different grip/animation to showcase how powerful it is.

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Suggestion from dave-lmoe#5081 (379859128228773899)

I think we need an anti-cheat system.

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Suggestion from genericalphamale#4049 (854793975616503839)

Different soundtrack per tier level. Or even just a special soundtrack for boss fights or unique encounters. I think there's only 1 or 2 tracks, and unfortunately it's starting to get really old 😦

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Suggestion from quinoa#9190 (366044037284757514)

give us a yellow palette as an unlockable

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Suggestion from Coda#7376 (129399345350049793)

I am not sure if this is exactly possible to implement because there was a separate key for it, but maybe give a full set of some sort of apparel for players that played rundown 0. It doesn't have to be anything too cool or flashy, but could be a good option compared to starting gear.

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

some sort of scanner as a tool that can be used sort of like a hot/cold detector with a blinking light that detects something of your choice, could be glowsticks, fog repellers, c-foam nade, (artifacts maybe? 😳)

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

allow someone to leave a lobby when it has ended since some matchmaking players dont know how to do that apparently

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Suggestion from cis#7476 (865157193741238272)

It will be awesome if added the "Find game as host" option to matchmaking, cuz there is a lot of hosts who just leave mid game

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

just a small qol thing would be just a message asking people to stop randomly leaving because it just takes a long time to get matches especialy d1 atm

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

an option to enable or disable the single ping with the bio tracker

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Suggestion from ƝαКє#9412 (322502856940716034)

The lights are too bright and annoying, could you please lower the intensity of the lights? it hurts my eyes and leaves me a little blind.

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Suggestion from Faror#6602 (174586455925063680)

change the model of the HEL revolver since it has 8 bullets but the reload animation clearly shows 6 bullets in the cylinder

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Suggestion from meester_superman#1997 (336315426256584704)

When you headshot an enemy and their head blows off they should not be able to do a ranged attack. This may be a bug but regardless heavy damaged enemies should be hindered in someway…slower, weaker, crawling, idk.

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Suggestion from Moss#5746 (660969894506135573)

scouts shouldn't be able to detect a player if their tentacle stretches past them as long as the player doesn't move at all, so no crouching or uncrouching and no turning more than like 30 degrees. The scouts don't detect any of the sleepers when their tentacles touch one and the sleepers don't make any significant movements so it should work the same for players. And the same should apply for if a scout walks over a player because they do that to normal sleepers as well.

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Suggestion from Moss#5746 (660969894506135573)

no turning 30 degrees left or right, up and down wouldn't make that much movement

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Suggestion from 老渣xLarge-UselessnesSx#8963 (441470190014693386)

screen liquid FX is cool, but often block my eyes... I personally don't think it should be cut out completely but, pls let liquid FX only apply on the surronding part, not on the center of screen...._(:з)∠)_

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Suggestion from Bish#4550 (300445866538303488)

Update apparel regularly instead of with new or extended rundowns. Keeping new apparel that you could earn for a certain amount of completes or another task would keep people interested even If they have finished all the levels.

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Suggestion from Stormsilver#0994 (262641571546005504)

A slot for certain utility consumables like glowsticks or long range flashlights that don’t usually get taken because it wastes a slot that could have a fog repeller,which you need to progress in some mission, or a c-foam grenade

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Suggestion from ThePsychoCat#8217 (193176137524969492)

For a simple solution to those who still want to grind apparel. Once a person completes all Prisoner Apparel Requisition missions have it reset. Until a better solution is worked on. This idea is thought up to be the most simple solution possible.

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Suggestion from Deadly#5442 (474367426738388992)

add weekly "challenges" where you are given a set of weapons to use on a level, if you complete the level with the challenge loadout then you get another cosmetic.

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Suggestion from Faror#6602 (174586455925063680)

Remove scattershot and replace it with Combat Shotty. I know this will get ~60 downvotes from those who want to abuse scattershot before it's nerfed, but scattershot is a blight upon this game given how much it jobberizes bosses and big enemies. Scattershot serves no valid purpose that the other secondaries + combat shotty would serve, and its only purpose it to trivialize all levels of the rundown

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Suggestion from Sarbe#6307 (153972714321870849)

Explosive weapons that do massive damage but that either aggro all the enemies in all nearby rooms, or spawn the equivalent of a scout wave.
Ofcourse they should also have an extremely limited number of uses in some way, either being hard to find resupplies for, or just needing lots of ammo/toolrefill packs to refill.
They could be fun to mess around with in runs where you just want to go loud.

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Suggestion from Valkrex#4589 (125458625316651008)

Can we get some lighting options for the flashlights to have the option to make the lighting look pre 1.0? The new flashlights are causing migraines in my group.

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Suggestion from admiralsenn#8039 (353335305622781963)

Building on the idea from DR ZombrAH (737117346338177074) - Allow us to make a limited number of permanent scribbles/notes on the map. Could be text, or keep it hand drawn if that fits the atmosphere better.

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Suggestion from Maximilian#4693 (615308884827045898)

Just make chat scrollable?

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Suggestion from Moss#5746 (660969894506135573)

put in a menu for advanced bot commands. it would temporarily solve some of the major problems. It would have things like being able to tether a bot to a player, and be able to control how long the tether is when the tethered player is standing, crouching, or sprinting. And then you could tether a bot to another bot so you could have a train of bots so they don't go waking up rooms. I've also heard about bots shooting the second one enemy wakes up, so there could be an option that doesn't allow bots to shoot until a player shoots and only if the bot was in the same room. I'm not going to mention everything but also some controls that doesn't allow bots to use certain resources without being specifically told to.

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Suggestion from Church356#4114 (571480007319355403)

Infared goggles using batteries or other power to prevent overuse

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Suggestion from Moss#5746 (660969894506135573)

ability for host to equip a booster to a bot, still consumes the booster and each bot could only hold 1 muted so that excess boosters can get removed from inventory but not entirely wasted because it would only be like +glowstick power muted's and because for every muted used, you get about 3 back

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Suggestion from Flipblade#8561 (258452354632777728)

button to reset audio during a level. I know the solution is to fix audio issues with scouts checkpoints. but at least for when the game leaves us with the muted audio of a scout scream for an entire level or stops working all together. give us a way to get back some audio.

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Suggestion from Brother Mentos#0810 (260152792746819587)

So I came up with this idea for a competitive mode earlier. I see, after looking through the log of previous suggestions, that I'm far from the first. But I think my take has enough differences compared to others that I'm fine posting this one.

Imagine, if you will, 2 teams of 4, being dropped into opposite ends of a complex. The whole thing is set up so that if you cut the stage in half and rotated it 180 degrees, it would be the same thing, so both teams are dealing with the same threats, the same objectives, and the same resources.

A team must complete their objectives (of which there would be a few so as to determine a winner if neither team escapes) then make their way to where the other team ENTERED to evac. You can't hurt your opponents directly and automated defenses would not target them, but C-Foam would still be effective for slowing, and leading awoken enemies to the other team is also always an option, so long as you can handle the chaos as well.

The reason I believe having teams evac at their opponents entrance is the best course of action? Simply enough, it adds another layer of strategic thinking to the game: how many enemies does your team kill to make exploration and resource-gathering easier on yourselves, knowing it will make escape easier on your opponents should they manage to get this far? How much of a risk does your team take in avoiding enemies, knowing that any wrong move could give your opponents an easy win?

Alternatively, to perhaps help reduce strain on servers and the like, make 2 teams of 2 compete in a race of sorts. With smaller maps and no collection objectives, you have two potential goals: evac at your opponent's entrance before they do the same, or survive longer than them in the case neither team succeeds in the former goal. Other rules would apply as usual: no harming opponents, and automated defenses don't target them.

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Suggestion from wWild#9334 (294543740394012673)

A matchmaking option for expeditions you haven't completed yet.

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Suggestion from Neopolitán#7777 (195378690169896961)

reward players for clean play throughs. Completing an expedition without wiping and resetting (completely or at a checkpoint) unlocks slightly better gear beyond boosters.

If Woods, Dauda, Hackett and Bishop are so successful that they can do whatever the warden asks during the rundown, it would make sense to invest in their progress.

Basically after a set amount of no-TPK clears, unlock access to other unique weapons or tools. (Shotgun Sentry, Hel Rifle)

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Suggestion from POGTFO#3315 (278029453014335488)

pls remove friendly fire for bots, i just wanna hammer 1 shooter left and bot goes sicko mode and shoots us both.

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Suggestion from Moss#5746 (660969894506135573)

The order/position that people are in the lobby should dictate the basic player model and then put selected apparel onto that player model so that Dauda isn't extremely white

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Suggestion from Aria1489#6937 (819809334887579698)

"Yes" and "No" comms

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Suggestion from Left Behind#9471 (155454338968322048)

"Start Charging Melee", "Stop Charging Melee and Swing", and "Abort Melee Attack," commands for communication.

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Suggestion from |RyuTheNinja55|pode#9417 (309027107697197058)

I see that you guys said that in the future you are gonna even to add and do better animation So I recommend creating a nice full first person animation of the prisoner disengaging from the hydrostasis

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Suggestion from Nomad#7094 (223817950388420608)

death animations like in dead space

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Suggestion from ƝαКє#9412 (322502856940716034)

I am not color blind but I have a hard time distinguishing between purple and red in this game, in early access the colors looked better. Could you change any of those colors of the players, for example, for yellow? that differs much more from the other colors.

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Suggestion from AlexnMikeGoesCoop#4214 (280436673630961664)

I'd like to suggest an audio option to turn off Mute Focus. I stream a lot of games and work as a sound engineer, and it always sounds a bit odd when having to Alt+Tab to another window and the game audio just stops because it is out of focus. Obviously this is often a good thing, but the option to turn it off would be amazing for streamers. Take a look at Dead By Daylight as an example which has this option in Settings.

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Suggestion from Th0r#4279 (831238875036909589)

Add a record and replay system for bugtracking. I think it could be much faster to fix a bug, if players send you a recording instead of (just) the logs.

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Suggestion from TenguKnight#6404 (215135833378914304)

Give each melee weapon multiple cosmetics, for example return the old melee skins as cosmetics for the hammer.

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Suggestion from Daraxus#6388 (544486890838032401)

add discord integration so it's not just a question mark for GTFO

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Suggestion from Ryuggo#7030 (178086069743517696)

when starting an expedition, during the "elevator" loading screen, make an easter egg / hidden lore with one bot doing morse code with his flashlight

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Suggestion from cis#7476 (865157193741238272)

It would be better if instead of a random skin for completing every - high, extreme, overload and PE, you would get a -i don't know... THE WARDEN COIN (Placeholder), which will allow skilled players to buy a skins, they actually want.

So, again: In the end of each rundown you will have 10 random skins, and 4 skins that you can choose from if you complete all objectives in a category(Main,Ext,Over,PE)

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Suggestion from jkb#8713 (289954184743092224)

GTFO discord rich presence? :)

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Suggestion from Agent J#8805 (249066151794049026)

Candy cane shaped glowsticks? Christmas is almost upon us

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Suggestion from powerfulsenseofdread#0096 (353980198255067138)

More enclosed spaces! The game is atmospheric, but not very scary right now! Most rooms are wide open spaces with high ceilings, with enough room to give sleepers a wide berth rather than having to creep up close.

Alien Isolation did this fantastically with its maintenance shafts. Things like vents linking rooms together that the players -- and enemies, can enter/exit.

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Suggestion from Ryuggo#7030 (178086069743517696)

For each rundown, add new steam achievements for completing every main objective, every secondary, every overload, every prisoner efficiency, and a last achievement for entirely completing a rundown
This would allow other to see for how long we've played, and if we git gud from a rundown to another

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Suggestion from Daraxus#6388 (544486890838032401)

kind of unrefined idea for how cosmetics can be acquired. since a lot of people are somewhat dissatisfied with what they get, there could be some sort of system to exchange (not between players) the cosmetics for something else that the player might like more. or something similar to picking what you will get from like 3 things in the sense that you can take one item with you since the prisoners can't carry that much apparel. improvement on this idea is favourable

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Suggestion from Angus#9751 (270106302384963584)

R1B2 remake please like R1D1/R5D1 :)

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Suggestion from Bucket#6663 (805524844397068318)

A single player mode where you watch from a Hawk-Eye perspective and command 4 bots to complete a rundown. I thought the dev's way of commanding bots was REALLY innovative and that inspired this idea. Maybe even a multiplayer mode where one person spawns in Sleepers n stuff while the other player tries to maneuver the bots with commands to clear rooms and stuff

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Suggestion from Loading…#6182 (891695631138164807)

It’d be neat if guns could also get a pallet change, either as separate pallets that can be rewarded from missions or as part of outfit pallets.

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Suggestion from xDethmo#5643 (523652594774573056)

Have certain expeditions contain a new security door and behind that door they meet up with another team of 4,
Together the team of 8 have to carry out even more extreme objectives such as turning on two reactors at the same time or one team performs a certain objective whilst the other team does another. the way these teams can communicate may be through proximity voice chat as soon as they are within 2 rooms of each other.
To identify each other you can still use the color system (Pink, Purple, Green, Blue) but have one of the teams assigned Alpha and one of the Teams assigned Beta upon meeting each other. so you could say Beta Team Blue (adding new colors can potentially spoil the team that has them as well as insinuate that they will be meeting up with another team potentially)

Obviously the identification, Communication and Objectives aren't for me to decide. that's just my basic thoughts but I would love to see two teams meetup and have unique interactions and objectives. especially now since everyone doesn't look the same with the new apparel system.

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Suggestion from xDethmo#5643 (523652594774573056)

Have the new armor give positive/negative stats for further strategy building.
(also have a transmog system so you can still look the way you want)

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Suggestion from xDethmo#5643 (523652594774573056)

Just to clarify about my suggestion above , I do understand that the game does not run great even with 4 players for most people. so 8 player missions may be impossible but regardless it's something unique that no other expedition from any previous rundown has had.
As for the performance with 8 players, I believe the Developers can create even lower settings for graphics or just make the expedition with 8 players have less common enemies in favor of stronger ones to reduce the strain on CPUs and GPUs. They can figure that out if they decide to add it. I'm simply just suggesting the 8 player feature that is all.

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Suggestion from xDethmo#5643 (523652594774573056)

reduce swaying of guns when panning view to left or right. as of now it feels like I'm using a fish for a weapon (no seriously go ingame and try it)

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Suggestion from raDiaNCE#8362 (394947270409453597)

How about an in-game log system that tracks player stats, like how many kills you’ve gotten, favorite weapon, favorite tool, most died-to enemy, sectors completed, etc... it would be fun to see our stats!

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Suggestion from chae#6666 (470191731934232578)

buff back the D3 fog

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Suggestion from Incompetence#5028 (216541045905686528)

Point-firing laser: replaces your optic, so instead of ADSing your laser turns on to mark where you're aiming. No zoom bonus, and holding the laser over an inactive enemy will trigger it like a flashlight would, but you receive much less flinch when active and mark targets you hit while aimed. Alternatively, could be exclusive to a certain weapon.

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Suggestion from Moss#5746 (660969894506135573)

after reading the bug fixes, it made me think that sometime people stage items and that bots might pick those staged items up so maybe a command that is just "don't touch that" and bots won't pick anything up that's within either a pinged box/locker or a 1 meter radius for shelf items

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Suggestion from Sultan Smurf (N)#5203 (557614031892905984)

shadow mother that makes no noise while sleeping

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Suggestion from Tayo#1999 (277201400042225664)

How about you get a drop from accomplished missions and not just a few random drops. It's absurd and unnecessary to put 14 randoms drops and wait for 6 months.

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Suggestion from Bish#4550 (300445866538303488)

Santa Hackett hood cosmetic

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Suggestion from xDethmo#5643 (523652594774573056)

add cinematics at the end of expeditions

(e.g. once warden expedition scan is finished the cinematic plays, for certain levels like R6D1 you could have the cinematics play at a different area of significance in the level cough)
Also make them skippable for those who have already seen them

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Suggestion from RyK#4752 (324660247140761600)

order boosters by type, rather than by the order in which you receive them. makes it easier to organize and get an overview of what boosters you have

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Suggestion from RorDawgg#9431 (285457176611520512)

Tab completion for items. I understand if it's a game design decision not to include it, but as a dev who loves tab completion, this would be a godsend.

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Suggestion from Epipen Thief#8205 (618937560814845963)

Make it so single enemies can't break down doors on their own, something similar to Killing Floor where one enemy breaks a door slowly but a group can knock it down in a few seconds. This way you don't accidentally waste foam on an enemy that got to the door before the rest of the horde

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Suggestion from POGTFO#3315 (278029453014335488)

make it so going down cracks the mask, the more downs the more cracks you get on mask and is irreparable. This makes players cautious before hammering and infinitely going down has a consequence.

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Suggestion from Epipen Thief#8205 (618937560814845963)

Make it so destroying the head either kills the creature or doesn't, it doesn't make sense that it can survive without a head as long as it was a pistol that shot it off, especially if the worm doesn't live in the head

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Suggestion from $aD#3538 (607596472472436746)

mob that can punch , shoot and SUCC

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Suggestion from Maximilian#4693 (615308884827045898)

Update the Roadmap

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Suggestion from JCskills#4448 (141514140245164032)

add options to customize the bots behaviour, like ability to grab/use items or to have them cover a certain area. This way they won't interrupt with storing resources or boons that only specific players use etc.

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Suggestion from ƝαКє#9412 (322502856940716034)

Please add an option to be able to sort the boosters by type, for example those that are for health first then those that are to do more damage, etc. Sometimes I have a booster that allows me to do 10% more damage at the beginning and I have another one to do 15% more damage and it is in the middle or right at the bottom of the list and is very little messy.

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Suggestion from Sultan Smurf (N)#5203 (557614031892905984)

more environmental threats like tighter areas and less room to run away, and maybe industrial or lab like hazards in the complex due to its problem of low maintenance issue

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Suggestion from Sheppard#5729 (195766468485447681)

Some type of customization for reticles, the guns are nice but I wish I could have a more simple reticle, maybe something like a completion token or whatever, complete a run get 1 token takes 2 token for a new reticle, or something along those lines or even just make em optional and free.

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Suggestion from Tayo#1999 (277201400042225664)

The conception of Cosmetics add some personnality, but we should have some chance of dropping random items after completion of a level
Having Extreme, Overload or PE done AND deeper levels gives more chances of dropping. (Or at least another way to get cosmetics)
It is a bit low to only have 14 chances of dropping some items for the rundown until the next one (which is 6 months of waiting)
Some people only gets palettes (Shaders of colors) or duplicates of items with small a color difference.
That way, it gives more reasons for the player to keep grinding the levels and not get too bored of getting "nothing" after another completion.

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Suggestion from GreenTea#3706 (526152158727503877)

Having a option for team mates to stay still would be useful, especially for scouts. I find multiple of my runs ending because my AI team mate ran into a scout's feelers, it would also come in handy for firing lines and other placement strategies. Another suggestion is for a way for AI team mates to synchronize with you. Like in Ghost Recon you can mark enemies and ask your AI buddies to take them out or to take them when your shoot in order to synchronize with them and take out multiple people at once. It would come in really handy when dealing with a group of sleeping enemies who are close together.

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Suggestion from xDethmo#5643 (523652594774573056)

add a bestiary for unique encounters;
Say you encounter a Big striker you can now go in your bestiary and see information about the big striker as well as a 3D model of him or something like that. the bestiary can be split into categories such as enemies , zones , objectives , doors etc.

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Suggestion from xDethmo#5643 (523652594774573056)

add Badges for unique objectives completed. these badges can be displayed next to your name in a lobby , examples of badges can be things like rundown completions or even challenges like killing a tank with a knife or completing a certain mission in a certain time frame. something to show off for your hard work.

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Suggestion from Moss#5746 (660969894506135573)

"Join (person) from clipboard" button shouldn't appear if there are 4 people already in the lobby

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Suggestion from Tendo#7959 (132571286437101569)

To add to the suggestion above, if those 4 people are PLAYERS. a bot can be disabled.

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Suggestion from Realistic Glass#1799 (690501956782915625)

destructible environments? Or just plot-related environmental destructions? (Mine collapse, reactor explosion, jammed security doors, refinery towers falling off, bridge breaking apart during plot related scenario)

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Suggestion from GregorMN#6734 (232553353832300546)

Add FX notification of any supply used:

  • Icons (crest for medipack, bullets for ammo, blocks for tools);
    and / or
  • Radial color around the screen (red for health, green for ammo, blue for tools);
    and / or
  • Some unique UI animation (flashes, slow increasing of the number);
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Suggestion from Neopolitán#7777 (195378690169896961)

Let me select my prisoner in the lobby screen. I’m often the first into the lobby after our host, and I love Dauda but Bishop is my boy and I love him.

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Suggestion from Varok#3730 (95862629368631296)

Add the option that prisoners can trade packs/consumable resources between or put it back on empty lockers or boxes

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Suggestion from Spyker#8657 (103182818246406144)

If you have bioscan speed boosters for the T scan, the scan area should move faster, not just end earlier

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Suggestion from Rat#8474 (338228710937329664)

The bots should not use health, ammo, or tool refill packs, as resource management is useful and the bots burn through packs irresponsibly

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Suggestion from DrClutchMcSwagDaddy#7777 (226038174298800128)

Have a dedicated volume slider for the artifact noise so that I can have it at the old volume

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Suggestion from Makahaleb#0849 (224965275974500352)

add a shooting range, a test room or some other way to test weapons outside of actual missions

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Suggestion from Hellraiser#4853 (301805206004563968)

let us sort the boosters so its easier to see similar ones

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Suggestion from ( ͡° ͜ʖ ͡°)#1729 (330791138787196930)

It would be amazing if you could be one of the enemies. So when a door alarm sounds or a scout signals it's not just AI that rushes you, it could be real players that 'queue' to play as one of the 'infected' as well. I think it would get some many players to play the game and add another level of replayability too

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Suggestion from Oopsie#5696 (510815537547182102)

make it so that you can hug the bots. they deserve hugs.

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Suggestion from cømatøøse#1220 (401401781675884545)

remove boosters , checkpoints and make the game hardcore again . Or make some difference in rewards/tags or whatever u prefer between somebody that dd the rundown without those and somebody that used checkpoints and boosters.

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Suggestion from Happy House#9005 (258991629124239372)

Since you have "mental status" displayed on the end screen of the expedition it would be nice to implement it as a game mechanic. Way I see it - Stress situations, waking room full of sleepers, alerting scouts etc. could decrease mental health causing visual or audio hallucinations, blurred or tunnel vision or something along those lines while finding keys, completing objectives etc can reduce your stress level. Maybe add some kind of syringe or pills for mental health

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Suggestion from Thagomizer#9120 (190270774647586816)

Put the Deactivate_alarms command in the list of available commands when you type "commands" into a terminal... I just died trying to figure out how to switch them off

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Suggestion from r4y#8680 (703015972348493914)

Make prisoner efficiency only obtainable without checkpoints

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Suggestion from $aD#3538 (607596472472436746)

can combine 2 artifact for a new one

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Suggestion from Rey Jones#8228 (569403083038392343)

make more levels like D1 (having 2 or 3 obj in main like how D1 had Reactor-terminal command-Project matter

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Suggestion from EverStayx#4403 (488208900101767168)

limit the checkpoint retry attempt

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Suggestion from Rey Jones#8228 (569403083038392343)

bring back SENTERY back damage it was agood bug even tho in my opnion its not a bug

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Suggestion from ross#8560 (263059845790302208)

unequip the drip, i wanna play dauda man...

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Suggestion from TenguKnight#6404 (215135833378914304)

Fix the HEL revolver model to have the same amount of chambers as it has ammunition in the roll.

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Suggestion from Magical Mixer#7118 (377694809973850113)

flashlight booster. I need long range flashlight to be even brighter.

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Suggestion from TenguKnight#6404 (215135833378914304)

Customizable weapon sight glow colors.

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Suggestion from Sarbe#6307 (153972714321870849)

shadow meatballs

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Suggestion from quinoa#9190 (366044037284757514)

the enemies used to drop potatoes when you shoot them in the gut, bring back the potatoes

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Suggestion from cheez#6372 (471704951584849930)

checkpoint beacons for when you dont have a door to do a checkpoint that you can activate for a 1 use checkpoint

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Suggestion from Sarbe#6307 (153972714321870849)

new types of roaming enemies aside from the scout would add an interesting layer to the stealth aspect of the game even something as simple as occasionally having a normal sleeper that moves around a little while not being alerted (basically sleep walking) could be cool for example.

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Suggestion from |RyuTheNinja55|pode#9417 (309027107697197058)

I was thinking, what if you could add more different voices for prisoners?Also like have some female prisoners too

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Suggestion from |RyuTheNinja55|pode#9417 (309027107697197058)

Could we at least have the possibility to choose the prisoner's voice among the 4 prisoners we have?

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Suggestion from Tsunari96#8491 (91007428472115200)

Please add a "Log Archive" hat we can read or re-hear as part of collection like our apparels. I personally think it would be fine if this archive also resets along with the obsolete rundown if that feels more appropriate in game setting.

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Suggestion from BakeMyCake#7416 (106812318586769408)

It would be great if bots had a "Hold here" command that prevented them from leaving their current room. This would open up more strategical options

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Suggestion from BakeMyCake#7416 (106812318586769408)

It would be great if you could order bots to not pick anything up. Sometimes a bot will get their hands on a tool refill and misspend it. At times bots will pick up consumables that you really need (foam grenades), and you will have no way of swapping them with a bot

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Suggestion from cheez#6372 (471704951584849930)

give the host of a lobby the ability to kick people since there are people that matchmake and then go afk without readying up

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Suggestion from TenguKnight#6404 (215135833378914304)

Third person view

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Suggestion from cheez#6372 (471704951584849930)

un-nerf the burst sentry a bit auto is now technically better

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Suggestion from Memorika_Fome#4042 (261750094909407232)

some way of save-quitting a level mid-progress (at least for the levels that can be 3+ hrs long)

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Suggestion from Newman#6155 (198256443298807808)

Closed captions for the mid game voice over would be swell.

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Suggestion from dreamy#1166 (489954877309452318)

we should uave an option to make the bots stay where they are through the action menu thing. I keep finding the bots trying to walk through doors i want to close and feel like it would just be easier if we could tell them to stay put

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Suggestion from macek_jinnarmy#9190 (847957961540239392)

adjust the special revolver flashlight colors to a more neutral white, and possibly increase the "throw" or length of the beam. the unfocused short yellow beam currently does not provide enough illumination to be useful

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Suggestion from Sarbe#6307 (153972714321870849)

bring back spear multikilling and nerf the range instead because the range and damage do not make up for the slow charge and no running allowed while charging. it's turned from a weapon that was situationally very useful while still being a trade-off compared to the other melee weapons to just an objectively worse melee weapon.

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Suggestion from Rey Jones#8228 (569403083038392343)

i know its already been suggested (look above) but please devs pleaseeeee bring back the spear multikilling or buff it cause right now its the most useless melee weapon ever it has range yes but for what? big enemies can be hit by guns and there is no risk to that i can not think of anything that the spear is good for now also multikilling was a fun thing to do it wasn't really broken cause it didn't do much in terms of combat and areas that you can die in so pleaseee devs for pleaseee bring back multikilling if you want to show us at least you care about us having a bit of fun (note: I am a knife main i switched between knife and spear so thats how i know its not broken

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Suggestion from fnrslvr#9300 (523196176720461844)

Consider preventing players from starting the checkpoint scan in A1 while the sleeper wave is still alive. I've seen numerous streams where new players try to run from the wave by activating the checkpoint and end up resuming in the middle of a wave when they die later, because they don't understand that they need to kill everything. (Though a potential issue with this is that I have had an A1 playthrough where the enemy awake music didn't die down after I killed all the waves for some reason, so this risks soft-locking the expedition unless this bug is addressed.)

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Suggestion from Infra_Arcana_1#9150 (419430041777209345)

Some Bot Suggestions:-

  1. A command in the comms menu to tell ALL Bots to follow (ALL- Follow).
  2. A command to tell all or just one bot to "go here" (to where crosshair is pointed) and "hold position" (Bots will only move if in danger or told to follow).
  3. A command to tell bots to swap resources/consumables.
  4. During combat, when you ping an enemy, bots will focus fire on that specific enemy.
  5. Bots should only resort to melee when ammo on both guns is low (less than 20%) AND/OR when the enemies are strikers/shooters. Bots should generally AVOID rushing and meleeing Bigger enemies, unless they can kill or stagger it.
  6. Bots should be able to refill deployed sentry guns if they have a tool refill pack.

Also, to the devs, you rock! Thanks for the updates (and bot improvements)! Keep up the good work!

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Suggestion from LillianaMirrors#5979 (551442460132507672)

I know about “realism” and all of that stuff, as well as creating an atmosphere in the game, but quite frankly; a hot pink shader.

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Suggestion from cis#7476 (865157193741238272)

When the process of getting skins is random and fails us, we really do live in a world of terror.

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Suggestion from Nach0vSKY#9317 (468833671957446702)

let us besides matchmaking have a lobby browser which we can see lobbies of people but detailing which expedition and how many players, that way we have to avoid using discord or matchmaking and taking so long to find matches.

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Suggestion from Bir D. Nam#1066 (150100293034573825)

I think you should remove the spear and replace it with a neonate hammer. That way you won't have to worry about what role the spear will play, and we get to spend more time with the most iconic GTFO character.

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Suggestion from Bir D. Nam#1066 (150100293034573825)

Bots should not start shooting until players do.

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Suggestion from Mr. Virus#4660 (500389755108982784)

Add more "indirect threat" enemies. For example, maybe an enemy that doesn't do damage, but grapples you instead.

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Suggestion from Vance#2046 (103320890455891968)

Instead of having scout tentacles clip through surfaces or stop on walls, make them "bounce" off walls and continue in a reflected distance. This wouldn't waste the full length of the tentacle, add difficulty, and look cool as hell in small corridors.

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Suggestion from Vance#2046 (103320890455891968)

Crafting System for boosters. Having ability to breakdown or "melt" booster for crafting currency to make base level boosters we've already found and/or scrapped. In addition, we can use the currency to upgrade or "buff" base level booster we've crafted.

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Suggestion from Nyss#5393 (159550959138242560)

keep the old slimy green color as it's own pattern please.

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Suggestion from Sarbe#6307 (153972714321870849)

add a screen on starting up the game that tells the player exactly how they are supposed to play the game so everyone knows in what way we are supposed to enjoy ourselves with this game. that should prevent these awkward moments of miscommunication like for example where people who enjoyed the niche gameplay the spear provided get confused and disappointed because instead of balancing it to not be op it got straight up patched out.

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Suggestion from discorduser#1230 (543654790337527809)

I wouldn't mind what Tsunari96#8491 said: the addition of a log archiving system (that may reset per Rundown). But a related suggestion I have would be to have terminals or logs kind of hidden around levels that people wouldn't normally find or mini-puzzles like finding a small generator that turns on a powered down terminal (which isn't guided by any instruction).

After players collect this log or a few others, it could award a short hidden level that could act as a flashback or insight to the story, a special cosmetic reward, or maybe just another log that gives more clear insight to some part of the story. These hidden logs could even be linked across levels requiring that you find the directions to a log in B2 from an A1 level. With the addition of bots and checkpoints I think these would very doable for a lot of people and a lot of fun hunting for.

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Suggestion from Memorika_Fome#4042 (261750094909407232)

a short-straw system to decide who gets to do the thing (e.g., go into a room full of charger scouts and activate a terminal)

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Suggestion from Magical Mixer#7118 (377694809973850113)

colorblind mode plz be in the making :)

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Suggestion from 𝐒𝐚𝐦𝐃𝐞#5295 (370464798502158337)

To begin with, remove the multi-colored sights that are overloaded and the multi-colored blinking of hit markers. It is enough to see a dot and a circle in the sight, and there can be only one hit marker from a triple hit, and not all of them blink on the screen along with the turrets and other special effects.

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Suggestion from Nacho#9143 (241955130155466752)

Add a notification sound when a player send a message through the game chat. Right now, a message can go unnoticed because of the chat size and colour

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Suggestion from Mr. Virus#4660 (500389755108982784)

Add a spilled can of beans somewhere in the next rundown. Preferably on the ground near the drop site.

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Suggestion from Mr. Virus#4660 (500389755108982784)

Make the crosshairs cleaner so it's less distracting, and we can aim easier. Examples in #gtfo-media .

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Suggestion from Aria1489#6937 (819809334887579698)

Customizable hitmark colors

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Suggestion from Nomad#7094 (223817950388420608)

inpliment security cameras which have various benefits. either to check on the terminal how the next zones up ahead look like or, lore wise, give access to previously recorded feeds like the audio logs you can find

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Suggestion from 𝐒𝐚𝐦𝐃𝐞#5295 (370464798502158337)

npc movement animation looks like 20fps with teleportations and not smooth movement. Fix pls

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Suggestion from cis#7476 (865157193741238272)

The human organism always worships the progression systems in games. First it was the rewards for skill, then it was random paid cosmetics (the loot boxes), next it will be the same casino, but the developers are not monetizing them, so it is just random skins. You have built to a new system, with true rewards for players, and not a random lootboxes without self profit.

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Suggestion from 𝐒𝐚𝐦𝐃𝐞#5295 (370464798502158337)

Add the ability to mark lying objects (e.g. green light sticks)

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Suggestion from 𝐒𝐚𝐦𝐃𝐞#5295 (370464798502158337)

Please make it possible to replenish instruments, instead of changing them. For example, do not change the smoke nitralizer, but replenish it so that the stock is replenished

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Suggestion from 𝐒𝐚𝐦𝐃𝐞#5295 (370464798502158337)

After breaking a door or a box, it automatically switched to the previous weapon.

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Suggestion from Disoriented Fox#0128 (474370182467420160)

The map updates for open locker/box items with icons of the supply for Ammo, Health, and Tool. It should also update if the item is pinged from a terminal.

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Suggestion from cis#7476 (865157193741238272)

So, if the spear faced oblivion for not "working as intended", how about a weapon that is designed to be dragged across the screen to hit 3+ enemies(like an old spear).

Btw, the spear wasn't even OP, but it was fun to use. You can say it is broken to be "fun to use", but...

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Suggestion from WhiteShadow#3406 (337024101208031233)

Baby versions of scouts that can spawn in rooms in groups of 10 spread throughout the room, only spawning in especially large rooms in deeper levels of the complex. They have twice the speed of a regular scout, and send out their tendrils twice as fast, but their tendrils are only a third of the size, and their scream when aggroed only spawns 3-5 enemies in a wave. Instead of shooting 4 projectiles that do 4% damage each, they shoot 8 that do 1% damage. Stupid idea that might just be annoying and gimmicky, but I feel like the baby version of strikers could use a friend.

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Suggestion from Sarbe#6307 (153972714321870849)

so giving the player explosive weapons is off the table, but what about sleepers that blow up as a primary method of attack?

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Suggestion from Bish#4550 (300445866538303488)

Make all cosmetics available. More grinding more cosmetics!! :xmadCat:

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Suggestion from S_W_I_F_T_Y#1337 (611450159812837377)

when you ping a resource, the locker its in should have a permanent icon show up next to it on the map, that only goes away once the resource has been taken, so people dont have to ping more than once per item

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Suggestion from WhiteShadow#3406 (337024101208031233)

So if nobody liked the baby scout, then I have another option: Baby Shooters.

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Suggestion from EverStayx#4403 (488208900101767168)

a feature that could transfer the host of the lobby

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Suggestion from Kaneki ♡#3085 (593407017478258720)

different prompt for placing mines

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Suggestion from Sader#5444 (231693652072726529)

prisoner efficiency requires not using any checkpoints

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Suggestion from Memorika_Fome#4042 (261750094909407232)

a second contextual button dedicated to dropping/replacing items

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Suggestion from Vance#2046 (103320890455891968)

Customizable UI. Kinda like FFXIV or the Division 2. Being able to move around different elements, make others bigger/smaller, option to hide elements. Even though things are pretty minimal, maybe I want to go hardcore and have no UI without forcing other people to do the same.

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Suggestion from Skyrope#8741 (266345176967020545)

I have heard a lot of people complaining about the new cosmetics system, specifically about how cosmetics are received. Currently, on the completion of a level that gives you a cosmetic, a prisoner will receive a random cosmetic. People don’t like this because they don’t really have any control for which cosmetic they get, and some are getting stuck with rewards they don’t want.

I have a simple solution. Instead of the player receiving one random cosmetic, the player will be able to choose one reward to keep out of three random cosmetics, so at least the player will have some say in what they get, while still keeping it random.

It will look like this in game: You beat a level that gives you cosmetics, and instead of receiving one random cosmetic, a UI shows up with three random cosmetics, and you choose one that you would like to keep.

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Suggestion from macek_jinnarmy#9190 (847957961540239392)

short videos from 10cc explaining how monster spawning works, and the basics on how to prepare for a bioscan in a new area. (i.e. a small tutorial series for new players)

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Suggestion from Destroyer (The Forsaken)#0694 (271747416242388993)

adrenaline shot/stim for the times when you need to get out fast

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Suggestion from Aria1489#6937 (819809334887579698)

Toggleable center dot on the crosshair

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Suggestion from cis#7476 (865157193741238272)

how about "yes" "no" "scan (as for a bio scan)" "faster (as for work/go faster)" and "conserve ammo" lines for communication wheel. But yes|no needs to be at the release, oh wait.

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Suggestion from Dagga Boy#0975 (660302082703753242)

bring back the "x" that appears on your crosshair 😦 i liked it. or alternatively, PLEASE bring in customizable crosshairs

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Suggestion from TARROK#7266 (774907121942659132)

!!! Give us Programmable Mines !!! [time-delay ranging from 0 seconds - the default setting as of now, which means instant explosion on contact of enemies with laser as this is good for closed doors - and 1 , 2 up to 3 seconds delay] so we can actually use the mines on enemy groups that are in open terrain.

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Suggestion from BaitRocks#5006 (177510233957072896)

an option to sort boosters etheir by name or by what they do

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Suggestion from cis#7476 (865157193741238272)

I want a present for Christmas, let this present be a removal of spiters. Make us happy

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Suggestion from 𝐒𝐚𝐦𝐃𝐞#5295 (370464798502158337)

Add a device with which you can shoot motion sensors

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Suggestion from Sarbe#6307 (153972714321870849)

The amount of my friends that have gtfo has exceeded the squadsize limit! Can we get a mode that supports a larger amount of people at some point?

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Suggestion from 2chill2thrill#2950 (489244995077931029)

I wish you could spectate while downed.

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Suggestion from Memorika_Fome#4042 (261750094909407232)

make the flyer's hurtbox a little bigger

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

revert main and secondary to high and extreme or change overload to tertiary, keep the same naming convention throughout

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Suggestion from Bish#4550 (300445866538303488)

Where are the red glow sticks????? Please add. Very important.

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Suggestion from Varok#3730 (95862629368631296)

New Warden's Supplier Bot: A small bot that can follow the prisoners to help them carry resources, it will have a limited capacity to carry (up to 3 or so) to carry packs (Medi, Ammo, Tool Refill) and space for 2 consumables. During combat, the bot will lock itself to protect from any harm from bullets or sleepers

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Suggestion from basswhole#8286 (349010882015002624)

Being able to resume a run from a checkpoint (If left halfway through the game, give the player a checkpoint to resume from until completed), seeing as some levels can take a long time to complete/something irl happening. This could totally make the game a ton easier if not done correctly, so something like keeping the previous ammo or giving only a set small amount of it could help. Although matchmaking would have to be looked at since just joining some dudes random checkpoint through matchmaking seems busted, it would be nice to still be able to be rewarded from time spent on the game instead of spending a ton of time on a mission only for the player to not be able to see it to the end.

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Suggestion from Sir Fancy#6187 (144586792291663872)

If you complete a run without using checkpoints, award the team somehow either by boosters or better cosmetics to incentivize doing a "1-run"

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Suggestion from gravez#5058 (665587871775719435)

new enememy type trip wire tht set of room and infects

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Suggestion from SpicyNoodles#5825 (296510973647257600)

sleepers with Christmas hats for the duration of Christmas

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Suggestion from SpicyNoodles#5825 (296510973647257600)

introduce subtle and weathered seasonal decorations in the Complex during worldwide festivals, done within the devs' free time of course

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Suggestion from 𝐒𝐚𝐦𝐃𝐞#5295 (370464798502158337)

There are very few modifications of weapons, scopes and silencers

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Suggestion from Memorika_Fome#4042 (261750094909407232)

on the main rundown page, drop the tally count for the number of times each objective has been completed within a run.. too many folks want to PE c3 and d3 before knowing how parts of the run work, and the idea of an uneven tally counter contributes to this

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Suggestion from Kaneki ♡#3085 (593407017478258720)

weapon inspect animations

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Suggestion from TenguKnight#6404 (215135833378914304)

Give the old hammer skins as rewards to EA players

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Suggestion from Mr. Virus#4660 (500389755108982784)

Make the Flying Polyps foamable. I want to see them drop to the ground with a hard "crunch" noise.

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Suggestion from WhiteShadow#3406 (337024101208031233)

When you step in blood from enemies, it makes smears and bloody footsteps wherever you walk for a certain distance

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Suggestion from Mr. Virus#4660 (500389755108982784)

For April Fools, the Scout should sound like the Scout from TF2. Like when extending the tentacles, it should say "Ey, look at me, look at me!" and its death scream should be replaced with "Freakin' unbelievable!"

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Suggestion from 𝐒𝐚𝐦𝐃𝐞#5295 (370464798502158337)

Perhaps some of this will be helpful:
A folding metal net, a net grenade, a grenade with motion sensors, a net that could be placed on open doors to contain or catch / hunt monsters. Harpoon net. Folding barriers / shields. Motion sensors could mark enemies in a room only within the sensor's range as a consumable item. Brass knuckles with spikes / nails. Night vision camera or night vision goggles as a tool.

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Suggestion from 𝐒𝐚𝐦𝐃𝐞#5295 (370464798502158337)

Loading the game: press and hold, press hold again and press, press and press again to get to the main screen ... What is this, checking the mouse? For what?

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Suggestion from 𝐒𝐚𝐦𝐃𝐞#5295 (370464798502158337)

just add a button - throw the item on the ground

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Suggestion from Coda#7376 (129399345350049793)

Add rare "bloated" enemies, or whatever you might call an enemy with a bigger stomach, that when killed will drop a pack. It could be something that is barely moving so you can identify it on a biotracker, or have a special marker for it. The idea is that you can have less lockers and provide challenge (especially on the deeper levels) where you can't necessarily see these packs on the terminal, but you will be able instead to go on the terminal and have a status on refill packs like "missing" indicating that it has been misplaced and consumed by said enemy. I am not suggesting an enemy that can walk around and consume refill packs that you have to fight to get them back, but instead they will spawn already with some pack inside, and a terminal will say "Status: misplaced" or something like that, to give you an idea that it is inide the said mob.

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Suggestion from basswhole#8286 (349010882015002624)

A levelling system

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Suggestion from Red_#6871 (107645711499182080)

Cosmetic rewards for completing levels without using checkpoints. Similar to the system for main, secondary and overload completions

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Suggestion from Ninjaguy1002#7066 (689242093788463136)

New enemy which does not automatically know where the players are but roams around the complex, has the ability to open doors, does not appear in the tracker, makes a distinct sound when its near

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Suggestion from cptForge#6842 (297946193579999232)

Bots should follow the lead of players for the final expedition scan at the end of a level. Ie on D1 both I and the other human had never stepped foot on the final scan but a bot stepped on it and before we realized what was happening finished it before the audio log finished. On other levels it seems hit or miss if the bots decide to stand on the scan, it seems they just pick a spot to stand for the final fight and I have to hope it happens to be in the scan.

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Suggestion from jonasopdk#2689 (291624581113053184)

add the ability to kick players

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Suggestion from chae#6666 (470191731934232578)

Flyer Scouts

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Suggestion from chae#6666 (470191731934232578)

Shadow Flyers

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Suggestion from Mr. Virus#4660 (500389755108982784)

Add murderous albino chimpanzees as a sort of horde enemy (weak individually, but they come in large numbers)

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

add a text box for the code as well as the auto detect for people that use services that dont allow clipboards

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Suggestion from Serit#7757 (228058059472240640)

shadow mothers

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Suggestion from Grim#2965 (437274022175047691)

weapon customization

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Suggestion from Fish#9000 (95264266248003584)

make the sniper scope's range-finder usable

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Suggestion from Jakali09#6328 (533722080714293248)

sleeping flyers

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Suggestion from Moss#5746 (660969894506135573)

ability to earn different skins for melee weapons as extra cosmetics so you could earn the maul, old sledge, gavel, and mallet for the hammer, and then maybe like an different types of knives, a charger horn spear?, or actual wooden baseball bat, +others. I really just want the maul back

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Suggestion from quinoa#9190 (366044037284757514)

shadow-charger-scout-tanks

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Suggestion from Incompetence#5028 (216541045905686528)

option to manually detonate mines instead of using a laser tripwire

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Suggestion from basswhole#8286 (349010882015002624)

Weapon palettes?

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Suggestion from Wheatloaf#4302 (124937491617677313)

bat should knock corpses at least a meter or two away home run baby it's all about the mets

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Suggestion from chae#6666 (470191731934232578)

Flying Spitters

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Suggestion from chae#6666 (470191731934232578)

Flyer Mother Scout that gives birth to flying Baby Spitter Scouts

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Suggestion from 2chill2thrill#2950 (489244995077931029)

Allow to look for multiple rundown levels when solo match making

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Suggestion from Hellbughunter#6819 (326089694234411011)

A way to test weapons without the need to start a new rundown level everytime

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Suggestion from Avaahnaa#0623 (240540549726208000)

Blood splatter on character models

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Suggestion from cheez#6372 (471704951584849930)

a mission where you have to refuel a reactor i mean you have to refuel them at somepoint

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Suggestion from yht0rt#2052 (338008533809365015)

I understand why the boosters are consumable but I personally hate consumables so I would like to suggest a mechanic to convert consumable boosters into non-consumables. I'm thinking something along the lines of splitting the twenty booster slots into five permanent slots and fifteen consumable slots and a booster can be made permanent by burning four other boosters of the same type. The selected booster would then be moved to the permanent booster section where it could be used or discarded.

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Suggestion from SilverWriter#5247 (708159796699725835)

personally i play with the game kinda loud, i think i would be amazing to be able to bump the volume up for your teammates, it would be usefull if you cant hear someone on the chat, it would be like the chat system on valorant (and other games), to hear better your teammates.

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Suggestion from Memorika_Fome#4042 (261750094909407232)

a consumable that reveals a short radius of the map based on your location

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Suggestion from Wüolf#3334 (293276238498496512)

Allow us to give and swap resources to/with teammates respectively.

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Suggestion from TenguKnight#6404 (215135833378914304)

change the EA reward palette to something actually useful, such as fully customizable colors or several palettes to pick from.

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Suggestion from TenguKnight#6404 (215135833378914304)

Apparel reward for completing all prisoner efficiencies.

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Suggestion from SubZero_KitKat#8485 (419303743419580427)

petition to make the bots only take resources as commanded and use them as told, so i dont have to hear thank you 4 times when i did not want sentry ammo for a scout room

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Suggestion from Lemon pi3#0907 (310858897357406211)

spider-like enemy that prioritises moving in roofs that can drag an enemy with its tongue if the player is at a long distance (kind like lfd2 smoker but only stunning the player when it gets dragged to close to the enemy or suspended in air) and you can save yourself/teammate by killing it or shooting the tongue. It could be found in alphatwo or in cave like maps.

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Suggestion from Memorika_Fome#4042 (261750094909407232)

some way of showing map with limited opacity whilst ingame so that you can move around and simultaneously see where you are on the map. Currently players can just open map periodically after moving some distance, so this would just be QoL thing

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Suggestion from 2chill2thrill#2950 (489244995077931029)

Maybe add a way to craft Apparel/Cosmetics from Certain amount of boosters (like 15-20)

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Suggestion from Odd_Bin#3218 (395243852602146817)

A new stealth enemy that isn't a scout variant. The scout is a really well designed enemy but it would be nice to get a new stealth enemy and not just another thing that runs at you or shoots at you. I'm not entirely sure the kind of enemy that would fit. Maybe a stealth enemy that roams around the room, with careful pathfinding or something. it doesn't have to be something that calls for backup just something to spice up stealth besides just adding fog, or turning off the lights or putting two hybrids next to each other.

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Suggestion from Landbob#1964 (543297459095601172)

nvgs at the cost of a special weapon

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Suggestion from Mercurial#0064 (264038011048558594)

ability to command bots to pick up/replace stuff so I don't have to yell "throw some glowsticks here" twelve times.

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Suggestion from Ventis#1022 (151200039866335233)

The ability to mass query from the list of items from a terminal so you don't waste time looking at a terminal and focus on the main obj in a mission

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Suggestion from Katzenwerfer#2028 (618612008744517672)

Allow to chain commands using ;

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Suggestion from ArrogantLife#4592 (141713709171998720)

a possible way to sync bots for coordinated stealth attacks. Have seen other games implement similar things. an example would be Ghost Recon: wildlands with synched sniper shots. You can que everyone to attack a specific target then have it run on the countdown command so that at the end everyone attacks together. Still give it a bit of a requirement to pay attention otherwise the bots will go without you. since there's the mechanic of only holding charge for so long. it feels like there are still ways to implement a sync and still have a penalty for waiting to long

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Suggestion from MumbleAlien#7240 (269580610224390145)

This is more for the veteran players. Is it possible to implement an option for a HC (hardcore) mode? HC means, you play without checkpoint and a lvl version without nerfs. Bugfixes ok but no nerfs, like floaterwave was to strong, was adjusted and are less floaters now. HC = the map is like it was released without nerf (v1.0) + if you aim for the PE Symbole and you used a checkpoint, you won´t get it. Because PE means efficiency = use of a checkpoint = no PE symbole.

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Suggestion from cheez#6372 (471704951584849930)

this is more of a map request but i feel like every rundown should have an easily accessible reactor mission thats not d3 sort of like the r1 reactor but itd just be nice for a wave defense map with high replayability

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Suggestion from cheez#6372 (471704951584849930)

have an option to matchmake not completed missions

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Suggestion from Ash_The_Boi_Guardian#4695 (347749756518268931)

would it be possible to add additional voicelines for bots about communication between the prisoners like encountering sleepers, taking fall damage etc. something i've only observed with players, i've only played with bots or a 2man player squad and it would really add to the immersion for solo players

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Suggestion from cheez#6372 (471704951584849930)

the ability to stack boosters but only to a certain point with no overcap so muted boosters could stack similar types say a med-x provision booster you could stack them with compounding effects but will not cap over say 20% agressive could be 100% max stack and bold 50%

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Suggestion from Mr. Virus#4660 (500389755108982784)

Add enemies that can crawl around on non-floor surfaces like creepy spiders. Even better if they're "indirect threat" enemies, like the Scout or ||Mother||. 🕷️ dauda_bonk

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Suggestion from 老渣xLarge-UselessnesSx#8963 (441470190014693386)

Finally new animation can make pumpshotgun actually cock...!
But I think this new system didn't work that well with some fullauto weapons. I remember their bullet used to be land at where the dot in sight aimed to. But now, with new animation, the landing point is not fitted with animation. Usually bias to right side of sight's dot. And its not at the center of the screen, too. (I particularly use a external crosshair to exam that!) (Some are exception. Burst SMG and Bullpop are almost exactly the center of screen)
I think this not that friendly to weapon sprayers...?
Personally I prefer let both actual landing point and sight's dot always stay at the center of screen. Recoil are performed mostly by camera. Even if the weapon shakes, it won't affect too much. If I can't explain well, just image how APEX legend did.
Of course, shotgun still works fine for their low fire rate. Great job!

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Suggestion from GrandpaJuicer#6901 (114501977336971269)

the ability to customize weapons with attachments that can help with stealth or recoil control.

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Suggestion from GrandpaJuicer#6901 (114501977336971269)

One time use upgrades for tools that you find in crates as you clear floors that give big buffs to help with fighting during alarms

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Suggestion from Aria1489#6937 (819809334887579698)

Sorry comms

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Suggestion from Afonsorodrigo4#7359 (310137350711672833)

Having an option that host can enable it on lobby that is Anti-kitting measures off/on im not saying the game looks bad with anti-kitting measures but some people wants to play without anti-kitting measures soo why not add on lobby that option the off and on, Since R1 i loved to run without having an stroke xD

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Suggestion from cheez#6372 (471704951584849930)

whilst its been requested before in previous rundowns and maybye this rundown idk a heavy performance update would be nice since i find myself crashes lots this rundown and it would be really nice to get more than 20 fps in game

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Suggestion from Mr. Virus#4660 (500389755108982784)

Make the carbine a "permanent" weapon like you did with the HAR, it's positively great. Either that or the sawed-off would be nice.

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Suggestion from biggs#2615 (369493172117569537)

Audio logs play on terminal without having to be confined to it..

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Suggestion from spade#8312 (853780174301954048)

It would be nice if you could invite people who you played with in previous rounds to lobbys

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Suggestion from Moss#5746 (660969894506135573)

Possibly reduce the aim-bot of enemies now that there's a stamina system. It was already annoying to get hit from a mile away by a normal striker while sprinting away from it in R5, but now it happens way too often. There should be no reason that a team has to resort to guns in order to come out with everyone's health above 60 because a medium-small room, of only normal enemies, woke up. I'm not saying make it R2 where all you had to do was sprint and you never got hit, but it's a little excessive combined with stamina.

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Suggestion from Dogpetkid#3412 (169284360435007497)

since the complex is a mining facility, there should be holes between floors that the players should be able to travel through that the workers accidentally drilled

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Suggestion from WhiteShadow#3406 (337024101208031233)

Have dormant Fliers within the complex, in created 'nest' areas, where they use their tendrils and hang from the roof. Gives a reason to look on the ground, and up at the roof. Along with this idea, you could have players find a large room with a massive cocoon in the center, where it's like a beehive but for the flyers

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Suggestion from Exia#6463 (232977631711068161)

new melees are awesome. Love the variety. My suggestion once again is for a katana. Same animations as a knife, but longer range

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Suggestion from Charliey#0001 (306763642777632768)

Let levels be loaded from checkpoints if everyone in the squad has reached the said checkpoint. The main issue I have right now is when we get stuck on a certain checkpoint, redoing it over and over again drains you. If we could take a break without losing all of our past progress on the level, it would be a much more enjoyable experience. I assume we're not alone when it comes to this sort of situation.

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Suggestion from InnerDemon#3266 (270145046966173696)

Add an extra weareable slot for fog turbine and glowsticks selection, overall speed is slower but can use weapons/melee. Weareable glowsticks and not just an object to throw.
Checkpoint selection on map by players choices rather than fixed position for QOL change.

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Suggestion from BoBo#4004 (295925468069232641)

Can we do something about ammo balance? can each pack give like 25% to each weapon? Why does an ammo pack give me 15% Primary and 40% Secondary ammo when Im using my primary so much more often. It sucks that 2 ammo packs can fill your secondary but it takes like 5 for your primary. Maybe add an overfill mechanic that will give you more ammo for a gun if the other one is 100% so you arent wasting anything

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Suggestion from Saint-Funky#3625 (208595588709613569)

Please add settings to change fontsize

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Suggestion from Will of DAce#4155 (299357956703518722)

Some sort of voting system post wipe or op in at the start of match or something in regards to using checkpoints. i.e. if I'm doing the same checkpoint to wipe for like the past 2 hours, i shouldn't be punished by losing any artifacts collected if i op to leave since host wants to continue. It would be nice to have it not entirely dependent on the host. sometimes players dont know they are and just return to lobby when the other 3 want to continue from checkpoint as well.

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Suggestion from biggs#2615 (369493172117569537)

bioscans progress if within the circle when downed. usually i would not suggest making the game easier, but with bots that sometimes melee with full ammo or friendly fire each other.. (people just kick bots from game and then add them back after scan.) would make sense mechanic-wise since we are not actually dead when downed. T-scans would also seem more frightening this way.

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Suggestion from biggs#2615 (369493172117569537)

when scouts send out tendrils an animation to their head would be more immersive. say their head opens up, like the sleeper artwork image, when feelers come out

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Suggestion from Nostarno#3072 (825872754569773107)

controllable RC car that makes no noise you can drive around to scout rooms and you can detonate it like by sleeper/scouts to kill them but that alerts the room but it takes a new tool called hacker that burns tool as it controls the car kind of similar to charging bars phones and such use or like the charging bar in FnAf for the cameras lights and doors but with the RC's and possibly ability to hack and control the robots we see around labs

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Suggestion from CaptainAhAb346#2829 (567038068754874390)

please buff ammo reserve for heavy assault rifle. it burns through it way to quickly. otherwise, a very good gun. the holo sight could be a little less flashy. something simple and easy to see through would work.

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Suggestion from Ninjaguy1002#7066 (689242093788463136)

weapon cosmetics after we beat a mission ( I really want a bloodied up hammer and a purple AR)

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Suggestion from EclipticChaos#2474 (172082376774516736)

Steam achievments?

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Suggestion from Lila_Michael#7813 (263826025270476811)

Optional checkpoint rooms instead of doors

The current checkpoints placed right before difficult/long sections take away the weight of decisions and with that a very important part of the challenge GTFO is meant to provide as a hardcore game. Failing means that there is something to overcome and to improve. Succeeding where you failed several times becomes the more satisfying the more you realize the difficulty to succeed and the consequences of decisions.

For me and those who I played with several otherwise stunning situations were already ruined as there were checkpoints before certain rooms taking away the gravity of decisions and the pressure to not make any mistake.

My suggestions: Optional zones with Checkpoint rooms

-Only after certain difficult or long sections sec-doors leading towards **optional **zones with an HSU-storage gets unlocked. Difficult sections wouldn't be softened by a CP beforehand while very long missions keep CPs.

-These special storage's serve as restart points in case the team gets wiped. The zone ahead of this room contains an appropriate challenge based on the mission difficulty ranging from just a few Sleepers for A-Tier up to a Hydra or something alike for D-Tier expeditions or maybe many Spitters to sneak around as a non-combat-challenge. Players would be offered the decision to either ignore the CPs and save time or put in a bit more time and work to get the CP.

-Only after completing this challenge the HSU room unlocks with some supplies in it to compensate for the detour along with the checkpoint safe.

-Should the next main sec-door be opened the HSU room will be sealed for the rest of the expedition. The checkpoint would still have to used at a certain progression.

-A restart randomizes all remaining resources, containers, enemies, codes and item ID-numbers just like a full restart.

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Suggestion from Lila_Michael#7813 (263826025270476811)

Riposting after shoving

Would like to have shoving an enemy during any point of their attack animation either significantly increases the melee charge up time or immediate charges the melee weapon up to allow a follow up attack for a brief moment. The enemy would still be staggered. Maybe a special animation for these counter attacks could be added as well.
Larger enemies would require two shoves as their attacks are a bit slower. Missing a shove or a counter attack would however increases the pulse by a lot or briefly make the player more vulnerable to attacks.

I barely see anyone using shoves and even I almost never use them. Making shoves to a mechanic that rewards timing, skill and reaction time even more than now would most likely provide a lot more variety for melee combat and something new to master.

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Suggestion from CaptainAhAb346#2829 (567038068754874390)

please revisit scatter gun nerf. My teammates and I agree that the nerf was too strong, and some of its power, ammo, and over penetration should be returned. It is very hit and miss now, making it not a very viable weapon to bring in a 4 person party, but even more importantly a duo.

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Suggestion from Windows XP#1160 (265601376225198081)

Small S Bioscans

Similar to small bioscans, except it is an S alarm bioscan. Since they are small, only one player is needed to fill them. However, since it's an S bioscan, leaving them would decrease the scan progress.

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Suggestion from Moss#5746 (660969894506135573)

Ability to crack glowsticks before throwing them.
that way you can see right in front of you without alerting anything and be able to move the light with you. If you cracked a glowstick, you would have to throw it before switching to something else, or switching to something else would just throw the glowstick like you tapped L-click. Just in case you want to open a locker or a box while holding them, the crack button could be R and not E or it just doesn't crack the glowstick when you have the prompt to open a locker or box, etc. It's not that it would make the difference between success or failure of an expedition, but it would be nice and increase immersion. The main use would be for sneaking through a crowded room like the mother room in R5E1.

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Suggestion from Moss#5746 (660969894506135573)

Be able to drop glowsticks at your feet with right click

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Suggestion from WhiteShadow#3406 (337024101208031233)

In deeper parts of the complex, introduce more twisted and mutated versions of the average sleeper. For example, strikers and big strikers could have another mouth in their chest, lined with teeth. It could make them more of a threat, and could even show a sort of transition stage to how tanks are made. For the shooters, their entire head could be engulfed by the growths on it, with no arms entirely, that shoot 3 times the bullets. Might be a bit overkill for the big shooters, but I think it'd be cool to really cement the deeper parts of the complex as being fucked up and dangerous to those who enter it.

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Suggestion from Aria1489#6937 (819809334887579698)

A scout, that when alerted, teleports the players to a dangerous dimension

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Suggestion from Statyk#7176 (100649186910801920)

TrackIR support would greatly enhance immersion. The SDK is publicly available and supports Unity. I'll even pay for the Dev's TrackIR I stg

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Suggestion from N̊̃̆ȇ̂͡b͒̓̃ṳ̒̒l͂̐͌a̮͋͡#5054 (466903802595901450)

custom presets

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Suggestion from Lila_Michael#7813 (263826025270476811)

Using each Rundowns A1 Expedition as demo

I currently don't find any mention of a demo version and already encountered several players that already realized GTFO is not for them during the first few expeditions. I'd like to have the A1 Expedition of each Rundown being used as a demo.

This one expedition shall be entirely unmodified to show what GTFO is about so that players can better decide whether or not the game is something for them. The A-Tier expeditions have already been very simply tutorials/entries in relation to what GTFO is about.

I dare to assume that simply cutting out a single expedition wouldn't be much work and at the same time would still allow to connect to the matchmaking and other players.

Players that match the criteria of GTFOs gameplay would be more likely to purchase it, while those that don't would hopefully stay away instead of requesting for GTFO to be altered from what it is intended to be since the first announcement.

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Suggestion from TheWrong1#3809 (534031436504760324)

random generated objective with randomly generated enemies spawns. in a giant map that as many rooms. sometimes a room will be filled with giant, sometimes respawn, sometimes mother/dad. example: there's a generator room, this room might be an objective, sometimes nothing is there, sometimes its filled with crazy supplies. sometimes its just a trap filled with 5 mother sleeping. you might have an objective that is far left with uplink on far left map and one cell to take far left to get to a small generator. The goal here is to give a huge created map, a LOAD of random content to give every single player a stress of what to do and actually teamwork to find how and think what to do and how to do it. this is also an idea of when the game will not receive anymore updates. like this there will always be actual possible new content.

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Suggestion from Mercurial#0064 (264038011048558594)

audio occlusion

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Suggestion from POGTFO#3315 (278029453014335488)

i beg you, pls remove friendly fire for bots similar to other coop games. compensation could be reduced accuracy for them or keep them the same way.

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Suggestion from 𝐒𝐚𝐦𝐃𝐞#5295 (370464798502158337)

Optimize pls other levels. A1 is only optimized so that new players do not return the game, at other levels there is a loss of fps from 140 to 50

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Suggestion from Comrade#8366 (178298258353946624)

add a matchmaking queue for random levels with reward incentives (increased loot drop?) to have a pool of players to fill matchmaking slots

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Suggestion from Happy House#9005 (258991629124239372)

flamethrower Aggressive_Artifact

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Suggestion from Memorika_Fome#4042 (261750094909407232)

a more noticable animation when you sidestep dodge. I had no idea that was even a thing

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Suggestion from cis#7476 (865157193741238272)

can we buff side dodge? At least back to how its been

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Suggestion from Rey Jones#8228 (569403083038392343)

please give us a clue or something on what happed to doctor stokes

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Suggestion from MSD#2955 (741413206492446761)

story mode. i'm on d1 and i've heard/read 0 story because people don't stfu during voice overs, and don't want to wait for people to read terminals

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Suggestion from cheez#6372 (471704951584849930)

allow us to leave a lobby when in the waiting for host to make a decision screen since some people either dont know how or purposefully stay there to annoy people and restarting my game isnt very nice
also instead of a story mode an in game archive of sorts to read discovered logs and listen to audio logs including the Schaefer in game audio like the door in a1 or the ending of d1

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Suggestion from DARKMOONlite#6280 (568708499220201472)

Advanced Terminal Commands: Me and my friends have recently started playing GTFO and have fallen in love with the terminals scattered across the many levels of GTFO. We were pondering a few ideas that expand the terminal system and homogenize it with other mechanics, maybe the terminals could be connected to a few different systems in the Rundown. For example being able to activate fan systems or emergency lighting in a specific room, however at a cost of course (perhaps "override keys" found throughout the level or requiring the degradation of other room's systems). I Believe this would be a good addition to the game because it would allow players to develop multiple viable paths through the level by dictating how to face each obstacle. I believe this is a realistic addition to the game because at the simplest level it doesn't requires additional animations, models or systems to function well. Other GTFO players, what's your opinion? I personally love the terminals and would love them to be expanded beyond just the ping, list and query commands. what do you think?

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Suggestion from Ryuggo#7030 (178086069743517696)

Map collection
You could use terminal to download map pieces of the previous zone (you're in zone 174, the terminals in it could download the map of zone 173)
You would only have the map shape and the doors. No lockers, no other terminals, ..
Each time you download a piece of map, it would get added to your personal archive, and when in the lobby, you could see the whole map, and use it like in game to draw on it and discuss about a strategy to win
Players who haven't gather all the pieces would just see blank space, so you actually need to get the map yourself and can't directly get helped by veterans

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Suggestion from Ryuggo#7030 (178086069743517696)

Map collection bonus
When you finished the level, if you gathered all the map pieces in one run, the map would be upgraded and you'd have more info :
-where there is fog
-alarms level on the door
-position of all stations (terminal, cleaning station, ..)

More op ideas :
-what kind of enemies will be encountered in the map
-zone with scouts ? (this is prlly too op)

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Suggestion from cheez#6372 (471704951584849930)

the spear currently is just a worse hammer what would make it nice is if it could kill charger scouts which would make it much more worthwhile to use

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Suggestion from Mr. Virus#4660 (500389755108982784)

Maybe add enemy-shaped stains after their corpses liquefy, or just a gross cloud or something.

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Suggestion from Yohn#6919 (230042510532149248)

creepy crawler sprider like mobs to most maps in certain places, see/not see them lurking in the celing and rope down behind/infront of you and your friends would add a lot more paranoia and fun times!

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Suggestion from TenguKnight#6404 (215135833378914304)

A volume slider for the voice of my own prisoner character.

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Suggestion from DarkMatter Corona#5025 (456069402375487498)

have levels for the next rundown to be submerged in water. Some water pumps are unmaintained and flooded some parts of the complex. You can swim if really deep (though for a limited time since you run out of oxygen), you can shoot but bullets have limited range underwater, you can sprint if not that deep (but half the speed and this applies to the sleepers as well), probably introduce new sleeper variant found near submerged areas.

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Suggestion from wWild#9334 (294543740394012673)

Boosters that can affect the Melee Weapon Charge Speed

Some will make it charge faster or some will make it charge slower.

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Suggestion from ˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞#3270 (153239663455371264)

Sherpa Discord roles to players that engage with and teach newer members how to play the game.

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Suggestion from joshsnek#6927 (391596863469387776)

glow stick colours either being customisable or affected by your skin. Just a bit of fun really, but it would have done usefulness and it would allow people who want red glow sticks to be allowed them

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Suggestion from RyK#4752 (324660247140761600)

Change stamina so it only gets the in combat effects when there are active enemies within x number of rooms instead of being linked to active alarms (error alarms)

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Suggestion from Kyrozen#9020 (209577425405739009)

Add booster multiplier or some other sort of incentive to play with players. More players. More boost.

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Suggestion from Memorika_Fome#4042 (261750094909407232)

for refills, have left-click be bound to using on yourself, right-click bound to using on your teamates, and just leave 'e' as the swap-for-different-items button.

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Suggestion from Calcium#7773 (413282879309742081)

A new enemy that spawns waves until it is killed. Basically an alarm that is tied to a creature instead of an objective

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Suggestion from Calcium#7773 (413282879309742081)

Have an expedition where you have to escort an alive but contained specimen (could be an extention of the previous idea) to a different location in the complex. You would have optional zones around the path, in which you collect resources and something that keeps the specimen docile.
When the specimen is not docile it could call enemies, which try to break it free.

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Suggestion from ⚜ Hamiradon ⚜#1426 (147763286333587456)

A Deployable heavy machine gun (tool slot), which functions like a stationary, but very stable high rate of fire weapon similar to a full auto burst cannon, maybe give it frontal shields/protection against shooters, unless a cover/dodge system can be implemented into it.

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Suggestion from Kyrozen#9020 (209577425405739009)

Speedboost or if it already exist, even more movement speed boost for the knife to compensate the fact you are essentially jamming a toothpick into monsters and to better facilitate the knife's ability to score many sleeper kills with its fast charge rate.

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Suggestion from cheez#6372 (471704951584849930)

a shotgun revolver for r7 maybe that's basically hel revolver but a shotgun

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Suggestion from Ikimono#1084 (251119038908858368)

One thing that I long for in this game was more character interaction between the prisoners. Ex:"What was that?" "I dunno." "Well go check?!""I wonder what it is that the Warden wants us to find this time?" "Some piece of scrap probably.""Biotracker's picking up a lot up ahead."-Those sort of interactions to give the characters more human and naturally occur as set pieces are seen. Add in a layer of people desperate to survive through impossible situations for any normal person to be going through. The Panic, the fear, moments of courage and exaltation when things go well for them after an objective or at the end of the mission. The pain that infection brings to their lungs as it burns from the inside and clouds their vision.

And then I played with bots... And realized that half of the vocal charm that I was so desperately wishing this game had... was already there, it just only plays when there are bots?Please, I'm begging you, expand the characters interactions. Give them foils, sounding boards to resonate with, moments of pure fury where they can vent their anger of the whole situation. It feels extremely weird for 4 people to drop down into this god forsaken pit of absolute darkness and horror and to just silently exist for 1-2 hours with each other without communicating. (Unless one of them falls off something and hurts their foot)

I LOVE the tidbits of voice acting that are in the game. Please, Please, PLEASE(!) expand the dialogue between the characters for that immeasurable extra layer of (I would say icing but that's not fitting for a horror game)... "shaved truffles" that will perfume the experience and give it the utter unctuousness that it so disserves!

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Suggestion from Kyrozen#9020 (209577425405739009)

Add a visual blurb of something crawling/receding deep into the Strikers' body if you destroy their head without killing them. It can be as simple as their glowy proboscis part retracting post attack. It should add some more visual clarity for players to realise that the screaming, headless striker is still alive.

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Suggestion from AdamRefined#7652 (814629611521441852)

Revamp the Charger scout. I like the way he looks and moves (minus the tentacles) but as he is now he's just another scout with head armor. When we saw him in R5 my first thought was to watch out for new tentacle patterns and timings and to my disappointment it was literally just the same as a normal scout. Me and plenty of the community were heavily disappointed in this and I'd like to suggest a few basic changes to it.

  1. Change the color of the scout scream, normally scout screams are green but it would be very cool to have the charger scout scream a different color like an orange or a red or even a Grey color

  2. The scream pitch, chargers have lower clicks and noises so I suggest making the charger scout scream deeper and a little more raspy. Maybe a tiny bit louder too.

  3. The tentacles, I've seen numerous concept art for different tentacle lengths and patterns for the charger scout. Chargers seem prickly and sharp right? Why not make the tentacles zig zag really hard a bit more in random directions with some being super long and some being fairly short making them a bit more unsettling and unpredictable to deal with. I would also suggest making the tentacles retract and activate him much faster, almost instantly upon touching them to make it a much bigger threat to hammer rushing while the tentacles are out.

I'd really like to see the charger scout as a threat, because right now it's just a reskin.

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Suggestion from Aria1489#6937 (819809334887579698)

Black fog that's not infectious

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Suggestion from schmail#9858 (171265504340738049)

stamina bad! get rid of it 🙂
i had a lot of fun jumping around in the complex hammering everything. this aspect of the game did not need to be "realistic" imo. it just reduced the fun for me.

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Suggestion from |RyuTheNinja55|pode#9417 (309027107697197058)

Shapeshifter Monster?

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Suggestion from |RyuTheNinja55|pode#9417 (309027107697197058)

an tool Which with ultrasounds makes the scout's tentacles retract, obviously they are only audible by scouts, It will not alarm them and obviously serves not to wait for the scout to collect them by himself
This tool will stun the scout for 1/2 seconds, obviously in the levels it will be very rare to find

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Suggestion from ˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞#3270 (153239663455371264)

add subtitles to the audio logs ie: A1 entering zone 80, I'm playing with a deaf friend and he has no idea about the audio logs.

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Suggestion from ˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞#3270 (153239663455371264)

and to add to that could add visual representation when a room is active and when a sleeping enemy is stretching/pulsating but out of sight.

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Suggestion from Mr. Virus#4660 (500389755108982784)

Intelligent sleepers/enemy creatures that can use guns (preferably only main weapons for obvious reasons) or melee weapons. For balance purposes, of course, they'd have to be rare creatures, and quite weak defense-wise, but being able to survive by virtue of their intelligence, if not much else.

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Suggestion from MicH3L#8519 (304548541328654346)

Would throw a little suggestion into the room ... and indeed some weapons have a laser attachment on the weapon. the opponents. That would only be a small feature for the game ... because otherwise you could get rid of the laser attachments on some weapons.

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

the ability to copy paste links in chat

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Suggestion from |RyuTheNinja55|pode#9417 (309027107697197058)

I actually like the idea to implement new voice type And the ability to choose the voice of our prisoner
With this excuse we could also add the sex of the prisoner and have female prisoners, giving the player the possibility to have even more customization

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Suggestion from |RyuTheNinja55|pode#9417 (309027107697197058)

This is a simple note on animation, in terms of gameplay it is not a problem honestly but if you want to improve the animations I warn you that if you look at the prisoner's feet in the first person And you turn the view, the feet will stay still but the prisoner model will rotate, you could add a mini animation of the feet moving with the whole body while turning

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Suggestion from |RyuTheNinja55|pode#9417 (309027107697197058)

Monster that stick to the wall and to the roof too?

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Suggestion from Ellda#2324 (155442267107229696)

A discreet display on the screen showing what wave of bioscans you are on for a class X alarm. (i.e. "Class VI alarm: 4/6"). Just some nice QoL to inform people of progress towards the door opening. For atypical alarms this information could be omitted or have some kind of error message.

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Suggestion from Kotri#1954 (271014487451107329)

Persistent map markings. Will aid with points of interest and QoL. Alternatively, longer lasting map markings. Currently it is hard to lay out a complex plan because the map markings disappear (as a temporary solution we take a screenshot of map and draw on it out of game but in game would be fantastic).

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Suggestion from Mr. Virus#4660 (500389755108982784)

Please give us some way to get rid of those darn dirty cocoons, or at least lessen their effect.

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Suggestion from Saint-Funky#3625 (208595588709613569)

free camera when looking at our unlocked cosmetics

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Suggestion from Nerevarest#4895 (201232435713671170)

personal matchmaking blacklist, for hackers and trolls

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Suggestion from Mr. Virus#4660 (500389755108982784)

Maybe a consumable that momentarily distracts the sleepers, similar to Hunt Showdown's decoys.

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

an option for matchmaking to select not completed levels that way we can matchmake for d levels without joining a d1 level i have a few completions of this due to mm so it would be a nice qol addition

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Suggestion from Memorika_Fome#4042 (261750094909407232)

please add a way to add steam friends from inside the game

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Suggestion from galactical (Jonah)#8599 (668335851851481098)

Allow players to resume from checkpoint after having quit out of the game. It would be nice to not feel the pressure to stay up late or leave the game running over night so you and your team don't lose the checkpoint. The checkpoint can only be loaded if each person has not loaded into another map/started any other run since the last session. This avoids players abusing the system to load the last checkpoint and farm unearned clears.

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Suggestion from Cloud McFox#8312 (243736068380164096)

Character Select option in lobby

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Suggestion from Aria1489#6937 (819809334887579698)

Customizable crosshair colors

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Suggestion from Pepper™#0001 (407655015273201666)

approximately how long it will take to complete the level, like on the "preview" of the level it will say "approx -time- depending on what path you choose. This is to tell if you'll have enough time to complete the level because I heard some levels where extremely long and some have to leave mid-way through. Having a approximate time stamp could be useful.

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Suggestion from Sparky#0635 (134813005652164608)

New map tile called "The Ruins" this map tile the facility has started to break down to the elements as well as the biomass sleeping within the earth.

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Suggestion from MicH3L#8519 (304548541328654346)

Some people are probably wondering where the HUD of the trailer is ... because I would like to see my colleagues at the bottom of the screen! Maybe you could vary it a bit so that it doesn't look too big on the screen. <<

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

a glowing rainbow birther that explodes

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Suggestion from Azathoth#0092 (282545187283009537)

pls add collorblind support, for me its unplayable, sometimes i cant even see enemys that are right infront of me

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Suggestion from Memorika_Fome#4042 (261750094909407232)

exploding sleepers

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Suggestion from Moskold#9712 (118173643384553475)

scout mommy :3

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Suggestion from GrandPapaPoggers#7644 (639462680373231616)

separate lobbies for speedrunners and for new players

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Suggestion from Sebi337#0232 (236644050684346369)

Sherpa program in game that allows experienced players to lead "newer" groups in levels. Rewards the Sherpa with cosmetics if completed.

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Suggestion from Noots#2967 (202391701917007872)

An instant weapon attack (a melee or "pistol whip") this does small damage but also staggers the enemy(s?) in your face giving you a moment to back up. honestly its strange this isnt already a thing imo

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Suggestion from Rekhyt#4292 (232526862645985281)

When putting in a key in sec. doors, do a little insert animation or just the visual of the key half-outside

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Suggestion from Mr. Virus#4660 (500389755108982784)

Add a little animation for picking up objective items, like keys or data cubes. Nothing major, just grabbing it and looking at it for a second.

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Suggestion from RotatingCheese#4234 (156088439047979008)

add daily challenges that gives booster progression and encourages alternative playstyles

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Suggestion from spade#8312 (853780174301954048)

maybe there could be a tool that distracts sleepers with a noise or something and have them attack it but after a certain amount of damage it gets destroyed

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Suggestion from Varok#3730 (95862629368631296)

Allow to drop the Long Range Flashlight in the ground like the sentries to light up specific spots that would be useful for combat

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Suggestion from Memorika_Fome#4042 (261750094909407232)

be able to pick up/hold a deployed fog repeller

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Suggestion from Sparky#0635 (134813005652164608)

make the game spookier perhaps make some darker levels and enemies that are spooky perhaps they jump scare or stalk

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Suggestion from Landbob#1964 (543297459095601172)

A toggleable minimap on the HUD. Would make QoL and navigating a lot easier and since the warden can project commands and stuff onto your vision, and you can see the map in full size, it would make sense that there would be a smaller version of the map to navigate in areas close by. Perhaps enemies highlighted by the biotracker could pop up there as well.

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Suggestion from mvn_rvn#6551 (447908165414158339)

Blue and green syringes, because I really like the yellow syringe's idea of temporary buffs at a cost. Perhaps an adrenaline syringe that boosts movement speed but spikes your pulse rate at the end?

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Suggestion from Mercurial#0064 (264038011048558594)

the longer you kite giant strikers, the faster they get - spawn cap abuse solved

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Suggestion from Souto#6671 (231547592767569920)

Make an "enemy" that's basically just a silhouette lurking around observing you like it's trying to satiate some kind of curiosity towards the unusual sighting (the players), just something that you can notice and maybe ask yourself what is is and then see it run back to the shadow when you stare at it, me and a friend were playing and were also thinking that this game isn't that spooky anymore, specially after you get a little more knowledge about it, so we were thinking of something just to add a little shiver every now and then and even spark some curiosity around finding out what is it . Heck it maybe even use it as something later?

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Suggestion from IvanKomaru#0059 (625058610170560597)

Bots seem to 1. melee enemies when they are close, 2. use packs on self or another prisoner when certain resources drop below certain levels, and 3. attempt to revive as soon as a prisoner is down. These seem to always be the case, even during battles. From my personal experience, these actions happening when a wave is upon the prisoners often result in team wipe. Maybe disable bots from doing so when there are many enemies nearby.

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Suggestion from 300#3300 (589664600845189120)

let us have all the cosmetics when we get all the objectives for apparel done, the count for cosmetics is way over the obtainable amount as of current, and with all the re-skins and very similar items (such as the multiple red pallets, the prisoner masks having a "special" colored varient, like dauda's mask in comparison to a basic mask, etc.) I don't doubt some of these will soon be obtainable but we'll over half of all the cool stuff is locked away with no current use.

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Suggestion from mvn_rvn#6551 (447908165414158339)

Reload animations become more "panicked" during alarms or while on low health, like your character trying to speed up but fumbling the shotgun shells or missing the magwell.

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Suggestion from joshsnek#6927 (391596863469387776)

just a couple of changes to how bots use resources, like don't use tool refill on me unless i ask for it, and use disinfect on me if i ask for it even if the bot decides i don't need it. maybe there are others but these two stand out to me as things that have caused me woe in the past

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Suggestion from Mercurial#0064 (264038011048558594)

getting downed inside a bioscan doesn't stop that scan

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Suggestion from Aria1489#6937 (819809334887579698)

Getting downed in an S1 scan drops 10% of the progress for long ones immediately

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Suggestion from Coffee#6007 (185922165877506048)

syringe that brings down pulse a bit. Would work great for a quick drop in pulse during moments you really can't afford to slow down

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Suggestion from Acnasius#2694 (209706615350231040)

Maybe make the long flash light an object you can pick and place like a sentry. i know they are good for spitters and maybe usefull against shadows but honestly they are not that great and rarely used, largely ignored imho.

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Suggestion from Merv#7274 (720749845077295115)

a new bulkhead difficulty something harder than overload.

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Suggestion from Merv#7274 (720749845077295115)

add cosmetics for Prisoner efficiency

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Suggestion from Killeon#5523 (400505957869813760)

When ordering a bot to use C-Foam, make them walk to the position where the command was issued first. Right now they don't recognize if there are walls in front of them and just use it nonsensically from their current position.

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Suggestion from rylocke#1492 (607511018763059211)

A UV Flashlight that can be picked up from storage containers that glows purple and doesn't alert enemies as fast as the normal and long range flashlight (though still can alert them if pointed at them for too long)

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Suggestion from unknown_2#7307 (459884527293169667)

make checkpoints savable so when you quit the game it’s still there and we can continue instead of starting a new one

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Suggestion from m_o_s_h_u#7307 (459884527293169667)

scripted sequences, it makes the game more immersive like talking about the area or when falling (should include animation when falling) and after taking damage someone should joke around etc,

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Suggestion from m_o_s_h_u#7307 (459884527293169667)

why do I have so many ideas, make the bots kill a specific enemy by commanding them

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Suggestion from Gravy#7028 (322036024668848128)

More chatter amongst the main 4. I think this would best fit in story expeditions, but commenting between themselves about their surroundings (like the survivors in l4d) makes them feel more present as actual characters. Weather this chatter be idle, on reaction to enemies or events, It really would help. Some sounds like this already exist, like from R5A2 in reaction to their logs, which brought so much character and impact to the moment.

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Suggestion from |RyuTheNinja55|pode#9417 (309027107697197058)

I know that this game is 100% for Mouse and Keyboard but I just want warn you that the controller support for this game is kinda "meh", I tried for curiosity to play with controller and I had issue with aiming, is like there are many input lag or like the game don't get the right input by the controller,The aim isn't smooth. I don't actually care about that but I just wanted to say that the controller support needs some fixs

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Suggestion from |RyuTheNinja55|pode#9417 (309027107697197058)

And for controller people, you can add custom keybinds for controller players

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Suggestion from Yeeegz#1703 (155231369042067457)

Make map writings last longer or potentially permanent if prisoners choose. The lines we write disappear a bit quickly but this could be as intended to make planning a hold or route more difficult.

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Suggestion from biggs#2615 (369493172117569537)

floater scouts. no description needed

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Suggestion from Mortalcosta#0461 (381642244375183361)

Adding a color blind mode or allow players to choose the color of the UI elements. Helping us gamers who have disabilities 🙂

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Suggestion from Tulwean#8710 (400550740055031808)

After watching Markiplier and friends being loud in game. Make mic inputs optional for triggering the mobs through out the levels

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Suggestion from Dreamspan#8899 (252024550764576768)

you should not be able to roll DEX aggressive boosters (cfoam portion, mine damage, sentry speed/damage) with biotracker CPU speed as a secondary positive substat

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Suggestion from Krea#1111 (271385434137821184)

add an option to view the level layout before starting, similar to swat 4. it would be helpfull to not having to run levels c3 multiple times just to learn the layout, without having the need to access ressources outside the game for that purpose. It would make sense for the warden to brief the team, since its in the wardens interest in getting his tasks done. This is optionial so people can still drop in blind if they wish to do so.

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

a blood effect for the baby's when the birther gives birth

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Suggestion from m_o_s_h_u#7307 (459884527293169667)

quick commands (middle mouse) would be useful for the deployables

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

when a person joins the lobby have them automatically fill all scans that way people can join whilst a scan is active

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Suggestion from Ripply#1808 (202741273746997258)

"Mother" style spitters that when triggered spawn 2-3 babies. Maybe pink or red globules to differentiate them from the current ones? Would also be cool to see them running along walls-ceilings etc.

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Suggestion from seaN#0605 (200430197126725632)

Make it so you have the option to continue your rundown from one mission to the next. For example if you finish A1 you can drop down to b1 instantly with the same loadout if you wish to. This would add continuity to the game (make you feel like youre actually descending into the complex) and also be like an extra challenge/fun aspect to try beating the rundown in one go.

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

shadow flyers

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Suggestion from MicH3L#8519 (304548541328654346)

I don't know if it has already been requested ... But how about an option for the checkpoints ... So that the checkpoints can be turned off or activated. Thus, some players with more experience have more ambition ... to set up tactics such as mastering the expedition without a checkpoint. And for the not so experienced players you could leave the options with the checkpoints in there that they have to be familiar with the expedition!

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Suggestion from NotGhostie#3816 (99881250096943104)

Idk if anyone's already pitched this idea, but how about making drawings on maps stay permanent. (Toggle permanent off / on maybe?) with the option to "erase" or "clear" it. I think interesting formational plays could come out of it, and would also help with marking spots of interest.
I can see myself use it as a way of visualizing my plan / strategy to my party members by having them get on the map and listen + watch what i have in mind.

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Suggestion from Katzenwerfer#2028 (618612008744517672)

A dancing sleeper easter egg on its own would be a nice addition to the immersion, core gameplay and lore development of the game

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Suggestion from Oose#2504 (131269434760364032)

Allow players to choose their nameplate/outline color. This would let players be recognized by their favorite color, or colors they use in other games.

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Suggestion from RexPowerColter#3656 (437706008446500874)

Being able to whipe your mask with your hand like in the Metro games.

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Suggestion from PrivateRiem#0948 (113850219195531273)

Have a checkpoint at the beginning of every mission, I have two reasons why. One, dying within the first few minutes sends the team back to lobby, and forces a reload of the map which takes minutes, wasting a lot of time if this happens frequently. Two, it avoids wasting boosters that only gets a good minute of use, if at all.
Losing minutes every time we wipe compared to quickly jumping back in the action with normal checkpoints honestly suck.

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Suggestion from m_o_s_h_u#7307 (459884527293169667)

add final music for the expeditions to make the game more intense, and it’s kinda lame without music

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Suggestion from retromaniac#2238 (350956384550125568)

Consistency of stat names between weapons. For example, the Bullpup Rifle has the 'High Firerate' stat, and the Machine Pistol has the 'High Rate of Fire' stat. They both mean the same thing, but use different descriptors for some reason. Consistency in terms of stat wording would be a nice little quality of life change.

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Suggestion from Laguna Sunrise#2602 (262089523624804354)

Situational Music again because I accidently sent the first one before I elaborated. Like muffled action music for during an alarm, but then maybe when a door gets broken down the music amps up and gets super intense as the wave arrives, that way there is tense silence as everyone does the first few scans before all hell breaks loose

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Suggestion from Aria1489#6937 (819809334887579698)

Duo scans progress backwards when there are more than 2 players in them

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Suggestion from retromaniac#2238 (350956384550125568)

Weapon Apparel/Cosmetics
Palettes can be applied to players and weapons.
Weapon models parts/sets. For example, a wooden stock for the Buckland Shotgun, or a slimmer barrel for the Heavy Revolver. These parts can be mixed and matched as the player(s) see fit, or used in a collectible set. These weapon parts would be found around the map like artifacts, so they're not as difficult to get as apparel, and the amount of weapons that are in the game.

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Suggestion from Memorika_Fome#4042 (261750094909407232)

some form of feedback to know who it was that alerted a sleeper (e.g., if green did it, then a voice line from pink could say, 'be more careful, dauda')

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Suggestion from Jinx#2759 (188123721075130368)

Small in-menu clips showcasing how guns & ironsights look when they shoot/reload when you hover over the gun in loadout select, could also be included for tools and melee to show how the tool is deployed or the charge speed / range of certain melee weapons. Could be helpful for new players who don't know what loadout to take or don't know how to use certain tools.

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Suggestion from sleepy keybord#7118 (377694809973850113)

give a comm that allows me to tell bots or teammates to shoot their guns.

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Suggestion from Big Phos#7324 (400320903382302730)

actual subtitles

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Suggestion from Marsim#9859 (265936541908467724)

Add a more expensive alt fire to the Mine Deployer (2/4) which is a remote trigger mine, which whilst can be used on doorways can also be attached onto big enemies without waking them up to be able to have a moving point of original explosion for when things go wrong.

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Suggestion from Nymph †#0001 (121881695258542080)

Give players the ability to use the ping button (NOT the terminal ping) to ping anything, including enemies, instead of just doors and lockers.

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

people who take the knife loose stamina slightly slower in and out of combat with knife or bat because those weapons are much lighter than say the hammer and spear

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Suggestion from Windows XP#1160 (265601376225198081)

Sleeping Giant Mother

To increase anxiety overload, a rare occurrence in specific deep, expedition is a huge, dark, stealth room that contains a sleeping Giant Mother. You don't need to kill it, you just need to sneak past behind her to complete a objective.

I'm suggesting this because we always fight her in an awake state as a boss while never actually seeing her in a sleeping state. If the devs can make baby strikers and a tank in their sleeping state, why not the Big Mother as well?

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Suggestion from Edhellas#2520 (191930920209612801)

add a squad discount to the game, so it's cheaper for 4 people to buy the game if they bundle together.

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Suggestion from retromaniac#2238 (350956384550125568)

A dossier that can be read outside of a game, includes things like items, enemies, consumables etc.

Perhaps the Medipack dossier entry could be something along these lines.

“The Medipack is a bright red consumable that can be found throughout the facility. A Medipack can hold up to 6 Charges, and each charge restores 20% Health. To use a Medipack, hold (Interact Keybind) to heal yourself, or stand near a teammate and hover your crosshair over them to heal them instead. Medipacks are a precious resource and should be used responsibly.

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Suggestion from m_o_s_h_u#7307 (459884527293169667)

make resources drop on the ground and also the fog repeller can be picked up and throw again

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Suggestion from IvanKomaru#0059 (625058610170560597)

c-foam sentry

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Suggestion from quinoa#9190 (366044037284757514)

turn seans idea into an end game challenge to beat the game in 1 run, no change in loadout that way they have to carefully plan out each level, maybe play around with the idea of having no continues/checkpoints for this challenge, maybe it could contribute to unlocking cosmetics, it would give veterans of the game an additional challenge once they've cleared the rundown.

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Suggestion from bro#1094 (138802036035551232)

Make the Checkpoint icon load at the beginning of the Expedition Survived screen, so that players can't screenshot their clear before it loads, giving the impression they didn't use a checkpoint.

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

when a player disconnects if a bot is replaced for a time and the player that disconnected re-joins have the disconnected players position changed with the bots and vice versa it would def half fix the d4 bug and it'd be a nice addition in general especially if you get stuck say in a door

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Suggestion from MSD#2955 (741413206492446761)

It would be nice to have a log book accessible from the main menu, where players can listen to any audio narration / voice overs, as well as read any terminal logs that they've viewed/heard for missions that have been completed by the player.

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Suggestion from SpedRacer#3314 (523735466856677376)

These random skins are completely bullshit.
I now have 6 different variations of the blue colour scheme
Like who the hell thought that having 6 slightly different shades of blue was a good idea???
I'm trying my best to beat all the missions and put in the time, earn these things and I have friends with crazy golden pineapple heads, robotic arms and legs, crazy masks and I have....6 blue uniforms with varying degrees of dirty white or red trim.

Make the randomness within a limit so that the assortment of skins you get try to approximate a healthy mix of heads, legs, arms, backpacks and skins.
Because if you can't farm the skins and get them all, at least you have a few options for everything instead of 1 head, 1 torso, 6 blue colour schemes.

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Suggestion from galactical (Jonah)#8599 (668335851851481098)

SPOILERS ||The new location, Red Alpha is super cool and I hope we return there in future expeditions. I do feel like it's a missed opportunity that the only common enemy we fight there are the flyers. I'd like to have levels where we fight other kinds of sleepers/do more interesting things in Red Alpha.||

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Suggestion from Resident Eldritch Horror#9083 (294971449427623937)

make the bots not shoot at sleepers when you're trying to be quiet

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Suggestion from Windows XP#1160 (265601376225198081)

Supplementary Lore Materials about the Weapon Corporations that produced the guns for the prisoners (e.g. Van Auken, Omneco, Malatack, Accrat, etc.)

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Suggestion from ChefHobbs#9355 (653712145443454983)

extra large boss fight expedition with map and objectives organized in such a way that players must split into two teams in order to craft the ammo and weapon for a BFG style gun necessary for success. This might provide an opportunity to expand on in-game puzzle mechanics (having to locate schematics buried within a specific terminal, then uploading them into another terminal, etc).

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Suggestion from Tendo#7959 (132571286437101569)

In response to the latest suggestion, May i suggest just to have lists of games based on the mission you want to join or create? You know, Like the lobbies from fps games that are way older than automatic matchmaking? It would make more sense to try and put the whole matchmaking in-game, leaving discord as a secondary options, also allowing randoms in-game to join your games. Here is a link to a picture of what i mean.https://cdn.discordapp.com/attachments/337972633020792832/932201308977516615/unknown.png

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Suggestion from Windows XP#1160 (265601376225198081)

Return of the "WARNING THREAT LEVEL" Pager on Main or Secondary objectives, even if it's just played only once. Keep the new names but have the pagers emit the old pager sound, similar to the current Overload pager.

Main - "//:WARNING - Threat Level "High"!"
Secondary "//:WARNING - Threat Level "Extreme"! Please Proceed With Caution!"

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Suggestion from Soviet Badger#4874 (232496562985500672)

add an option to exclude certain expeditions for matchmaking because I don't want to play a1 for 30th time

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Suggestion from Nomad#7094 (223817950388420608)

An expedition where you would pick right off after another team that has failed their expedition and died

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Suggestion from Ferrite Overlord#6669 (303123832200232962)

Possibility of adding Glowsticks/Fog Repellers to your current count up to item limit (e.g. 2 Fog Repellers in inventory and 4 in a locker lets you pick them up and fill your inventory to 5 Repellers)

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Suggestion from mvn_rvn#6551 (447908165414158339)

Some sort of simulation accessible from the menu that lets you test out how a gun/tool/melee plays without actually having to start an expedition.

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Suggestion from Kyrozen#9020 (209577425405739009)

A black market system where you trade in boosters for objectively better guns (or guns not available in the rundown) or modded guns to use for that expedition only. Maybe it's handled by some weird later-introduced NPC who is not under the Warden's control and the reason why your guns only last for that expedition is because it's confiscated or something.

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Suggestion from Merv#7274 (720749845077295115)

glow stick colours represent the colour of the player's name tag

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Suggestion from GGGITGUD#0911 (385523867122401282)

once teleports are fixed, maybe create stages in levels where players are teleported to different zones and have to clear their way through zones to reunite, either in teams of 1 or 2

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Suggestion from Stubborn Toaster#0987 (327567163726495744)

Building off of Kyrozen's suggestion above, it'd be neat to get something out of discarding boosters. Like maybe you can earn... Idk tokens or something, that when you get enough you can trade them in for booster progress. It just feels weird to me, having to discard "useless" boosters just to make room.

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Suggestion from Laguna Sunrise#2602 (262089523624804354)

Tactical shield as a tool slot. It sounds like a kind of far fetched idea, but the thought of having someone tanking ranged attacks for the team and providing cover while maybe receiving greatly reduced damage? Better when crouching, maybe have a shove but no weapons while holding it.

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Suggestion from hirnukuono#9691 (421683827853885451)

biotracker screen viewable to other players over the biotracker holders' shoulder, kinda like a terminal can be seen

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Suggestion from ChefHobbs#9355 (653712145443454983)

make glowsticks permanent/last much longer for increased utility.

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Suggestion from carpetmiter#4934 (439663106717777921)

to make the long range flashlight more viable in more situations, give it a small bipod/tripod and allow it to be placed on the ground once turned on. sort of as a stationary spotlight. could be pretty useful for some defences.

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Suggestion from Glowdude#4073 (515690091469864960)

I think it would be really cool for one of the ending rundown boss fight things to be on a moving, giant drill pod. It sounds crazy (because it is) but the idea of having a level or levels over a rundown where you need to gather parts and turn on parts of the facility to power up a drill pod and tunnel through a strange stone-sealed area. The twist is that once on the drill, you burrow straight into a huge biomass clump in the stone, and suddenly bloody and misshapen sleepers are falling from the top of the tunnel and climbing up onto the pod, while you have to defend it to get to the other side. You could then introduce a kind of boss enemy ( just to throw an idea out, a huge fleshy crawling creature that is essentially a hulking mouth on four legs, and it shoots huge tongues at the drill trying to rip it apart, and maybe you have to hit its underside to hurt it significantly?) and once defeated, have the drill finish moving and reach whatever cool looking place the warden wanted access to. Maybe some kind of experimental equipment or specimen storage. Idk. This just sounded cool in my head

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Suggestion from Thorkon#1102 (293299402796433409)

prevent the bots from using their melee weapons instead of guns so quickly. Lost a lot of rundowns whenever a security door is located in tight spaces, like in D1. Perhaps make it so bots only begin to use melee, when there is a low number of enemies left, rather than proximity.

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Suggestion from TimeFaker#0985 (203188562798051328)

choosing characters rather than auto assigning and add female characters

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Suggestion from Katzenwerfer#2028 (618612008744517672)

Remixing of the characters' voicelines. Currently a lot of voicelines carry the mixing of some previous rundowns and they don't really combine that well with the effects some new voicelines have. Would be also nice if prisoners got more voicelines variations that fit their specific situations (for example, using the 'Focus on the objective' line while on combat should make the character say it in a more hurried tone). Certain characters already do this, so it's mostly a QoL change.

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Suggestion from Gathos#4754 (207728367984836608)

a costum map, where we can practice our aim/dodge skills versus the setted enemies previously

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Suggestion from P̶A̶L̶E̶D̶R̶I̶C̶H̶#2565 (297925815151230976)

a harpoon/crossbow secondary weapon that can kill sleepers silently and at distance.

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

add a map editor and a community workshop for people to play different maps it'd increase the replayability of the game and people wouldnt get bored once they have 100 completions on every single level

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Suggestion from Maitre Patate#7408 (218455149134217216)

Add a search bar for the boosters for keywords so we don't have to click every single boosters to see which one contains the one you want

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Suggestion from Ulicycle#1769 (420788218850443265)

Allow players to change the appearance of the sledgehammer to one of the four hammers from previous rundowns

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Suggestion from Estlo#2620 (246657252335943680)

Introduce more stations like the disinfect station, potentially trading tool for consumables, such as:

Cfoam-station: Players can put cfoam in/on it at a certain position - say, 15-20 blobs
they get a cfoam grenade from it
Would actually be usable in some situations, getting a cfoam nade to foam an elite ||(mom or dad)|| i.e.

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Suggestion from Zote the Dorito#4028 (347677017698992148)

Grenades

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Suggestion from Zote the Dorito#4028 (347677017698992148)

Ability to monitor latency (ping).

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Suggestion from AltytheBalty#5059 (496339608028577793)

bring back Bishop’s line “Jeepers creepers I see some sleepers” seen in the 2018 9 minutes of gameplay at the 1:57 mark

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Suggestion from tomlok#7664 (146957698527657984)

Been wanting to play more GTFO but getting bit bored of the same content/not in the mood for the much harder D levels (have found other players feeling the same). maybe make a procedurally generated expedition per tier (A,B,C,D,etc) that is a mish/mash of the previous expeditions on that tier?

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Suggestion from demi#2867 (312603381963292682)

<I would like them to add a free binding slot for toggle stuff. so you an do it on the run. or atleast movement, like duck and sprint>

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Suggestion from catlord#9500 (406227034000326666)

how about possible attachments you could find through the level in boxes. They wouldn’t be overpowered like silencers or different ammunition type. It would be like a booster, slightly decreasing you recoil or improving you flashlight. They also would be for specific weapons so that even if you found one, you might not be able to use it.

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Suggestion from Ikimono#1084 (251119038908858368)

Remembering the sequence from the 1st trailer - are we ever going to get a segment where the prisoners have to bring/aquire a welding torch/drill to open up a safe/heavily reinforced door - which then subsequently sets off an alarm - style of event? I would love to see that in the game, along with more varied styles of events in general.

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

have the effects of a booster listed in small when browsing boosters so that we know what effects that booster has so we dont have to browse for 20 minutes for this one booster

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Suggestion from Grug#3148 (101389465238409216)

Add a button for "Peer". Disables your weapons and zooms your view. This allows for both looking at distant objects on smaller resolutions, and lets multiple people read a terminal screen without blocking the user.

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Suggestion from P̶A̶L̶E̶D̶R̶I̶C̶H̶#2565 (297925815151230976)

give the prisoners the ability to set down packs (ammo, health, tool, etc.) and utilities (cfoam, fog repellers, glowsticks, etc.) so you can pool your resources in one spot instead of running around the map looking for them once you need them.

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Suggestion from Morphine Christ#6542 (247279371574968320)

Allow players to map using resources on allies to another key. Because of latency and people moving around, it becomes difficult to use resources on someone else instead of yourself unless they stand still.

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Suggestion from Merv#7274 (720749845077295115)

bring back the alpha hud but give the players the option to choose between the new hud(current HUD ingame) and the alpha HUD in the settings.

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Suggestion from Happy Chappie#2127 (158300686793048065)

pinging an item on from a terminal also puts a marker on your map

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Suggestion from LosttyFrostty#8273 (385612298045358082)

bring back the original rundown 1-2 Machinegun as a non-rundown specific weapon given that it handles completely differently from the one that replaced it.

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Suggestion from Stubborn Toaster#0987 (327567163726495744)

An idle kill timer on enemies. I had just ran through A1 for artifacts, and for the 1st alarm, a sleeper spawned in a wall, and stayed there the rest of the expedition. Normally, this is fine. Funny even. But with the addition of the Stamina/Pulse system, it's... Well it's a hinderance. During battle, your minimum heart rate is 90 instead of 60. So this made the minimum heart rate for the rest of the expedition 90. I didn't hurt my run what-so-ever, just... I hate the idea that it could. Maybe if an enemy doesn't move for a minute or 2 straight, just de-spawn it.

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

have the artefact share of the bots go into a global stockpile of boosters for the bots to use selected by the host instead of getting 2 agressive's and only revieving a muted for all the hard work

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Suggestion from Ulicycle#1769 (420788218850443265)

being able to download logs on a terminal and being able to read/hear them when in the rundown menu

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Suggestion from Merv#7274 (720749845077295115)

add a new tier level for rundown 7. so it will be like tier A tier B tier C tier D tier E and then tier F

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Suggestion from Edhellas#2520 (191930920209612801)

add the patch notes to the in-game menu somewhere. we shouldn't need to check a discord or a website to see patches. or at least add some kind of note the first time you launch after an update to say there's been an update

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Suggestion from Merv#7274 (720749845077295115)

add weapon skins and weapon charms the same thing as character cosmetics

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

a special weapon which is a mix between the revolver and burst rifle

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Suggestion from ♤♡♧◇#8360 (762344898590015508)

A revolver that has 10 chambers. Please. XD

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Suggestion from Merv#7274 (720749845077295115)

why not add a mode a fun little mod PVP

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Suggestion from Merv#7274 (720749845077295115)

my post above this one had an error instead of mod it should be mode

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Suggestion from biggs#2615 (369493172117569537)

add syringes to gtfo store. Be it more melee damage, lower pulse….

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

replace the old dodge mechanics since it wasnt used for kiting and allowed you to dodge shooters

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Suggestion from Shadowdra#1675 (75230920428224512)

during alarms, if spawn cap has been reached and enemies can't be spawned, set a flag on all actively awake giant strikers that would cause them to slowly lose health over time and eventually die. Should be slow enough that players actively fighting them shouldn't notice a difference, but should solve the cheese of just spawn capping with giants and leading them to the other side of the map to prevent alarms from spawning enemies and just completing the level that way. lore reason, maybe too much biomass around them causes giants to become unstable or something.

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Suggestion from Shadowdra#1675 (75230920428224512)

if you still have the old maps available, maybe have some limited time events where we could run a few old levels. just a week or so, but having variable content like that should help with retention of players who clear rundowns early in the patch cycle.

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Suggestion from m_o_s_h_u#7307 (459884527293169667)

weapons can shove but it is very limited

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Suggestion from gonk#2318 (119249180458876930)

Replace lock melter with insta-hack consumable.

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Suggestion from Stubborn Toaster#0987 (327567163726495744)

Specific battle music tracks. Like, what if there was a more dreadful piece that played during Error alarms. Or a track that played for loud extractions that made it feel like “it’s now or never, guys!” Or a track made specifically for the Warden Protocols. It takes a lot to make a game horrifying. And while this game does use sounds to raise the horror (Reactor startup sounds will never not have me on edge), I feel a specifically unique soundtrack can seal the deal for GTFO.

(Obviously my suggestions are just that; suggestions. It need not be what I said, I just like the idea of meaningful music.)

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Suggestion from bro#1094 (138802036035551232)

New syringe that lowers pulse

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Suggestion from Memorika_Fome#4042 (261750094909407232)

let us switch weapons after using a refill or deploying mines, instead of forcing players to wait through an animation of them bringing up the item refill/mine deployer

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Suggestion from mvn_rvn#6551 (447908165414158339)

The ability to just drop consumable items like packs on the ground to be picked up later.

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Suggestion from Windows XP#1160 (265601376225198081)

Mixed Uplink Terminal Mission

A combination of the classic internal uplink (the codes will be freely shown and given to all players on screen) and the new external uplink and which the codes will be sent as a reading log to a second terminal.

Example:

The first and second uplink will have their codes given for free (shown at all players' screen)
The third, fourth and fifth (last) uplink will be sent to the second terminal and the other player must go to that different terminal to access the codes.

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Suggestion from Canine_Helicopter#0900 (305519190171975680)

Add back the four hammers from Early Access as "skins" for the sledgehammer, and add some skins for the other melee weapons as well.

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Suggestion from mvn_rvn#6551 (447908165414158339)

The red triangles that pop up when tagging with Biotracker should scale in size and/or brightness depending on distance (If they already do that, then maybe make it more obvious).

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Suggestion from quinoa#9190 (366044037284757514)

what about this for an idea for a level, what if something is "chasing you" and you need to push forward as fast as possible otherwise it will overwhelm you. I was thinking it could be a new enemy type that can't be killed or has a high hp pool
(or it could be like a mother that instantly respawns after being killed rendering it pointless to kill it), the idea is that it's constantly adding pressure for the team to push forward fast to find resources to keep it behind you. maybe you need to foam doors behind you to slow it down while you find keys and cells, maybe it respawns after 30s or a minute if you need to stealth a room, just giving a general idea

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Suggestion from Vandeloria#8254 (609854504866676737)

bring back or buff side dodge. avoiding damage once sleepers get close is impossible. having a limited dodge to avoid getting sucker punched all the time would add to combat generally, being more aware of where they are and when and where to dodge

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Suggestion from LosttyFrostty#8273 (385612298045358082)

a metro 2033 style lighter that will let us see in very dark environments and fog without alerting potential sleepers. doesn't wake up until far closer than normal flashlight, but has reduced range. alternate key to activate it, perhaps "L". or on the numpad like the hacking tool is.

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Suggestion from Hot_Brocket#6663 (454391381499183128)

make it so ammo, med, and tool refill packs can be combined instead of swapping out, the swap-out mechanic makes the game more tedious than difficult

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Suggestion from Hot_Brocket#6663 (454391381499183128)

whenever I play, the one consumable I have never once used in my life has been lock melter. There is very little use for it because a lot of the times you would just rather clear the room. Someone earlier mentioned an instahack, I think that's a great idea, another thing that could be made is like an uber-rare consumable with one charge that can bypass a security alarm door. Having a great item that is really rare gives a sense of joy when its picked up, similar to lucky items in rougelikes like The Binding of Isaac

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Suggestion from quinoa#9190 (366044037284757514)

any way we can get the ability to increase the text size of team mate info when pressing the button for team mate info? I know i can use tab but if im running and gunning and dont want to stop to press tab i quickly press the button for team mate info on HUD. if theyre too far i need them to get closer to me for me to see what their resources looks like. I play at 120 FOV so text seems a lot smaller at that setting and it would be nice to add this to the list of the text size sliders we can adjust.

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Suggestion from quinoa#9190 (366044037284757514)

rebind the deploy mine button to left click so that i dont keep opening doors with E while trying to mine the door when im being swarmed

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Suggestion from quinoa#9190 (366044037284757514)

rebind the resource packs to left click to use on self and right click to use on team mate so that i get better control of who i am distributing resources to, also i dont like climbing ladders when im trying to use a resource pack

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Suggestion from Coffee#6007 (185922165877506048)

Give bots ability to open boxes without lock

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Suggestion from quinoa#9190 (366044037284757514)

add an occasional sound effect of legs breaking/cracking when taking fall damage. a nice crackle that sounds a bit like boneitis seems fitting.

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Suggestion from Varok#3730 (95862629368631296)

More variety of consumables:

Reduce total amount of glowsticks can be found around boxes and lockers on each mission and increase odds to get more C-foam tripmines, C-foam grenades, Explosive tripmines. By doing this change of % in consumables, can help prisoners to try different strategies and tactics around many missions (like carry 3 sentries and one Bio-tracker and using efficiently those consumables around)

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Suggestion from Varok#3730 (95862629368631296)

**Deep Pockets and Backpack **

Prisoners can carry and hold more consumables depending on the size/spaces of the consumables.

For example: Each prisoner has 3-4 spaces and consumables has it own space sizes:

Glowsticks takes 1 space
Explosive Tripmine takes 2 spaces
C-foam Grenade takes 1 space
C-foam Tripmine takes 2 space
Fog Repeller takes 2 spaces

I guess you got the idea developers, this way, you don't need to add the mechanic of drop packs if you are thinking/doubting about it 😋

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Suggestion from LosttyFrostty#8273 (385612298045358082)

MaulmenStamp Bring back the original melee weapons as skins MaulmenStamp

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Suggestion from P̶A̶L̶E̶D̶R̶I̶C̶H̶#2565 (297925815151230976)

Make glowsticks part of the prisoners starting equipment , they can be used as worst flashlights. and make the regulars flashlights need batteries which need to be found in the level.

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Suggestion from Stevesmaster#3516 (128348702774394880)

The ability to put items into the storage lockers/chest so that others can take them or you can put them away for later use when passing back through the zone.

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Suggestion from Ninjaguy1002#7066 (689242093788463136)

Community maps and levels

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Suggestion from Pizzasmart#9645 (152872381755424768)

A matchmaking filter that allows the player to search for expeditions that they haven't completed.

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Suggestion from RorkTheSplit#1994 (252612181059698690)

I'm totally ready for this to get shot down but I think scaling levels for 2 OR 4 players would be cool - I know there are lots of ways to LFG but I don't think this would hurt the game difficulty wise and I think it makes it more accessible to a bigger audience. i.e if you solo it was scale the level for 2 players, making it still difficult but not impossible and with works the same each step - 2 players gets scaled to 2 players, 3 gets scaled to 4 and 4 gets scaled to 4.

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Suggestion from PotatoDragon#4188 (237232521845276682)

In addition to its current usage, make the Long Range Flashlight able to be deployed as a stationary spotlight facing in the deployed direction. The deploying system can be just like how the sentries get deployed and the flashlight could be on a little tripod stand so its not just laying on the ground. I feel that this addition would add a more tactical usage to the Long Range Flashlight as it can be used to set up and illuminate low-light areas before combat.

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Suggestion from Aria1489#6937 (819809334887579698)

Make the long range flashlight's light w i d e

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Suggestion from feniks#4226 (238731816704409601)

Please give some love to bioscanner-guys. It is annoying to switch between guns and BS in the middle of fight to tag enemies. Maybe we could just place BS on ground like turrets? Maybe leave default one as it is, but can we get some alternative BS with different modes? Maybe one that could force awoken enemies to sleep (ofc that feature need to use tool refill resources). Or another one which could mark sleeping targets aswell - i don't think that this would be imbalanced.

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Suggestion from gonk#2318 (119249180458876930)

ammo types as unique ammo pack consumables. For example, players could find a 'Hollow Point Ammo Pack', which gives players an increased stagger effect for the rest of their remaining magazine, in addition to the 20% ammo refill.

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Suggestion from LosttyFrostty#8273 (385612298045358082)

this is a big ask, but IF you guys at 10c release the old melee weapons as veteran exclusive skins for the sledgehammer, could you add little community references to them as like stickers or paintmarks? (Maulmen stamp, "BONK" emoticons, for example, or more). Not charms or anything, just little minor things. o7
just a side note, love the work you guys do! can't wait for the next update!

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Suggestion from Glowdude#4073 (515690091469864960)

specific painted areas on the map (like a big orange painted square on a box or something) that you can place resources or items on, this way they’re easier to spot and you don’t just have ammo packs or c-foam grenades laying on the floor or just determined by lockers and boxes. Also, add this functionality to lockers and boxes.

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Suggestion from HONK#7356 (661296553436381204)

Add spider-esc creatures which can pounce and bite/poison you (for like 5% hp, while the actual bite does 5). These could possible come with a boss similar to the mother and/or have webbing in certain rooms which can stagger/slow you down.

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Suggestion from FelløwAxe#6113 (622819326206148619)
  • I think it would be pretty cool if you can trade supplies or items with your teammates. The reason why I think it would be cool is because what if someone is better at using a sniper or a spear or something? What if someone is doing a uplink and you have a Mine-Deployer or a C-Foam launcher but you're the only person who knows how to use a terminal? Or if someone needs a C-Foam Grenade for trapping The Mother and they're not good at throwing. That's where a "trade items" option come in. So it could be an option on the communications selection, and you can scroll down and see which player that you should trade tools with, and then the other player who's getting the trade request have a choice between Accept or Decline. If it says yes, then the two players trade or give the item.
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Suggestion from Bubu#0499 (305833177472303105)

New alarm scan similar to the mixed scan but the scans "branch" out from the scan spots. Its kinda like each scan you do will spawn x new scans instantly that take less time and branch out from where you finished.

You start with a normal team scan, from there 2 large scans appear, you focus scan down. It finishes and 4 small scans around the scan you just completed. The team rushs to do the small scans, but 2 burst scans pop out of each one.

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Suggestion from Klimix Ken#4747 (481245753591857193)

So the bat is pretty underrated and not many people use it due to the sledgehammer being the jack of all trades. The spear is the highest range. The knife is the fastest out of all the melees. The bat should be modified and reworked into this stun baton. It should have its own unique skill like the other melees. So what I'm saying is to add a higher stun for the bat or a modification of electricity that electrifies the sleepers. The only downside do is the charge and range. It's lower than spear and sledgehammer and its charge is higher due to the electrifying stun charge. However, the pros are the fact that the stun is able to stun the sleeper so you can have another shot of hitting it. Maybe the same charge as a sledgehammer. Spear is for range. A sledgehammer is for damage. The knife is for speed. Bat is for stuns.

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Suggestion from Klimix Ken#4747 (481245753591857193)

so sorry I forgot to add that in full charge bat rework it can still be one-shot so you don't need to worry about having to stun and hit again. It's just incased if you accidentally have a group of sleepers next to each other and need stun for each one of them that could attack you. It's similar to the knife but buys you more time so you can charge back to full charge to have a completely broken strategy. However, it's not that overpowered. Hordes could still outnumber you with your melee but why would you use melee over a horde unless you're out of ammo or you just want to.

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Suggestion from Jinx#2759 (188123721075130368)

Boosters that can increase/reduce melee charge speed