#gtfo-game-suggestions

1 messages · Page 14 of 1

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Suggestion from Jinx#2759 (188123721075130368)

Boosters that reduce the infection cap (similar to the ones that increase regen cap) so that you can have it lower than 85%

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Suggestion from Merv#7274 (720749845077295115)

have mental status effect how your character sees things like the character will just randomly hallucinate or get tunnel vision if mental status is unstable.Reason for this we only see that our character mental status after completing a mission nothing happens with that text would be nice to see something happen in game

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Suggestion from Mercurial#0064 (264038011048558594)

A placement indicator for spare (yellow) explosive trip mines, same as the mine deployer's. Boy, how many times did we misplace those things.

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Suggestion from catlord#9500 (406227034000326666)

the bioscanner has a stat screen right next to to radar. I haven’t done enough research to see if it actually displays the stats of enemies that are agro or it’s just for decoration, but they should make it so when you scope in at an enemy it tells you what type of enemy it is, along with its size, weight, and other the other things that are on the stat screen of the radar

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Suggestion from Colorful#3927 (465166208346619906)

Settings: Put the lore voiceovers (the voice you hear on some security scans) under dialogue volume instead of SFX. it can be pretty hard to hear when SFX is at a comfortable volume, and its sad to miss on the lore bits. Also, it is dialogue so it makes sense.

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Suggestion from mirageblack#4117 (291402822950584321)

I have a suggestion related to monsters and sound design. One part of what make the Sleepers scary is that we identify with them as things that were once human but have become something else entirely. This whole process is implied rather than shown (in my game experience so far!) but if you think about the stages of this transformation that occur, it is just about the most terrifying thing one could imagine. The problem is that most people won't really think about this much until you give them a reason to, and I think a few small but purposeful changes to the monsters' auditory behaviour could really make GTFO's experience even more memorable.

Imagine you're with your team as you approach a large bulkhead. Before the motion tracker picks up anything, you hear it: it almost sounded like someone calling out to you in a sorrowful, wailing way. Your heart identifies it as loneliness.

This kind of change would would impress upon the player the Sleepers' existence as abominations locked away to suffer in the cage constructed by man in darkest part of the earth, and give a sense to the greater nature (I assume) they instinctively yearn for.

Of course, this might not work for a number of good reasons within the logic of the world (are they an interlinked consciousness or individuals driven by forces out of their perception?), but I wonder if something like this could be used to increase the immersion and overall quality of the experience of playing the game.

Thanks so much for all your hard work in bringing this amazing experience to millions of people around the world!

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Suggestion from Klimix Ken#4747 (481245753591857193)

Add a katana. I don't even need to why we should have it

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Suggestion from Aria1489#6937 (819809334887579698)

When having another Survive for 30 minutes objective, have all the side objectives be interactive like in C3overload where its just a glorified S1 scan, it could be an uplink

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Suggestion from Klimix Ken#4747 (481245753591857193)

add a Molotov which is picked up by the map similar to a c foam grenade but instead of slowing the sleepers it burns them and does area damage. It lasts for 30 seconds while the burn damage should at least highly damage a group of them. Can you give me reasons why this idea would be bad? I mean it's just a molotov that wouldn't effect the game mechanics that much. It's more useful than the katana idea since it was a joke.

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Suggestion from Klimix Ken#4747 (481245753591857193)

The last idea was basically a Molotov and I was thinking about the C foam launcher and the C foam grenade so then I was wondering if we had a **FLAMETHROWER ** Ya know for burning hordes of fucking zombies. Do you ever get tired of giants, scouts, hordes of sleepers? Well this bad boi is the one for you. Please don't take this seriously it would be a cool idea. It consumes lots of ammo from its gas tank but it's fucking worth lighting some bitches up mate?

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Suggestion from Klimix Ken#4747 (481245753591857193)

add a booster for stamina :/

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Suggestion from Klimix Ken#4747 (481245753591857193)

Having a booster that makes your heart rate go up slower per % when running(credits from mev)

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Suggestion from chae#6666 (470191731934232578)

spitter scouts

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Suggestion from Katzenwerfer#2028 (618612008744517672)

Scoutless scout

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

have the flyers shoot one projectile every 5 seconds instead of 3 ever 2 seconds because it's very hard to doge literally thousands of flyers all at once
d2 extreme is one of these cases
so it would be a nice change to nerf flyers a bit

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

change shadows so that they are countered by glowsticks

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

stun grenades like cfoam nades but they slow down enemies and enemy attack rate
based on the deep rock galactic stun grenades

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Suggestion from Spetnix#0001 (252846622067785728)

this game needs to bring back difficult levels

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

add an option to revert to the "old" graphics so that people with say a 660ti run at 30-40 fps instead of 3-12 fps

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

multiple t scans but they can be scanned by one person

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Suggestion from Stubborn Toaster#0987 (327567163726495744)

The above suggestion has mixed with my curiosity on teamwork required objectives, and produced the thought of:

4 separate, small(?) T-Scans where it counts as one scan, but one player must be in each T-Scan for it to progress.

Ex: Take the R6C2 Extreme defend portion, but instead of all players being in one spot of the room for like, 2 minutes, 4 pre-determined spots in the room where players had to watch each other’s backs from the position they chose to take.

Obviously, there are some flaws. Like, can the system handle or even preform this? Will enemies favor targeting one or two positions instead of all 4? And what of teams of 3 or less?

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Suggestion from m_o_s_h_u#7307 (459884527293169667)

make the bots run away from the big guys instead of charging at him

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

small seperate T scans that go a shorter distance just like your normal scan but they move

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Suggestion from Merv#7274 (720749845077295115)

with the new tiger mask in the future maybe we can use the colour pallets on different mask to make em match with the colour we have on the clothes?

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Suggestion from Takrak#0431 (414460577121959946)

make bots prioritize defeating nearby enemies instead of reviving players

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Suggestion from NeroKaze#0890 (264057331568869376)

Give us a full pink pallette, so we can have the power to kill our enemies with the ultimate drip.

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Suggestion from LosttyFrostty#8273 (385612298045358082)

Let us remove scopes and use ironsights.

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Suggestion from Cool man#4456 (306651132724510730)

those little black things on the shooters coming off of their heads and going at us would be cool instead of popping out of nowhere

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Suggestion from Takrak#0431 (414460577121959946)

have an option that makes closed off zones that dont have windows on the door not render unless an awoken enemy is in it, all doors take time to open, (at least a second) so it should be enough time to render the room

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Suggestion from Rekhyt#4292 (232526862645985281)

being able to ping consumables. Dunno if it was intentional. Maybe only those in lockers

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Suggestion from Dreamspan#8899 (252024550764576768)

remove the hold requirement to use a lock melter, tapping the key should be enough

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Suggestion from P̶A̶L̶E̶D̶R̶I̶C̶H̶#2565 (297925815151230976)

add how many times we had failed an expedition as well as global success and fails (perhaps on prisoner return percentage ?), kinda the same way it shows out in successful expeditions

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Suggestion from Red Fox 3#2812 (335303341951287296)

smaller basic enemy that will climb on walls and ceilings

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Suggestion from Red Fox 3#2812 (335303341951287296)

ability to set bots ability to grab consumables or use them

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Suggestion from P̶A̶L̶E̶D̶R̶I̶C̶H̶#2565 (297925815151230976)

add the white drip from the tigris helmet bug as a palette. But you know give it the actual textures this time just stormtrooper white

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Suggestion from Red Fox 3#2812 (335303341951287296)

we need anime skins something fierce truly the only thing keeping this game from greatness

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Suggestion from Edhellas#2520 (191930920209612801)

fix the enemy role spawn cap so people can't spawn cap a specific enemy type for cheese kiting. Code already in the game, just needs to be fixed and applied to the different roles. This should've been part of the anti kiting measures in r6 imo.

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Suggestion from Windows XP#1160 (265601376225198081)

Some adjustments to the apparel rewards. The harder the level you finished, the better the apparel reward will be. I don't want to finish E1 for example just to get the same plain-looking colored pants all the time.

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Suggestion from Mercurial#0064 (264038011048558594)

something for no mic gamers: being able to ping items inside lockers and boxes. You can sorta partially do it right now, but the hitboxes of lockers/boxes are a tad janky and often prioritized over item hitboxes.

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Suggestion from Red Fox 3#2812 (335303341951287296)

the flying spaghetti monsters should sound like meatwad from aqua teen hunger force

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Suggestion from Takrak#0431 (414460577121959946)

add a checkpoint after the first alarm scan in C2

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Suggestion from Relicanth#8004 (181560740556046336)

reduce the amount of material that the flying meatballs eject when killed, melee kills cause massive frame drops when they're so close

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Suggestion from Takrak#0431 (414460577121959946)

have the bots kill any nearby awoken monsters before reviving players, they always get stuck reviving one player and then all get killed because they have 5 enemies on them

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Suggestion from Macro#8040 (932102221112442910)

i think it would be cool to be able to use the computers to ping and open / close doors. as always, im going to play the game that you guys want to design. great work so far and keep it up love the game

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Suggestion from femboy gaming#8119 (319332154314063872)

So, I'm betting this is a pretty common suggestion/compliant, but as it stands now, cosmetics are a pain to acquire, and a bit much RNG. I get it, cosmetics are a small part of the game, but to those who get the worse ones, or get stuck with mismatched cosmetics, it can be frustrating. Right now, you only get cosmetics for completing a level for the first time, and IMO, this is not a good mechanic.

Perhaps you only get them once at first, but you can still get them on the more difficult boards, or for completing stuff like challenges (perhaps those that encourage cooperation, like "Use medkits to heal a total of 200% HP on teammates, kill 20 sleepers without alerting them, etc). That way, people aren't stuck waiting for new rundowns to get cosmetics!

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Suggestion from Yaz#6835 (422590933717090304)

Inspired by the recent helmet event: limited-time levels that give a unique reward upon completion. Of course I understand the time that has to be put into level creation, so I suppose it would be an infrequent, but still fun and welcome addition to those that complete the given rundown early

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Suggestion from Chiyo#9408 (239935139134570506)

Subtitles for log files (on terminals and for doors) for people who are hard of hearing/can't understand what is being said. Environment can make it extremely hard to hear files and having an option to be able to have proper subtitles would be awesome

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Suggestion from SolarDark#4270 (236219370668425217)

Vocal effects for in game voice chat, ex. slight radio static on push to talk! >:D

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Suggestion from chae#6666 (470191731934232578)

have checkpoints spawn double waves so if you use them it's actually harder

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Suggestion from HONK#7356 (661296553436381204)

bring back Heavy SMG and Combat Shotgun

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Suggestion from HONK#7356 (661296553436381204)

maybe bring back missions where you can use the blasting torch, or have it as a tool where you can get into certain loot zones or have it required for an overload mission etc. The mapper would be a cool thing to have in these new rundowns aswell, like it being an alt fire on the bio tracker, but on like a 1min cooldown

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Suggestion from LosttyFrostty#8273 (385612298045358082)

new tool idea: an AI sentry-gun on legs. armed with a small caliber pistol, tool kits can refuel it and give it ammo. Will follow the player that deployed it and comes mounted with a small close-range flashlight that will activate when the player activates' theirs.

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Suggestion from FelløwAxe#6113 (622819326206148619)
  • I think that it'll be pretty cool if we had a PVP Reactor mode.

So we'll have two teams: Prisoners vs Sleepers. The Prisoners are defending the reactor while The Sleepers are trying to kill the Prisoners. It's like the same concept as Gears Of War 3's: Beast Mode.

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Suggestion from Алексей Коробов#1881 (627635349228617729)

Bouncing off of @celest flower's idea from yesterday; Daily challenges, with tiered rewards based on how difficult each challenge is. Rewards could be apparel, palettes, or boosters. Another (dreadfully) common suggestion is to add weapon skins/palettes, which would fit into the game pretty well, especially since you already have apparel palettes.

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Suggestion from Klimix Ken#4747 (481245753591857193)

So me and the bois have been doing a run in one of the missions. I was thinking if Bio scanner were to mark things like red for sleepers, blue for scout, green for giant. Something like that. It took us 3 hours to do the run and I accidentally show at a scout room. At first I didn't hear scout since there was hordes coming at us and the gun shots are pretty loud and we had to start all over. Yeah sad but I do praise the "scouts are friendly"!

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Suggestion from Requiem-015#8050 (465282372892622859)

Unique booster combinations called Axiom boosters that give a flat increase and decrease to a specific character's stats in a way that reflects the memories and personality each character possesses/has held onto through hydrostasis. Example: An Axiom booster for Woods could be "The Lords Work is Never Done." This Axiom Booster would require any PURE muted booster, Any PROTEC or PROTEC+ Bold booster, and any PROVISION Aggressive booster, Its expidition-long detriments would be that it decreases bioscan speed by 20% period, and while any alarm is active, your tool becomes unusable,(bioscanner turns off, turret acts empty, c-foam is jammed, for fun, attempting to place a mine will just blow up in your face.) However while any alarm is active you gain a 25-40% boost to melee, primary, and special damage, as well as a 250% boost to revive speed. this could be overpowered for maps where an error alarm persists throughout the expedition, like D4-Cryptomnesia, or it could be crippling by using it on an expedition like C3 where speed, and careful pacing are key, but you can offer less utility support and make bioscans cripplingly slow. For balance only one character can be running an Axiom Booster per expedition. A tell for someone running the axiom booster in lobby would be the boosters name covering the booster slot squares with a grey static holograph of the character replacing the animated model.

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Suggestion from Maitre Patate#7408 (218455149134217216)

give the person who holds bio tracker the ability to also see red dots on the map when pinged

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Suggestion from ChinoMenso#6416 (628450555144175631)

In the next rundown, there should be an expedition similar to C3 in which you are constantly forced to run, but instead of unending waves; it should be a lone behemoth chasing all of you and a mixture of many environmental hazards (abysms, acid, fire, electricity, fog, uplinks, etc) that hinder your progress. Some sort of wall partition (organic, artificial) divides the team of four into two duos right at the drop point. The first area is heavily stealth-based, followed by pandemonium after the two collide near the middle of the expedition (checkpoint). They all "happily" rendezvous at a lift that triggers an alarm awakening a hulking, gorilla-like juggernaut (which would hint at the facility having conducted animal-testing?). As the lift slowly rises, the gargantuan beast gives chase and starts running/climbing after them; team has to shoot at its weak points to slow its progress. At the top of the lift is a huge cavern housing a platform that encircles a massive laser-cannon (used for mining minerals/artifacts). The creature gets stuck at the entrance as it is too large to enter, but begins to spawn sleepers from its maw. Two terminals at opposite ends must be triggered (one to position the cannon, and one to engage the laser). One guy runs terminal as the other staves off sleepers. You can see them from afar, making this area a good opportunity to emphasize sniper rifles. Once completed and the last sleepers are killed, a spectacular light show ensues as the cannon destroys the behemoth. A randomized section of platform is destroyed by the laser, and two players inevitably are forced to last-stand and hold off incoming enemies long enough for the other two to extract. The mission could be fittingly titled "Sacrifice".

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

remove scouts ability to hurt you because we love scouts

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Suggestion from i_dont_know_my_name#1234 (473113077617786903)

remove stamina,it is boring

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Suggestion from Cloud McFox#8312 (243736068380164096)

Add a bot command to force a bot to pick up a consumable you are looking at (similar to picking up objective items) that the bot is capable of using. Commanding Dauda to throw his glowstick 12 times is exhausting when the map is filled to the brim with them and I want him to take the fog repeller in front of us

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Suggestion from LosttyFrostty#8273 (385612298045358082)

new tool idea: a crossbow that can take out sleepers/giants stealthily without waking rooms. At 100% ammo, 1 bolt in magazine, 11 in reserve.

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Suggestion from LosttyFrostty#8273 (385612298045358082)

new primary idea: based on an old suggestion from rundown 1; a riot shield that is equitable with your secondary weapon & melee that reduces damage taken from the front by a certain % and blocks a certain number of ranged shots before being on cooldown

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Suggestion from LosttyFrostty#8273 (385612298045358082)

new tool idea: kit-knife: activate on terminals to activate security functions and enable door lockdowns, activate security cameras to gain information on sleeper locations, activate ceiling turrets to clear rooms, lift certain alarms, and gain access to locked armory rooms otherwise unnacessable.

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Suggestion from LosttyFrostty#8273 (385612298045358082)

new secondary idea: repeater shotgun: quick charge like hel-gun before unleashing 3 rapid blasts of lead, quickly tearing through closerange targets. Aim to charge up a full magazine and let it rip.

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Suggestion from LosttyFrostty#8273 (385612298045358082)

new primary idea: double barrel shotgun. Like sawed-off, but with much longer range, less ammunition.

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Suggestion from LosttyFrostty#8273 (385612298045358082)

new tool idea: mine launcher turret: turret throws medium range grenades that detonate in a small area and deal radial damage, or sticks to the ground and detonates when enemies walk near it.

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Suggestion from LosttyFrostty#8273 (385612298045358082)

new tool idea: railgun turret. Weaker than sniper turret, has penetration

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Suggestion from LosttyFrostty#8273 (385612298045358082)

new tool idea: breaching charge: deploy on a standard door/double door, after a short wind up, will destroy the door and stun every enemy in a large blast radius for 6 or so seconds depending on enemy type.

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Suggestion from LosttyFrostty#8273 (385612298045358082)

new tool idea: mobile resupply station: deploy a small backpack that can be loaded with up to 2 different ammo/health/tool kits and up to 3 deployables (glowsticks, fog repeller, lock melter)

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Suggestion from LosttyFrostty#8273 (385612298045358082)

new tool idea: tripwire: place a tripwire between two points to trip enemies that walk across it and stun them with electricity. Rope breaks after a certain number of enemies cross it. Can be moved like mine deployer if not broken.

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Suggestion from Alastair#5545 (779421434362462250)

When the pulse is too high, they die from a heart attack

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Suggestion from Ethan式#3325 (165324524735299584)

The Machine pistol could use a good buff. Currently, it’s very difficult to use the sights and control recoil, both of which stack and really hurt the utility of the weapon. These two factors compound with the worst attribute: 4m damage falloff. This falloff is so punishing that even spraying into a oncoming horde isn’t effective. Really the only good thing about the machine pistol is the plentiful ammunition, but with such terrible recoil, sights, and range it’s a struggle to even see your target, much less bring it down. A buff to range and some slight recoil reduction would bring the weapon out of its “troll pick” status and keep its character, I believe. If re-balanced, the machine pistol has the potential to be a very fun (if messy) crowd control weapon for GTFO’s arsenal.

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Suggestion from LosttyFrostty#8273 (385612298045358082)

a pocket auto-turret gatling gun secondary weapon (Let me live my inner clan skryre skaven ratling gunner dreams)

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Suggestion from Fire Duck#0001 (589545233445027869)

I think that it would be a really neat thing if they were to add Video Logs. Alongside the audio and text logs. It would be cool being able to see an interview with someone and Hackett. Or seeing a log left by Schaefer

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Suggestion from LosttyFrostty#8273 (385612298045358082)

a rundown based around fixing the complex's tram network and using it to battering ram past a large mass of biomass blocking further access down into the complex. Expedition levels could include; securing a tram, diverting power to the rail network, riding the tram down and defending it as it moves toward the blockade, a final hail Mary on a moving train while sleepers drop down from passed ceiling nests and board it to attempt to kill the team.

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Suggestion from Ethan#2169 (323910014853185540)

A filter for boosters. To list them in a certain order, or search for an attribute you want with a search bar. For example, listing the boosters based on % values, highest % to lowest % attributes or the opposite. With the max amount of boosters doubling since last rundown, I've noticed with myself and other players, when wanting to put on boosters that we've saved up, it can take a while to sift through them all to then think about which ones you want to use. These additions could make the QOL of inventory management with our boosters more efficient.

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Suggestion from JozNski#3961 (484400179223724062)

For a main story mission in R7 where the prisoners are teleported around, I think it would be cool if we were split up from each other when we're teleported. maybe in teams of 2 and an objective has to be done by each team before all 4 are reunited. Or maybe something like where the map is a large "+" shape upon returning to the main prison all players are scattered to each corner instead of all spawning where they teleported and have to meet in the middle for something. maybe make it extra hard by having eggs respawn the enemies in between so that you HAVE to solo your way back to your friends.

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Suggestion from LosttyFrostty#8273 (385612298045358082)

shove with primary and secondary weapons like you can with melee

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Suggestion from LosttyFrostty#8273 (385612298045358082)

new tool idea: a small robotic ai companion.
Use tool kits to refill its weapon's ammo. Otherwise, only uses melee.

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Suggestion from Varok#3730 (95862629368631296)

Throw Melee Weapon

Allow Knife and Spear have the chance to be thrown. This new mechanic would help to kill sleepers that wake up and are about to shout and wake up the whole room or another way to kill sleepers. Prisoners will be able to pick up the thrown weapon (showing a ping like sentry does when is deployed)

Also, if thrown weapon missed the target it will make a noise similar to hitting the ground.

Note:
I know this could be extra work for the coding, but it will be really worth one if you want to add an extra level for the player's skill to learn and master.

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Suggestion from gonk#2318 (119249180458876930)

expedition challenges which award extra cosmetics so ppl arent stuck with cargo shorts i.e. "complete C2 without any player reaching 50% infection" stuff like that

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Suggestion from 𝒯𝒶𝓀𝑒𝓈𝒽𝒾𝓃𝓎𝒶(たけし)#8319 (442864783536947201)

GTFO is based off a 4 man group but, technically speaking, there are thousands of other prisoners within the facility, what if by being in a expedition, if there is another group in the same expedition, while playing through said expedition, have it so sometimes you might hear faint gunshots from a distance and or scream, not affecting your game but rather like a background sound which bring the idea that you aren't alone and others are going through the same situation

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

please lower the sound of stamina breathing and its other sounds, its really annoying and quite distracting during fights, specially in conjunction with infection its really loud, ty ❤️

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Suggestion from i_dont_know_my_name#1234 (473113077617786903)

add back burst cannon and hel rifle

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Suggestion from Soviet Badger#4874 (232496562985500672)

bring back heavy smg but in special

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Suggestion from i_dont_know_my_name#1234 (473113077617786903)

people need “skill issue”medal in steam

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Suggestion from Kyrozen#9020 (209577425405739009)

Blue syringe, adds infection. Gives max stamina for few seconds.

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Suggestion from WhiteShadow#3406 (337024101208031233)

Add PVP

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Suggestion from Sarcastic#2655 (364416749875101698)

add a tank scout

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Suggestion from LosttyFrostty#8273 (385612298045358082)

place sentry on walls and ceilings. now with flex tape

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Suggestion from chae#6666 (470191731934232578)

increase max pulse to 200+ so I don't feel like a couch potato with a gun

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Suggestion from ThiagoLA92#6145 (193427368012939265)

Consistance on bot deploying tools commands.

If you used Q11 to deploy the turret, Q11 should be used again to pack up the sentry.
Q11 tool from bot 1
Q12 consumable from bot 1
Q13 tool from bot 2
Q14 consumable from bot 2
Q15 tool from bot 3
Q16 consumable from bot 3

If the bot doesn't have consumable, this shouldn't change the command. This let you memorise the commands to use each tool for each bot without stop to reading what each bot have.

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Suggestion from Katzenwerfer#2028 (618612008744517672)

4 simultaneous uplinks

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Suggestion from WhiteShadow#3406 (337024101208031233)

More basic enemies that can replace sleepers, because between the regular sleepers, chargers, and shadows, there isn’t much threat if you know how to handle them even decently. It’d be cool to have more sleepers instead of another scout or something like that in R7

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Suggestion from Morphine Christ#6542 (247279371574968320)

Bots need some tweaking in their aiming AI. A bot will shoot through you to kill a sleeper even if you aren't moving.

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Suggestion from kiwi-awoo#8686 (827683574458744852)

lock melter can be applied to sleepers to melt their face

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Suggestion from WhiteShadow#3406 (337024101208031233)

A shaped charge variant of the mine with higher damage and range, but with a tighter AOE that is not that much larger than the laser, takes an extra half a second to blow, and has half the uses of the regular mines. Can be used in doors to blast regular guys like normal, but is far more effective for killing big guys in a single blast, sort of like how the sniper is with its high precision, high damage, but low ammo.

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Suggestion from FelløwAxe#6113 (622819326206148619)

Instead of fog repellers, Have Gas Mask Air Filters for a replacement consumable. Can be also picked up in Resource Lockers and Boxes.

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Suggestion from TayTayHeyHey#2425 (442393205514829824)

This has likely been suggested before, but it would be really helpful if mission objectives could still be viewed while in-terminal, when it comes to knowing exact strings which need to be queried.

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Suggestion from Sdoots#4515 (128201521992171520)

It's hard to get the crew together because of time zones, so when we do get to play we can't really make it through some of the longer missions due to those time constraints. Being able to resume a game from a checkpoint at a later date would be super helpful. We likely will never finish D1 otherwise. :c

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Suggestion from Neiny#4531 (497320476251652097)

I don't know if somebody already suggested this but it would be cool if there's like scripted events, for example, Sleepers would bust down the wall/ceiling out of nowhere while doing the cluster/diminished alarms just to give the feeling of chaos and tense

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Suggestion from Babakrak#1865 (216402048533397504)

some way to keep your favorite/most used weapon from a previous rundown in the next rundown. To balance against the next series of weapons (and to discourage new players from disliking previous rundown players) degrade them somewhat? Or have to accomplish X tasks with Weapon Y in order to acquire it next rundown or to maintain it

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Suggestion from quinoa#9190 (366044037284757514)

came up with this as a low risk way of adding replayability for the game. add another booster category that increases the challenge of the run, its an optional booster that only has negative impact on your run. since its optional its there only if you want to use it. you can incentivize players to use them by allowing additional cosmetic unlocks.

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Suggestion from ptZ#2994 (240938901093613573)

Love the "GTFO I Battle Music I Rundown 001"- music and want more like it.

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Suggestion from LosttyFrostty#8273 (385612298045358082)

a konig sniper variant with ironsights and a 5 round mag

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Suggestion from quinoa#9190 (366044037284757514)

mom error alarm for a level

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Suggestion from quinoa#9190 (366044037284757514)

along with my request to rebind use key to left mouse click for resource packs and mines, make lock melters also rebind to left click so i dont use terminals during an error alarm https://clips.twitch.tv/CloudyEasyWitchFunRun-WNtn4-1Jibat21Eg

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Suggestion from Kyrozen#9020 (209577425405739009)

Bots also get half or 1/3rd of the boosters the host is using. Why? Why the hell not. Give 'em some more edge.

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Suggestion from chae#6666 (470191731934232578)

flyer charger

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Suggestion from SungImperial#0001 (160987787296768000)

Allow the bots to carry mission critical items up ladders like the player can (Such as the Turbine/Power Cells) They immediately drop it each time even if I use the command for them to pick it up from atop the ladder.

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Suggestion from Kyrozen#9020 (209577425405739009)

Lower bots' threshold to not use resource packs from 80% to 10%/20% in combat or when no enemies are within X amount of distance. So they stand around like idiots using resource packs while you are surrounded.

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Suggestion from Kyrozen#9020 (209577425405739009)

Correction: Lower bots' threshold to not use resource packs from 80% to 10%/20% in combat or make it so that they will only use when no enemies are within X amount of distance. So they DO NOT stand around like idiots using resource packs while you are surrounded whenever they have it.

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Suggestion from ChinoMenso#6416 (628450555144175631)

Flamethrower.

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Suggestion from Merv#7274 (720749845077295115)

something like achievements you don't really gain anything except like colour or something. If this will ever be a thing do call it prisoner achievements

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Suggestion from Booper Dooper#8000 (292629679582609419)

Bots should always move to the side of the door you are on, even if the door is open, so you don't have to move further into the room to lure them in and they don't just walk to the other side when you're trying to barricade one

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Suggestion from KrookedKritter#9393 (551578190619869235)

extra weapons you can find in the level. For example, you go in with pistol and revolver but can find a scattergun and swap out the revolver for it. This could be good for levels that have varying objects. A balanced would be the weapons you find can have randomised ammo amounts

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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

instead of adding a flamethrower as a weapon have a flamethrower as a mission item to say burn away large biomass to progress as something you have to carry in the level and can only be used on said biomass in order to progress through a level

just a concept rly that i feel would be a nice addition to levels in r7 or future rundowns

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Suggestion from Rein#1592 (919259254156828682)

a level where you have to escort a specific object (an independent moving cargo,like... an industrial drill perhap since we already have like a mining shaft level) (turned on by typing code in terminal? or you can make it hell by forcing prisoner to push it lol) to a certain specific door/wall or w.e in order to open the next zone and process
there could be an alarm or not , and prisoner can plan their tactic to defense before or during the alarm,alarm end when the object at destination
i mean this could give a fresh experience of how to process in the game,as of now all we have are just scan door,blood door,scan door , blood door and even with the variaty of alarm (s1,cluster,mix,surge,moving etc) it still just doing scan all along

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Suggestion from \\\RADKNI9HT\\\#1487 (236661936496967684)

A command to order bots to either stay put or not pick up items. They keep taking our stuff and using it on themselves or on players that don't need ammo/health/etc.

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Suggestion from P̶A̶L̶E̶D̶R̶I̶C̶H̶#2565 (297925815151230976)

Fix carbine, it says it has mid range capabilities but even the pistol has more range before damage fall-off. I don't mind if you wanna rework the gun itself but pls give it more range

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Suggestion from P̶A̶L̶E̶D̶R̶I̶C̶H̶#2565 (297925815151230976)

Thanks to Khepri for pointing out that the Carbine actually has 7m range, I still think is too low.

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Suggestion from LosttyFrostty#8273 (385612298045358082)

a pure white "snowbound" color palette.

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Suggestion from Dargadon#6067 (231027287741562881)

Sapper spatula as melee option.

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Suggestion from Shadow_Wolfe#7287 (404730283833688066)

adding steam achievements or in game achievements, can help give players an incentive to do specific tasks and whatnot

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Suggestion from LosttyFrostty#8273 (385612298045358082)

double pegleg pants cosmetic to fulfill our metro 2033 cosplays

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Suggestion from catlord#9500 (406227034000326666)

make it so if you melee a mine it blows up, so that the idiot on your team who decided to melee a mine learns

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Suggestion from SungImperial#0001 (160987787296768000)

Let the player pick up artifacts and swap out inventory items (Such as swapping an ammo pack for a medipack and the sort) while holding the fog turbine and power cells. I can maybe understand not being able to use the terminal with one hand but the other two I listed can be done with one hand while they hold the turbine or the cells.

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Suggestion from eragonawesome#0762 (137340851830390784)

Make the sound of the dead enemies dissolving more distinct from the sound of Scout feelers. Currently every time a body dissolves I think it's a scout about to lick me

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Suggestion from Zorgzong79#2059 (454799226761904128)

Let us see what type of sentry our teammates have instead of just saying "sentry gun"

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Suggestion from Erwann#3199 (493673001074556943)

Would be nice (i know the matchmaking is still "new") to have an option to keep in memory the last game we were in, or like a "reconnect" button: for example if having connections issues and being disconnected it would be nice to be able to get pack to the game you were in.

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Suggestion from DeaderSurvival#2618 (186603304392851456)

Add a "go target that thing" command for bots, and make them actually respond to text commands; maybe even an option (for the solo player or the half group) to allow the bots to communicate in chat with things like "ready" or "the ping was over there", maybe even a "you're in the terminal, we're looking for [x]"

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Suggestion from Edhellas#2520 (191930920209612801)

for April Fools Day, add a unique voice line from the characters. E.g. when you're doing an uplink, one of the characters who isn't on the terminal says "Use tab you fucking idiot" or something.

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Suggestion from Shoes_#0920 (198632332326993920)

make you players glove change colour depending on what colour you are for that Expedition,
example - My player colour for the current run might be GREEN so my GLOVES would be GREEN , and so on so forth

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Suggestion from Osmundo#6251 (230612308097892352)

Allow players to combine resource packs and consumables of the same type. For example, if you have a medpack with 2 uses and you find another medpack with 2 uses you should be able to combine them into one 4 use medpack.

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Suggestion from Sparky#0635 (134813005652164608)

Different rarity boosters, be able to reroll 3 awful boosters in to a better booster or something

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Suggestion from feddy#3837 (831161584444244069)

"Stand Here" command or "Hold Position" for bots. Or something to fix the fact that they always shuffle positions when you're trying to distribute packs.

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Suggestion from Mees20#9973 (358261463212883968)

an optional challenge for each map: the developers choose a certain set of weapons, tools and melees for your team to carry. For example, 2x assault rifle, 1x pistol, 1x HEL revolver. In addition, there are 4 bad boosters (-20% health regen, -15% melee dmg, etc) your team also has to pick from. The setup is different each level, so you'll get to know all weapons 🙂

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Suggestion from TheLegendaryMorganFreeman#9915 (354809873286037507)

Different Stealth takedown animations for enemies that can be ONE SHOT melee by yourself, for every melee weapon. Ex:Knife=a gruesome stabbing animation, sledgehammer= A bashing animation, etc. Now, I know not everyone wants to sit and watch every kill be animated, so each time you sneak up on an enemy and get a charged melee kill, it adds meter to a bar. When that bar is full, the next enemy you encounter that can be one shot, when you sneak up to them, it will give you a button prompt. IF you want to use the meter for that animation then press the button, which resets the meter to 0 and repeat the process, otherwise just kill with another charged melee and save the animation for whenever you see another opportunity down the road. I feel this would add a little flare and more fun when trying to save anmo 🙂

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Suggestion from LosttyFrostty#8273 (385612298045358082)

new tool idea: Gemini turret: Two small weaker turrets instead of one.

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Suggestion from Hastur#0059 (625058610170560597)

BIG SCOUTS

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Suggestion from Kyrozen#9020 (209577425405739009)

BOts follow up melee when you melee a foamed target.

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Suggestion from P̶A̶L̶E̶D̶R̶I̶C̶H̶#2565 (297925815151230976)

Add some vertical levels: sections were the prisoners have to rappel up and down to advance an even fight enemies.

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Suggestion from TenguKnight#6404 (215135833378914304)

A button in the game to play randomly generated levels with the options to adjust the following:
-Enemy types and amounts
-The amount of resources
-The size of the level
-Main objective type
-Side objective types
-The amount of "branching" in the level, so how many additional steps are required (getting keys, lifting lockdowns)
-Average alarm difficulty
-Level environment type
-Lighting conditions

Alternatively, introduce proc-gen daily or weekly levels (no rewards required).

Proc-gen levels would be an excellent addition to the game and would greatly help with its longetivity, and would give something to do for players who have already completed the rundown in rotation.

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Suggestion from TenguKnight#6404 (215135833378914304)

An alternative to randomly generated levels - allow players to create their own levels with a built-in level creator tool and share them via the Steam Workshop.

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Suggestion from Skyrope#8741 (266345176967020545)

A new environment that is purely tunneled stone and rock with bits of infrastructure/ rooms/ buildings scattered around, kind of like a traditional mine.

There will be horizontal tunnels, vertical tunnels, large and small. Some of the environment will be destructed also, with semi collapsed areas throwing sparks from destroyed electrical conduits and dripping water from pipes. (reference image from 10 chambers YouTube here -> #gtfo-media message)

The main idea of this environment is to give the player a feeling of claustrophobia in some small constricted areas, and to also induce a feeling of vulnerability in some wide open areas with tunnels of all sizes connecting everything everywhere (sleepers from waves might be able to come from small tunnels as well).

The feeling of being deep within the complex would also be present, due to the darkness, the lack of main complex infrastructure, and the destroyed nature (as well as the expedition depth). In some cases (just an idea, so ignore it if u don't like it) the expedition could be so deep down that the map does not work, so prisoners would have to use a mapping device to not get lost, or they could download blueprints from a terminal.

The environment also opens up a lot of potential for vertical gameplay.

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Suggestion from sockducttape#2386 (755616042226810912)

a super long, centepede like enemy. It would serve as an interesting tool to add a unique challenge to stealth sections, it would wind arround the room when asleep, creating a maze of sorts out of it's body, sometimes you might have to jump over parts of it's body to propperly navigate the rooms it is found sleeping in, having to do this can be a huge risk as there could be other sleeping enemies present in the room who might wake up if you run to jump over the centipede enemy's body. It would be possible to jump over tbe centipede's body without running, however it is significantly harder to do so. Meaning you have to make a kinda important decision between risking waking the centepede enemy up and risking waking other enemies up by getting a running start to jump over the bodies. Skilled players could charge up a melee attack to hit enemies as they wake up when they jump over the centipede's body. The centepede itself is super fragile however, only taking a single fullt charged hit from any melee weapon to kill, the catch being that it is only vunerable at specific locations of it's body. An interesting way to integrate this enemy into parts where the players need to move fast is by making it deaf so that other enemies waking up will not wake the centepede up itself, meaning they could be placed in escape sequences and whatnot. This next part is just a potential idea, but maybe sometimes part of the enemy could be coiled up so that it's weak point isn't easily acessible, so that you have to work with a team mate to kill it stealthily, two people would be needed to hit it, but instead of synchronizing their hits they have to hit one after the other, the first one wakes it up so it moves and exposes it's weak point, and the seccond one will attack it's weak point and kill it. To balance this out, there will be a semi short window of time after it is woken up before it actually wakes up any other enemies to make pulling this off a bit more fair.

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Suggestion from Estlo#2620 (246657252335943680)

Currently, when looking at the rundown menu after completing missions, you only see how many times you completed each mission and each difficulty. This is entirely fine, but since checkpoints were added - which do show up on the completion screen - it would be nice to see whether or not you used checkpoints.
I'm imagining something as simple as the colors of the numbers changing if you've done that particular difficulty without checkpoints. It'd be a one-time-switch and probably not even that difficult to implement, and it wouldn't be a big inconvenience either - and it'd make for some nice pictures in #gtfo-media when there's people who have only differently-colored-numbers.
Some orange, maybe? Not bright red, but nothing glaringly off either (blue wouldn't fit, in example)

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Suggestion from sockducttape#2386 (755616042226810912)

an enemy that serves more as a stationary environmental trap, or an enemy that sets up environmental traps for the players. I have a couple ideas for how this could potentially work, the first two are similair enough to put in the same idea post thing and the 3rd one is vastly different. The first idea is that it could be like a bear trap type thing, generally a large fleshy and gross moutb coming out of the ground that will chomp down on you if you step on it. The 2nd idea is kinda similar however it acts more as a trip wire and the enemy itself is on walls or ceilings, where it has a dangly grabber arm that acts as a trip wire of sorts and when you touch it it will grab onto you and start to pull you towards the mouth. Both would gradually damage you while you are stuck. For both varients you can get yourself out of the trap by attacking the main part of the enemy. For the bear trap example shooting it will instantly release you however this is noisy and will proabably wake other enemies up, however using your melee weapons takes longer and will result in more damage taken despite being silent. For the trip wire example both melee damage and gunfire will immediately release you however using your melee weapons means you have to be dragged in close and risk getting damaged or taking fall damage apon being released depending on how high up you were taken.

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Suggestion from sockducttape#2386 (755616042226810912)

this is a continuation of my idea about enemies that are themselves traps or lay traps for the player, however this one was different enough that I thought it should have its own dedicated post. The idea is a large spider enemy (arround the same size as mothers) that will allways be found sleeping, they will never spawn woken up. The rooms they are in would be filled with spider webs and there would be long thin web stranfs that would extend from the floor to the roof, sometimes diagonally but never requiring the players to jump over them. If touched it would wake the spider up. The interesting thing is that the spider is both deaf and blind untill woken up, meaning the only way to activate it is by touching the tripwires or attacking the spider directly. The spider would force you to be more careful about positioning and where you are standing, and could be integrated into alarm sequences to make spatial awareness crucial for survival and make for some unique challenges for the players to overcome

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Suggestion from Angus#9751 (270106302384963584)

make shadow giants go zooom

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Suggestion from ChinoMenso#6416 (628450555144175631)

Expedition: Sanctuary
A narrow level set within the facilities living quarters, with incredibly fast, hyper light-sensitive enemies that can only be petrified with exposure to light. Logs on Terminals describe a scourge creeping throughout the floor and mysteriously afflicting those who have fallen asleep. When the players breach the first door, they enter a med-bay full of gurneys and encounter the first twitcher. This enemy roams like a scout, but does not call reinforcements, is not blind, and can bum-rush seen players who don't hear its encroaching footsteps or recognize its unique call (which sounds like a kitten meowing). It is a berserker class that has no proboscis to attack from afar. It can only deal damage at point blank range, but its melee rate is lightning fast and quickly deals a crazy amount of damage, so long range flashlights become crucial to this expedition. Bullets only slow them down, and light petrifies them for 60 seconds (sustained exposure indefinitely incapacitates). The Warden sends the expedition to turn on the generators/ lights to nullify the threat. The entire level is pitch black, only illuminated by strobing red auxiliary lights, and the map is unavailable due to radiation shielding in the floor's walls. Downvote if you think GTFO is a great game.

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Suggestion from Drac#5712 (194619088079683584)

Mobs wake up to VoIP that is too loud when within melee distance (or maybe even shouting in the room in general). Whispers / Low talking could be okay, so maybe a threshold… Perhaps something to add to the HUD that shows the audio levels of your mic to monitor yourself. (Green is within your radio; Red is voice “bleeding” from your mask).

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Suggestion from WhiteShadow#3406 (337024101208031233)

Make it so the Charger's swipe doesn't let them enter walls, and also prevent flyers from going to the 4th dimension when clipping through walls

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Suggestion from Manamosy#7777 (181350359061495808)

//: Classed Laser Sensors, that can be dotted in specific or dynamic locations where in they can only be seen with a specific device that the User can opt to bring as their Tool. This Tool could ping a pulse out in a radius around the User and will rend the Lasers temporarily visible (possibly just to the User?) The Laser Sensor will then trigger a timed or permanent Alarm depending on it's Class, with permanent Alarms needing a Terminal for deactivation. There could of course be identifiers that would allude to the Sensors location and Laser cone/grid. These Laser Sensors could possibly be identified on Terminals without fully specifying where they are. A more proximal Terminal could be used to deactivate the sensor.

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Suggestion from quinoa#9190 (366044037284757514)

any way we can get cosmetics for tools/weapons? i think it'd be cool to have something like an 80's stylized biotracker thats green and has horizontal scan lines on the screen. no changes to functionality, just more cosmetics to change up the look and feel.

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Suggestion from Rekhyt#4292 (232526862645985281)

an Error Alarm disguised as a security door.
and/or
the ability to stealth alarm doors but upon fail an Error Alarm starts

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Suggestion from Aria1489#6937 (819809334887579698)

A level where you get teleported every time you open any door

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Suggestion from The Dark Lord#4747 (481245753591857193)

redglowstick

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Suggestion from Sifter#7721 (171074777677692928)

Matchmaking option: Expeditions- Not Completed

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Suggestion from quinoa#9190 (366044037284757514)

general idea for a level but something like push the payload type objective that traverses the level. you can add additional side objectives like find cells to fuel the payload once it breaks down. perhaps only 1 person needs to be in it for it to move but more in the scan makes it speed up. you can add PE objectives that increase enemy count or causes a surge for the last bit of the mission. lots of potential for ideas here just throwing up some ideas for you guys to test out

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Suggestion from quinoa#9190 (366044037284757514)

with the introduction of the D A T A C U B E experience I think it'd be cool to design some sort of non-euclidean levels. Players will feel that something is "off" but won't understand what's going on unless they have that "aha" moment. you can mask the level by disconnecting the map. imagine making 4 right turns in sequence to get to where you need to be and being incredibly confused the first time you experience it. it'll be a nice mini labyrinth to shake up the game.

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Suggestion from Someone else#5259 (400691562708729858)

when checking out the map, the players ammo, health and tool ammo, should have colors depending on their porcentage, to make it easier to share refills and medkits (50%+ white, 25%+ yellow, 25%- red)

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Suggestion from mvn_rvn#6551 (447908165414158339)

A recording of all the prisoners collectively yelling at Hackett

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Suggestion from €deon#2755 (369647046237487105)

Darker text shading/outlining on certain text blocks (like player resource percentages both on-map and off, or red text on alarmed doors) to allow them to be seen and read clearly in all circumstances (IE red alarm text being difficult to read when overlaid on anything colored bright orange/red)

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Suggestion from €deon#2755 (369647046237487105)

"Pick up all" command for bots that has them all retrieve their tools, to minimize time spent ordering individual bots to pick up their turrets/mines/whatevers. More a convenience thing, and cuts back on the repeated "Pick up your deployables" dialogue spam that might annoy some folks.

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Suggestion from Lämp Mæster#1249 (146097520718774273)

More options for melee, no need to have different stats, if not just for more visual options.

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Suggestion from quinoa#9190 (366044037284757514)

change bot behaviour so that they don't run up to mom to hammer it while it spawns babies. in fact i dont understand why they stand in the exact spot where babies spawn and try to hammer the mom. what is this behaviour?

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Suggestion from Mad{}Mouse#6476 (249799482340933632)

implement a character preference system similar to Payday 2. Hopefully you get what I'm talking about, players order out a list of which characters they wish to play as - from high preference to low preference - and once a lobby is created the characters will be distributed based on each of the player's preferences.
I'm certain there's a few players out there that are tired of having to play Woods just because they want to host a lobby.

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Suggestion from adam wizard#7674 (418826250472128513)

idea for a new enemy, I call it the medic
"It's... Rebuilding them! "
"like these fuckers weren't bad enough alive, make sure they stay dead this time! ".

A medic enemy does not attack the players directly, and does not "heal" enemies per say, it would rather collect defeated infected corpses and stitch them back together to bring them back to life (injecting them with a brand new worm-like parasite would also be a way, since all enemies seem to have that), that would result in some new, warped version of the enemy.

I like to think it would behave roughly like a mother, except it needs to collect/use the corpses in order to spawn new units, these spawned units would be about as strong as a regular size striker.

So taking the medic out early in a fight can save fighting a lot of extra enemies, the catch is it's going to be hard to get them as they would often run away, and maybe even hinder the players ability to find them (like the mothers fog generation move).

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Suggestion from Danomicon#5997 (201868425474080768)

Flamethrower as a tool option -
Handheld maneuverability, it could have a modest stagger rate similar to the turrets and place a stackable DoT effect on enemies, 'lighting' them on fire for an agreeable amount of time.

  • While the DoT is on them, they'd be lit up- could be used as an alternative/combination for dealing with Shadows
  • Additionaly, mainly because they disgust me, it could be used as a method/tool for removing Spitters if you know you'll be in the area often or just want to alleviate the stress of having to be aware of them all the time
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Suggestion from Kaneki ♡#3085 (593407017478258720)

remove blue lore scans

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Suggestion from WhiteShadow#3406 (337024101208031233)

Make landing on the back of a sleeper’s head from a 1-2 meter drop from above them kill it like a regular charged melee swing would.

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Suggestion from i_dont_know_my_name#1234 (473113077617786903)

release ext.

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Suggestion from WhiteShadow#3406 (337024101208031233)

Make the Biotracker’s ADS actually useful.

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Suggestion from Darthanaarx#0533 (178600216251990016)

matchmaking wait times for any level you want to matchmake for

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Suggestion from Shae#4444 (296364701380640769)

a new tool called "Heavy Armor" the tool would function as a second health bar, being refilled by tool packs. The way this would be displayed is a darker grey bar covering the normal health bar, this bar would not be effected by infection making it highly useful in areas with prevalent amounts of it, your normal health bar would still drain based on your infection and you would still go down even if you have armor bar to deplete if your normal health reaches 0. The trade off would be essentially sacrificing your tool for increased durability.

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Suggestion from Mad{}Mouse#6476 (249799482340933632)

some players seem to have enjoyed the aesthetics of the old hud shown off in the premier trailer. You’ve added in outfit customization already, maybe it would be a good idea to allow players to customize the the design of their hud as well? Like, with each of the individual hud elements, have an option to switch between the classic design and the modern design.

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Suggestion from ChinoMenso#6416 (628450555144175631)

Idea influenced by the game Duskers:
Give players the ability to remotely close/open non-alarm doors through Terminals. By allowing the use of a command prompt, it would instantaneously seal off the immediate vicinity instead of players tediously having to run around closing them during prep. Since each door is designated, you could also color-code on the map which doors are sealed/open (green open/red closed). As enemies draw nearer, you can see the colors change on the map to red when they are compromised. This would add tension, as you would be able to see them coming without actually being able to see them.
Ex. OPEN Door 25
CLOSE Door 38, 43, 238

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Suggestion from TenguKnight#6404 (215135833378914304)

The exploration music in this game is amazing, it should play more often.

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Suggestion from Mad{}Mouse#6476 (249799482340933632)

possibly add in the “classic skins” from the early access as an outfit option. I don’t know how players would unlock it, but it would be nice to see all of the original outfits again.

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Suggestion from i_dont_know_my_name#1234 (473113077617786903)

recommend people who finish the rundown, go to play matchmaking

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Suggestion from Curious Astroneer#2730 (592882540088393739)

Tool idea:
Drone station.

An air drone is mounted on the back of the character, which can work as an additional bot: in fact, a weak auxiliary turret that supports fire during the battle from under the ceiling of the tunnels; follows the character, and also helps in finding consumables.

Yes, I know, this is a bad idea. Even if this tool is introduced, the drone needs to find another use.

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Suggestion from Onward me China#3325 (165324524735299584)

While using the Map, it would be nice if it were easier to tell which zones were which. Bigger, more centralized text and colored outlines might be a decent quality of life improvement.

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Suggestion from Ninjaguy1002#7066 (689242093788463136)

More glow stick colours ( blue white yellow idk)
Also make it so that glow sticks can work against spitters to keep them inactive

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Suggestion from Vardsper#5162 (416051048457830400)

so we have the same voice lines from A1 to D4 what if the deeper we go the more the prisoners get used to the sleepers like instead of when they see a scout on D2 they something sarcastic while on B2 they sound serious with the original voice clip for scouts

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Suggestion from infantasyde#0077 (327322358731898881)

randomize everything beyond a checkpoint every time you restart at that checkpoint. Enemy spawns, pack/item spawns, keys, codes everything.

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Suggestion from Killa_X#2639 (425752974472511492)

Add master floors to a run down, it would be the same level and objective but with more enemies, less supplies and no apparel rewards to make them fully optional and just be more of a mastering the game element.

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Suggestion from i_dont_know_my_name#1234 (473113077617786903)

we need some mission that required 8 peopledauda_bonk

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Suggestion from LosttyFrostty#8273 (385612298045358082)

flamethrower turret. Alternative to shotgun turret for close range, will burn enemies and deal damage over time, flames will eluminate targets.

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Suggestion from ClearShade#6563 (530271536150741003)

possibly add a "suggestion discussion" Channel to the discord server in order for some of the more popular suggestions to maybe be talked about and perfected by the community for more potent and interesting suggestions

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Suggestion from Dargadon#6067 (231027287741562881)

Deployable light source for the tool slot 🤔
Either narrowly focused floodlight or general purpose 360° lamp. Uses tool charges as batteries.

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Suggestion from quinoa#9190 (366044037284757514)

by any chance does any one here want more brutality from this game? like enemies bursting out of each others chests in front of you and mutate to new enemies when you think theyre dead cause you shot their head off kind of brutality? asking for a friend

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Suggestion from Edhellas#2520 (191930920209612801)

an enemy that has eyes and can wake up if you move in front of it. Maybe it only does so during the "flashing" stage and looks around a little, but not 360degrees. Or maybe it's walks around the perimeter of custom geo rooms with somewhat predictable pathing

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Suggestion from Merv#7274 (720749845077295115)

make a mini series of what happened before in the complex to where its now (credit also goes to @sage pewter @solid sable @vital isle )

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Suggestion from Aria1489#6937 (819809334887579698)

A simple rundown so that devs can take time to fix their game for the next rundown

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Suggestion from LosttyFrostty#8273 (385612298045358082)

if cosmetics are limited, let us trade them between players.

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Suggestion from infantasyde#0077 (327322358731898881)

add a sword because swords are cool and every game that has a melee weapon variety needs a sword :))))))

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Suggestion from infantasyde#0077 (327322358731898881)

(not a meme suggestion this time) allow spear to charge while sprinting, alternatively remove sprint charge from the other weapons. Spear is almost completely crippled with this lack of mobility compared to the other melee weapons

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Suggestion from EatingBaconbits#2700 (230886349354434560)

colorblind mode would be nice. Sometimes I get confused between toxic fog and just regular fog. Same with identifying who is blue and who is purple

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Suggestion from Edhellas#2520 (191930920209612801)

add a Lore section to the Rundown screen which shows all the lore you've found so far in the rundown

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Suggestion from Edhellas#2520 (191930920209612801)

add a button when in the lobby screen to make somebody else host, so you don't need to remake lobby

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Suggestion from Penelo911#8443 (276804078183514112)
  1. Bot shouldn't be able to take any packs or objects other than those needed for objectives. We are always trying to save the tool-refill for sentry-guns but the bot is always emptying the stack we are saving on our foam guy.
  1. My placed Sentry will make a reticle appear on my screen when shooting even if I'm looking in the opposite direction.

  2. The Bot shouldn't be able to wake anything up because they are always screwing our missions. We are only 3 friends and at D1 this is starting to get very annoying.

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Suggestion from Penelo911#8443 (276804078183514112)

When you get shot or hit it would be nice if while having our aim moved for being hurt it would stop shooting as well. To preserve ammo because they are always making us miss our shots. Honestly that's just annoying too.

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Suggestion from Penelo911#8443 (276804078183514112)
  1. Grenades would be cool.
  1. If the big flashlight had a tripod with it to place on certain spots to help where we are expecting sleepers to come by in a last stand, making it easier to shoot and snipe the big ones.
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Suggestion from infantasyde#0077 (327322358731898881)

choke mod scattergun >:)))

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Suggestion from Felix8340#4335 (281708183062315010)

All the scopes have too many useless lines and details, remove most of them to make the sight clear. I often find myself can't target my enemies clearly because of the scope.

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Suggestion from Felix8340#4335 (281708183062315010)

Lower the amount of muzzle flash when firing non-stop. Or have an option to lower them to 50%.

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Suggestion from Felix8340#4335 (281708183062315010)

have an option to decrease the opacity of the sight except the dot for realism players and players who want a clear sight

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Suggestion from quinoa#9190 (366044037284757514)

the new netcodes is causing some unexpected behaviour from the enemies. they attack from around corners without LOS. i notice in multiple instances they can land a melee attack from ranges they normally shouldnt be able to. also i notice a lot of tongue attacks going through walls now. anyone experience any of these issues?

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Suggestion from betterAdversary#7535 (142451701356429312)

greater detail/rich presence on discord, e.g. showing when you're in a lobby/match, which mission you're on, how many are in the party, etc.

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Suggestion from catlord#9500 (406227034000326666)

HEL sentry

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Suggestion from Wheatloaf#4302 (124937491617677313)

a non-piercing semi-auto charge weapon (ie not just another hel whatever or machine gun)

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Suggestion from LosttyFrostty#8273 (385612298045358082)

a bolt-action anti-material rifle primary

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Suggestion from i_dont_know_my_name#1234 (473113077617786903)

We need a level that one of the mission like R5B2 Extreme and R5C2 overload

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Suggestion from W.D. Gaster#4747 (481245753591857193)

The idea to combine boosters. If you have the same boosters for example: +14% bio scan speed and another +14% bio scan. Instead of taking booster inventory space you instead have both combined together to make up 2. Another idea is to maybe fuse boosters and turn muted boosters to maybe bold boosters. When you have the different boosters combined together or rather to create a bold booster instead of finding them. Which also helps for inventory space and creating the boosters you want

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Suggestion from Windows XP#1160 (265601376225198081)

I know that not everyone is gonna like this or maybe they're gonna like some of them. Return of the gimmicks of the previous rundowns:

  • Tank Error Alarm from R4E1
  • Regular Fog moving down from R4E1
  • 10/10 Reactor Mission from R2
  • Reactor Only Mission from R4D1
  • Class IX M Alarm from R5D2
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Suggestion from Red Leicester Cheese#6372 (471704951584849930)

a semi auto weapon like the dmr but does less damage has more ammo and better sights
as basically a knock off version of the dmr since its really impossible for some people to use the sights

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Suggestion from Aria1489#6937 (819809334887579698)

DMR but with iron sights

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Suggestion from Goose?#7356 (661296553436381204)

scale down the amount of non infectious fog next rundown, would love to see alot of the environment without the fog blocking my eyes

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Suggestion from Arachnid#9048 (285573027889020940)

A reactor sequence type objective but in between waves it teleports you to different areas to look for the code, then teleports you back to put it into the terminal

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Suggestion from €deon#2755 (369647046237487105)

Allow us the ability to either disable or reduce the frequency of character voice callouts, like "Shh, Sleepers! If you wake one up, it'll call its friends, and we'll all be in a heap of shit!".

They're neat the first couple times around, but they play way too frequently, and often they make it extremely difficult to hear what my teammates are saying over voice chat because of how loud they are when my own character calls out. The only way I've found to turn those down is to turn down the entire game, which is less than ideal.

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Suggestion from LosttyFrostty#8273 (385612298045358082)

a pneumatic semi-auto rifle primary. iron sights only and must occasionally pump to refill with air.

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Suggestion from i_dont_know_my_name#1234 (473113077617786903)

let player choose which combat music (old/new) they want, that’s a thing a lot people want and it does not affect the game too much

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Suggestion from Birrihappyface#6679 (227240675874177025)

Implement a new category of boosters that are team-centered, "Unified" boosters. To acquire these boosters, discarding existing boosters would now also grant .10 progress towards a Unified one. In the lobby, all players can present one Unified booster, and the host selects which booster to use. Only one Unified booster can be equipped for the squad. Unified boosters would have properties such as med efficiency and supply efficiency, which would be removed from standard booster pools. This would make bots less of a liability for solo players, and reduce the headache of juggling around resources to the one guy with supply efficiency in groups. These could even have some unique effects such as slightly increased damage on weapons if all 4 players are in proximity, or unique downsides such as increased damage taken if any single player is more than 25 meters from at least one other person.

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Suggestion from Windows XP#1160 (265601376225198081)

New Mission: Elimination Mission - Eliminate Biomass

The task is essentially eliminate a number of dangerous biomass (a.k.a. bosses) located at the various zones within the complex. For example, find the 3 bosses and kill them with all you got. The best contender for a dangerous biomass is a Giant Mother (pMother), where for example, find the 3 pMothers located in the/each different zones of the complex and kill them. Perhaps the first time where there the prisoners for the first time, fights more than one pMother.

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Suggestion from Windows XP#1160 (265601376225198081)

D3 - Cold Fusion

This section permits:

main Main (10/10 Reactor Startup Sequence)

A main only mission which revolves a 10/10 Reactor Startup only mission (a gimmick from R2, but more upgraded and varied). The mission will only at main and you will be given a lot of resources to compensate for such a long reactor startup sequence.

Enemies within the reactor sequence:
1-2: Regular Sleepers + Floaters
3-4: Regular Sleepers + Giants (Striker + Shooter + Hybrid)
5-6: Chargers + Big Chargers
7-8: Shadows + Big Shadows
9: Mixed and all Enemies
10: Same as Sequence 9 (with Baby Strikers) + Boss (can be a Mother or Tank or both if the devs are really crazy enough to pull this stunt)

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Suggestion from Moosecat#9808 (184458747874246656)

Make a system to track metrics and stats in a mission.
It could be used for friendly competition among teammates, records/hardcore players, tracking your performance, strategy development, identifying trolls, and much more.
Make a hotkey to display mission performance stats and/or display the stats at the end of the mission for the party to view together (succeed or fail).

Examples of metrics:
•Damage Dealt/Tool Damage Dealt

•Kills/tool kills
•Weapon Accuracy
•Downs/Damage Taken
•Packs Used
•Lockers Opened
•Artifacts Found
•Enemies Tagged
Etc

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Suggestion from Goose?#7356 (661296553436381204)

make checkpoints actually optional. In some levels they are forced on you and dumbs down the difficulty. Isn't this meant to be "the best game you suck at"?

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Suggestion from Felix8340#6562 (925668163629223986)

Dedicated Server

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Suggestion from ABC_squid#8368 (437419839976636417)

For the "place your deployable here command" have it put a marker on the floor/wall for where you want it to be placed.

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Suggestion from simonriley3636#7317 (891633254849994762)

Add a bolt-action rifle ( iron sight )

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Suggestion from r4y#8680 (703015972348493914)

Make mothers spawn a small wave of babies after they die, like spiders.

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Suggestion from Gafts#7152 (192637396964081664)

a flamethrower type of weapon in game, sure it's best to purge abominations with it, but a flaming abomination could burn you too if they stand near you

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Suggestion from Rekhyt#4292 (232526862645985281)

Game Modes

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Suggestion from Ripply#1808 (202741273746997258)

More environmental hazards. Sunken areas, rising water by powering generators. Leaking gas/fire, radioactive areas/zones, falling rocks/broken bridges/ground, damaged wiring causing malfunctioning doors etc. Maybe even sleeper variants based off the environment?

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Suggestion from D0VAHKlN#9859 (325085305361399809)

Zones with multiple entrances instead of one. Multiple exits too

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Suggestion from Ahivan64#5127 (327497963419074560)

Save quit a level to continue at a later day (D1 is too long to complete in a day)

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Suggestion from Jackster881#1246 (416372654921220097)

Have all rundowns available and be able to switch between rundowns in the mission select screen for some more content and enemies that may have been in a previous rundown

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Suggestion from Da Fern#5890 (188363093863170048)

count the starting point as a checkpoint, so that you can quickly restart after an early death instead of having to load into the mission again.

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Suggestion from Goose?#7356 (661296553436381204)

Add a gallery of "discovered" lifeforms (including D1 boss, spitters and birth sacks). To discover said enemies you must ping them and a small prompt like the booster pickup one will appear saying "lifeform analysed" then the alias (name) for said creature.

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Suggestion from Goose?#7356 (661296553436381204)

replying to my previous idea. In the gallery would be a description and several nicknames and categories they would be put into.

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Suggestion from popayes5#7378 (383484779888115732)

add a like smoke coming off of a lock melter and have it like fall down once you hack it

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Suggestion from gaZinger#1093 (208993891133685763)

new form of S/full team scan that requires the players to all stand on their own scan otherwise it wont finish

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Suggestion from Ripply#1808 (202741273746997258)

Psychosis like infection/fog etc. Only affects the player who has it. As you get more the effects become stronger. Alarm music for a few seconds, extra scans appear during alarms that look real but aren't and don't progress the alarm. At extreme doses maybe lights go off only for the infected played for a short while, or base sleepers appear as chargers or shadows? Maybe a player that's infected can see a scout but it's not really there. Would be cool for team work trying to work out what's real and what's just in our heads.

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Suggestion from Edhellas#2520 (191930920209612801)

disable the stagger on birthers. why was that added in r6? they're already trivial with scattergun / sniper / shotgun being so OP. they no longer feel like minibosses

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Suggestion from 初心者#7739 (114935313318674437)

Mouse aim mode sensitivity scale should be able to set greater than 1.

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Suggestion from LosttyFrostty#8273 (385612298045358082)

to help make a bolt action primary work. Give it a magazine of say 6 rounds, tap R to cycle the bolt after each shot, hold R to reload the magazine

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Suggestion from gяуzм#5311 (257270234283507714)

GTFO equivalent of forgeworld so we can make custom games / levels. This dev wise would probably be insane but free content creation for the game I feel like is usually a good plus.

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Suggestion from Kolbra#3465 (364091218327502850)

add a "restart from beginning" button when you die before getting a checkpoint. Its annoying doing the drop down every time you die before a checkpoint

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Suggestion from WhiteShadow#3406 (337024101208031233)

As a non-host, allow players to leave an expedition without having to completely close the game

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Suggestion from ironorr#3371 (285619265099268096)

Would it be possible, if you disconnect/crash from the game and you team is still going, but you are able reconnect to the same game before it ends. To not lose your boosts or any other progress or materials you may have lost when it went down.

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Suggestion from BorrisTheDodger#0868 (351561346162098177)

Please add an option to save and quit at a checkpoint, so we can reload at that checkpoint another day.

My crew and I each live in different time zones with various lifestyles, some of us students, others with family and full-time jobs, but we love co-op games and actually met 2 years ago playing GTFO on Rundown 1. Our current situation though, it's not possible for us to start a game together until later in the evening. And with levels as long as D1, it's not possible for us to accomplish this without "burning the midnight oil", even if we have a perfect run with no continues. We're not skilled speed runners. It's just unfortunate because we've yet to beat D1 and had to abandon our progress at least 5 times now at that final alarm door. We know we can do it, our strategy gets more refined each time, but it's hard to justify hitting that "Continue from Checkpoint" button at 1am on a work night. We may take another stab at it tonight, but we'll likely have to commit 2 hours or so to get back that door again and pray that our strategy this time works.

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Suggestion from fnrslvr#9300 (523196176720461844)

Water. Having to swim through submerged parts of the complex to reach scans, deactivate error alarms, access reactor code logs, etc. could be pretty tense. There could be unique waterborne enemies, and extended water exploration could be facilitated by rebreather items found during the expedition.

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Suggestion from fnrslvr#9300 (523196176720461844)

Electrical and oil fires. Could be lit by objective-related events, gunfire, shooter projectiles, mines, etc.; could be extinguished by cfoam. Directly damages players, may or may not hurt sleepers depending on game balance (but having flaming strikers run after you would be terrifying), could emit smoke and fumes which slowly fill the room from the top down akin to fog and slowly chip away at health and/or inflict infection. Igniting oil that's sitting on top of a body of water (see previous suggestion) would also make for a cool effect.

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Suggestion from fnrslvr#9300 (523196176720461844)

Game's set in the Chicxulub crater and we still don't have a T-rex. 😦

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Suggestion from LosttyFrostty#8273 (385612298045358082)

add a cosmetic chest piece that has one arm padded with charger chitin as a battle trophy.

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Suggestion from LosttyFrostty#8273 (385612298045358082)

New enemy type: "the bonebreaker". A large, slow, heavily armored enemy, that can break down doors with one hit, and can only do close range heavy hitting melee attacks. Primary weakness; it is deaf. You can be as loud as you want without waking it, but if it sees you, it's time to run.

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Suggestion from Edhellas#2520 (191930920209612801)

make the first A level next rundown a Data Center tile please. R4A1 and R5A2 felt more atmospheric than Mining/Floodways for new players imo.

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Suggestion from bro#1094 (138802036035551232)

Make other sentries viable, maybe nerf Burst Sentry range so that sniper becomes useful in long-distance situations

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Suggestion from tev#3150 (298034473470263296)

bring back old sniper scope

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

have an option to use the old sniper scope

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

Giant scout

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Suggestion from Chris Deeg#2799 (172541013171240960)

nerf bot Biotracker distance outside of alarms (the bot 360 no-scopes all scouts and moving enemies quite far away)

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Suggestion from Chris Deeg#2799 (172541013171240960)

update the roadmap backlog gtfothegame.com/roadmap
The backlog is written as if the game is still early access
"WHAT IS THE BACKLOG? The GTFO Early Access backlog gives an overview of the bigger features we are looking at implementing during the time GTFO is in Early Access."
Perhaps update it with any unmentioned cool stuff while your there too 😄

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Suggestion from Goose?#7356 (661296553436381204)

make it so priority expeditions are mandatory to play later missions. And i mean you cant join somone in D2 if you havent even beaten B1. and the host cant switch it to A then back to D.

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Suggestion from Rad#4923 (300744391994114049)

enemy type that creates zone control/hazards. Maybe spits something that looks like red c-foam that deals tick damage when you're in it for more than a second. Similar hp to hybrid, and acts in a support capacity. It hangs back at range and it skitters around on the ceiling, hanging back behind the front line, constantly annoying and hindering players from a position of relative safety. It provides players an option. The skittered is much less of an immediate threat than the squad of strikers coming at them, but the danger it poses is ever increasing as it blocks more and more of the safe floor space during the fight.

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Suggestion from ABC_squid#8368 (437419839976636417)

Different sleeper textures depending on the environment. Labs and data centers the sleepers are normal. Dig sites, Refinery, and Storage they have a small amount of dirt and grime on them. Floodways they are covered in moss, foliage, and a mud. For high prisoner death rate they are covered in blood.

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Suggestion from TheWrong1#6969 (534031436504760324)

the game will eventually HAVE to have it's last update. why not a good survival gamemode. sandbox like. whatever mechanic, as long theres a sandbox survival

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Suggestion from €deon#2755 (369647046237487105)

In the spirit of the last idea, why not a specially marked Survival Box full of sand, as a tongue-in-cheek joke from the Devs once we're on the last Rundown? Could even be hidden somewhere within the Rundown. Or in lieu of an actual, physical "Survival Box of Sand", could be mentioned as one in one of the text logs.

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Suggestion from EverStayx#4403 (488208900101767168)

not that big idea, but adding a passcode on some security doors instead of looking for keys might be interesting.

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Suggestion from Edhellas#2520 (191930920209612801)

when using a checkpoint, re-roll the seed. repeating the same seed leads to not learning the game, but just learning the specific seed to beat a map (enemy/loot location and terminal codes). check the negative reviews and you'll find people complaining that it's "necessary" to keep reloading checkpoints to beat the game this way.

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Suggestion from Quadangalo#9898 (194140960102416384)

Room tiles encouraging cooperation for safety (e.g. A small hole in a collapsed room required to crawl through during an alarm to progress meaning your teammates need to defend, or a large door that fails to open during an error alarm that requires 2 players to defend while the other 2 manually override it slowly)

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Suggestion from P̶A̶L̶E̶D̶R̶I̶C̶H̶#2565 (297925815151230976)

add a budget system, weapons and tools have a price and there is a team budget. Prisoners can decide to bring some broken stuff that is equalised by other less advantageous stuff, perhaps the cost of the stuff change slightly every week to mix it up that way several strats are viable. and of course this mean adding weapons that are both broken and not as good, or maybe bringing some old stuff back.

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Suggestion from LosttyFrostty#8273 (385612298045358082)

new tool idea: "KSO M-01", an armored battle suit. increases melee damage, max health, and increases max carried ammunition. (much louder than normal while sneaking, crouch-walking now effects sleepers like walking, and walking instantly alerts sleepers like running.)
Lore could be it as an experimental prototype set of suits used by Kovac security, and recovered by warden and given to it's most VIP expedition team (us) to use.

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Suggestion from Ripply#1808 (202741273746997258)

Electrical box repairs/wiring mini puzzle games to either open or close a door. In that maybe also power distribution to open/close certain zones. Only enough power for life support or lightning, not both. Make for some interesting player choices how to tackle a zone. Wire a security door open, alarm keeps going get team through and un-wire to close door before wave takes you out.

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

a version of the tank that shoots at you
(So basically a harder hybread)

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Suggestion from Panda#0259 (266687621462229003)

Buff Revolver (special slot) damage by 3 (12->15). It will let the weapon kill the chargers and shooters with 2 shots to the body (requires 3 now) and also kill Giant Strikers in 8 bodyshots (requires 10 now). The main advantage of the weapon is supposed to be ammo conservation when one-tapping strikers and shooters, but this rundown has an abundance of ammo and big (including minibosses) enemies so the Revo falls behind other weapons. Nerfing precision damage or max ammo might be an option if the weapon becomes too strong.

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Suggestion from LosttyFrostty#8273 (385612298045358082)

if you have two pistols, you should be able to akimbo.

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Suggestion from Nosfer#4149 (235823226654162945)

give us more chatter between characters. To me it now feels like something half-baked, every character has like 3 phrases he repeats ("sleepers... let them snooze"). What amazes me is how much potential there is actually. You already have small talk if you give bot a tracker, you have different voice tones depending on situations, but it's almost never used. I'd say Payday 1 is a good reference: not too much but enough to make characters feel more alive. Additional idea: make it an option (turn off chatter, turn on important, turn on all) for gameplay focused players

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Suggestion from bro#1094 (138802036035551232)

Import/Export settings

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Suggestion from watislife#2160 (756481501717069884)

Being able to customize weapons. For example, adding attachments to guns like a silencer or/and being able to add modifications to buff the gun/melee. The attachments are found randomly, but more rare than boosters, in different levels, the attachments/modifications that provide better survival rate should be found in deeper levels so it provides some sort of motivation to get that specific attachment/modifications. Yes, I know that if some people were able to acquire all the attachments and mods there would be no point of playing this game cuz it will be too easy. So with each attachment/mods you add to your weapon(there should be a limit to how much you can add ofc) the difficulty/complexity/distance needed to travel increases accordingly to different attachments.

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Suggestion from Tordehole#9094 (183187738676297728)

More bot commands such as 'wait here' with a deployment marker like when you are putting a mine or sentry down, and 'grab this' when a bot is holding a 1x use medkit and there is a 4x ammo pack or something in a box you want them to grab instead.

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Suggestion from Allokyse#9879 (245893805088178176)

Being able to hack security doors from corresponding zone terminals. Works as a stealthy alternative to a security, although kinda hard to do, but if you fail it calls an alarm sorta like the Scouts, and you have to do a diminished security scan at the door as well.

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Suggestion from Melon-Friction#7762 (201892053527822336)

“Sauron”: A flying eye with a similar style to fliers with no built in attack of its own. It hovers between 4 to 30 feet above the ground and floats around a room occasionally stopping to scan for movement. Upon stopping it blinks 3 or more times or glows red before then flashing a cone of yellow light in a spot for up to 5 times. Should it spot a player it within the yellow light it then “confirms” the intruder’s presence with 3 orange colored cone flashes. If a player is detected within all three continuous flashes it then shines a red spot light onto them and begins to emit a high pitched screech or scream. This could alert the room and any adjacent rooms with open doors, spawn regular waves, and/or summons around 4 fliers through their dimensional warps. It will alert if it hear gunshots in its own or immediately open and adjacent rooms, but it can be killed with one shot. This forces players to move more cautiously through rooms of sleepers without being seen by its spot light before being able to shoot them out of the air. It also means, that in the event of there being 2 or more “Saurons” in a room that players will have to properly synchronize shots made at them with accurate aim and precise timing.

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Suggestion from Allokyse#9879 (245893805088178176)

A better, more detailed render of the overhead map, and being able to add map data from terminals using something like LIST MAP ZONE_XX. maybe you're only able to get a zone's map data from the zone's terminal

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Suggestion from SaneAvenue#0903 (938897094163439686)

A one expedition, where you do not have the enemies, but a whole hazardous environment that wants to get you killed. Sole purpose would be to solve puzzles, requiring a bit of 'think through', speed and stricter cooperation with the team. gtfo-game-suggestions

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Suggestion from tev#3150 (298034473470263296)

remove the sawed off

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Suggestion from WhiteShadow#3406 (337024101208031233)

Make MG a base weapon, since it has been in every rundown besides R3 in some shape or form

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Suggestion from Schadenfreüde#5992 (854957760247365673)

Add an alarm type that spawns 4 small circles that have group progression instead of individual scan progression, to progress the scan, a prisoner must stand in all 4 circles, effectively separating the team during the scan.

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Suggestion from Schadenfreüde#5992 (854957760247365673)

(Add on the previous suggestion, I sent early trying to format, sorry) The separated group scans can be balanced by altering both distance and scan time, scans can be close together but take a while or they can be far apart but only take a few seconds once everyone is within their scan. If there aren't four players or someone leaves mid-scan, the scans can be adjusted to ensure the scan does not become impossible. The difficulty comes into play by forcing players to be apart during the scan, time will be spent trying to get everyone into position and if someone goes down, seeking them out and getting them up, then returning to their scan spots.

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Suggestion from AnchorageJC#1084 (148232573892427776)

Add flashbangs. This does NOT work on enemies. This will only blind allies. I just want to throw flashbangs during combat and ensure that Justin and Peter take extra 36 damage.

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Suggestion from Ms. Potato#6552 (854566442409132042)

Going prone. It could add all kinds of new areas in the map, more reliable stealth (at the cost of speed/vulnerability to attacks/melee debuffs??), and force the players to slow down in certain situations, making levels like D3 more challenging. Maybe higher weapon accuracy while prone?

On top of that, I think it could be cool if enemies (giants in particular) could knock you prone. You wouldn't be dead, just forced to spend that extra second or so getting up in the middle of a fight.

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Suggestion from Fire Duck#0001 (589545233445027869)

So on the idea of a spectator cam. If a team is full, you can still join but, join as a spectator. You see the map as a top down view and can swap between players. You're constantly attached to their player and can only see cleared portions of the map. (As in the TAB map). It allows the spectator to not be too overpowered, yet still enjoy watching. Are maybe add a free cam and don't let us go into or see uncleared map space.
It's just something I'd personally like, since im getting a little tired of only being able to watch a discord stream at 720p and 30 fps

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Suggestion from Allokyse#9879 (245893805088178176)

more stealth options. Maybe if your group goes down to 1 person right after a sec scan, that one person could run away and hide. It could use the motion detection radius and the audio detection radius. Hiding wouldn't be set to specific areas, but said specific area could be more beneficial to hide in; less noise, out of the way, etc. These areas could require a mechanic such as going prone to reach them. After some time, sleepers would settle down and go back to sleep, allowing a single person to survive a horde and revive his/her teammates and continue. (Haven't thought of a downside, give suggestions please!!)

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Suggestion from SaneAvenue#0903 (938897094163439686)

Options for more challenging expeditions. E.g. no secondary weapons and tools. You have to find tools in the complex, spawned randomly and utilize them as much as you can, no matter what would be needed for such expedition. Add an option to switch tools between players. Oh and a new tool like Glow sticks thrower. That will be fun.

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Suggestion from Ellda#2324 (155442267107229696)

Increase the speed of the line that leads to a bioscan circle when it is travelling longer distances. It is already favourable to get scans that travel less distance so you can complete them faster or not have to push through an enemy wave. The fact that the line to distant scans travels at such a low speed compounds the added difficulty and makes the alarm difficulty more variable than it needs to be.

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Suggestion from Whitehellfire8#8008 (399670581873868800)

A booster variant that makes stamina usage rates lessen.

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Suggestion from Maitre Patate#7408 (218455149134217216)

Add a mode where once you go down, you're down for good. Maybe add in voice lines of the characters dying when they die, more immersion. If this actually happens, pls add in other player POV spectating.

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Suggestion from Jesus IV#4070 (186703477509062657)

More granular level select in steam matchmaking (ex: I would like to queue for all levels below A tier rather than just "All levels") -- maybe as a list of selectable filters like "A tier, B tier, C tier"

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Suggestion from Tyler.Durden#3528 (440175297581547531)

flying meatball scout with extra tentacles

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Suggestion from sl_Kayzen#6325 (802983370941530112)

It would be nice to add a proximity voice chat (like phasmophobia) in the game to have a much better immersion.

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Suggestion from SaneAvenue#0903 (938897094163439686)

Bring back Double Tap and Rifle.

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Suggestion from Will of DAce#4155 (299357956703518722)

booster for sentries to detect shadows

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Suggestion from Iona#4335 (278236589618888704)

an underwater environment. Like an underwater nuclear station or other type of structure. The environment is already very heavy, considering the depth of the underground complex, let's imagine windows overlooking an ocean (being deep, not completely in the dark). Seeing a whale, contaminated by the NAM-V, painfully passing outside. Water leaks to be repaired, flashing lights outside, submarine wreckage, dead bodies of scientists who tried to go to rescue pods, emergency evacuation to a teleporter while the Kraken attacks and damages the station, being awakened from the abyss by alarms. Other reference for the underwater landscapes: SOMA (the game)

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Suggestion from MTO#1438 (292475666459262977)

4 player gauntlet type level/scan where the security scan passes into 4 different 'tracks' each track has a little drop down so you can't jump back up, forcing the whole team to split up so each player has their own 'track' to clear.
Later in the level or after the scan you team back up.

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Suggestion from SaneAvenue#0903 (938897094163439686)

Please change the bat into either an axe/hatchett or a machete. Make it more a fighting weapon, dealing more damaged to awakened sleepers and hard to use in stealth kills.

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Suggestion from Ms. Potato#6552 (854566442409132042)

Post game stats, like number of kills, revives, times downed, tool kills, whatever. I always wanna know that stuff at the end of the game personally

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Suggestion from AcePheonix#1101 (372891182562279425)

So I had an awful idea. For a new enemy, you could add spiders. Not exactly spiders of course, but spider-like things that had large toothy mouths on their body sections, maybe 4 or 6 or 8 legs. But instead of spawning on the ground they'd spawn on the ceiling and walls, like the spitters, and they'd come after you on the ceiling and walls as well. They could come in varying sizes with varying health, all random but most would likely be smaller. To make things worse, maybe they can spray something that blocks your vision for a brief time. And this is really reaching but a final boss of the rundown or a new mini-boss would be a mother spider with a nest, not sure how those mechanics would work but it would be interesting. Just preemptively, I can see how thats like the mother, but this will attack and wont spawn the little ones, the nest will, and she would attack whoever is attacking the nest. Also they could resemble like some kind of animal, a dog or something that might've been a test subject and would explain why they don't look human-ish.

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Suggestion from Birrihappyface#6679 (227240675874177025)

Similar to sentries, split the Bio-Tracker into multiple classes. The current Bio-tracker stays unchanged, and a new Bio-tracker called the Sensor Deployer is added. It functions similarly to the tracker, but has a shorter range and can only actively ping one enemy. It's upside is that it can lay down a sensor (similar to the mine layer) and any enemies that cross the sensor get pinged. It would serve as an alternate to the base tracker, having the old tracker be better for clearing rooms and spotting scouts, while the Sensor Deployer is better for actively pinging during waves so one player doesn't have to switch off of weapons to mark enemies. Of course, it isn't perfect as you can only lay down one sensor.

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Suggestion from Rearking#0765 (108491547086950400)

Change the Long Range Flashlight. Give it a battery life (maybe 2-3 minutes) and allow it to be attached to 1 of your guns, temporarily replacing the weapon's built-in light. Once battery life is empty, it automatically detaches and is gone for good. Perhaps it still takes up the equipment slot while you're using it. Currently the LRF, afaik, is the single least "I'm so glad I found this" piece of equipment, maybe second only to glow sticks (tho that imo is due to how common glow sticks are, they're actually pretty useful as is).

It is very rare to see people pick them up even if they have space for it, and even rarer for people to actively use them. They're useful for spitters and that's about it, but even that isn't much justification to bother picking one up when everyone has a flashlight anyway and there's a good chance at least a couple of your guys will have a weapon that has the bright, white flashlight which is almost as good at deactivating spitters as the LRF itself. And despite spitters encouraging use of the LRF, you really only need one, assuming you even bother to pick it up.

Tbh, the thing may as well not even be in the game atm. It's nigh-useless, often ignored, doesn't help all that much in heavy fog, you have to disarm yourself to use it, and the one situation it's useful for (spitter-dense rooms) can be handled decently enough with your generic flashlights. Its one saving grace is its infinite duration, which doesn't matter cuz no one wants to use the damn thing in the first place. I doubt many people would notice, let alone actually care, if they never found another one in game.

tl;dr give the LRF a non-rechargable battery life, and let the player stick it to one of his guns for a few minutes. Or just delete the PoS and give me more glow sticks.

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Suggestion from bro#1094 (138802036035551232)

Change the LRF (Flashlight) animation when running so it shines infront of you instead of only half of the screen

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Suggestion from Cajun Asian#8602 (347561934134181899)

Have toggle sprint disabled when not moving and/or hits the inner dead zone of the analog sticks. Also toggle off run when aiming down sights or going to aim down sights. Getting kick out of ADS just because you have toggle run enabled shouldn't be a thing.

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Suggestion from catlord#9500 (406227034000326666)

if you fail hacking 3 or 4 times in a row, it locks you out. If the electric lock is for a door, you would have to break the door to enter, and if it’s on a box, you could reactivate the lock with the box id on a terminal. Lock melters would still work on locked out locks

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

have an option to disable the one bio ping
please just add it and end our suffering

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Suggestion from MTO#1438 (292475666459262977)

Lore wise it probably doesn't make sense but gameplay wise it would be nice to have a 'testing ground' where you can practice killing different enemies. Especially if you're new to the game the learning curve can be seen as very steep. To make it an 'earn it' based testing ground you could make it so that certain test levels only become available after successfully killing an enemy of that type at least once by yourself.
This would make it easier to practice killing harder enemies like giants or scouts without having to sink in an hour of playtime to get to a room where you encounter those enemies. Those who don't want to use the testing grounds don't have to, they're purely for practice.

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Suggestion from Flo101#6839 (444470331416117248)

implement a "Restart from Checkpoint" button, got softlocked because of the AI glitching out of bounds while down.

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Suggestion from SaneAvenue#0903 (938897094163439686)

Character apperance related. Bring back character models in casual/everyday clothes. It seems it would be more appropriate to the lore.

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Suggestion from ThyUnsuspicious#7047 (146417398126346240)

Add a 6th apparel slot labelled "Melee" with the old melee options (Maul, Gavel, etc.) offered as reskins for the Hammer weapon. These could be earned through level completions or other means.

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Suggestion from VoiD_AT#2991 (398153462153478144)

Put the "Copy Lobby id code" button out of the sittings and inside the map view. It's the place for tactical team stuff, so it is the better place than burried in settings (what is a bit unintuitive).

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Suggestion from catlord#9500 (406227034000326666)

make a slice of life gtfo anime

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Suggestion from MTO#1438 (292475666459262977)

: Challenge runs.
You can make challenges where players are locked into running a level with certain weapons/tools or where levels have been 'powered down' and the lights are off. Some challenges require you to beat a level within a timer other challenges require you to turn off checkpoints.
'extra hard mode' challenges where there are more enemies, continuous waves or all enemies have been replaced by harder ones.
This aimed at people who've done all the normal rundowns and want to challenge themselves even further. As rewards they could get boosters or apparel, maybe challenge badges or something?

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Suggestion from Jinx#2759 (188123721075130368)

An alarm-based scan room: A small square or rectangular room with 1-3 entrances and a security door, the security door starts a scan that is within the entire scan room (as opposed to small circles), however the scan will last significantly longer than normal security scans, while the players need to defend from wave(s) of enemies running in and breaking down the doors to the scan room. There could be small windows by each normal entrance to the security scan room where you can shoot enemies that are running towards the doors, and it could have a blind-spot while enemies are in front of the actual door making it so you need to kill them before they get a chance to reach it. - The doors could maybe be special doors that have more base HP than regular doors, but cannot be C-Foamed, or maybe takes 2+ charges to C foam it fully.

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Suggestion from SLONKYDONKY#6080 (611378353227825153)

Cocoon replacement or new type something: Something that repopulates a room as players are in it but only spawn babies like a mother. Then if the players don’t deal with it, the babies will grow back into medium and big monsters, maybe the longer you don’t deal with it the larger the monsters get. Them during alarms r alerted it acts like a mother.

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Suggestion from Varthian#2267 (197813034180280320)

let the host kick players from their lobby 🙄🙄🙄

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Suggestion from Takeshii#0416 (358991374441381889)

see every teammate's pin on TAB

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Suggestion from Takeshii#0416 (358991374441381889)

increase the max amount of cfoam you can put on the door, without wasting, to a full charge.

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Suggestion from Marorios#8158 (217388634234552320)

More music

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Suggestion from SaneAvenue#0903 (938897094163439686)

More dakka

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Suggestion from LosttyFrostty#8273 (385612298045358082)

a hip-fire focused DMR style semi-auto weapon with high damage, low fire rate, and rewarding critical hits without using a scope.

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Suggestion from LosttyFrostty#8273 (385612298045358082)

a trap-gun that lets missed shots place temporary spike mines on surfaces, but with weaker direct damage to sleepers.

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Suggestion from Allokyse#9879 (245893805088178176)

add a silent crossbow type weapon that only makes noise up to 5m and works like the sniper, but only holds one ammunition at a time and takes a moment to reload

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Suggestion from SLONKYDONKY#6080 (611378353227825153)

Silenced pistol: A pistol similar to the shelling but it's really weak and isn't completely silent but has reduced alert distance, but in alarms it's too bad it's a bit of a liability. but can 1 shot occiput strikers from a distance

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Suggestion from Wesley#6216 (323890009696370688)

Change stamina so it only negatively affects players once they drop "too low".
Would be nice if dropping too low is impossible during stealth/exploring so there won't ever be any negatives there (currently you lose up to 12% of movement speed by just running around while exploring, why...)

There should also be no negative effects for whatever max stamina is during combat, which there currently are... During combat, there's a portion of stamina that I can't get back until combat is over which means I lose movement speed until everything is clear.
Permanently moving slower during combat situations makes no sense at all...

With the current implementation every single stamina consuming action feels like a punishment because it immediately reduces movement speed.
Changing it can pretty much remain as effective at "anti-kiting" but no longer mess with regular gameplay as much.

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Suggestion from Dark Gemini#8690 (311270079977357322)

A new enemy called "Big Scout." This enemy will act like other enemies (Striker, Shooter). They are asleep but if players created a soft alarm (flashlight on them or walking near him). He will move toward that direction then spread the tentacles. This type of enemy can only appear in certain expeditions. In this part I'm still not sure whereas The Big Scout can kill with a sniper or not so this will make the sniper become more useful. The scouts will also have a high resistance to c-foam, so players have to trade-off if they want to kill this thing.

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Suggestion from Grenadian#7426 (358481479128580098)

Structure ammo refills so if for example you have 30% main/95% special, the overflow from the refill after reaching 100% special is dumped into your main.

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Suggestion from Grenadian#7426 (358481479128580098)

create alarm/security doors that require 2 players to simultaneously complete a hacking minigame or pull a release lever at the same time. Failure to do so results in a time penalty or an additional wave.

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Suggestion from ABC_squid#8368 (437419839976636417)

Have some backpacks put pouches on the characters hip

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Suggestion from Magmatic#2220 (156238211067150336)

Make a demo version available on steam that allows a user to play the first level or two of the current rundown. It would be nice to be able to have friends experience the game a little bit to see if they enjoy it, because this game can be very hit or miss for people. Obviously a good bit of dev work involved with that, but it's more user friendly than using refunds to try out the game.

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Suggestion from SLONKYDONKY#6080 (611378353227825153)

April fools patch: for 1 day or 1 week, glow sticks insta kill everything

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Suggestion from Merv#7274 (720749845077295115)

so instead of having to complete levels to gain the appearance items and stuff why not make a level system that awards players with appearance items everytime they level up.Now exp can be gained by doing levels and also how much can be gained for example
Main gives you 50xp secondary gives you 75xp or overload which gives you 100xp.This will encourage more replay ability for each levels and also not having the random chance of only unlocking appearances items for examples i've seen people complain about not getting any backpacks after completing the whole rundown or any pants even after completing the whole rundown

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Suggestion from Cr0w#2749 (234508911900622849)

another type of artifact that slowly builds up progress (or a similar collectible) that after collecting enough will grant a random apparel item, further encouraging thorough exploration

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Suggestion from Allokyse#9879 (245893805088178176)

make different backpacks enable more and less inventory space, balancing movement speed with inventory space. A larger backpack will allow a player to carry a lot of resources but make them move a little slower, but a small backpack will only allow basic carry capacity but allows them to move fast. Enables more thorough thinking before starting a run.

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Suggestion from Lemon pi3#0907 (310858897357406211)

for april fools make some of the scouts rick roll players on dead. When you kill them they do the charge of the scream but instead of screaming it rickrolls them while dancing for 2-4 secs and then dies.

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

flare's a brighter glowstick that makes all enemies glow
but hard to find

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

when giants are 2-3 rooms away increase there speed to stop giant spawn capping
this will get a lot of downvotes but it is a good idea trust me

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Suggestion from i_dont_know_my_name#1234 (473113077617786903)

April fool: R6E1

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Suggestion from Soviet Badger#4874 (232496562985500672)

April fool: Actual roadmap update

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Suggestion from LosttyFrostty#8273 (385612298045358082)

tone down the lighting and revert to some of the old HUD designs. This game has lost alot of its horror aspects over the years. The levels are way too bright, and it isn't scary enough in r6.

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Suggestion from LegenderGuy#0001 (274268587731189760)

Baby Surge Alarm :)

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Suggestion from i_dont_know_my_name#1234 (473113077617786903)

more than 1 difficulty in every level

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Suggestion from Fireblade#7288 (349677269788393492)

HEL Machine Gun (with silencer)

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Suggestion from Fireblade#7288 (349677269788393492)

R6E1 (but every security door has a checkpoint)

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Suggestion from Fireblade#7288 (349677269788393492)

As an addition to all the new cool skins I would like to have an Emote Wheel (with funky dances and cool gestures)

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Suggestion from Off Brand Sleeper#7356 (661296553436381204)

Bring back P-Mother in R6 extended or R7

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

bring back the "This place is beeeeeeeg" voiceline

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Suggestion from Glowdude#4073 (515690091469864960)

I feel like the game, while continuing in a positive way, has lost the nice charm of "doing the Warden's dirty work", or the dread that was present in some of the pre-level text. Rundown 3 I think did these the best, where it gave you a literal baby in an HSU and told you to just keep going, don't ask questions. The stuff you saw in the messages echoed the feeling of 'why are we doing this?', and made players like me more curious about what was actually going on. Right now in R6, the matter wave projector is a very interesting over-arching theme, but it doesn't have the effect of making players wonder 'Why the hell does the Warden want this?'. I assume that our goal is to get more information about the NAM-V pathogen, but I think that if the game played more to the 'You are prisoners. Your job is to go down there, and likely die. If you stop, you will die. Go.' theme than the 'Error: something went wrong with this thing, you gonna die' theme, it would make the rundown as a whole a better, more immersive experience, and play more to the once more present horror theme this game had.

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Suggestion from Moss#5746 (660969894506135573)

have normal voice lines play more often. I rarely hear any voice lines now that are just random. they're normally from fall damage, or entering a room with sleepers or a scout, which is not enough, and it's extremely repetitive

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Suggestion from Moss#5746 (660969894506135573)

Since the roadmap says something about possibly more hacking minigames, there could be different shapes for the locks to indicate which minigame would appear out of however many minigames there might be in the future.
My idea for a hacking mini game would be similar to the current one but instead of just a wide rectangle of bars, the bars would form a circle and it would be like a combination lock where you have to click in the blue zone in less than one full rotation or you would have to restart, unless it's the first set, then it would just keep spinning. It would only alarm if you miss click, not if it makes a full rotation on different sets, so it's not too punishing. Missing the blue zone, with a click, would only send you back one set like normal, and because you would only get one chance, the highlighted bar would move slightly slower.

Or it could be that the highlighted bar is always at the top and then the rest of the bars rotate which would be even more like a combination lock.

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Suggestion from Undeadassassin2#6289 (305541201506074625)

I need a silenced sniper to help me with them pesky scouts man, I cant kill them with my knife 😦

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Suggestion from quinoa#9190 (366044037284757514)

add crossbow to the list of non firearms weapons along side the knife, hammer, bat and spear

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Suggestion from Sparky#0635 (134813005652164608)

Personnel Id scan making use of the PIDs. Each scan is assigned a specific Pid_### the player who picked up that id must come and scan and no one else can scan except for them. This adds new chaos to battle especially if the player you need to scan is down 😦

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Suggestion from Sparky#0635 (134813005652164608)

puzzle scan complete the scans in a specific order as they appear or you have to restart from the beginning

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Suggestion from Sparky#0635 (134813005652164608)

Glitched scan, uh oh the security system is malfunctioning and the scan keeps flickering and changing places

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Suggestion from Fireblade#7288 (349677269788393492)

A reactor where you have to hammer the waves 🤯

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Suggestion from Kolbra#3465 (364091218327502850)

make the game harder 😈😈

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Suggestion from Katzenwerfer#2028 (618612008744517672)

among us crewmate mask cosmetic

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Suggestion from 『Shiki-SolaceLXIX』#5050 (293943511991058443)

Another weapon like Revolver but clip fed like the pistol. Something like a desert eagle because Revolver is the only sidearm in the special category.

Doesn't have to be a like the revolver but rather any interesting ideas for another sidearm in the special weapons would cool.

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Suggestion from i_dont_know_my_name#1234 (473113077617786903)

P-mother

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Suggestion from Moss#5746 (660969894506135573)

Have to completed counter appear on not completed levels so you can see how many optional objectives there are more easily
NOT COMPLETED : [0 , 0 , - , - ]

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Suggestion from i_dont_know_my_name#1234 (473113077617786903)

Rifle sentry

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Suggestion from chae#6666 (470191731934232578)

R7

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Suggestion from bro#1094 (138802036035551232)

R6.5 🧐

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Suggestion from Tyler.Durden#3528 (440175297581547531)

Please make the game harder. R6 didnt make me depressed like the previous ones

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Suggestion from Shift AC#5248 (142744557707067392)

R7 with an enemy that do not die, constantly chasing and duplicate if killed

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Suggestion from LegenderGuy#0001 (274268587731189760)

Allow us to jump into the infinitely deep holes around the Complex

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

since i've seen alot of suggetions for a new revolver pistol type I think a heavy revolver should be added since the normal revolver in r6 doesnt get very much use and it'd be a cool concept to see in future rundowns

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

rework the old gun flashlights since i cant see anything with the smg revolver and other yellow flashlights

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Suggestion from Merv#7274 (720749845077295115)

make a good gun but the gun has no flashlight on it

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Suggestion from Iona#4335 (278236589618888704)

create a level where a player has to run in a coridor with a HUGE wave of various ennemies, while another player is far away where he can control (open/close) doors on the terminal. The first player will have to talk on the voicecom saying things like "close door_256 now ! approaching door_257, fck they're close" while running.

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Suggestion from Off Brand Sleeper#7356 (661296553436381204)

bring back more depth to the missions. Recently the missions with the matter wave projector and data cubes hasn't really made sense to me, we kind of went from activating reactors, rerouting power and retrieving HSU's to get this weird cylinder with transports you to a different planet/dimension. I miss R3D1 with P mother and neonate HSU, I think GTFO needs to have more mystery or hint of creepiness because i think it has lost it in the recently rundowns.

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Suggestion from Merv#7274 (720749845077295115)

bring back the ambiance the trailer had like the darkness the visibility and also give the player the option to switch from the current HUD to the trailer HUD

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Suggestion from Merv#7274 (720749845077295115)

for my suggestion above this one make the trailer HUD less cluttery like remove the other players health on screen that free up a bit of space

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Suggestion from SaneAvenue#0903 (938897094163439686)

I think optic on the pistol will be a great idea or redo the current iron sights as those do not make sense.

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Suggestion from Luigi Ambassador#5800 (423135145059418117)

Be able to choose 1 weapon or 2, where choosing 1 weapon gives you an increased amount of ammo for that weapon.

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Suggestion from mccad00#8360 (161610519546036224)

In the future, official modding support could be handled through a dual boot-option system similar to MCC, where you have the option to launch vanilla or modded, which cross play disabled between versions.
This would allow you to implement anti cheat or take a more heavy stance against modders in the vanilla game without harming the modding community or causing unnecessary difficulties for people developing creative content. This could also give you the option of releasing vanilla compiled in IL2CPP and the modding branch in Mono, to prevent cross compatibility of mods between versions and avoid players attempting to abuse mods in vanilla.
Mod support itself could be handled through official integration of thunderstore, which would avoid the need of setting up workshop support or additional work load on your end for setting up a backend for mods, as well as allowing existing mods to continue functioning smoothly or be easily ported to the official system. Effectively, it would just require an official UI for installing mods from the thunderstore

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Suggestion from Off Brand Sleeper#7356 (661296553436381204)

Add a slider (similar to sound/FX) to choose how much you, as the player, want to hear voice lines from the characters. In the frequency of the current voice lines, it seems dead and non communicative. From a gameplay view it can get in the way of players speaking to one another and would play too frequently or not at all. But that is the reason for voice line volume??

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Suggestion from Killa_X#2639 (425752974472511492)

keep the stamina/pulse but maybe just decrease the amount you get when running justttttttt a small bit because it currently feels like you have asthma on top of brittle bones disease (fall damage very punishing)

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

add a bug that can remove stamina (only for speedrunners)

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Suggestion from Killa_X#2639 (425752974472511492)

ive been reading up on the lore about how they were searching about patient zero for the NAM-V virus, im still not fully sure how sleepers came to be or what happened but I did hear theories that both the “parasite” and the NAM-V came from Chicxulub right…? So like, what if we had to fight that patient zero? The first sleeper highly mutated or deep into the… transformation process? Make it a future boss that could maybe even introduce some sort of cutscene (without locking you into place but you’d be watching a scene in gameplay since cutscenes don’t really fit this gameplay) and maybe with that could be introduced more infected sleepers (honestly not sure what they would be but an idea would surely pop up).

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

bring back the old door handle from r1

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Suggestion from LosttyFrostty#8273 (385612298045358082)

give players that 100%ed the previous rundown an extra free cosmetic drop at the start of the next one (just one from the cosmetic table)

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

give us the ability to take resource packs from bots that have a resource pack

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Suggestion from FatherOfTheSeas#7445 (323400168487518208)

Adding a slider to make the objective text larger or the option to change the font, Its a real hassle to read for some people that have dyslexia

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Suggestion from LosttyFrostty#8273 (385612298045358082)

add a par-time to each level, and give a bonus cosmetic for completing it under that time

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Suggestion from ABC_squid#8368 (437419839976636417)

Have a helmet called “North’s Mask” A little Easter egg to that old name for Hackett.

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Suggestion from Aria1489#6937 (819809334887579698)

font swapping in the options (more importantly, comic sans)

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Suggestion from Paperslig#7777 (431251330385051668)

Add a bot command that appears after picking up and putting down a Fog Turbine that allows bots to hold the Fog Turbines for players

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

a reactor meltdown objective where you have to rush to shut down the reactor by lowering control rods via terminal commands (works like a reactor startup sequence that auto starts at the beginning of the level

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Suggestion from Aria1489#6937 (819809334887579698)

Reactor but you have to do uplinks instead of finding the codes

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Suggestion from SLONKYDONKY#6080 (611378353227825153)

Item drop level: A warden door or security door needs a cell or item to open, but there are no cells available, so team must go to drop point or another hole and wait for warden to send down a cell to allow for further progress, maybe throw in a few error alarms here and there to add difficulty

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Suggestion from mccad00#8360 (161610519546036224)

handle collision checks for enemies hitting the player on the client side instead of the host side to prevent sniper melee and other similar issues

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

a tier levels as tutorial levels to introduce new players to the different mechanics and objectives of the game

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Suggestion from 『Shiki-SolaceLXIX』#5050 (293943511991058443)

Allow us to shoot our guns while in the air from jumping or falling.

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Suggestion from CaptainAhAb346#2829 (567038068754874390)

I think it’s time to stop deleting content now that the full game has been released. It would be really weird to delete campaign lvls in a game after you launch a sequel. Just saying…

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Suggestion from Medic#1234 (306224560540352533)

rundown specific melee weapons with stuff like swords, halberds, machetes, etc

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Suggestion from LosttyFrostty#8273 (385612298045358082)

bring back r1 Arbalist and restore it's stats.

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Suggestion from Medic#1234 (306224560540352533)

an option for lobby hosts to toggle if ingame voice chat will alert sleepers for an added level of difficulty.

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Suggestion from Moss#5746 (660969894506135573)

Vertical double barrel shotgun that shoots slugs at a short to medium range with high damage. No penetration, very small/no headshot multiplier, extreme damage drop over long distances, and very long reload time for balance.

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Suggestion from firs7#0777 (481596727422353418)

handle collision checks for enemies hitting the player on the client side instead of the host side to prevent sniper melee and other similar issues

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Suggestion from firs7#0777 (481596727422353418)

fix charger sniper melee, where you get him from far away

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Suggestion from Sparky#0635 (134813005652164608)

Enemy that jams tools until killed (easily killed by most guns), (mines and c-foam that have already been placed will work, but tools will not work otherwise c-foam and mines will not deploy. Bio tracker can't track and sentries cannot fire. This can get really crazy especially if you are trying to fight shadows you have to kill the jammer before tracking the shadows

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Suggestion from LosttyFrostty#8273 (385612298045358082)

new rundown idea:
RUNDOWN: ? (DOWNFALL)

A1: trace the source of a mysterious signal by hacking into terminals across the map

A2: locate the source of the mysterious signal (Schaeffer's beacon)
(Ends with the player coming into contact with Schaeffer over the intercom and making a choice, extracting with the warden, or heading deeper in.

Rundown is now split in two.

WARDEN SIDE: 7 unique levels
SCHAEFFER SIDE: 7 unique levels

Unique cosmetics for the side you chose when you started this rundown.
Players can play all missions, but only earn cosmetics on the mission path they chose at the start (Schaeffer or Warden)

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Suggestion from Sparky#0635 (134813005652164608)

Enemy that jams tools

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Suggestion from FalseTheory#1966 (244934062962114561)

A level where you have to collect a data cube at some point, once picked up the data cube teleports the players and splits them into two teams of two, in different areas of the complex, where both teams have objectives they must complete that are dependent on the other team. I.E. Team One may have to find a terminal to unlock a security door on lockdown for Team Two. Probably was suggested already but just in case.

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Suggestion from SaneAvenue#0903 (938897094163439686)

A riot shield with a randomly set durability that goes down with damage taken and is one time use untill you find another one.

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Suggestion from LegenderGuy#0001 (274268587731189760)

Add a "reset player" button like in Roblox, so that you split into pieces if you choose to reset. And that you can respawn with full health 😄

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Suggestion from SLONKYDONKY#6080 (611378353227825153)

Let me see the load outs when i ready up so i don't have to keep unready-ing to satisfy my anxiety that someone has changed their loadouts

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Suggestion from Soviet Badger#4874 (232496562985500672)

add a suppressed hel burst cannon sentry that can kill mom and tank with only 1 burst and can kill an entire room without alerting anything even if you open the door

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Suggestion from mountain dew can#5516 (785158295580835841)

make an rgb gas mask with the dotted electronic traffic light lights on the visor part of the gas mask that says "GTFO"

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Suggestion from LosttyFrostty#8273 (385612298045358082)

an invincible boss sleeper that chases you through an entire expedition

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

a kill counter for each player at the end of the level

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Suggestion from Slavic#1881 (627635349228617729)

Add an EMP-type enemy, regularly pulses like the scout but doesn't trigger enemies (high frequency pulse, generally undetectable, but might make very close sleepers yawn?), disables mines, bio-trackers, and other electricity-based objects (yes, flashlights too), and might passively pulse or will only spawn during waves, but I like the idea of a virtually pitch-black area where the players have to navigate by skylights and the yawning of sleepers. Guns might work, that's up to devs to determine since it's futuristic tech, might only disable sights >:)

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Suggestion from LosttyFrostty#8273 (385612298045358082)

can we get an accessibility feature to toggle the zoom in off when you use a scope in the game? Thanks.

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Suggestion from Ninjaguy1002#7066 (689242093788463136)

Some kind of black zone: Entering here will make it so that the equipment starts acting up like the bio stops working/ mines dont show lazers and dont blow up/ sentries act as if theyre empty and c foam launcher dosent charge.

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Suggestion from ObviouslyN0tMe#6247 (569183947364368384)

Sort boosters by type/effect. Would make it way easier to find a specific one and see how many there are with a certain effect.

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Suggestion from i_dont_know_my_name#1234 (473113077617786903)

buff smg

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Suggestion from SLONKYDONKY#6080 (611378353227825153)

Tough striker: a striker that cannot get gun staggered and has a little more health, but can get staggered by flashlights when awake. Therefore, weapon flashlights that are weak cannot stagger it as quickly and as much and only at a close range. Could be a completely different mob and not a striker

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Suggestion from Curious Astroneer#2730 (592882540088393739)

Addition to the suggestion above: Long Range Flashlight could be more useful.

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Suggestion from chae#6666 (470191731934232578)

let us stagger moms with long range flashlights

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Suggestion from Soviet Badger#4874 (232496562985500672)

intimidation mechanic on moms, if mom saw 4 chad prisoners rushing her with hammers, she would be too intimidated to birth and instead get herself stuck inside a wall

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Suggestion from gaZinger#1093 (208993891133685763)

a reactor where every code is given to you but new zones automatically open and introduce new spawn areas for the reactor so teams have to be careful of their back or think on the fly on how to defend the reactor

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Suggestion from quinoa#9190 (366044037284757514)

bring back the thunder dome from R5C2 Overload, make it multiple floors with every floow having itspawn locations, queue up enemies so that people can't just cap giants and kite

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Suggestion from Rez 🍍#2396 (220142055408533505)

Specific Generator that needs a specific labeled Powercell, and it's up to the players to pick up the right one among several. Verifiable by reading on the generator's and cell's exterior and/or perhaps via terminal.

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Suggestion from Edhellas#2520 (191930920209612801)

add tracking for the optional objectives and number of checkpoints used when you do future warden reports, the ones showing the prisoner success rate

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Suggestion from Killa_X#2639 (425752974472511492)

to add onto that idea maybe have enemies that instantly trigger or only move without light i know this would be a lot like uhhh the endoskeletons from FNAF thingy with the rock i forgot the name or boo from mario so it’s not very original but i think the idea of a hyper sensitive skinless sleeper would add utility to the bio tracker and force you to navigate through rooms #gtfo-game-suggestions message

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Suggestion from Killa_X#2639 (425752974472511492)

maybe have a level where you are constantly doing a certain task to close off a security door that would delay enemies, enemies would break through security door after door so if you didnt have the time to close a door youd have a huge amount of enemies start flooding in or maybe some new boss enemy that would just be for that level so just a run and close doors the delay the monster level, if you mess it up or don’t do it on type youll either go through hell or you die. Add a few checkpoints after a percentage of the level is done that way it’s not too hard, maybe bring back the boss in another later level where you have to kill it or have it in every level of the rundown where it affects the map in some way like waking up certain rooms or causing the level to start collapsing

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Suggestion from Slavic#1881 (627635349228617729)

Ever played/seen Alien: Isolation? Maybe make a level that's so filled with enemies and specials that you cannot beat it by gunpower (maybe someone determined enough can make a strat for it, but just really really hard), so the players have to crawl through vents and sneak past...but there's mini-sleepers in the vents, like rats/mice that got infected the same way the people did to become sleepers.

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Suggestion from simonriley3636#7317 (891633254849994762)

add more objectives

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Suggestion from Slavic#1881 (627635349228617729)

Lmao sussy amogus make a vent level

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Suggestion from Moss#5746 (660969894506135573)

Add pipes to the environments

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

bring back the autopistol instead of machinepistol (or make machinepistol a staggergun)

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Suggestion from Soviet Badger#4874 (232496562985500672)

in microeconomics, there's a little something called an opportunity cost, which is the highest valued option forgone, there's also another something called sunk cost fallacy, which is continuing an action based on past decision or in this case obsession, instead of committing a rational decision that is more beneficial. i think that can best describe the hugely flawed stamina system we know and detest in rundown 6

ever since r1, the concept of kiting is hugely controversial and vague to each individual with its ambiguity, some hate the concept of hammer kiting, which is circling around in a controlled area is slowly kill a group of sleepers one by one, which is usually after an alarm is finished or when a room is alerted. Some find the idea of long kiting disgusting, which is dragging a horde of sleepers away from a to b to c then back to a, buying you enough time to do scans, revive people in a clutch situation or escort items in solo situations. And some, myself included consider circle kiting, a crime againist humanity, which is kiting a group of sleepers, run around in circles and ensuring nothing can interrupt certain objectives, most commonly in r5c1ex circle kiting shadows or r5c2ovl circle kiting giants.

However with the inclusion of stamina system and the enemy collision for players, it brought nothing but more agony to all groups, including new, experienced and veteran players, the system is flawed from start because it had basically did fuckall except to circle kiting which is a good thing i suppose but the price paid does not make up for the pain and suffering the community had to sit through.

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Suggestion from Soviet Badger#4874 (232496562985500672)

For starters, you are already on a speed debuff the moment an alarm is sound which is pretty stupid when the system already punishes you for playing as intended, prominent example is on r6c3 where despite having no on screen enemies existing, you still suffer from cardiac arrest and slow you down.
The second thing to note is the constant and consistent chant of r6 being easy and i wholeheartedly agree, due to aftermath of the mentioned system, all resources are seemingly given too much on most expeditions with the only exception probably being c2ex if you spent too much on first part or d2ex. This decrease in difficulty made many experienced players quite frustrated because you can simply get away with more shenanigans than you already can in older rundowns.

Thirdly, the mentioned enemy collision for players is while a good addition, there's issues with its lingering/phantom hitboxes which stays despite the model already seen moved in a certain direction, this is quite frustrating ngl.

Fourth, i mentioned that the stamina system did fuck all, it's true because a player can easily infinite kite certain alarms or giant kite to bypass it, examples being in d4 surge and final area where you can literally infini kite due to the tile chosen. Giant kiting being in d2 where i can simply open 2 blood doors to do it. Another example is d3 shadow alarm where you can even circle kite shadows. However, i do not think that is a problem because it does eliminate group kiting such as in r4c2ex/ovl alarms, but i believe it's more due to the incentive dimmishing with the ammo abundance rather than the system actually working.

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Suggestion from Soviet Badger#4874 (232496562985500672)

It's also worth noting that stamina system can be quite off-putting and seemingly out of nowhere added for groups that don't play the cesspool known as official lfg, as there can be groups constructed away from the server who know nothing of various mEtA methods such as kiting or cheesing.

I would like to talk about why i mentioned opportunity cost and sunk cost fallacy, because i believe the resources can allocated more effectively onto other aspects or pressing issues that should be worked on, such as new features, enemies, tools, weapons, etc. The time cost of working on a flawed stamina system is the cool and fun features people would likely to be more interested. There's also many quite serious bugs and exploit that existed for rundowns but still yet to be addressed, such as cfoam door, enemy collision, hitboxes stuck inside walls etc, not to mention the new bugs like sniper melee from the jittery fix, checkpoint related issues. Moreover some seemingly old mechanics that doesn't fit in either a feature or a bug, like deactivating multiple alarms.
I feel like addressing these issues and communicating with community is much more important than to continue beating on a comatose corpse known as kiting. It's also bothering to all of us when you seem radio silent with these issues, almost as if you're isolating us when the consoomers are literally the blood that pumps your heart which is gtfo. Where's the amas or qnas, an announcement announcing that there will be announcements is pretty insulting and calle is taking the heat for it. Quite unfair when he's trying his hardest but can only achieve very little.

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Suggestion from bro#1094 (138802036035551232)

change the pulse audio it sounds pretty nasty wallsack

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Suggestion from Soviet Badger#4874 (232496562985500672)

This doesn't just include stamina system, it just extends to it. The layered difficulty was an illusion of choice and wasn't a meaningful way to increase difficulty. The checkpoint contains many flaws and very little benefits, it promotes a brute force playstyle which leads to people restarting from checkpoint over and over again without thinking to themselves why they keep wiping, because brute forcing until you seemingly get lucky is simply the better choice. There are not enough punishments for checkpointing and being able to use it infinitely is dumb as well. The booster reward is also a head scratcher, because the boosts it provides are quite questionable, like provisions or regen cap or cfoam portion or bio scan speed boosting resource gain or lowering resource consumption when the game was always balanced around resource management and having enough/around 20 to 30% more than enough to make up for the mistakes, but boosters such as those breaks that consideration even further by making mistakes not as impactful.
Moreover, it's quite insulting to release something seemingly buggy and borderline broken when it's already been playtested in a 1.0 release, reminds me of when heat street remake was released in pd2, developers admitting that there will bugs and glitches aka we rushed the content and decided to still release it despite its unfinished state.

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

lower the stamina debuff when error alarms are active since atm it feels too high and i run out of stamina very quickly especially on c3

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Suggestion from Kolbra#3465 (364091218327502850)

a global success rate stat for each level would be a really cool and fun stat

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Suggestion from macan69 ppp#9999 (290237446296174592)

Make checkpoints "optional"; just put checkpoints at bulkhead scans so poeple can pick to go for them or not.
For levels that have only high simply ad a bulkhead requirement to pass to some area if we must have a high only level.

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Suggestion from SaneAvenue#0903 (938897094163439686)

fun one, for spear users, make so by pressing a button you character will raise the spear in the air same time making voice grunts.

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Suggestion from Rogue54i#5848 (710444502631841792)

There are things in the game that needs to be   reimplemented or added into the game to improve our experience, these are my personel opinions most might seem a little bit over the top or unnecessary feel Free to critisize or down vote or actually support these requests and up vote

  1. Pre alpha Hud

  2. Diffrent hack puzzles old version is better than the New one it looks more real

  3. Remove the damn checkpoints don't play the game if you are not going to commit or communicate with others, ım sure this Will force People to play more seriously especially if they dont want to waste time with empty words

  4. İncrease the stamina recovery according to the health and to the infection progress or remove the stamina mechanic but let the heavy pulse visual and breathing sound remain when on the run

  5. Bring back the dodge mechanic

  6. Broken visor when getting hit by or the giant punches you and of course there should be a repair, 1 charge of tool_refill or blow torch as a extra tool

  7. Warden's voice let him speak a little, we usually forget the game even in complicated scenarios even make jokes about game bugs when stealthing engaging scout waves and reactors ı was actually holding my breath occasionally when stealthing in r4 and r5

  8. Let the in-game characters communicate with each other more often than not ever even uttering a Word the whole time besides from ahhh! Uhhh! What did you do ı slipped be careful next time don't let People dissepear in to the modded version

  9. Pre-alpha stationary alert and alarm music themes

  10. Ping enemy types according to variety,
    No marking for the shadow types except the bio marker

There Will be a follow up for this

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Suggestion from Rogue54i#5848 (710444502631841792)

This is the second part of the first

  1. Bring a emp emitting enemy which it Will remove marks disable tools and bring distortion effect to
    A) visor
    B) the map Will appear as disconnected or error markings or not function
    C) Turrets Will be down Bio screen won't respond Mines won't trigger  C-foam if it's affected won't be able to shoot
    D) Terminals uplinks won't work
    The reactor wave Will fail in case of emp duration
    E) Breakable Doors won't close and open sequnce=alarm Doors won't respond and room lights Will go off as well as flashlights

12.Bring laser sight, add the function to turn it on and off on certain weapons that fits them

  1. The bots are useless, please remove them this game needs to be experienced and played by actual players otherwise it gets boring pretty quick

  2. Either don't allow the modding Server or certain People to Show every cosmetic item  before the rundown ends or relase them all it is really heart breaking to not have a bionic arm instead of prosthetic leg because of RNG let People enjoy completing the rundown

  3. Give c-foam mines to mine deployer too or make the c-foam launcher produce c-foam trip mines not recovered after produced 1 full charge per mine

  4. Bring a long requested drop resources and deployables interaction to the empty lockers

  5. Add a calculation to resource disturbution To actually see what Will go to waste and what Will be enough we are not computers :)

  6. Add a option to replay the older rundowns from Rundown-1 to 6 or from 6 until the end

  7. Charge guns lose efficiency when encountering large enemy groups it gets harder to maintain the ammo and accuraccy when getting hit make the charge sequnce faster

  8. There is no reason to matchmake we have discord please don't improve on it

That is all for Now ım sure lot of these were mentioned before or requested or even were in the game and later removed ım sure these requests would make lot of players happy and enjoy their time in the game thanks.

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

booster that increases height needed to take fall damage

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Suggestion from FelløwAxe#6113 (622819326206148619)

Trauma Injuries added into GTFO. Similar to Prey, like Bleeding, Concussions, Hemorrhages, or even Fear maybe.
Idk, it's just something that popped into my head as a idea. what do you guys think?

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Suggestion from FelløwAxe#6113 (622819326206148619)

To add - Heavy Breathing during some situations, Fatigue, etc

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Suggestion from Aria1489#6937 (819809334887579698)

Bot shoot target X with special gun command

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Suggestion from Avaahnaa#5396 (240540549726208000)

A booster that increases fall damage

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Suggestion from Aria1489#6937 (819809334887579698)

A scout variant that inverts your mouse movements when alerted

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Suggestion from Katzenwerfer#2028 (618612008744517672)

A striker variant for alarms that spawns through vents. Kinda sus ngl.

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Suggestion from Aria1489#6937 (819809334887579698)

Concussion debuff, your mouse Y axis gets inverted when you're inflicted with it

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Suggestion from Soviet Badger#4874 (232496562985500672)

bring back forward spawning error alarm waves

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Suggestion from Aria1489#6937 (819809334887579698)

a Cosmetic set where only the torso is not replaced with a prosthetic

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Suggestion from Katzenwerfer#2028 (618612008744517672)

A head cosmetic that is a space suit helmet

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Suggestion from LosttyFrostty#8273 (385612298045358082)

bring back the combat shotgun as a NOT rundown exclusive weapon

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Suggestion from FelløwAxe#6113 (622819326206148619)

Fix the bots. The bots are sorta good but they still need improvement

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

dont release r7 before my im still waiting for my new gpu to arrive

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

before may*

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

a reach the exit point in zone 123 objective except instead of alarms we have to use explosives to blow through walls in order to reach the objective which is just like an alarm

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

pyrovision

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

make the character "Deez" an actual lore element

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Suggestion from Moss#5746 (660969894506135573)

Either change current scouts, or create a new type of scout that screams much sooner after a tentacle gets touched so that players have to be more careful if they try to melee it instead of just being able to sprint through all the tentacles right after the scout starts retracting them

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Suggestion from Skyrope#8741 (266345176967020545)

Bring back the old GTFO lighting.

The current lighting is very harsh, bright, and does not scatter/ diffuse at all. The light goes from illuminated, to dark immediately, creating a harsh barrier between illuminated spaces and dark spaces.
Reference image of the current lighting: (#gtfo-media message)

The old pre-alpha lighting from the 2018 9-Minutes of gameplay video and the original GTFO trailer looks more realistic than the current lighting. The old lighting scatters well, with no harsh barrier between illuminated spaces and dark spaces. It is also more vibrant while still being softer, and scatters through fog smoothly.
Reference image of the pre-alpha lighting: (#gtfo-media message)

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Suggestion from Killa_X#2639 (425752974472511492)

add a statue or just a reference of Calle in GTFO like actually. Im serious it’s a good idea even if it’s just like a beard in a bush like i just want something like an easter egg to reference him

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Suggestion from Moss#5746 (660969894506135573)

Kitchens in some levels which could be accompanied by large mess halls

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Suggestion from Slavic#1881 (627635349228617729)

Make bread types a running joke/easter egg, as rundowns go on. Voice lines of "smells like warm bread in here..." (idea from Moss), and a stale bread item that adds a miniscule amount of HP when consumed, might be replaced for cups of coffee (Santonian in-game??)

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Suggestion from Killa_X#2639 (425752974472511492)

for dev easter eggs, maybe have a picture of d0g for d0c just lying around somewhere, a beard for Calle an eyepatch for Simon the rest idk

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Suggestion from Slavic#1881 (627635349228617729)

To add on to my bread suggestion, there might be apparel that resembles a dirty apron (under other "tactical" clothes), a voice line saying "this thing is just a bread knife" (in regards to the knife melee weapon), and maybe a small stash of stale bread in some small, enclosed areas (signifying that someone was hiding and stashed bread)

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Suggestion from 『Shiki-SolaceLXIX』#5050 (293943511991058443)

More drip. Also bring back cosmetic hammers and potentially cosmetic variants for the other weapons as well.

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Suggestion from SLONKYDONKY#6080 (611378353227825153)

add more slang to bishop and other characters and especially for bishop add a voice line for tagging scouts as "walking wanker here, watch out"

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

make the bots more accurate with weapons like the DMR since it takes 5 shots to kill a shooter

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Suggestion from JackInTheGame#3186 (309395351373086721)

order bots to go to objective specific scan , example: Going for sneaky scans

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Suggestion from Sparky#0635 (134813005652164608)

sleeper/scout variant that will instantly wake up to the flashlight if directly shined on (increases utility of glow sticks)

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Suggestion from Sparky#0635 (134813005652164608)

new tools/ variations of tools there have been many new guns and many variations of guns. I would like to see the same variety in tools.

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Suggestion from Sparky#0635 (134813005652164608)

Landmine Deployer (landmines rather than tripmines), Bio-Scanner (Has display that allows you to see and track sleeping/awake enemies through walls as long as they are close enough), F-Foam (This short duration foam fears sleepers and if sprayed on the door will keep them from beating at the door)

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Suggestion from SLONKYDONKY#6080 (611378353227825153)

a level where the main objective is to retrieve 3 cargo boxes and as soon as one is picked up it starts an error alarm. However, there is actually 6 boxes and the secondary objective is to bring all 6 boxes to the extraction.

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Suggestion from SaneAvenue#0903 (938897094163439686)

welding tool and mechanic from the first gameplay trailer. Introduce? Bring back?

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Suggestion from metal#5911 (218831542158360576)

being able to tell bots to not refill you or to not refill x or to refill x. Was about to grab a tool refill i'd pinged via a terminal. bot yoinked it and refilled my c-foam, which I didn't want refilled(was 20%), rather than the sentry that was at 5% and deployed that i really wanted refilled before an alarm door :/

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Suggestion from Alexandru#7242 (285075555743694849)

maybe adding weapon accessories as RPG elements to the game. These would give different stats (one positive and/or one negative). They can drop from finishing any mission, the harder the mission the better rarity (means gives more positive values or higher chance to drop a rare accessory -such as a suppressor-). They would give stats such as less recoil, more bullets, better spread, faster reload, faster fire rate. Or they can give aliments: enemies burn over time, enemies move slower, enemies get staggered for some time. They could also give specific passives (depending on the type of attachment). For example a player could get a suppressor as a drop (for pistols only or for sniper rifles only) and they reduce the sound distance at which mobs get triggered by the shots.

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Suggestion from Dakstar7#5050 (586614630638682112)

make it so that the bots only pick up items if you ping the locker the item is in or the item itself. It can be frustrating when bots just snag things when you don't want them to, or you can't camp the locker while waiting for teammates to come over

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Suggestion from Pfc. zoldic [509th]#9918 (424989264372301824)

since you created diferent types of melee weapons you can create types of damage like slash damage, blunt damage and pearcing damage whith that you can create carpace monstes that receave more damage whith blunt or impact. the spear can deal more damage on weak spots or hit weak spots from the oposite side of the body since you know it can pierce. the nice thing about this change is open the strategic value of the melee weapons and open the oportunities to create none conventional ones.

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Suggestion from Rogue54i#5848 (710444502631841792)

4 female prisoners

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Suggestion from Heck-#0001 (245255621710970882)

Stamina syringe. Could work either as instant pulse decrease or a short time in which pulse would not increase or be severely limited. Other than that the same as the IIX or I2-LP syringes currently in the game.

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Suggestion from Sparky#0635 (134813005652164608)

I revisited R1 and took a long look at why it felt so special, and figured out it was the color pallet. R1 specifically used a orange lighting and all of the other run downs did away with the orange lights. Using white lights or yellow lights I would like to reintroduce that color pallet as it makes the game feel somewhat spookier.

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Suggestion from Sparky#0635 (134813005652164608)

My other idea is after revisiting past rundowns I realized that the lighting is different. Currently the light diffuses through the room allowing you to see in the dark corners very well. The past system that I liked so much was much more basic, where the level lights shined it was lit and the shadows it was dark. The lighting didn't defuse/scatter through the room allowing you to see every single dark nook and cranny.

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Suggestion from Paperslig#7777 (431251330385051668)

If a bots holding an objective item disable ladders in their path finding to the player until they set it down.

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Suggestion from Dakstar7#5050 (586614630638682112)

let us pick which character we are in solo/bot only

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Suggestion from Fireblade#7288 (349677269788393492)

GTFO Mobile

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Suggestion from Soviet Badger#4874 (232496562985500672)

GTFO GO

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Suggestion from SLONKYDONKY#6080 (611378353227825153)

a mob that is instantly awoken when you enter it's zone but has no ability to wake up the sleepers, so it tries to kill you while you still have to maintain stealth

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Suggestion from Rogue54i#5848 (710444502631841792)

after making a request make it so that Who ever have the highest upvote should be on the newest on the suggestions tab

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Suggestion from Rusty#5404 (549650835769131026)

register gtfo as a protocol handler for gtfo:// links so we can click links and automatically join a lobby

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Suggestion from CrioChamber#0107 (114192918935240707)

Video logs to coincide the audio logs found in the stages (I.E. A1, B1, C1, etc.) able to be played from the rundown selection screen.

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Suggestion from SaneAvenue#0903 (938897094163439686)

Please consider bringing back optic on Heavy Assault Rifle from previous rundowns.

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Suggestion from SLONKYDONKY#6080 (611378353227825153)

This isn't a suggestion but i would like to run a poll. If you have your vertical Fov 80 or below upvote, and if it's above 80 downvote. i just want to see the spread of fovs

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Suggestion from FailTrain#8279 (101396237546180608)

I would love to be able to have saved games persist between play sessions. My group of 4 have played for several years, but we work and go slow, so we have trouble with the longer levels. It would be fantastic if we could save the game, and come back to it for the next Game Night. Thank you for your time.

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Suggestion from SLONKYDONKY#6080 (611378353227825153)

Make the sawed off have a reload cancel that reduces reload speed by 0.5 seconds so its a fun bad weapon instead of a strait up bad weapon

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Suggestion from Maximilian#4693 (615308884827045898)

This will get downvoted a lot, I don't really care. Rework (or remove) the stamina system. It was fun to sprint around, avoiding tongues in melee battles, dodging around. It was fun to use the movement to traverse the environment more efficient than the sleepers. It felt good, this game had a wonderful movement system. It felt good to be able to quickly look for resources during an error alarm (look at current C3, it's honestly just painful). Yes, it wasn't 'fun' to watch people running around in circles not getting hit. I get that. But, honestly, who cares? Who cares if I do a Black Knight Halberd Run in Dark Souls and two-shot every early boss? In my opinion, to take away or at least restrict the positive points isn't worth it for the 'competitive integrity' you try to force (which the boosters completely nullify, another topic, another time). Plus, it feels like to counterbalance this 'nerf', you threw nearly unlimited ammo in every single level and stealth and melee gameplay became somewhat optional. I'd rather like to have to take the risk of going in melee at some times, to save ammo, than either to perma-stealth (which quickly becomes stale) or just have an obsolete amount of ammo and shoot every room. 'Yes, who cares, I don't have to do it' - my argument as before. But the other options are stealth or hammering rooms with stamina. To me, both not as much fun as back in the days without stamina. For me, this change took a big chunk of the fun away, unlucky.

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

add dodging back into the game not this crap that there currently is but the old dodging mechanics because of shooters being LITERAL AIMBOT this is very frustrating and annoying please fix

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Suggestion from Fireblade#7288 (349677269788393492)

Burst Cannon Sentry

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Suggestion from Jetpack Demon#4314 (235914728055111690)

So, my name is Connor, huge fan of the game. I was editing my next GTFO youtube video and I was thinking of maybe another type of tool ability. what if you guys made basically a bear trap, or something of the sort, that the player could place down and trap enemies for an extended period of time, they'd only get like a max of 5 or less and they would be unusable after use, but could be used on all sorts of enemies (especially damned scouts) to keep them in place. if used on a sleeper before they wake, same thing, they'd wake up, but be unable to move until taken out or a extended amount of time

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Suggestion from Killa_X#2639 (425752974472511492)

Sell c-foam blankets

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Suggestion from Nostarno#3072 (825872754569773107)

Hi I'm Nostarno, and I'm suggesting an item that is sort of a deployable maybe gas canister or some form of radioactive chemlight that does damage over time to enemies nearby.

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Suggestion from Killa_X#2639 (425752974472511492)

Instead of making the right click of the bio-tracker ping a single enemy on scan with left click add back the ability from that terrain scanner/pathfinding tool or whatever it’s called from the original trailer for the game, would replace the useless single target ping and would just be outright cool, all tho I have seen stuff about how the devs are keeping it for later or just working on other stuff so might not work if they already plan on adding the actual tool but adding that ability to the bio tracker would be awesome.

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Suggestion from 小胖子 (•̀o•́)#9999 (151545936265347072)

content

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Suggestion from slut for landon#5994 (402524294774521858)

you can place the long range flashlights

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Suggestion from 『Shiki-SolaceLXIX』#5050 (293943511991058443)

Frog Repellers

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Suggestion from 『Shiki-SolaceLXIX』#5050 (293943511991058443)

Frog Turbines

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Suggestion from 『Shiki-SolaceLXIX』#5050 (293943511991058443)

Also where is my Santonian or GTFO Coffee Mug to put my GTFO Coffee in???

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Suggestion from RyK#4752 (324660247140761600)

add back scattergun overpen :PepePray:

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Suggestion from Remilia Scarlet#3246 (313012100551409665)

add back global punch sound

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Suggestion from Killa_X#2639 (425752974472511492)

stop making shitty or trolly suggestions hows that for an idea ||you are gonna dislike this whether I put this or not you know who you are||

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Suggestion from chae#6666 (470191731934232578)

make an enemy that can damage you through walls

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Suggestion from chae#6666 (470191731934232578)

allow hybrids to prefire you around corners

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Suggestion from Fireblade#7288 (349677269788393492)

Burst Canceling Burst Cannon Sentry

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Suggestion from tev#3150 (298034473470263296)

Hel hammer

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Suggestion from Soviet Badger#4874 (232496562985500672)

hel choke mod shotgun

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Suggestion from 『Shiki-SolaceLXIX』#5050 (293943511991058443)

more charger variants pls

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Suggestion from tev#3150 (298034473470263296)

add a tank variant with 5 heads that you can only kill if you shoot at its ankles

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Suggestion from RyK#4752 (324660247140761600)

new enemy type who has the ability to teleport around

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Suggestion from Sparky#0635 (134813005652164608)

enemies that hang from the ceiling

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Suggestion from Killa_X#2639 (425752974472511492)

actually just a new type of advanced sleepers that can go on other surfaces all tho highly unlikely due to wall layouts and all that hitbox shenanigan would be cool to see

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Suggestion from Sparky#0635 (134813005652164608)

enemy that jumps around quickly and you have to shoot it before it gets close otherwise it jumps on your face blinding you for a second then exploding and dealing a small amount of damage to you

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Suggestion from Killa_X#2639 (425752974472511492)

tracker enemy, similar to a scout but instead of being more defensive by surveilling an area it tries to hunt you down, different tongue look that could look around the room, one small movement when it’s detecting gets it’s attention instantly and it starts following the noise or something, havent thought of much for this new enemy but just the idea of being hunted down would make it terrifying

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Suggestion from RyK#4752 (324660247140761600)

a new objective item that once you pick it up you cannot drop it or interact with other things

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

flamethrower sentry, for stumble short area denial

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Suggestion from Akitiki#9704 (189179565044793357)

Packing clips. Spawn rate of very uncommon in lockers or near dead bodies. A single clip allows you to carry one extra pack/kit or item. You may have multiple clips, but greater than two clips you run the risk of jostling your gear if you're moving while crouched, disturbing sleepers and greatly risking their alerting. Greater than four clips, and you start to lose movement speed / heart rate gets higher faster.

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Suggestion from awakaxis#0015 (424752785142317066)

blast doors.

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Suggestion from Soviet Badger#4874 (232496562985500672)

add gtfo sodas in the game that temporarily increases stamina cap and restore some stamina

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

change the mental eval to be unknown or unstable, since it seems a bit strange when the mental eval is stable since from a lore standpoint it doesnt really fit in

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Suggestion from Dakstar7#5050 (586614630638682112)

allow the lrf to be deployed like other consumables (like a trip mine or cfoam) and be mounted to point in a direction, and toggled on or off. Not able to be picked back up tho, just like other consumables

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Suggestion from Blueicefrostyy#2878 (445611615287508992)

A deployable spider like thing to go and "hijac"k a monster

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Suggestion from Sparky#0635 (134813005652164608)

The face grabber in the trailers, it is time to bring him back

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Suggestion from Killa_X#2639 (425752974472511492)

if you hate the game then just… don’t play it and stop complaining about the roadmap?

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Suggestion from Cavalli#8735 (580168046329724931)

a strobe light weapon/sentry/consumable that has some sort of temporary staggering/confusing effect on enemies, maybe draws them to it until it's destroyed like a decoy.

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

have c4 introduce a c4 explosive for progressing through the level

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Suggestion from RyK#4752 (324660247140761600)

make other tools periodically malfunction, like the biotracker does, to keep things consistent 🙂

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

crawling giants, on cqc/dark environments, if a tongue its successful it will lower your weapon/melee for a couple of seconds

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Suggestion from Curious Astroneer#2730 (592882540088393739)

Complementing RyK's suggestion: add new environmental hazards, one of which could be an area with periodic bursts of electromagnetic radiation that temporarily disables tools.

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Suggestion from Glowdude#4073 (515690091469864960)

This is a bit of a long one.
A new type of enemy called Bloats. There would be bloats, bloated strikers, and bloated shooters. They would be mixed in among normal enemies in certain levels, and in some areas, they would be the only enemies.
The bloat would be the standard kamikaze enemy you see in a lot of games. It's a mutated striker whose head and body are swollen with large fleshy bubbles (similar to mini-boss tumors) with a large bubble on its back that glows yellow. This large bubble would be a weak point. It would crawl toward you and explode within range, releasing a burst of highly toxic damaging yellow acid. If it is killed before it reaches you by damage to its tumor, it would also explode. If not, it would simply die, meaning that to minimize risk you have to aim carefully.
Bloated strikers and shooters would be less mutated, though with similar fleshy tumors and a more bulbous appearance than normal. They would glow a much brighter yellow in stealth.
Bloated strikerswould not have a head weak point, as it is encased in flesh. However, their yellow tumors on their body are weak points. If killed at these weak points, they release a small spray of damaging acid (much less than normal bloats). Instead of a tongue attack, they would quickly spray the same acid from a cavity in their head. It would be a sustained damage attack that deals ~10% damage total, could hit multiple targets in a cone, and lasts for ~1.5 seconds (staggering would stop the attack).
Bloated shooters have the tumor weak points on their head instead of their body, and they function the same as on bloated strikers. This can make them an issue in stealth due to shooters' high health if players don't want to risk taking damage. Bloated shooters don't shoot normal projectiles, rather they fire a molotov-like projectile that leaves a pool of acid. This acid can be removed with a glob of c-foam. It doesn't last long, and shooters can only fire one before returning to normal.

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Suggestion from Curious Astroneer#2730 (592882540088393739)

Edit: it is possible that in this area of ​​the complex the mission will be to turn on the shielding equipment so that there are no such impulses in the following zones.

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Suggestion from DonovaNewAge#6666 (165195886245314569)

What?:
I think there should be a "killswitch" button in non-matchmade lobbies so the host can revert back to the last checkpoint without needing the whole team to die. If need be, it could be an option for anyone in the lobby to call a vote to revert, since that could maybe work for matchmade lobbies as well. It would need to be unanimous to go through.

Why?:
My team was unable to reset because our last slot (a bot) had gotten stuck inside a wall and could not be killed, but also could not revive us when the rest of us had been downed.

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Suggestion from biggs#2615 (369493172117569537)

more than less than 1 level per month :3044pepeclap: … December-April = 3 levels = less than 1

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Suggestion from 初心者#7739 (114935313318674437)

Use new mechanic for reactor that mandates you to hunt the 4-letter password. Recommend similar style like uplink_confirm that you have to go to another Zone for a terminal hunting, type in a command than go back to reactor terminal for confirm. The problem of 4-letter code: (1) the total codes are limited so a macro can break it w/o seeking the intended the terminal(yeah, the devs never really fixed it, they just claimed they have). (2) Code pattern is seeded, for example this rundown D3 when some players find the first bulkhead, they already knew the 5 passwords for reactor part. For a speedrun team they knew every key's position and the distribution of tank respawn room, which is fine but also knowing every password so they can skip some zones is not ideal. (3) Checkpoint doesn't reset seed, so reactor password stays the same, checkpoint should not be design that using checking point reduce the progress you should have done. Corruption terminal uplink's password didn't reset on the other hand, which is a much preferred design.

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Suggestion from Jacasola#8152 (239812496637034496)

Add the Scan (use biotracker) command back to the Communications tab when you hold Q. Please.

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Suggestion from SaneAvenue#0903 (938897094163439686)

Recent rundowns prisoner death rate was ample and caused weapon/tool supply issues. Prisoners are to descend into the complex with old surplus weapons/tools, limited in quantity, with high malfunction probability. Warden requiees Prisoners to carry their work order until inventory stocks will be replenished.

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Suggestion from SLONKYDONKY#6080 (611378353227825153)

baby surge alarm, i want to see 300 babies come at me only to instantly respawn

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Suggestion from Felon#4335 (281708183062315010)

Nvidia Reflex & Nvidia Reflex+Boost. The game GTFO is quite demanding. According to ALL testing done by everyone, less fps means more input lag. A lot of players often turn all settings down to maximize FPS and minimize input lag. However in certain situation where there's a lot of objects to render, the game does get choppy at times thus reducing FPS and increase input lag. Introducing Nvidia Reflex will help minimize lag spike's effect to user's experience. Similar COOP shooter such as "Ready Or Not" has introduced Nvidia Reflex. Introducing Nvidia Reflex will only improve gameplay experience with no impact to performance.

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Suggestion from slut for landon#5994 (402524294774521858)

enemy that detects you based off of pulse

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Suggestion from SLONKYDONKY#6080 (611378353227825153)

gtfo tv series based on the rundowns

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Suggestion from quinoa#9190 (366044037284757514)

can we put some focus on fixing the game? it seems like with every update/patch a new bug is introduced; weird tongue attacks through walls, invisible doors, enemies pre-attacking around corners, checkpoint enemy wave bugs are the more recent ones. perhaps i have too much of a COD attitude but i'd really like a playable and QA'd game, especially when it's a 1.0 release

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

please fix the "Combathidden" portion of the music system in game or atleast the stingers to be playable to add variation and dynamic to the current music, the amount atmospheric presentation that some of the bugged/unused simons music have will drastically change the feeling of the game on both stealth and loud

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Suggestion from Rogue54i#5848 (710444502631841792)

Add a calculation to resource disturbution
To actually see what Will go to waste and what Will be enough

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Suggestion from Red Leicester Cheese3#4312 (943470424937881611)

a reactor level where there you put the codes in at another reactor terminal instead of the first terminal

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Suggestion from Mr.Meow#7778 (637096492724912158)

please it is kinda necessary to fix the error spawns or spawn in regular. It's almost impossible to fight a big wave or hybrids spawning right on top of players. It has been annoying lately.

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Suggestion from avocado#1402 (224599760722460672)

Add a way for a group to selectively pause the game; I don't like having to leave halfway through a mission at 2am and then needing to restart from the beginning when I wakeup. I'd like to be able to begin where I left off in the mission with my friends when we get back on

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Suggestion from LosttyFrostty#8273 (385612298045358082)

HIVE MODE: a secondary gamemode where the game is 1v4. 4 poisoners act as normal. the "HIVE" player gets to control sleeper placements, and use "points" to spawn enemies mid-mission, configure waves for alarm doors, and can repopulate respawn zones at any time

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Suggestion from Lonerous#3161 (494126413520175104)

Add developer comments and thoughts on weapon tweaks and balancing in patch notes to give us an idea what compelled them to make the changes

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Suggestion from Soviet Badger#4874 (232496562985500672)

vtuber hologram as a tool, to act as a distraction + giving us moral support and virtual hugs

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Suggestion from Judas#4315 (909079062843125801)

ingame waifu telling me what to do if i cant motivate myself to progress the objective

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Suggestion from catlord#9500 (406227034000326666)

flavored c-foam

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Suggestion from Rez 🍍#2396 (220142055408533505)

Make us able to lower specifically the volume of gunfire by just a bit. I'm not saying let us mute it, I'm not remotely suggesting taking it away in any significancy. But for the sake of some people with, more or less sensitive hearing/hearing damage, an option for 10-20% sound decrease on specifically gunfire would be appreciated. I find myself decreasing volume on my headset every loud encounter out of concern for my ears.
On a side note, I wouldn't suggest altering the current weapon audio. It sounds great, just a few dB too loud for me and perhaps some few others.

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

dont automatically open checkpoint doors after the scan

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Suggestion from i_dont_know_my_name#1234 (473113077617786903)

muti terminals uplink, self-defending each terminal

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

FN P90 submachinegun looking gun ❤️

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Suggestion from Project Zaero#9999 (358577849411567616)

More Interactive Scan Types

Currently the interaction between team mates and bio scans is "my teammate is in a scan, so I will go to a different one," "we all need to stand in this one," and "this scan moves." This doesn't really feel like team work and feels more like "4 people with the same objective." Here's a few examples of different scan types:

Duo Scan - Progresses slowly with 1 player, progresses quickly with 2, regresses with 3 or 4.

Trio Scan - Progresses slowly with 1 or 2 players, progresses quickly with 3, regresses with 4.

Flash Scan - Progresses at the same speed with 1 to 3 players, but finishes instantly with 4.

Many more ideas could be used, but these scans would result in different interactions either verbally or non-verbally between team mates since you have to pay attention and communicate, rather than just looking for a scan no one else is standing in. For example, if 1 person is in a Duo Scan, you have to either watch or communicate who else will step in to progress the scan, but if 3 or more step in you then have to decide who steps out to prevent resetting the scan. For Flash Scans, you have to communicate which scan to start at and follow them like a checkpoint race together. This would add much more interactivity between team mates, while making alarms more diverse and interesting. The scans could be color coded for clarity (like how team scans are orange, normal scans are red, stealth scans are green). They could also have text on them like "4 Required" or "2 Requied" etc. for further clarification.

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Suggestion from Judas#4315 (909079062843125801)

please buff scout waves to prior rundown 6

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Suggestion from NeonGhoul#2238 (350956384550125568)

Update the Hel Revolver model so it has 8 Chambers instead of 6, as 8 bullets are loaded but there are only 6 chambers.

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Suggestion from galactical (Jonah)#8599 (668335851851481098)

New melee weapon: Battering Ram. Similar damage + range to spear but slightly slower, but maximum environmental damage multiplier. It can one tap padlocks and break down doors with charge.

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Suggestion from Wheatloaf#4302 (124937491617677313)

reactor where we get the codes for free but the terminal we have to verify at changes each test

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Suggestion from Soviet Badger#4874 (232496562985500672)

Dimmished Surge S1 BC T Mixed Class XI alarm detected 🤯

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Suggestion from Primarch Nomad#5446 (542229375727435796)

yo what if some of the strikers evolved to use our guns in conjunction with their tongue attacks?

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Suggestion from Bunny#5966 (119747292067528704)

as QOL, allow players to query the bulkhead_dc to check what objective types are locked behind the bulkhead scan; good for some levels where players dont know where to navigate to, in order to unlock either EXTREME or OVERLOAD.

i.e.
query bulkhead_dc_123
Bulkhead_DC_123 unlocks MAIN sector

or

Bulkhead_DC_123 unlocks MAIN, SECONDARY and OVERLOAD sectors

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

How about next time you add a gigantic boss fight that requires you to fight a boss that's 50m out, instead of overbuffing the snipers ammo and throwing some of the balance of the game off, we could add a "railgun" of sorts to deal with big bosses now and in the future.

It could be level locked meaning that the gun itself its tied to the level and not available in any other thats it doesnt require it, so not only you keep the game balance around the current enemy roster and main game BUT us player will get a new toy to play to deal with this big events

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Suggestion from Kaneki ♡#3085 (593407017478258720)

left hand view model

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Suggestion from LosttyFrostty#8273 (385612298045358082)

select fire modes for certain weapons like the burst rifle to go single shot mode with uncapped fire rate.

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

striker scout

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Suggestion from Astri#7118 (377694809973850113)

ability to skip non-alarmed sector door scans by spawning a wave appropriate to its level (e.g. skip talking door scans).

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Suggestion from NeonGhoul#2238 (350956384550125568)

Colour variations for enemies, instead of all of them just being white, have some be grey, or maybe brown.

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Suggestion from NeonGhoul#2238 (350956384550125568)

A bestiary that expands each time you encounter a new enemy type. This bestiary would have a 3D view of the enemy selected, a brief description of them, and their strengths and weaknesses.
For example

"Giant Strikers

Giant Strikers, also known as Giants or Titans are monolithic enemies found inside the complex.

Giants are usually found in pairs, often near one another. If you or another teammate encounters a giant, plan carefully, as a pair of these behemoths can easily wipe out a team who isn't prepared.

Giants are not only durable, but pack one hell of a punch, using two methods of attack. Commonly, they'll launch a ranged attack at their target, able to reach several metres in front of them, however, they will swipe their arms at anyone within reach.

Giants are very slow however, and putting distance between you and a Giant is the safest option. It is recommended that you use the Sniper Rifle to quickly dispatch Giants, as a single headshot will kill them.

Health - X X X O O
Damage - X X X X O
Speed - X O O O O"

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Suggestion from RakkyAttackky#4845 (499026198953852958)

similar to scouts deafening you when they agro, an enemy that gives temporary blindness when it agros

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Suggestion from DΛFIПKY89#8891 (479097210961920000)

slight head bob to the camera when running, it would distinguish standing and crouching better and also feel less floaty and more realistic

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Suggestion from DΛFIПKY89#8891 (479097210961920000)

weapon lean, like in r6 or wolfenstein, to peak around corners without being spotted

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

cfoam sentry can perma cfoam doors remotely but inefficiently

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Suggestion from TheEpicEC#7536 (346844924848766976)

nvidia-boost, nvidia dlss/fsr amd super fidelity

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

gtfo on the nintendo switch with splits screen multiplayer for the nintendo fans. it would be really cool! just downgrade the graphics and resolution and it should be able to run!

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Suggestion from 『Shiki-SolaceLXIX』#5050 (293943511991058443)

Adrenaline Shot that would increase weapon handling temporarily like
Faster reload
Faster Aiming down sight
Decreased Recoil
Etc.

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Suggestion from Wolo#3148 (226211577202737157)

Create a free 1 mission demo for Steam. Something between R6A1 and R6B1. You can limit tools and weapons too. Game has a high asking price and while I fully believe it's worth that price, a free 1 level demo would encourage unsure players that GTFO is something very special.

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Suggestion from €deon#2755 (369647046237487105)

To expand on the above idea, 10C could also use a single-mission Demo to showcase the story either during or shortly after the situation that forced Santonian and Kovac to abandon the Facility to the Sleepers, giving us first-hand insight into what happened prior to us playing as the Prisoners in GTFO, and giving people who might be interested a foothold to get started with the lore of the story.

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Suggestion from Mr.Meow#7778 (637096492724912158)

a boss level enemy with the artillery ability of the kraken. Tentacles are kinda overused and shooting blobs in the back are also overused. It's like a theme so I get it but maybe some more variety?

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Suggestion from Shobu Ser'Hao#3927 (189806101506686976)

since we can't freely ping things in GTFO, it's sometimes a little hard to mark a specific location to a teammate (like where to place a turret, facing what, what door to c-foam, ressources location, ect....
So i will be a greate addition to add something like a spray paint can, with a shortcut like long middle click, you can spray paint to draw line across the floor/walls, it will be kind of lore accurate since the game plot is in a' ancien mining facility (sort of)

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Suggestion from Aria1489#6937 (819809334887579698)

Scan names on the actual alarm scan

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Suggestion from Mukmuk299#9737 (634413037037813782)

Have a level(s) with keys that don’t go to any door. The idea would be that there are two keys that could fit a door but only one works. Obviously checking the door would tell you which one but until you check you would be unsure which one you need. If the door itself was difficult to get to players would have the option of checking the door first and then going for the right card or picking up both cards in surrounding zones first and then unlocking the door. Or perhaps in a timed section where one player couldn’t get both cards it would require teamwork and planing to have players spread out so that once someone checks the door the right card can be grabbed by someone else.

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Suggestion from SLONKYDONKY#6080 (611378353227825153)

A level with a HSU objective, the room with the HSU is full of decoy HSUs and the objective one. Prisoners can take Samples from any of the HSUs but if they take the wrong one, an alarm still sounds but they cannot leave until they take the right one. So if you pick the wrong one you get an alarm, then when you choose another one, the alarm increments higher. So the more HSUs you take, the bigger and harder the error wave is. This would encourage teams to actually read the labels on the HSUs instead of simply trying each one until you see a prompt.

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Suggestion from Aria1489#6937 (819809334887579698)

Showing scan progress on the individual scans themselves

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Suggestion from rexalicious#5818 (98669737516486656)

New cosmetic type that is gained at the end of a rundown for completing/participating in it either in the form of a badge, patch, or charm, cosmetic could also be different depending on how many expeditions, and objectives completed

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Suggestion from Ellda#2324 (155442267107229696)

A new objective type which involves sealing special security doors behind you as you progress through the level, preventing backtracking to the start.

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Suggestion from Kaneki ♡#3085 (593407017478258720)

bring back default outfits in extension please thankssss

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Suggestion from Project Zaero#9999 (358577849411567616)

Add a ~2 second cooldown to the punch attack on Chargers, Hybrids, etc.
Reasoning: the current punch attack animation can be very choppy, resulting in enemies appearing to "teleport" when they spam melee attacks. Adding a cooldown will result in this teleport spam issue no longer happening, making close quarters encounters with chargers as a client much more fair. Hybrids are also easy to exploit due to their low melee cooldown, so they would prefer to use their barrage more frequently instead of being locked in melee spam.

To compensate for the cooldown, chargers could have their melee bumped to 5%-6% HP instead of 4%, but this change is not necessary.

Lastly, if any new enemies are ever introduced that primarily use a punching attack, having this short cooldown should be included at their release to prevent the teleporting melee spam scenarios.

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Suggestion from Jac0b#8474 (415988695192174593)

A laser cannon which fires particles that stick to any surface they contact (damaging enemies) then after 2 seconds explode dealing more damage in a very small aoe, and a secondary fire that fires a charged railgun which deals moderate damage (comparable to a dmr) and cannot headshot, but pierces all enemies and slows them by 50% for 2 seconds. (I had this weapon in a dream where it was really overpowered and I even toned down the slow from almost completely stopping them and I think the weapon should receive a much smaller amount of ammo from ammo bags)

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Suggestion from Dreamspan#8899 (252024550764576768)

Adding more high stakes stealthing scenarios.
R6 has been extremely underwhelming in terms of difficulty and one of the largest reasons for this is the stealthing scenarios where the team/players are sufficiently punished for waking the room. Most of the time, when rooms are woken, there is only a small punishment of some ammo or these rooms are easily hammer cleared. In previous rundowns, there are many more rooms with multi-scouts and large/boss enemies that would essentially be a wipe if woken most of the time. As the length of the levels are being decreased gradually, it would make sense for the difficulty of these levels to increase to compensate for both increasing the time taken for first time clears and also the general replayability and longevity of the game.
TLDR; Add more rooms that actually punish players/teams for messing up

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

a new enemy with new animations and new behaviour and new methods of vertically integrating prisoners
and not a reskin or a reintroduction of an enemy cus thats boring af

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Suggestion from Aria1489#6937 (819809334887579698)

Among us style rewiring minigame

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Suggestion from Rogue54i#5848 (710444502631841792)

can we have a audio backlog system to listen/read previos rundown logs

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

add an animation when pressing r to showcase the gun like in other games (also make it so that it fixes the syringe bug that breaks ADS)

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

add a small chance that instead of saying "throw a fog repeller here" have it say (occasionally) "Throw a frog repeller here"

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

add the burst cannon back into the game except its the r3 version

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Suggestion from Rogue54i#5848 (710444502631841792)

Photo mod

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

when listing an item say /list cell you could do /list cell high or /list cell secondary to list cells in that specific sector (same can apply for other items such as fog turbines)

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

flyer miniboss that we actively fight in the levels instead of say 4 tanks or 20 moms

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

a level with Prisoner efficiency where we have to do optional objectives in the other dimension

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Suggestion from Asch#4393 (232163520257458186)

RE2 style unkillable Mr. X enemy stalking you through level when activating an Overload error alarm

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Suggestion from LosttyFrostty#8273 (385612298045358082)

let us build and customize a gun that doesn't rotate between rundowns

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Suggestion from Calcium#7773 (413282879309742081)

have occasional polls that allow us the players to decide on new content. (Obviously only some things, like rundown specific guns, apparel etc). Would be a fun way to interact with the community.

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Suggestion from Killa_X#2639 (425752974472511492)

channel for like the counting game since it seems people are doing it in general. Call it counting till next rundown

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Suggestion from Mr.Meow#7778 (637096492724912158)

adding a grenade laucher or grenade category. Difference from mines should be that grenades will have larger AOE but longer time to detonate.

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Suggestion from tev#3150 (298034473470263296)

add the flamethrower so we can kill tanks easily but also have the fire spread to us if we get too close 😊

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Suggestion from Shift AC#5248 (142744557707067392)

a driller tool as to unstuck enemies in walls

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Suggestion from Rogue54i#5848 (710444502631841792)

Make the extraction scans more scary by adding a surge alarm when the scan is progressing

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

custom colours for names

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Suggestion from €deon#2755 (369647046237487105)

Allow swings (and only swings, not groundpounds or direct punches) from Giants to throw or push back players, both as a means of preventing Giants from insta-downing people due to lag.

This also can be used as a tool that allows the Giant to punish loud rushing by potentially throwing people into a swarm if they're not paying attention.

This would also make them feel slightly more dynamic and threatening than a giant sack of meat that just walks at you and hits really hard, and reinforces the idea that you really shouldn't be brawling with them.

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Suggestion from Ð_FF¥#8231 (77625813238816768)

Unlockable colors for glowsticks. Each player would unlock glowstick colors in the same manner as other cosmetics (ultra rare drop rate perhaps?), and each player's glowstick would glow the color they equip (default being green). Side benefit of this is they could then act as a useful tool in directing people "first towards the Y colored glow stick, then over towards the X colored glow stick".
Seen a lot of suggestions for more glow stick colors, but none as an equip-able per player cosmetic.

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Suggestion from Rogue54i#5848 (710444502631841792)

add an option to retain the r-5 default character based cosmetics to appear when no apperance items are selected

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Suggestion from Flickerleaf#2072 (439555980783779852)

A revolver with 10 chambers. It could be an option for an anniversary event, in honor of the company.

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

a new reactor bridge tile that looks like a storage room or another room that had another use

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Suggestion from rob4mela#6724 (543862607682207774)

Colour blind support

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Suggestion from Bir D. Nam#1066 (150100293034573825)

a neonate hammer to pay respect to my boy nate

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Suggestion from ahto#6334 (585064795909128202)

Terminal command that allows opening locked doors, requiring keycode(s) to open the door. Keycode can be in a terminal logs or provided by warden.

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Suggestion from SpyMemes#6931 (385747876606771201)

A level where it is a labyrinth where some areas are only connected by using different teleportation rooms and we need remember specially which teleportation room leads to where to get key cards, cells etc. Maybe multiple teleportation rooms could lead to the same place to create some confusion and up the difficulty. One person would of course need to carry a wave matter projector to activate the warp.

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Suggestion from FatNSteamy#7756 (731687305101967383)

A shooting range, so you can test which guns and tools you like.

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Suggestion from simonriley3636#7317 (891633254849994762)

In every single levels, we have a lot of path to done

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Suggestion from Project Zaero#9999 (358577849411567616)

Reduce the usage of team scans on security doors, and only use them in situations where the team really needs to regroup. For example: grouping up the team for an intense stealth zone, a zone with a boss enemy, during error alarms, etc. Normal stealth zones like key card / cell zones don't really need the full team to group up, which would streamline the game play a bit. A common complaint about GTFO is the sheer length of expeditions. Allowing someone to go double check the terminal to find a med pack they missed while the other 3 use the door rather than having to run to the door then run back to the terminal and end up splitting the group anyway would both save time and make slower parts of the game more interesting.

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Suggestion from I Refuse to Elaborate#1568 (471361656782454784)

Steam Achievements. Make them universal, not rundown-specific so that they can be completed any time.

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Suggestion from i_dont_know_my_name#1234 (473113077617786903)

buff sawed off shotgun, it is not deadly enough, recommand increase abit the damage and make the range little bit longer

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Suggestion from Sparky#0635 (134813005652164608)

stationary enemy that if woken up) launches a tentacle at you if woken up and harpoons your character reeling you in until you shoot or melee off the tentacle dealing tic damage until you do so. If you down while it's pulling you, it drags you and eats you giving you an animation of being inside the monsters stomach and being able to see what's happening out side. You will remain in the monsters stomach until a teammate kills the monster. (This monster can only harpoon one person at a time)

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Suggestion from Sparky#0635 (134813005652164608)

cc mechanics, monsters can be categorized in to 3 main type right now spawn, stagger, or damage and they all do damage via shooting or tentacle we need a new damage mechanic

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Suggestion from Mad{}Mouse#6476 (249799482340933632)

Create headlamp models for each of the helmets, to compliment the headlamp flashlight players use when wielding their melee weapons and such.

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Suggestion from Mad{}Mouse#6476 (249799482340933632)

Implement relaxed weapon poses for the player models to compliment the first-person relaxed weapon poses. I hope you know what I’m referring to.

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

give turrets a flashlight (functions whilst holding the turret as well)

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Suggestion from Jules#8008 (254904096983613450)

we got a spear, hammer, bat, knife. So why not an axe?

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

have an option for older players to remove stamina
Or at least make it less of a pain

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Suggestion from Gromppi#6501 (425702079831605268)

Have a stationary enemy that acts like a scout but detects player with a new mechanic like vision so you would need to sneak and avoid being spotted by it. (For example it would be a big blob with many eyes around it and it would see you and start throbbing meaning that you'd have to hide behind an obstacle or it would spawn more enemies like scout. Or scout with eyes.)

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Suggestion from quinoa#9190 (366044037284757514)

give us the option to change what character we are in the lobby as long as the lobby isnt filled

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Suggestion from Kolbra#3465 (364091218327502850)

make the game harder 😈😈😈

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Suggestion from Freddy Chopin#6694 (493254647780343808)

An enemy that gets startled when looked at. Keep your eyes off of it so it does not awaken.

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Suggestion from SungImperial#0001 (160987787296768000)

Widening the area your character fills out on the map just a Teeny bit more.
In BX:DUST, the Terminal in 15A on the bridge did not show up despite my map being filled in that section completely.
Or something to help filling out things on the map once you've properly filled out the map.

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Suggestion from Derp#0127 (244141688577064961)

let identical items stacks together instead of needing to switch to the item with more charges.
example: I have an ammo bag with 3 charges and i found a crate with another ammo bag, if it has 2 or less then when I hold E I take the remaining charges into my ammo bag, and if it has more then the ammo bag in the crate will stay with whatever changes remaining.

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

stop the game from crashing whilst dropping down into a level (mainly happens with low end machines) not all of us can afford expensive computer parts

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Suggestion from Mad{}Mouse#6476 (249799482340933632)

If the resources allow it, maybe it would be a cool idea to add more playable prisoners in the future. It’s absolutely not necessary to keep player retention, I just think it would be a neat idea

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Suggestion from Jac0b#8474 (415988695192174593)

Rogue prisoners, hostile prisoners that will attack you with guns and melee weapons, rooms may be accompanied by dead bodies with bullet wounds.

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Suggestion from Soviet Badger#4874 (232496562985500672)

next time, if you're releasing an update one day earlier, can you make sure a bug from an enemy that appears on more than half the expeditions be detected and fixed during the X (4 months) period of time

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Suggestion from simonriley3636#7317 (891633254849994762)

add weapon attachment (scope, grip, mag, stock, barrel, muzzle)all the attachment have both advantage and disadvantage, for example if you use a silencer your gun will get less accuracy and more recoil

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Suggestion from bigflopa#0190 (919049236987916358)

i like the idea above, but no silencer

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Suggestion from mfw#9985 (426470821662425091)

For future rundowns could you add more dynamic level design where can see more of the Complex rather than just exclusively mines and labs for certain missions. It would be really cool if you could combine several of these level types. For example, you and your team are given the task of retrieving a sample from a lab but you start off in a mine, slowly you make your way out of the mine and into the crew quarters and cafeteria of where you find a tram that takes you and your team to the lab where you can retrieve the sample and of course GTFO out of there. It doesn't need to be identical to this idea but having more levels like this would be nice.

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Suggestion from Jac0b#8474 (415988695192174593)

a scout which hunts you down throughout certain expeditions making backtracking more difficult and making staying in one place for too long dangerous. Perhaps have it be an end of rundown boss?

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Suggestion from Jac0b#8474 (415988695192174593)

ACTUALLY NO THAT DOESNT DO IT JUSTICE. A scout with 3 heads that crawls and mercilessly hunts you throughout the expedition and ambushes you in certain rooms and is killed at the end of the rundown, when alerted it screams like all hell is collapsing around you and attacks extremely aggressively.

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Suggestion from Jac0b#8474 (415988695192174593)

a syringe that temporarily removes stamina (only for like 3 or 2 seconds)

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Suggestion from Toxinist#2047 (769469149503029289)

I want to enjoy the lore of the game but my impatient god damn team does not allow me to read the logs, what if there was an option to download the logs to some "internal storage" and then read them in a simulated terminal interface in the rundown screen? I do want the lore, I just don't have the time to read and listen to it, oh and I'm definitely not soloing the level to get the logs lol

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Suggestion from WhiteShadow#3406 (337024101208031233)

In a future rundown, have a level where instead of getting teleported to an alpha level, have us come through a special airlock sort of room, and after you close the door behind you, the door in front of you opens up and you get to physically walk into an alpha location. This would support (spoiler, just in case) ||the doors in BX and DX that you can find in the alpha locations||, as well as making them feel less disjointed from the complex, and rather an extension of it, to support the infrastructure that humans managed to create out there, even with the threats like the Kraken.

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Suggestion from Vivi#6037 (268053952828801025)

A feature to add attachments such as Flashlight/Laser dot to turrets. For example Flashlight makes it easier to see enemies but at the cost of the turret having worse accuracy. And as for the laser dot it has better accuracy but deals less damage.

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Suggestion from Kitticlub#2395 (179242217242755073)

Please learn audiologs are loud and annoying. Especially in combat we don't have time to listen, and both audiologs and game sounds are distracting each others.And more worse we can't turn it off even by volume setting.

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Suggestion from Advil Consumption#0784 (296652274577571840)

bring back the rotating standard geomorph tiles in R7. Ive noticed in the levels of R6 that all standard geomorphs (regular hallway tiles not big rooms) are facing the the same direction, resulting in a lot of repetition. I think although its not too harmful, I feel like rotated tiles what made the environment of GTFO so special. You could put the same digsite, storage or datacenter geomorph back to back like a mirror for example, and it would look great. R6 doesnt have that and it makes me sad that you guys removed it for this rundown.

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Suggestion from Wolf#3503 (268428643632414721)

one leg as a peg leg

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Suggestion from Wolf#3503 (268428643632414721)

apparel of both legs as amputee braces called "Almost Too Late"

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Suggestion from Althix_Grim#2010 (186678172543221761)

While I do like the bots I do think their performance on scans needs to be tweaked a bit, 1 or 2 circles? fine as wine but the moment its 4 or heaven forbid a cluster scan they cant perform it in any meaningful capacity, I'm not sure what the right way to go about it is but I definitely think they need some sort of adjustment for scans of 4 or more circles

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

deployable walls that sleepers have to break through as a tool (tool refill repairs the wall)

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Suggestion from Mrbunkbunk#1683 (378717367980523521)

the option that prevents bots from picking up resources and you have to choose who to use a resource on before they use resources

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Suggestion from Devi#4318 (105802898948022272)

throwable consumable item that creates a small silencing bubble where sound cant travel

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Suggestion from Mrbunkbunk#1683 (378717367980523521)

remove downed animation or keep the hitbox from moving

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Suggestion from Winterwolf#6210 (213528659372277760)

proximity voice chat

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

dont get the PE badge when you use a checkpoint

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

ability to unuse a medipack (cant remove if 40% or below)

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Suggestion from Crisisreign#5544 (244240099892658176)

turn off bot friendly fire. I've been outright murdered by bishop on so many occasions from 80+ health after catching a scatter gun and the like to the back of my head. The game doesn't need traitorous bots

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Suggestion from Malange#4546 (153616705766031360)

for the love of god stop stealing my ammo pack 2 seconds after I swap it for tool bishop

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Suggestion from Mrbunkbunk#1683 (378717367980523521)

add an indicator that shows you're sprinting if you have it set to toggle

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Suggestion from SLONKYDONKY#6080 (611378353227825153)

have fixed downed hit boxes because after successfully kiting a horde in the anti kiting rundown, it kinda sucks to lose because the revive randomly reset at 90% and you have to restart the revive only to die to the horde before you can and game ending

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

an enemy that gives you infection

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Suggestion from Althix_Grim#2010 (186678172543221761)

due to the discussion of DX and it's ending this shall be spoilered but ||I think it needs a slight tweak as the fliers often occupy 90% of the spawn capacity making the uplinks often not spawn any waves, its a bit of a glaring issue and unlike D4 where the error alarm kept the fliers close at hand the open nature of alpha three is not doing the game any favours with it so I'd like to suggest that for sections like DX's alpha three a dual spawn cap is implemented for the error alarm and the uplink waves or whatever else the future can bring for scenarios like DX, and for spawn caps I suppose a good balance would be 12 points for the error likely 18 for the alarms themselves allowing for more spawned enemies than usual and not wrecking the flow in the process so the alarms still work as normal and the error waves can't prevent the alarm waves from spawning it could use a little more back and forward to perfect it but I think it'd be a good start for future DX like sections||

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Suggestion from Winterwolf#6210 (213528659372277760)

I think another melee weapon for flavor might be justified... Introducing... the Axe. What murderous psychopathic Prisoner isn't complete with their very own axe? Furthermore think of the utility! Wood cutting, dismemberment, decapitation, and more!

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Suggestion from Winterwolf#6210 (213528659372277760)

I also think it might be a good idea if some commands are implemented where you could tell bots to pick up specific consumables and to tell them who to use it on.

For example, the bots that steal took replenishment kits and medkits and ammo kits. Well, you can tell them who to give these kits to with a command prompt by aiming at the person you want the bot to give the kit to. If you aren't aiming at anyone they will by default resupply you, and if you are aiming at them while giving the command they will resupply themselves.

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Suggestion from Winterwolf#6210 (213528659372277760)

So this is a rather minor detail, but I think having a 'preferred prisoner' option for players might be kinda neat. For example, I think Hackett's voice actor is awesome, love the voice, but... if I'm hosting a lobby I can't be hackett.

So having a preferred prisoner option might be kinda neat. Basically if you join a lobby, if your preferred prisoner hasn't been picked yet, you get it. A first come first serve kind of deal.

Again its a minor thing, but I know it would definitely make me happy if I can be the team's permanent Hackett XD

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Suggestion from DunmoDoh#5310 (474939373280952320)

A type of security door that automatically opens after a set of conditions have been met leading to (or whilst there is already) an alarm going off that cannot be turned off via usual means (E.G scans, similar to an error alarm)

players would have to go through this door and close it somehow (maybe via terminal) which would end the alarm however this would turn the door into a blood door (trapped door / motion door) where later on you must fight all enemies you left behind on the other side once you open it again

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Suggestion from simonriley3636#7317 (891633254849994762)

boosters negative effects: deaf and night blindness

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Suggestion from Ninjaguy1002#7066 (689242093788463136)

Daily/Weekly levels maybe re-use some previous rundown levels or make some kind of level designer for community?

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

have stamina be an anti long kiting thing instead of just being annoying at slowing down the player (the 5% speed debuff does a lot) the change im asking is to make stamina less punishing when trying to run a short distance (especially in c3)

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

make the game not suck

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Suggestion from Jcob#8925 (662074412568150026)

Make a area that you need gas masks for

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Suggestion from tev#3150 (298034473470263296)

add wall sliding into the game

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Suggestion from Mrbunkbunk#1683 (378717367980523521)

reduce the flash when shooting the machine gun and the heavy assault rifle

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Suggestion from Mrbunkbunk#1683 (378717367980523521)

a hub area that has stuff like a firing range to test guns, wardrobes to check out apparel, mini games and a big central monitor that shows the current rundown beside another one that shows normal lobby things that show up now

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Suggestion from Schrodinger_Sig#1215 (424940457156411403)

special weapon idea: duckbill choke shotgun
semi-auto, high RoF (200 RPM?), mid damage (around 12~18 total?)
20-ish pallets per shot, high stagger multiplier, pallets spread horizontally
basically a shotgun version of machine pistol (stagger multiple enemies per shot), that can still do ok damage at extremely close range

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Suggestion from Is it suicide if I'm dead inside#9442 (417008613253578752)

give the ability to make AI teammates to guard an area

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Suggestion from Is it suicide if I'm dead inside#9442 (417008613253578752)

be able to set AI teammates follow distance and also make them more likely to stay behind you

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Suggestion from The Real Khepri#1111 (236561818405830666)

Add a way to save the game and come back later. I’m tired of spending 4 hours on a level and having to restart it later. Some of us have full time jobs and can’t spend all day playing the same level over and over

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Suggestion from Soviet Badger#4874 (232496562985500672)

add a save and quit option after a checkpoint during an expedition, reddit wants it and this will truly enhance the gameplay and accessibility of the game

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Suggestion from Schrodinger_Sig#1215 (424940457156411403)

tool idea: a scanner type of thing (deployable)
kinda like the scanner on sentry, except the scanning line goes 360
automatically tagging detected enemies (including sleeping enemy) untill they either get killed or walk out its range
can tag shadows
scanning line can be blocked by walls and stuff
can only tag about 10 enemies at same time

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Suggestion from Mad{}Mouse#6476 (249799482340933632)

If resources allow it, maybe 10 Chambers could consider branching out to a different platform with the GTFO universe. A graphic novel, a short film, or maybe even a tabletop game (that one in particular seems to be a big trend nowadays).

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Suggestion from mfw#9985 (426470821662425091)

In order to increase player retention for GTFO I think it would be an excellent idea to create a Forge type of system where a player can make their own maps and post it onto a community page for other players to try out. It would definitely add a lot value to the game while also allowing players to experiment with the game design and see what works and what doesn't.

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Suggestion from simonriley3636#7317 (891633254849994762)

old scout behavior

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Suggestion from 『 SolaceLXIX 』#5050 (293943511991058443)

baby scout

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Suggestion from simonriley3636#7317 (891633254849994762)

New creature: Hunter
It's move in the vents (you can hear the sound hunter makes when crawling, but it's move extremely quiet on the grounds). Waiting for a good chance to attack or trying to attack a separate prisoner.

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Suggestion from Relicanth#8004 (181560740556046336)

Dedicated Servers once GTFO gets enough players, peer to peer is so scuffed sometimes

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

for those who have multiple monitors have a setting that allows the map to be a on a separate monitor

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Suggestion from gaZinger#1093 (208993891133685763)

add a way to use something to capture sleepers in like a ball and be able to summon them to battle other sleepers

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Suggestion from gaZinger#1093 (208993891133685763)

silenced hel machine gun sniper

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Suggestion from LosttyFrostty#8273 (385612298045358082)

a heavy caliber bolt action rifle in primary slot that overpenetrates enemies, ignores tank and mother armor, and has low ammunition cap.

Tradeoff: this take primary slot, so you must use your secondary as a primary to an extent and will lack significant add-clearing weaponry.

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Suggestion from Sclamy#2367 (255908997477957632)

How about a railgun. 100 "ammo", but ammo is power and it requires 100 to fire. Can 1 hit kill any enemy, anywhere.

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Suggestion from Rero Nekos#5999 (173551909028888576)

Increasing player knowledge - Add Tips and Tricks during the elevator loading screen. Written by the community.

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Suggestion from Techno#8336 (156575721031073793)

The end screen page after completing a mission should list player stats like the number of enemies killed and resources used

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Suggestion from SLONKYDONKY#6080 (611378353227825153)

proximity voice chat?

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Suggestion from khangsigin#8708 (333806992713973760)

amongus character

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Suggestion from LosttyFrostty#8273 (385612298045358082)

a new secondary weapon, like Hel-rifle but with more utility, can penetrate straight through doors, and can be used to hit mini-boss weakspots without directly firing at them from angle. Blender Render: #gtfo-media message Pixelart Hackett wielding one: #gtfo-media message

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

have the choke mod shoot out a singular more damaging round since its basically a sniper as it is

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

to add onto that a slug is a single pellet (not a condensed spray of pellets)

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Suggestion from Mees20#9973 (358261463212883968)

If you shoot the cocoon too much it snaps. If it snaps, 5-10 babies come out of it and it activates most of the other cocoons in the room so they snap too. After the cocoons have snapped they can no longer respawn sleepers.

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Suggestion from Ð_FF¥#8231 (77625813238816768)

New Boosters:
whole team gets +10% ammo efficiency, but the player who equip the booster loses 90% hacking ability

+25% bioscan speed, condition: in combat (firing weapon)

+3rd weapon slot, but -tool slot (ammopack distribution would need balancing)

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

a booster that lowers and increase rate of fire

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Suggestion from ABC_squid#8368 (437419839976636417)

Give warden doors an a.i. voice for entertaining the bio scan. Make sure it also a little bit intimidating

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Suggestion from DunmoDoh#5310 (474939373280952320)

a large enemy that tethers to up to 6 nearby woken enemies and slowly heals them, these tethers can be shot out and rendered useless (each tether has 8HP). this enemy is not capable of any damage other than punching directly however the broken tethers leak its blood which allows woken enemies to heal when drinking from it, it will also generally remain at a distance from players and only move in to attack when it's not healing anything.
Stats: 125HP, 32% Damage (Melee), Speed: Average / fast (Charging)

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Suggestion from tev#3150 (298034473470263296)

a hel shotgun!!

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Suggestion from Schrodinger_Sig#1215 (424940457156411403)

main weapon idea: AR pistol
mid-long range, good acc and sta, ok-ish RoF, 3 burst fire mode
same/close damage to pistol, limited mag size (12 or 15), bit lesser total ammo

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Suggestion from BuffMerman#1200 (156159978430791680)

To add onto all of the various bot-related suggestions, I think having host or lobby specific bot settings would be a fantastic concept. Some of the base behaviors of the bots should be (to an extent) modifiable by the lobby host. A setting for how close an awakened sleeper has to be for the bots to switch to melee, a setting for how close/far the bots will follow the player they're attached to, which if any tool/med/ammo/disinfection packs they should pick up automatically, how far a player has to be away from an opened locker/box before a bot will automatically pick up anything inside the box . . . stuff like that. These base bot behaviors are already in the game, and for someone like myself who doesn't enjoy playing with randos and can't often get a full team together, it would be a huge boon to be able to tweak the bots to behave in specific ways, especially for different expeditions where certain strategies are more needed.
(For the record, 10 Chambers, you guys have done a fantastic job on the bots so far. There are even certain situations where I even prefer having a bot to having an actual player. I just think this is the next logical step towards appeasing the AI uprising led by the Warden itself, and perhaps avoiding our own personal HSUs for a bit longer.)

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Suggestion from RyK#4752 (324660247140761600)

HEL spear that actually pierces as intended

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Suggestion from Artek#1547 (377548062119297025)

Exclude large hostiles from auto-turret's aiming routines.
Since auto turret lacks damage to do anything to big targets and they seem to be indeffent to the stunning effect which is AT's primary selling point - they just become a waste of ammo for a turret that already depletes itself the fastest. Might as well send those tungsten rounds where they actually matter.

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

bring back the shotgun sentry instead of the auto sentry

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

a restart from last checkpoint button (just in case you get stuck in a tile thanks for that dx)

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Suggestion from Silidor#7823 (464893073365663744)

How about an implementation of an internal Render Slider or option? Also Adding DLSS2.0 and/or FSR might be really helpful.

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Suggestion from Clay#1854 (97053039499673600)

increase the font size of terminal ip addr used for uplinks, because 0 and 8 are very hard to distinguish, better yet, use the letter O rather than zero 0 because it doesn't have the slash. Just increase the legibility.

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Suggestion from kymuu#9078 (93131636509523968)

subtitles for audio logs please

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Suggestion from Project Zaero#9999 (358577849411567616)

Melee Overhaul / Revert
I expect this to be considered controversial but I feel like it needs to be said or discussed.
Suggestion: revert the Sledgehammer to it's pre-R6 state. i.e., 4 light damage (uncharged hits instant kill Strikers and Shooters to the occiput) and revert the stagger to 1x multiplier, or maybe 1.25x light stagger - 1.0x heavy stagger.
Reasoning: Melee used to feel highly skill based, with a basic level of entry but very high technical skill ceiling. Approaching giants with melee required caution as you needed to hit a unique limb to ensure a stun, or hit them from behind. This reinforced cooperative melee combat and high skill solo play. With the R6 iteration, the huge stagger damage allows a team to literally stunlock a Tank to death. Giant Chargers become trivial. Giant Strikers become redundant in stealth. The hammer simply stuns everything to death and the sleepers can't even fight back.
With the removal of "bunny-hopping," chain-kills with occiput strikes aren't free anymore as enemies will actually wake up, meaning the "problem" of being able to chain-kill carefully placed occiputs is a non-issue.

With the Sledgehammer being reverted, it is effectively buffed against small enemies but nerfed significantly against larger targets. This makes the spear a more valuable option as it would become the king of fighting giants. The bat would be more important as the high stagger isn't outclassed anymore. The knife may need adjustments to help it against smaller targets, but this change would balance 3 of the 4 melee weapons.

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Suggestion from DonovaNewAge#6666 (165195886245314569)

I'm not sure if there's a particular balancing reason behind the current shotguns, but I would prefer if they did roughly their current damages, but spread across more pellets. (The volume and adjusted spread would be a case-by-case basis, of course.)

I would imagine if the spread was increased slightly after increasing the volume of pellets, the shotguns would still force the player to be close (if not closer) for max damage on bigger targets, while not making blasting smaller targets a crapshoot beyond a certain range. Would also make going for multi-kills within close-range more consistent, too.

This change would also hopefully bring the sawed-off up a bit in terms of the value you get out of each shell, even though it doesn't help the tiny clip.

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Suggestion from Nostarno#3072 (825872754569773107)

A new grenade type weapon that deals damage unlike the C-Foam and trip mines require enemies to pass through but instead its a grenade type weapon that releases a gas that creates a cloud of poison that does DOT or maybe something like a chemlight that does radiation DOT damage since theres down to be more armarments down in the complex

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Suggestion from Project Zaero#9999 (358577849411567616)

Knife Animation adjustment

The knife currently suffers a major hitbox issue that makes it at times difficult to hit a target's head due to overlapping hitboxes. My suggestion is for the player to perform an overhead downward swing with two hands when charging the knife (Michael Meyers style) that way the hitbox comes from above, making headshots much more consistent. The knife might not need any actual balance adjustments if the animation allowed for a consistent hitbox.

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Suggestion from Angus#9751 (270106302384963584)

I think a really good way to balance the burst cannon would be to make it uncancellable and give it 20 rounds bursts

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

fix the smaller inconvenient things that can be fixed easily and make the game so much better

this is also a callout for the devs not fixing the smaller bugs i mean the dev team is big enough and you dont allways have to implement major mechanics every single rundown

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Suggestion from Wheatloaf#4302 (124937491617677313)

a farm for the poor people starved of upvotes

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

a weapon with a 5x footshot multiplier

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Suggestion from Project Zaero#9999 (358577849411567616)

New Secondary weapon idea: Combat Sniper
Stats: 24 Damage, 24 Stagger, 2.0x Crit, 8 mag / 25 stock
Comparison: Sniper
Stats 40 Damage, 40 Stagger, 2x Crit, 3 mag / 15 stock
This weapon would specialize as a supportive / cover fire weapon. It has the potential to kill Hybrids in 2 (vs 1) head shots, Giant Strikers in 3 (vs 1) shots, and Giant Chargers in 5 (vs 3) shots. Overall, it is much less effective against larger targets than the normal sniper. It's high power lets it take down a Striker with a single shot (like HEL Rifle but without pierce or charge up). Shooters require a head shot and Chargers require 2 shots. This weapon would be best used with a "fire and forget" style of gun play, where you can stun giants with a single shot, then switch targets to eliminate a few smaller enemies before the giant recovers. It can be used to focus down giants like the sniper, but is more versatile against smaller foes.
Strong Against: Giant Shooters, Hybrids, Tanks, Birthers, Flyers, Strikers
Average Against: Giant Strikers, Chargers, Shooters
Weak Against: Giant Chargers
Direct Competition: HEL Gun, Sniper

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Suggestion from BallsMcGee#5162 (416051048457830400)

make the change logs appear on the startup menu screen

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Suggestion from Schrodinger_Sig#1215 (424940457156411403)

fist.

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Suggestion from Sparky#0635 (134813005652164608)

For April fools if possible replace the pistol skin with the Ray Gun from cod, Idk if it's possible cuz ownership and all that, but id love to see it

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Suggestion from Sclamy#2367 (255908997477957632)

a 3rd type of lock for lockers

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Suggestion from usquebaugh#1554 (324514901458550784)

New enemy type; conjoined scouts with two (or more) heads, all of which can deploy. Heads must be destroyed within a short window in order to prevent the scout from summoning a wave. Cfoam and hammers, mines that hit multiple heads, or simple player coordination would defeat this enemy.

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Suggestion from Rero Nekos#5999 (173551909028888576)

An option in the sound settings to mute mandatory audio logs shoved down my ear canals. 🦻

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Suggestion from Warden#8979 (964029910677065778)

A tool you can use on both sleeper and teammates. Maybe something like you can heal a teammate or give them some sort of buff, and on sleepers you can give them some sort of debuff. Maybe where it'll have glowing crit spots and will take extra damage on top of those crit spot shots or something

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Suggestion from Arvin#7490 (305201558700949517)

add a command to tell bots to hold position. Sometimes they need to just hold down an area while the player runs to seafoam a door or go to terminal. It would make solo play much more viable

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Suggestion from 22Driver#4987 (458067116235423765)

Sort option filters for boosters. Default could be type instead of acquisition time.

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Suggestion from ElvenLord#2610 (350749949392060426)

A flamethrower.

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

cheesy cosmetic (thats just cheese it doesnt give any hidden buffs)

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Suggestion from theTRUTHvxv#7402 (620746205231841281)

Tool/Syringe Idea: Nerve agent syringe used on enemies that makes them convulse uncontrollably momentarily to be used as a temporary stun. Could possibly have a downside if they aren't killed while convulsing like immediately screaming once they recover.

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

syringe weapon

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Suggestion from KrookedKritter#9393 (551578190619869235)

A flashbang. Yes I know it does the two big no-nos of GTFO but that's why. It could however be used to briefly confuse/stun large groups as a final option

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Suggestion from KrookedKritter#9393 (551578190619869235)

Add a 'Incomplete' option for matchmaking so it's easier to match with people in levels you haven't done

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Suggestion from Toxinist#2047 (769469149503029289)

community levels (nothing custom, no plugins). Can be tested/balanced/voted by the community itself or by a select group of individuals and added by developers as more extended levels (no "community levels" tab in game), it doesnt matter what is the approach, but this game REALLY needs inovative levels. I'm going to be honest - the stuff developers pump out sometimes does not even compare to the quality of community made levels

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Suggestion from Mad{}Mouse#6476 (249799482340933632)

Remember to keep the difficulty curve consistent with each of the expeditions in future rundowns. I’m disappointed to see that C2 and C3 were WAY more difficult than D1, and I would personally not prefer to see that same oversight be repeated again come R7 and beyond.

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Suggestion from Project Zaero#9999 (358577849411567616)

Raise the default FOV from 55 -> 75-80.
The standard FOV for human beings is 135 degrees, with a focus point of 50-60 degrees. This means that with the default FOV being 55 degrees, this is below the average focus point for many people. With the addition of HUD blocking the edges of your screen, this gives a tunnel vision effect and very poor depth perception. Most players do not know of or bother to change the default FOV and don't realize what the default FOV does to them as a player. It adds an artificial layer of difficulty where people can't tell where their feet are. The default settings often results in frustration and new players not understanding how they got killed or what even happened.

For some perspective, the default FOV is like if you locked your eyes straight forward and only turned your head to look around. This is extremely disorienting after a short time. I understand that the point of having a low FOV in a "horror" game is immersion, but GTFO is closer to an action game than a horror game.

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Suggestion from Artek#1547 (377548062119297025)

Weapon Concept: Heavy Burst Rifle.
A midway hybrid between current Burst AR and Heavy AR.
Delivers a painful 3-round burst capable of killing an average striker in a single burst as long as even 1 bullet hits any sort of weakpoint.
In return the rifle suffers slower burst speed, less BRRRT and more rhytmical tap-tap-tap requiring a good lead on a target.

Points of refference: Titanfall's Hemlok, L4D2's Desert Rifle (SCAR), Halo's Burst Rifle, etc.
Most likely should go into special category.

P.S.: I just like burst weapons.

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Suggestion from Schrodinger_Sig#1215 (424940457156411403)

C-Foam Rifle?
slower C-Foam output(?), but you can reinforce the door as long as you have clear line of sight with it

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Suggestion from jkb#8713 (289954184743092224)

a couple of animated steam wallpapers / emotes could be neat!

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Suggestion from monkeyeezus#3183 (724806250734420019)

real grenades but it wakes up 2 rooms over

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Suggestion from Ryknow69#8806 (508097485286408193)

Increase baseline shotgun stagger percentage to match all other shotguns(1.35x). Scatter, Sawed off, and choke all have this increased multiplier, but not the standard shotgun for some odd reason

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Suggestion from DrMadHatten#0927 (341375022805549056)

Surveillance cameras able to be accessed through terminals. Cameras could fit the aesthetic of the game (low frames, dark, low pixel, etc.) and could be tied to objectives, environmental puzzles, or teamwork of pairing a camera viewer to teammates in navigation. The downside is its increased vision, which can detract from a horror experience. But when bad things happen and you can only watch and not interact...that's scary too. It would assist with greater terminal interactivity, and could be used for deeper secrets in environments that veterans would love.

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Suggestion from Mad{}Mouse#6476 (249799482340933632)

The devs have taken strides to make this game somewhat more accessible with the difficulty, and I appreciate the thought process behind that. However, now - if not purely out of morbid curiosity - I’d love to see the devs just absolutely make the players’ lives a living hell in future rundowns.
I’m talking less resource packs, less checkpoints, more darkness, more fog, more sleepers, more pain. I wanna be questioning my life decisions while playing this game.

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Suggestion from Advil Consumption#0784 (296652274577571840)

Floodways Reactor

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Suggestion from Schrodinger_Sig#1215 (424940457156411403)

actually good shotgun for main

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Suggestion from KrookedKritter#9393 (551578190619869235)

Room/Security Scan door type: Airlock.

A hallway-type room with a security door entrance on each end where only one door can be open at a time with the door control in the middle.

There could be variations such as an alarm where both doors shut letting a wave build up outside the end you want to open that you need to deal with once it opens, or there could be blood door variants for ones that are already shut on the end you want to enter in.

What these could also be are shut-off zones where you can't return (re-open the other side) to the other side until an objective is complete-or to make it crucial to avoid fog, must not have above a certain percentage of infection (disenfection station supplied in zone)

I hope that made sense lol

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

The room scans, should progress speed should slows down when an enemy does not die after the first 30 seconds and each kill only keeps the scan speed going quickly for 30 seconds after that kill has occurred. I think this could discourage ‘cheese’ spots, which I am not fond of using / teams using (not that I’ll ruin a game by playing against the team - I prefer winning over not using 'cheese' spots, I just prefer not to use the spots).

Also I do not mind realistic spots that still allow combat with the enemy while giving an advantage to the players since that is a realistic use of the environment to the player advantage, and if this is not what was / is intended by the developers then that is an issue with the level design and not the players who use it / them.

Note: The timing could be different and is just for clarity of the suggestion.

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Suggestion from Nasa-Kun#6446 (386511920947134465)

A kick option for the host/an automatic time out for players that go afk for too long. This would help lobbies that have bugged players be able to remove that player to clear space without needing to make a new lobby which isn’t hard but is a minor nuisance. And it would also address the surprisingly common issue of players leaving in the middle of a mission for long periods of time. Grabbing a drink or a snack is fine so make it a somewhat long time I just dislike having to either completely restart a mission or wait for someone to get back and leave when they’ve been gone for like 20-30 minutes (especially when they leave like during an error alarm)

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Suggestion from CamperTY#2912 (285714204160294912)

UI: Make the user interaction with objects a bit more forgiving.
Make it so that things **activate **if you have pressed and held E within 1 second of walking within interactive range of an object (door control, box, artifact etc.).
There are many times when interaction controls would be much more 'unnoticeable' if we could activate them on the first try, instead of waiting to see if the E we held was registered or not.

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Suggestion from R0K3TC4T#1535 (317173276541583361)

Download map files from terminals in other dimensions
Especially annoying in D4 where its actually helpful

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Suggestion from bro#1094 (138802036035551232)

More 21:9 Resolution , 1280:540, 1920:810, since games runs bad at full resolution

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Suggestion from bro#1094 (138802036035551232)

only available 21:9 resolution right now is 2560:1080, 3440:1440, thats it.

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Suggestion from MrFangZy#5613 (386061788103311362)

Have the little screen on the turret which shows the turret scanning around it (the part that moves) be synchronized with the actual turret movement, currently it is desynchronized.

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Suggestion from LosttyFrostty#8273 (385612298045358082)

if you dc due to networking issues, stop taking my boosters.

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Suggestion from Sten#2147 (194950400376307713)

Add daily/weekly challenges that award us with boosters or Cosmetics. For example “kill 1,000 sleepers” seems like a reasonable weekly challenge that can offer a cosmetic at completion. Or “Survive a C3 expedition without going down” challenges that are still really difficult and add to GTFO’s level of difficulty while still rewarding the player at completion.

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Suggestion from j223#7026 (581927996365996042)

I'd love to see the game expand more on the rubber-band technology. Examples like enemies lick you around corners and through the floor or seeing projectiles fire from 5 feet to their right. It really adds a great level of challenge and tickles my curiosity on the games story. Seeing displacement and warp technology on sleepers makes me want to learn more about the lore and how it all connects.

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Suggestion from Koytar#6579 (240141119688671240)

Suggestion for the in game hud interface:
A ping meter, just like the fps meter
Suggestion for graphical settings:
As a Graphical setting: A toggle-able option to remove dust particle in the air (if it's worth the fps gain for)

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Suggestion from f-f-fna-a-fff lo-o-o-fi-i#0708 (520041100036276224)

rework glow sticks as it is it’s an incredibly underwhelming tool. With having a singular use of granting vision to scouts in a dark room or vision to a stationary enemy that GLOWS in intervals. Unfortunately glow sticks don’t reveal shadows for some reason and there sprinkled everywhere around the map. For glow sticks to be useful it needs a rework. I don’t really know what would be the correct solution but here are my solutions. Make it so a glow stick can be held in hand as a weak light that surrounds the player and doesn’t piss enemies off(it still can be thrown). Or make it so when a glow stick is around scouts they become stuck in a constantly scanning form making it easier to kill scouts but setting there position. OR idk just pls give a good reason to hold onto these useless lights 😭

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Suggestion from Gromppi#6501 (425702079831605268)

Since like 90% of the people in a Rndown die and are resurrected to do other missions in a rundown. Why shouldn't there be a mission where you would retrieve corpses for resurrection.

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Suggestion from Gromppi#6501 (425702079831605268)

New enemy type that snatches your body when you're knocked down and won't allow your healing before it's dead.

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Suggestion from KrookedKritter#9393 (551578190619869235)

Just fix matchmaking in general.

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Suggestion from Photek#6265 (700975670381117520)

A solution to solve low peaks (for players count) is to have random generated map layouts. With every sec door that is opened. This will keep things fresh and keep players from leaving.

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Suggestion from 『 SolaceLXIX 』「 Shiki 」#5050 (293943511991058443)

fix hammer charging when it's to the left side when charging. it obscures your vision from how far it sways much more than it used to in rundowns prior to R6

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Suggestion from 『 SolaceLXIX 』「 Shiki 」#5050 (293943511991058443)

fix for my previous suggestion but it is when you're sprinting and charging at the same time and the hammer charges to the left.

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Suggestion from Beavis#1992 (668958301874028575)

add a feature where the amount of noise you make in the voice chat can be heard by sleepers in game and can alert them if you are not careful

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Suggestion from Beavis#1992 (668958301874028575)

add a gas mask or filter consumable that can be equipped to protect you from the infection fog

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Suggestion from WhiteShadow#3406 (337024101208031233)

Breaking a Giant’s arms, either Giant Striker, Hybrid, or Gaint Charger reduces the damage of their melee swings by 75%, since there is less muscle mass and less overall mass to swing their arm and do damage with

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Suggestion from WhiteShadow#3406 (337024101208031233)

Edit, reduce them to 75%, not by 75%

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Suggestion from Garbab#5861 (262202627108896770)

breaking an enemy's arms should reduce their melee range. cause i know if my arms are broken i cant hit things.

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Suggestion from MrFangZy#5613 (386061788103311362)

Implement/Use a wider variety of voicelines more commonly. As far as I'm aware there is a lot of voice lines for each character, yet I always hear the same ones such as "Make your shots count". Hearing the characters talk more and saying different things would be great.

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Suggestion from i_dont_know_my_name#1234 (473113077617786903)

The quality content is not gundown6, its R4 and R2, we like to use what we have and try hard and not shoot only, I hope R7 can like R4 such challenge and enjoyable

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Suggestion from DonovaNewAge#6666 (165195886245314569)

Maybe add some sort of whirring sound queues to delineate a sniper turret acquiring a target, aiming in, and preparing to fire? It would give a bit more transparency about what it's thinking and what it's contributing to the fight.

I, uh...
I also might want if because I got shot from crossing the line of fire at the wrong point a few too many times...

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Suggestion from RyK#4752 (324660247140761600)

remove the elevation bullet drop thing in the bottom left quadrant of the sniper scope. It serves absolutely no purpose other than bloating the scope view.

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Suggestion from 『 SolaceLXIX 』「 Shiki 」#5050 (293943511991058443)

I'm not sure what it requires but being able to see recently played with players on steam. This isn't recorded for GTFO matches

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Suggestion from monkeyeezus#3183 (724806250734420019)

pickaxe as a melee weapon it would be pretty cool and fitting as it's an excavation site

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Suggestion from jkb#8713 (289954184743092224)

given the amount of apparel offered, instead of random apparel given, give two or three choices to let people choose, something like the new booster screen that pops up after an expedition?

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Suggestion from River the Snek#2289 (388930272961495042)

Ability to give your AI teammates basic commands depending on their gear. (For example: C-Foam this door, set up sentry here, set up trap here, heal me, etc.)

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Suggestion from Forest_Swamp#7083 (93984363892445184)

Add a demo version of the game with access only to A1. In order to attract friends who are hesitant to buy the game.

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Suggestion from River the Snek#2289 (388930272961495042)

Add a proper tutorial that not only teaches you the mechanics of the game itself but also things that may aid you in single player, like how to command AI

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Suggestion from Koytar#6579 (240141119688671240)

Graphical Settings: Quality Effects (with an off option). What I mean by that is to remove some elements that uses resources from the your computer (gpu and cpu wise) such as blood, particles, bullets from your gun, etc etc.

Optimisation: Since I heard many times from older players of the game (R1-3 era) that the game used to be smooth back. Would be cool to have outside area running at 60fps at leaast, especially if the devs release other maps that requires outside gameplay (Hello DX; for exemple). In my case, I'm running the game at very low graphic settings with a resolution at 720p and I have 30-27fps outside and in some maps that requires a lot of resources. I'm gonna quote one of my old contact that has previously played the game back when it was in the pre release state. He might recognize himself but he resumes perfectly what I mean by that subject: "gradually theyve made gtfo become pd2 yet again, if you were to play r1 youd have solid 120 or more but ever the time shit happened". (At least if you happen to know how PAYDAY 2 became poorly optimized)

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Suggestion from Artek#1547 (377548062119297025)

To expand on tutorial suggestion.

What I believe it should be is a permanent, rundown-irrelevant single-player mission with bots who will have unique voicelines to explain certain mechanics. You know, something like "we need a turret here" and then a pop up tells you how to give an order to a bot to put a sentry in specified position etc.
Bots could also explain stealth mechanics, like "don't move when they glow!" and stuff like that.
It would also be a great exercise how to build a narrative-driven mission.

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Suggestion from 『 SolaceLXIX 』「 Shiki 」#5050 (293943511991058443)

make R7 but no handholding

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Suggestion from tev#3150 (298034473470263296)

remove invisible walls surrounding players

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Suggestion from Sclamy#2367 (255908997477957632)

Alert enemies in a room (or at least nearby within the room) when any enemy is killed by a bullet and the player who shot the bullet is within some distance limit regardless of how many rooms away the player is.

This would eliminate many scout cheeses, such as shooting through a closing door, shooting through a crack in a closed door, etc., while still allowing sniping from "far enough away", which makes sense and encourages players to look for long and creative vantages when clearing a multi-scout room.

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Suggestion from Nostarno#3072 (825872754569773107)

devs stop making GTFO levels and let Rey Jones make them (he says he can make better ones than the devs)

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Suggestion from bro#1094 (138802036035551232)

Less linear level design (think R4C2)

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Suggestion from ♥300♥#3300 (589664600845189120)

maid dres cosmetics and / or mask with hearts on it <3

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Suggestion from Grallow#0001 (272910239362449409)

Make all apparel obtainable by everyone from set levels instead of RNG. Another idea could be a type of currency that you get for completing certain levels or objectives that you can then spend on apparel. This would introduce a lot of replay-ability in levels and to balance maybe a weekly cap on obtainable currency or cap on repeating the same level over and over. A lot more people would stop playing for a bit to complete levels then come back in a few weeks and instead keep playing.

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Suggestion from wittyboot#2188 (301181558746906624)

Shadow Mothers that spawn shadow babies

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Suggestion from Gnugit#6027 (728506374169952299)

GTFO Steam points shop animated Bonk sticker please

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Suggestion from KrookedKritter#9393 (551578190619869235)

a voice for the loading elevator
For example as you descend it would say something like '100 metres....200 meteres' etc

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Suggestion from Killa_X#2639 (425752974472511492)

maybe make LFG on discord more apparent in-game since it seems newer players easily go towards matchmaking and end up confused coming here to ask why nobody joining

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Suggestion from Winterwolf#6210 (213528659372277760)

So this might be a bit harder to implement with bots... but the bots suck anyway and most people just try to squad up. Like seriously, sometimes these guys don't even shoot during swarms. Anyhow, that's not the idea.

The idea is a level that has several parts where it forces the players to split up. Effectively putting levers or switches in rooms that need to be activated simultaneously in different rooms. And hell make it where you have to progress carefully in this split.

Think of it like a series of interconnecting tubes, where your only way forward is when the other player(s) in the other tubes hit their checkpoints. The cost of both players going down... is Neurotoxins being released into the chamber containing the other two players, putting individual player skill to the test.

Here's a really lame visual.

Starting Area] Splits off into two tunnels = = = [Checkpoint area] splits again = = = [Checkpoint area] = = = [End

The split routes could be very diverse and lengthy and having their own separate dangers. For example one winding tunnel could have lots of Infectious fog present, while another might be crawling with Big Boys (The tall sleepers)

I suggest this to add another element of horror to a mission. One of the keystones of horror is that people are brave in groups, by adding in a mechanic in a level that splits up the group, it adds more to the horror Factor.

Another element is powerlessness can create that feeling of horror as well. Knowing that your life might not entirely be in your own hands is kinda terrifying, its in another player's hands, and likewise theirs is in yours.

This is a double whammy of horror! Now I'd only recommend it for a mission or even just a part of a mission, but I think it could be fun! Especially if someone alerts a horde and both teams of two have to fight at a disadvantage!

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Suggestion from usquebaugh#1554 (324514901458550784)

Booster that increases the stagger on primary / secondary weapons, complements the boosters that increases damage.

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

add an enemy with a tail for the next april fools

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Suggestion from LosttyFrostty#8273 (385612298045358082)

translated stone allen tablets as "logs" explaining the origin of the parasite, nam-v, and the workings of their civilization on destination and where it all went so wrong

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Suggestion from Realistic Glass#1799 (690501956782915625)

since currently in a rundown level tiles can only load "lab & data center", "Mining, Refinery and storage" or "floodway". Please make it so all the tile sets are possible to be add into one single level. Making levels structures less repetitive. 😊

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Suggestion from monkeyeezus#3183 (724806250734420019)

release r7 early

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Suggestion from Fireblade#7288 (349677269788393492)

New Enemy: Hydrabrid - Tank that can shoot like a Hybrid 🤯

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Suggestion from suxcrack#5800 (242429583918497792)

New Enemy: Flydra - Tank that goes arround flying and gets stuck 24/7:Pepe_selfie:

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Suggestion from KrookedKritter#9393 (551578190619869235)

Deployable spotlights that function as static long range flashlights

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Suggestion from HK_PhAntoM#0162 (553365029966184448)

i hope dev can add some more special equipment like night vision ,heat vision,scope,shield,stun grenade

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Suggestion from Schrodinger_Sig#1215 (424940457156411403)

lever action rifle/shotgun?

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Suggestion from Ninjaguy1002#7066 (689242093788463136)

bring back older rundowns as DLCs or something

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Suggestion from Cryogenicbanana#3206 (491357616031793153)

an in game codex with info on artifacts, enemies, and locations obviously have the entries be locked until you do a specific objective to avoid spoilers but i think it would be cool to have something on the side to work towards outside of getting badges and cosmetics

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Suggestion from Calcium#7773 (413282879309742081)

sell replicas of the artefact models on the gtfo store

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Suggestion from Mad{}Mouse#6476 (249799482340933632)

less of a game suggestion and more of a suggestion for LFG, but I personally would love if there were official taglines for hosts to suggest what kind of players they prefer to join.

As much as I appreciate this community and the things you all have taught me, it’s become tiresome getting carried through all of the expeditions by veterans of this game. I wish there was a way I could entice players with the same level of knowledge as me to experience uncompleted expeditions authentically.

If this came off like a rant rather than a suggestion, I apologize.

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Suggestion from nicklakes#5721 (342323674293993484)

make mines louder.

right now you can throw a mine on a blood door and it will wipe the entire wave and sleeping enemies in the next room have to be basically on the door to wake up.

mines are crazy strong and nearly silent despite the explosion noise they make

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Suggestion from 115MDQW#2371 (325090221676822538)

More dynamics apart from alarms, as we know the alarms make more than 50% combat scenarios which we need to do to accessing more rooms, i been thinking about escorting a scientist / technician from the warden (AI), this person have the job to fix/hack doors in order to open/unlock them, the job here is to protect him while he is doing it, no scans, but a more fierce combat engage with the sleepers, this person would carry a small stun gun, no damage at all, but something that can stun big and small enemies in a certain amount of time, if the person take too much damage the fix/hack would take even more time to do so (he will recover a small amount over time, this is optional), and the same thing with the scientist, but instead of doors or hacking, this one is doing small experiments in rooms, in difference it would stay in a specific area gathering data and doing research, something that would be amazing, is that when they meet with the team, they say something like "so you are the security team they have send here, no the big deal but lets work and get out of here".

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Suggestion from 115MDQW#2371 (325090221676822538)

As continuation of past suggestions, how about a new type of enemies, something like security robots in the area, this enemies would have 2 variants (more in the future if implemented), melee, with its own body or arms, and distance auto cannons or something similar, this enemies are found in small groups patrolling an area, but they have a resistance to bullets (15-25%, this amount can be readjusted), this enemies have their origin of external incorporation or agency trying enter to the complex and see whats inside (lore can be changed after all). finally a small idea, an alternative of finding resources in boxes or lockers, we can find them in the corpses of the Santonian staff or Schaeffer resistance in the facility, packs of ammo, tool, health, accessories (in abundance 1 use more, this is optional), but we cant search for them in the terminal, only searching the area we can find them. finally a small idea for a mission, in my opinion it would be very nice to work with Schaeffer in the future or at least his resistance, this mission consists in our team working along 2-4 more persons of Schaeffer (AI, can be optional), in this mission we need to clear a big area something similar to the final room in DX, after clearing it, we need to hold positions against waves of sleepers in the whole area, resources can be obtained clearing nearby rooms or be sensed by a small group of survivors (optional), the main idea of this mission is no be overrun by the sleepers and enter to a high value area. sorry if you find any grammar error in the the text im no a English speaker and ty for taking your time for reading this.

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Suggestion from ahto#6334 (585064795909128202)

fix the performance issues asap

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Suggestion from 初心者#7739 (114935313318674437)

About the rundown statistics, a much more meaningful data is: distinct players completed the level over distinct players attempted the level.

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Suggestion from Angus#9751 (270106302384963584)

for future rundown reports I'd think it would be cool to see how many prisoners played the level (or played the rundown) vs how many prisoners beat it
as it currently stands, any person can contribute to as many completions as they want, so I'd think it would be cool insight to see how many prisoners attempted it vs how many cleared it rather than attempts done vs attempts cleared
it would be interesting to see how much % of the playerbase was able to clear R5E1

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Suggestion from bro#1094 (138802036035551232)

R6 Statistics show how many checkpoints were used 🤯

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Suggestion from Infra_Arcana_1#9150 (419430041777209345)

Now that the game has bots, please add an offline mode. Thank you.

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Suggestion from 115MDQW#2371 (325090221676822538)

environmental conditions in the game make its more fun and harder to do, but actually in that we only have the infectious fog, would be nice more variants about the environmental conditions in the facility here is some that would work, EPM hazard area, in this lvl or location, in random intervals of time (no too close of each pulse), the electronics, wont work (for 4-6s, can be adjuste), (hud, tools, lights, terminals and aims for the weapons) this would make this more immersive in the game also granting a + in the hard difficulty to complete the lvl, another environmental condition is the innestable quantum tunnelling to the other dimension, in this conditions, imagine a room where is a portal to the other dimension, no the portals generated picking a special item, but also portals that shows the other side of the dimensions, this portals can attract more sleepers, and also be explored a little bit for resources, doing scans it will add more sleepers in each wave coming from that direction, and also killing silently the sleepers in a room with that conditions can risk up the chances of awakening them, (the main point of this, make more special environmental conditions in the complex).

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Suggestion from 115MDQW#2371 (325090221676822538)

i end with this suggestion, special cosmetics for completing an entire rundown, (glow sticks colours, name colours, or badges in our working suit), something related to the name of the rundown of something representative of it, this would be more aesthetic for our character, and if we pick them or wear them (this is optional of course), a little booster no like the boosters we have but something like, melee charge up speed +5%, stamina consumption -5%, would be a little helping, a reward for completing the entire rundown with all the objectives and missions.

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Suggestion from MrFangZy#5613 (386061788103311362)

Add a load meter/percentage somewhere when in the elevator cutscene. Sometimes the loading freezes and you don't realize until 10 minutes later, which could be avoided with this mechanic

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

increase bots ability to kill shadows

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Suggestion from Golumbo#0900 (661447533557579778)

Hi everyone,

Include more customization by adding even more masks, clothing skins and colors to differentiate yourself even more from other players (because we quickly become clones). By winning them as rewards of the current system, by also adding challenges to win them such as: by killing X enemies, finishing such type of expedition in limited time, by increasing XP etc...

And why not camos for weapons! which remain coerent with the universe of the game.

If it would require a lot more work for the developers, we could imagine a system of customization packs purchasable at a reasonable price to support the studio.

I think that customization is part of the game, which could not be left out.

Thank you !

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Suggestion from W4rBuddy#7839 (508480694729703424)

When you read logs in mission, archive those logs into a file system that you can access in the menu. As new rundowns come out, let players view their logs they collected from previous rundowns in the latest rundowns.

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Suggestion from KeenKyle#9399 (314151208895905792)

Rundown 6 not hard enough so lets add a charger surge alarm to filter out the weak in rundown 7

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Suggestion from Quadangalo#9898 (194140960102416384)

this is already well known but i want to put in my voice too. Rundowns are becoming too saturated with ammo. Future rundowns need to pull back on ammo provisions, and tool as well. The common problem is high class alarms and reactor levels. R7 C and D tier levels with class 6+ alarms should ideally have less ammo provided to make ammo actually feel scarce

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Suggestion from Katzenwerfer#2028 (618612008744517672)

to add on Quad's suggestion. It would be nice to see higher tier alarms and complex rooms for them back in lower-ish levels. Having those lesser alarms as a real obstacle instead of level filler.

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Suggestion from Merv#1624 (720749845077295115)

how about a level that has no lights literal pitch black no way to turn the lights on

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Suggestion from Aria (Xe/Xer)#6937 (819809334887579698)

Dynamic FOV scaling for ADS

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Suggestion from Myth#7790 (325729154156855298)

Hey I've been playing the game with my friends but we can't really spend hours on end withiut interruption, it would be really great if there was a way to save at a checkpoint and come back later and load the game from there so we don't have finish the entire rundown in one sitting and could just take breaks in between.

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Suggestion from Stomcat#3727 (277456556306726913)

Class ST (or TS) scan, basically a T scan with the same properties as an S scan, and everytime someone walks out of it or goes down, the scan begins to move backwards. Could be used for lower levels or a gimmick for optional sectors.

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Suggestion from Nomad#7094 (223817950388420608)

mask with cat ears

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Suggestion from DilutedSoup#0803 (212125704823898112)

charger hybrids

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Suggestion from DilutedSoup#0803 (212125704823898112)

some sort of floor-based being that doesn't attack but boosts the volume of noise sources when you're on it?

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Suggestion from Gigzymandias#5251 (395414055248068610)

tank scout

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Suggestion from Aria (Xe/Xer)#6937 (819809334887579698)

Fursuit cosmetics

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Suggestion from Stomcat#3727 (277456556306726913)

Generator Cluster tile for Floodways

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Suggestion from simonriley3636#7317 (891633254849994762)

Death

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Suggestion from Negohtap#6477 (244527787422121984)

a shooting range or practice mode that you can access while waiting in a lobby for example before other members arrive or are ready. imo the game needs an option for testing out guns that isnt just opening a level

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Suggestion from ◈ wWild#9334 (294543740394012673)

maid dress cosmetic

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Suggestion from Schrodinger_Sig#1215 (424940457156411403)

decoy (tool or consumable)

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Suggestion from Violenferno#6228 (205098237437149184)

A "spitter scout" that patrols as a scout would, but like a spitter cannot be killed (or at least has a massive health pool). It acts as spitters would when in player proximity and shrinks and stops when light is flashed on it, promoting a level of caution and tactical coordination when in rooms containing sleepers.

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Suggestion from Aria (Xe/Xer)#6937 (819809334887579698)

Infection enemy variants, variants that can give you % infection if they hit you

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Suggestion from Quadangalo#9898 (194140960102416384)

gun jams

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Suggestion from Sike#9711 (688810777791954973)

variable sizes for strikers. Using the same 3D model, but appliyng scale to generate stochastic sizes (taller, smaller, fatter...). This way, there are more enemy variability in the levels. Aldo, the Life and damage status could be random (between specific values).

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Suggestion from Heck-#0001 (245255621710970882)

Integrate apparel with steam inventory. You could make them tradable, but I personally just want to be able to display some cool masks on my steam profile.

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

a level where you have multiple paths to get the the extract different resources alarms enemies etc but you can only pick one

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Suggestion from DilutedSoup#0803 (212125704823898112)

dormant flyers floating at the ceiling that wake up when the room is awoken.

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Suggestion from DilutedSoup#0803 (212125704823898112)

a deceptively easy/simple map, but when the player scans on extraction, something happens(maybe the shaft malfunctions, and player drops to another sub-level and must fight their way to another extraction, or maybe the ground at the extraction point crumbles and they fall to the sub-level) and the player is launched into the "real" map.

This would be fun for a story level (maybe C/D/E1?). Nobody will expect something to happen at the end, thinking after scanning extraction, that its the end. It'll throw a curveball at the player and confuse/ throw them into some chaos.

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Suggestion from Artek#1547 (377548062119297025)

New tool: drugged dart gun.

A low-ammo, slow-projectile dart gun that shoots spiked darts that enrages the sleeper it hits, causing it to attack everything without distinction.
The drug takes time to settle in, with time depending on where it hit - the head taking almost immediate effect and limbs taking the longest. Normal sleepers also turn hostile to the spiked one, especially if attacked by one directly.

The dart has no effect on charger variants, unable to penetrate their extra thick skin.
Scouts will skip the scream and immediately proceed to attack the closest entity they can find.

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Suggestion from Masked#2974 (880000443156152331)

Actually, almost every actions can be remap, except those for the communication which are forced on 1, 2, 3, 4, 5. Could you give use the option to remap them ?

(I'm left handed, with the mouse in the left hand while using the arrows key to move, so I can't order bots easily)

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Suggestion from General_Eco#2448 (190009532615884800)

An option to restart at the entry point of a level should you fail before the first checkpoint. That way you don't have to return to lobby and drop/reload the level each time if you want to try again.

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Suggestion from sergio24m#9076 (325543004603416576)

"clean mask" option. press G to wipe your mask slightly with your left hand - this cleans toxic waste drops and blood that is left by enemies or whenever you get hurt on your mask. this is just a cosmetic "screen-cleaning" option that helps to get better immersion when playing as a prisoner, and looks cool, just like in the Metro 2033 series

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Suggestion from SsjgBops#7838 (808484907407376437)

I think that the different map layouts like in bx was a good step in the direction. As someone that played this game for 200 hours, having for example the gaping hole on the center and the 2nd alarm with the different floors were really cool. It would be really cool if you integrated this into the next rundown!

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Suggestion from DilutedSoup#0803 (212125704823898112)

shape shifter. When asleep it disguises itself as a small sleeper and can be killed accordingly. But upon being awoken, it will rapidly expand and shapeshift into something resembling a big striker? but perhaps stat-wise tougher than a big striker.

This would encourage greater caution during stealth. You would be able to tell which is a shapeshifter by its sound and pulsing. the small sleeper would have the deep tone of a big striker and when it pulses it will very vaguely expand in size before returning to normal.

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Suggestion from joekster#0001 (229032007500300291)

new booster type that grants bonus damage against enemy archetypes (striker, shooter, large, etc.), as using archetypes instead of explicit names would help prevent unintentional spoilers

Could pair nicely with damage resistance boosters if there is an enemy that you just really despise

Maybe the in-game ID for the booster could have an appropriately edgy title like "NEMISIS" or just "HATE"

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Suggestion from SsjgBops#7838 (808484907407376437)

you can toggle a setting that makes it so then in game voice chat can alert monsters. Like noise from the microphone can make noise in game. This might be a stretch but for some people might make it cool. It would make it more immersive. And remember that it is a setting that you can toggle on and off

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Suggestion from SsjgBops#7838 (808484907407376437)

after you complete or die in a level, it will show you how much things you killed and how much damage you did and that type of stuff. It would be on the same screen as with the mask in the background

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Suggestion from joshsnek#6927 (391596863469387776)

some kind of counterplay to shadows that isn't just "turn your shadow settings up to very high". maybe glowsticks could counter them in some way. if they're meant to be as hard to see as they are on lower settings then reduce their visibility on all settings. your graphics settings shouldn't affect the difficulty of the game as much as they do in this case

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Suggestion from DepressoEspresso#0803 (212125704823898112)

an enemy type that has an effect on death (i.e explodes, gives infection, stun, spawns a couple smaller enemies from its corpse, etc.)

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Suggestion from Vilhaven#7825 (101127364712333312)

change cursor in terminal from flashing underscore to flashing block

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Suggestion from SsjgBops#7838 (808484907407376437)

I have played this current rundown for more then 50 hours and completed every board, I have only seen the striker, shooter and the bigger variants of themselves. Also scouts and that’s it. I know that there are a lot more different types of aliens, like chargers, big chargers, chargers scouts, mothers, etc. but I looked it up and it totally depends on rng most of the time. I am discluding the kraken and the tank from after reacor startup. I would like it if I saw these different aliens a lot more often!

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Suggestion from DepressoEspresso#0803 (212125704823898112)

add a range readout on the sniper or other very long ranged weapons.

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Suggestion from Schrodinger_Sig#1215 (424940457156411403)

syringe that temporary reduce the damage you take

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Suggestion from Aethereon#6261 (764459678239162399)

A tool that lures scouts to a certain part of the room / lures active enemies towards it for a short period of time.

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Suggestion from Xeno#9666 (282596078384054273)

a monster that will toggle all the lights off in the room if you wake him up, and when he's pulsing the lights will flicker ( this can affect the player equipment )

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Suggestion from UnidentifiedMale#4990 (518173199389818905)

A solution for the terminals on console is that you could completely remake the UI into a GUI which you can use to select items or doors or whatever and when you do you can choose to ping or query etc. You could use the D-pad to control it. For the more specific expedition/objective command you could have a separate selection for those. And for terminal uplinks and the like the screen could fill with the options and you just have to select the right one. When you need to type in short passwords, that's when you could use a popup keyboard because that wouldn't be that big of a deal but otherwise I think a GUI would work best. It would make it a lot easier to use the terminals for console players but there really isn't any other practical option for them.

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Suggestion from Hades#3519 (293585193216770049)

remove the security aoe scan thing that moves, it is dumb and immersion breaking when i have to stop shoooting etc to look for a red circle moving along the ground for no apparent reason.

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Suggestion from Aria (Xe/Xer)#6937 (819809334887579698)

Remove an important game mechanic like enemy spawns during alarms, its immersion breaking

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Suggestion from Luigi Ambassador#5800 (423135145059418117)

Make some of the artwork posted in #community-news available in the Steam point shop. Would be cool to customize my profile with it.

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Suggestion from Avaahnaa#5396 (240540549726208000)

Do away with the room entry scream cooldown

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Suggestion from DepressoEspresso#0803 (212125704823898112)

should be able to ping consumables that are laying on the ground or on shelves

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Suggestion from Eliah#8427 (615871174836224028)

add a shield that you can take and use with your melee weapon, (exept knife and hammer) to block some damage and punch harder, but in that case you cannot take special weapon

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Suggestion from YoloMcSwaginz#7348 (269957489129160725)

Add a practice mode, or a way that you can practice specific scenarios such as scout kills, taking out bigs, shadows, etc. The only other ways to do these things are to either progress in a rundown, or use external mods. Considering both options are not optimal, it would be great to add a way to practice specific skills and scenarios.

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Suggestion from Calcium#7773 (413282879309742081)

I really feel like GTFO needs a high priority, low health enemy.

To do that job I think they should add an explosive enemy, a small (similar size to striker) bloated mob, which would come up to the player and detonate. You would be able to find them dispersed in alarms, and sleeping in the room.

Something they could do is have the enemy explode on death, (regardless of melee or ranged) unless you hit them in a specific spot (a not bloated portion of their head.)

This would make clearing a room with them much more delicate. They could also damage other enemies, so killing them in a crowd has advantages.

Additionally, giving them the ability to sneak up on players (just not make much noise when approaching) and very quick detonations, would mean you have to be constantly aware.

It also could have fun varients (since GTFO loves them so much). Infected ones that deal infection/ buff other enemies instead of damage them. Or shadows.

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Suggestion from DAVE#4156 (432234493055598592)

make your appearance customizable by sectors : change the color of your mask, change the color of your gloves, change torso palette , etc

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Suggestion from usquebaugh#1554 (324514901458550784)

Expand out the terminal commands to include lighting, air filters and door controls for all terminals by default. Currently some missions involve particular terminals that can toggle power, lights and other features. I would suggest making these commands universal and then including zones with randomisable light and fog levels as part of the seed, which can then be enabled or disabled by a terminal in that zone without being an explicit objective. This would be in addition to some zones or levels would still have globally inoperable power or air filters that can't be restarted by the terminal.

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Suggestion from cptForge#6842 (297946193579999232)

Bots should try to stay in the same area as who they are following. If I go through a door and want to close it and put a mine on it, I have to run further into the room and wait for the bot to decide to follow me into it. It's infuriating.

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Suggestion from cptForge#6842 (297946193579999232)

Bots with the biotracker should speak significantly less than they do now. I honestly don't care that the next room has sleepers, that's not helpful, and the bots never shut up.

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Suggestion from cptForge#6842 (297946193579999232)

The bots should stand on the scan at the end of the expedition rather than stand near the player.

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Suggestion from cptForge#6842 (297946193579999232)

The bots should always try to stand on a full team scan if a human player is in it. It should be hardcoded to drop anything else it's doing and do the full team scan. The number of times I've been blocked from progressing because the bot refuses to get on the full team scan is infuriating.

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Suggestion from cptForge#6842 (297946193579999232)

The bots should not, during a loud section when there are a ton of enemies, drop everything to revive a teammate. They just go down instantly. They should try to help clear the enemies first.

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Suggestion from cptForge#6842 (297946193579999232)

The bots should try harder to stand on scans in loud sections. Cluster scans with bots are really difficult because the bots tend to not do much.

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Suggestion from DAVE#4156 (432234493055598592)

When you extract, you have to get back in the pod that you were dropped in. It breaks the immersion when you finish the level and it just goes black, and to the mision screen. It would extremely cool if you were sent back up!! Also allow us to ping anywhere!!!

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Suggestion from cptForge#6842 (297946193579999232)

The extraction scan at the end could be a full team scan to require the whole team to survive to complete the level.

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Suggestion from Panda#0259 (266687621462229003)

Interrupt birthing when mom gets cfoamed/staggered mid birthing.
Currently, when you cfoam mom when she's in the middle of birthing it doesn't interrupt the process, making it so it's better to throw a grenade before she starts or after she finishes the birthing animation.
It's even worse with staggering. Staggering a mom mid-birthing makes it so that the birthing continues, but after a very short stagger animation (really similiar to death one, sometimes baiting teams) after which she zooms around while babies come out. This makes weapons with stagger multiplier greater than 1 really awkward to use against mom as they can do more harm than help.

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Suggestion from RakkyAttackky#4845 (499026198953852958)

Listen, this is by far one of the best games I've played. I can't say exactly why but I haven't been able to stop playing it since the day I got it. Yet I cannot recommend this game to anyone I like, it's screwed. The devs need to listen to the players! R6 has been nothing but bugs, desync and poor fps. I'm hoping they either go back to what they had for R3-R5 in or do something better for optimization, but other players and I are scraping through levels at 20-30 fps in the complex and less than 10 in Alpha. Please listen to the players, Dev team. You've got one hell of a game and I'll never stop playing, but it's being burnt by shit performance. I know it's a small team, server issues is a hard fix, but at least do what you've done before and get a some better optimization back.

Love, the players.

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Suggestion from AnchorageJC#1084 (148232573892427776)

why was R4 so good and then now we have this.

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Suggestion from DunmoDoh#5310 (474939373280952320)

this has probably been said many times before but i want to take a new spin on the topic of making glowsticks more useful

maybe they could make it easier to see in the fog whilst still being worse than fog repeller so those aren't completely thrown out the window, maybe scout tentacles would try to stay out of its light because of the any sleepers common sensitivity to light in combination with how touch sensitive the scouts tentacles seem to be. hell i'd be happy to see them be made more useful for marking out directions so players could use them for later, but one definite thing (and i know its been said alot) is that they should be usable for seeing shadows without the flashlight... and also making it so they glow while held (like the flares in cry of fear if any of you understand that reference)

thank you for coming to my ted talk

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Suggestion from i_dont_know_my_name#1234 (473113077617786903)

Can R7 be harder and funnier

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Suggestion from Glowdude#4073 (515690091469864960)

I'd like to see some more tiles/environmental details like the tumors on the walls in C2 (not the spitters, the flesh ones) that give the impression that you're in the nest of the sleepers now. I love a lot of the environments but I feel like the sleepers feel kind of out of place sometimes, just kinda standing around waiting. Some more environmental, decorative stuff that shows that this is a whole ass colony of these things and you're neck deep in it would harken back to the old grim sci-fi feel of the game and just make it a lot cooler and more dreadful to be in the complex.

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Suggestion from Diiba#4981 (285705013001584642)

Title: Easy way of implementing a way to roll for the rest of the cosmetics even after doing everything.
Description: Deleting boosters will fill up a meter for a roll on a cosmetic, the amount the meter fills from the deleted booster depends on the quality of the booster. This would encourage people to still play random missions for boosters to roll for the cosmetics that they didn't get from the rolls that you get from completing missions. I would prefer implementing the rolls to a new randomly generated rundown system which would add pretty much infinite variety anyways but this would be a somewhat easy alternative method of letting people get all cosmetics until something more complex gets added.

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Suggestion from Schrodinger_Sig#1215 (424940457156411403)

Move Sawed-off Shotgun to special, and move Combat Shotgun to main. (with some stat changes of course)

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Suggestion from KrookedKritter#9393 (551578190619869235)

When you go down an 'emergency defense' thing could appear on the visor ui saying 'Prisoner incapacted, enabling (idk fancy name). Would explain why sleepers wont further attack you

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

you get an extra cosmetic when beating a level without checkpoints

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Suggestion from emeraldfox#5928 (242789501859004416)

Make it so pings that bots or players do to lockers, boxes, etc. show up as a visible blip on the map

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Suggestion from 123123#4444 (320953624463147008)

Would be nice when you play for example C1, and you get to a check-point with your friends. that it saves everything, literally everything, % of your bullets, % of your health and % of tool/resources.. and tomorrow when you want to play more, that you start from that checkpoint. 1 friend is missing, no problem, bot comes with same percentage of hp, ammo and everything else. That way people who work don't have to spend another 1,5 hour to come to the same point of the level.

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Suggestion from bluebot#5145 (913296709877133332)

Save every door you find. I only have 15 minutes to play games every day and I should be able to beat D3PE on my first try only spending 15 minutes every day.

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Suggestion from Ð_FF¥#8231 (77625813238816768)

More coordination based mechanics as an alternative to scans.... Buttons which players need to press them(or press and hold) to 'complete an objective'. Difficult sequences could require precise timing (4 buttons which have to be pressed within seconds of each other), or player memory (button sequence given rooms away from the buttons themselves).

Resident Evil style waveform puzzles, where each player has control over a setting and all need to match a specific solution.

Scans could also be set to progress with 2 players but regress with 4, forcing players to split up. The game already requires significant coordination, having more unique opportunities to test that would benefit the game greatly (especially during a fight).

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Suggestion from BakaWisdom#7193 (200391887167815681)

please rework the ammo boosters please. currently if you equip enough to go above 100% at the start of the game and you use an ammo pack you lose ammo which feels bad. if they at a minimum increased your max ammo capacity they would be significantly better and there wouldn't be the awkward issue of losing ammo from using an ammo pack.

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Suggestion from Gigzymandias#5251 (395414055248068610)

slug shotgun, acting like a close range alternative to the sniper rifle with extremely low ammo count, more effective on centre mass (1.25x) and headshots (1.75x). effective range slightly longer than other shotguns.

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Suggestion from Zach#8619 (284448253267673089)

Allow all cosmetics to be unlocked. Since the cosmetics you earn are sometimes randomized, and there are more items than there are unlocks, it is impossible to earn all apparel. As someone who really likes customization and personalization this is extremely disappointing, and even more so that you have no control over what you miss out on because it’s random. Beyond that, not being able to unlock it all is just wasting content that time was spent making.

Optional challenges would be a good way to do so in my opinion. “Kill x number of y enemy”, “complete x mission y times”, “complete a mission solo”, “complete a mission without boosters”, “complete a mission with/without x gear”, “perform x role in y mission”. Each challenge would also reward you with a random piece of gear, with a finite number of challenges to total at the total amount of gear in the current rundown.

Another option would be objectives that exist specifically to reward a cosmetic. Something like lost gear in Deep Rock Galactic: hear a quiet pinging somewhere in the level, find a lost helmet, scan it to reveal the location of a hidden cache on the map, find your way to it and get rewarded with a cosmetic. A GTFO spin on this, maybe involving locating the cache via terminals, would be really cool. Maybe these only would show up after a rundown is completed so that you still have to complete all objectives to earn apparel from them as well, or the caches just only reward you up until you’ve found the number of cosmetics that you can’t get from objective completions.

These ideas also would add more replayability, and potentially incentivize people to play in more varied ways rather than just sticking with what works and rushing through missions. At the end of the day though, there are a multitude directions to take, I just really want all apparel to be unlockable.

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Suggestion from sockducttape#2386 (755616042226810912)

this is a kinda weird one and I only really think it should be used sparingly, maybe in only a single level. But maybe a mimic enemy that never attacked dircetly but would try to lure players away from the group, it would copy the nametag and cosmetics and loadout of one of the players, and the group would of course see two of the same person in very different places, and would have to find ways to communicate in order to determine which one to kill. Shooting the mimic could even give you the little indicator saying that you shot a player. It is a kinda gimmicky idea but I think it could be kinda cool if used in creative ways, or potentially reworked slightly from what my idea was

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Suggestion from Bully_Hunter_77#1319 (198862718134910976)

you can grind for all cosmetic items

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Suggestion from Bully_Hunter_77#1319 (198862718134910976)

give option to disable checkpoints for attire + additional rewards

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Suggestion from Rayalot72#0742 (111990475744944128)

Give the total clears of a level and clears that didn't return to any checkpoints separate displays on the Rundown screen, same as optional objectives, and associate at least one cosmetic item with getting clears without needing to use checkpoints.

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Suggestion from TenguKnight#6404 (215135833378914304)

Ways to improve checkpoints to offer better gameplay experience while not removing them from the game. Pick at least one.

-Make beating a level without using checkpoints give extra rewards.
-Every time a checkpoint is loaded, re-randomize loot and enemy locations from the checkpoint onwards on the level so that people won't go "let's just wipe and reload because we triggered a scout, now we know where everything is anyway"
-Give checkpoints limited uses, depending on the difficulty of the level.

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Suggestion from TenguKnight#6404 (215135833378914304)

The devs actually have a way of randomly generating levels. Now that I know it is possible and knowing it is something a lot of people would like to have - why not give players who really want to play but have run out of levels to play in the rundown the option to procedurally generate levels with some option sliders and checkboxes? If you are worried about "unfair, unfun RNG" just put a disclaimer there that the player proc-gen levels can be very chaotic and unfair. This kind of content is still way better than literally having nothing to do at all after beating a rundown.
An alternative would be supporting modders who make rundowns with an accessible and easy to use system (Steam Workshop) for sharing the rundowns and/or levels they make so that people can just download a rundown/level and open it in the game in a special "modded rundowns/levels" screen or if you want to be lore correct about it, say it is something like "virtual complex expedition training WRDN protocol", basically using the Cortex Interface to show the prisoners a VR experience for training purposes.

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Suggestion from Amanes#9231 (89719530229604352)

A system for people to play community levels without any other modifications (Just new levels/no modded content) like the perpetual test initiative from Portal 2 using maybe Steal workshop.

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Suggestion from bluebot#5145 (913296709877133332)

Have an immersive warden message warning new players about the difficulty of Overload and Secondary missions. This allows you to put hard optional objectives in early missions for higher skill players without hurting new players experiences. Example "Optional objectives detected: Chance of multiple casualties high. Attempt at your own risk" or "Warning: Secondary objective located. Extremely dangerous biomass levels detected. Levels of risk higher than acceptable amounts. Do not attempt." Something to really scare players and put them in awe of what might be inside.

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Suggestion from Nomad#7094 (223817950388420608)

new enemy type: hivemind. works like either a miniboss or something thats ammo consuming and hard to kill. if you kill it all the cocoons in a level die. if it dies it drops either a huge AOE of infectious fog or its death scream triggers a wave

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Suggestion from sockducttape#2386 (755616042226810912)

stop trying to actively shut down the modding community (the most passionate fans who love the game more than anybody) by intentionally making it harder and harder to mod the game. Mods are often incredibly helpful for a game's longevity and popularity, in some cases games wouldnt be nearly as big or as sucessful as they are without mods, for example, beat saber. What would have originally been a gimmicky vr game gained a massive community based entirely arround modded content, to the point that mods are what the game practically survives on, being an important part of the game, with the majority of players modding their game.

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Suggestion from Eliah#8427 (615871174836224028)

add bipods to some weapons, machine gun for example. Cuz recoil is nuts, it's too difficult to control and almost whole mag disappears without profit. Also bipods look cool

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Suggestion from Salt Freeman#3540 (345599513903235072)

LET ME KICK PLAYERS THAT ARE BEING ANNOYING

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Suggestion from Salt Freeman#3540 (345599513903235072)

Add a radiation mechanic. Staying in a specific "irradiated" area slowly damages you, meaning you need to move through quickly.

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Suggestion from Ð_FF¥#8231 (77625813238816768)

Player separation as a stress inducer/challenge. Teleport two of the four (or half of the total player count) to 'EFO1' (AKA "Destination", "Destination Alpha", or "Red Alpha") and give either set of players an objective to complete while the other two players fight against waves. Separation could also be achieved by requiring simultaneous objective completion (two players per scan bubble) and dropping a boundary between players upon completion. The boundary/obstruction could then be removed by completing objectives further into the level. Doors could require a button be held to stay open, put a button on each side and players must coordinate to get everyone through safely during a fight.

More horror elements, especially dynamic ambient events. ~Bodies leaning against doors, that flop to the ground when the door is opened.
~Deadspace airlocks (short pass through room with constant blarring noise).
~An event which causes flashlights to 'break', where it flickers rapidly when broken.
~EMP disabling all electronics - including electronic based weapons.
~Enemies that can walk/crawl) on walls or ceilings, disrupting the current trend of 'shoot the straight line of enemies'.

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Suggestion from Avagantamos#3193 (142827953896685569)

expand the character communication menu. Put basic responses like yes, no, ok, etc. just anything that adds more basic communications for players without mic's.

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Suggestion from ThotSlayer.27#0027 (363052078655864842)

IMMERSION! One day I’d love to see some HD textures so those with higher end systems can feel extra terrified.
More ambient noise! The sound of rocks being kicked and the random screams from the vents on the ceiling are such great fear inducers the first few times you hear them. I’d love to hear more of those kinds of random noises. Maybe something like glass shattering or something scraping across the floor closer and closer to you only to vanish and leave you wondering if that will have any consequences or if it’s more ambience. Maybe on deeper levels a loud bang can be heard from above followed by dust raining from the ceiling.
Some extra first person animations would be sweet. Maybe when you’re putting a lock melter on you actually have to attach it and press a button to activate it. Another idea I had is to implement some sort of cord on the fog repellers so you have to turn them on like a lawnmower when you throw them. I’m thinking when you have it in out you have the cord in one hand and the device in the other so you’re always ready to start it and the deploy time doesn’t go up. Maybe when opening a locker you can alternate between smacking it with the butt of your gun or banging it with a fist.
In regards to other small things, some rare melee events would be cool too. There could sometimes be a voice line that would play after killing an enemy with a melee which would just be an erratic or sort of panicked breathing, this would portray the prisoners slowly (or quickly) losing their sanity. Maybe some small animations or voice lines triggered by blood all over your mask as well. Something like a whispered “oh f***, oh f***.” With some shaky breathing.
Sorry for the long and very wordy suggestions I really love this game 🥰

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Suggestion from ABC_squid#8368 (437419839976636417)

For the bio trackers secondary ping option make the ping a different color. Orange or yellow

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Suggestion from ThotSlayer.27#0027 (363052078655864842)

The option to hold the reload button and tilt your gun sideways and see how much ammo is left in the magazine. I play without my HUD for immersion and this seems like a super cool minor detail to add.

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Suggestion from Ripply#1808 (202741273746997258)

More lore pieces. Perhaps some animated short clips between rundowns would be cool. Either some further background on our characters or teasing new enemies/events. Even a few shorts of the complex pre-disaster would be interesting. Anything to visually build the story outside of the text based logs etc. Understand this takes a fair amount of resource but would be amazing. Im sure our lore guru's would agree! :)

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Suggestion from Winterwolf#6210 (213528659372277760)

Improve the in-game matchmaking system. Right now I can wait anywhere between half an hour to 3 minutes or so before finding a group of people.

Most people use the discord to find groups.

So I think a lobby system might be in order to more easily find groups. So basically when a player hosts a lobby, other players can see that lobby and choose to join it, without going through the hassle of finding people through discord.

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Suggestion from mccad00#8360 (161610519546036224)

an ingame ‘report player’ button that sends the offending player’s steamID to the devs for investigation purposes, as well as puts a special tag on their analytics data to allow 10cc to investigate their behavior for suspicious activity

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Suggestion from BarkingSpider#9870 (662529471500386315)

have the ability to ping more than just doors, boxes, and lockers. It makes giving directions quickly difficult.

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Suggestion from Swalee#7205 (393532588482101248)

Split the SFX sounds volume in two categories. One for gun sounds, one for environmental sounds.
I'd like to ear my sleepers breathing without going deaf during alarms

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Suggestion from MrFangZy#5613 (386061788103311362)

To build upon the previous suggestion, add a slider in settings to adjust the volume of the intro sequence (The hydrostasis pods and elevator) as it is way too loud, while everything else is at a good volume.

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

A ranged AOE weapon (basically pre nerf scattergun but more like a rifle)

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Suggestion from mccad00#8360 (161610519546036224)

in the next upcoming rundowns, put some time into building more generic tiles for each tileset to add more variety to level design. Custom tiles are very important, but enough time has passed now that every tile is easily recognizable and level variety has become stale

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Suggestion from slut for landon#5994 (402524294774521858)

lever/bolt action type weapons

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Suggestion from Ellda#2324 (155442267107229696)

add prisoner voice lines that hint at the back damage multiplier, as this is an important property of all enemies that new players could easily miss. "Hit them in the back, they'll go down faster" during stealth sections for example.

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Suggestion from Dr.Vaфе!ь#7115 (163258648120786944)

Add new music for last man standing situations

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Suggestion from Khazra is a pedo!#4230 (275484816550395905)

More statistics on engame screen. E.g. total damage dealt, shots fired, enemies killed, health/ammo/tool consumption. Total time spent dead/alive, in combat, crouched/standing, covered distance in m/km

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Suggestion from Khazra is a pedo!#4230 (275484816550395905)

Upvote/Downvote button for teammates after a finished run. Total rating could be displayed in the lobby screen. Of course one or two people might just downvote cause its the internet and trolls exist but generally after a decent amount of games, the voting ratio should be somewhat accurate and give people an idea who they are dealing with, especially in MM.

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Suggestion from Saint-Funky#3625 (208595588709613569)

if you are out of idea for leaks, what about leaking bugfixes ? 😳

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Suggestion from i_dont_know_my_name#1234 (473113077617786903)

stamina is not bad, but its design is bad. why don't you decrease the stamina cost for melee enemies, so you can 'ANTI- KITING' while allowing people to hammer more enemy after the alarm for saving ammo instead make the game shoot only?

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Suggestion from t5gy5#3826 (691947789453885470)

High BPM should indicate low stamina, not actually showing stamina amount.

Basic idea is that an average marathon runner has 160 BPMs in average during the run, even though they length is 42km. While it is true that low stamina right after an action means a high BPM, the reverse is not necessarily true, and this example shows this.

Now onto the suggestion: The stamina bar becomes invisible, while the BPM goes really high exactly when stamina becomes low. Furthermore, stamina should not be affected by an active alarm/fight, only by running/meleeing/jumping. This way you can still bump up the BPM in dangerous situations for indicating stress, without affecting stamina amount.

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

cap stamina whilst sprinting with any melee weapon to 160

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Suggestion from W4rBuddy#7839 (508480694729703424)

I like the current weapons in GTFO, but what if you had unlockable "weapon variants" but these variants are really just different skins for the prisoner's vanity. Then the players could unlock and select the weapon skin the same way players unlock apparel. After all, the bigger the ego the better, right?

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Suggestion from popayes5#7378 (383484779888115732)

add a big long fishing trucker hat to the game as a cosmetic

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Suggestion from SGT.Gigawattz#1954 (131928274187059200)

Make it an option in the loadout screen to use only one firearm but give that firearms double ammo capacity. In the primary and secondary slot, have an option to not carry a weapon. The weapon that IS carried is given double ammo capacity (not double mag capacity, obviously). If the option for no weapon is used in one slot, it's crossed out in the other slot. This allows you to explicitly specialize in any weapon available in either slot but only one weapon at a time.

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Suggestion from t5gy5#3826 (691947789453885470)

randomized sleeper health.

Suppose strikers have 100 health points now, with randomized health, they would have anywhere between 80-120, average at 100. Same idea for the sleepers that spawn from alarms/scout screams.

Would increase the chaos in fights, and it would be a terrifying experience to see our guns to be occasionally less effective at killing sleepers.

In case of giant sleepers it would increase teamwork, since a sniper headshot on rare occasions doesn’t mean a dead giant.

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

limit your powercreep in-game. limit 1 hel weaponry per rundown

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Suggestion from Avaahnaa#5396 (240540549726208000)

Move checkpoints to a Checkpoint_DC, requiring an activation key.

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Suggestion from Nomad#7094 (223817950388420608)

scout tentacles have reactions when they hit other objects like sleepers or walls. like the tentacle slightly retracting or twitching when they hit something

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Suggestion from Wheatloaf#4302 (124937491617677313)

make shooting doors damage them

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Suggestion from Wheatloaf#4302 (124937491617677313)

and make pen weapons penetrate doors 🙂

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Suggestion from Avagantamos#3193 (142827953896685569)

general profile system that allows a user to see other peoples completions and other milestones they have completed. Example can be seeing someones previous rundown completions. Can also support a general ranking structure that doesn’t have benefit, but just as a way to show experience off.

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Suggestion from Avagantamos#3193 (142827953896685569)

steam achievements?

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Suggestion from Ezzyrawr#4009 (296558198834462731)

Surreal Cult Approved Merchandise of our Lord and Savior Ludvig. Not joking, will buy and hang on my wall. ❤️ And Maybe some type of "Simon Viklund" variant of sound equipment; For example, Ibanez sells a ton of custom signature guitars designed with the artist. Say, "Simon approved" GTFO Headphones and microphones.

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Suggestion from Red Leicester Cheese#4312 (943470424937881611)

have bots stay in the room you're currently in instead of going through doors you're about to cfoam

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Suggestion from 3D political compass#3837 (831161584444244069)

Rename "consumables" to "gadgets" because long-range flashlights are not consumable

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Suggestion from DonovaNewAge#6666 (165195886245314569)

The sniper turret should have individual sound cues for picking a target, preparing to fire, and losing a target early.

This gives the players feedback to gauge how much coverage their sniper sentry gives based on how soon it starts acquiring targets, if a sightline is too short or has too many obstructions for it to complete a shot, and most importantly lets me know when I can cross its ****-ing sightline without gambling me or my teammates' life and/or sanity.

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Suggestion from ChinoMenso#6416 (628450555144175631)

*Add Pong as an easter egg to the terminals
*Thumper Decoy to route sleepers. Doesn't hurt them, but makes it

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Suggestion from Saam CG#2775 (719380602733854780)

if you have a checkpoint and die, make a mini loadout screen where you can change minor things like weapons and tools but not boosters

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Suggestion from Saam CG#2775 (719380602733854780)

having the ability to bring refill pack (with one or two uses) and/or consumables

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Suggestion from Cheffy#1647 (381169233440145409)

Perhaps allow replayability for the part of the playerbase who couldn't play enough or beat previous rundowns? (R6 and continued?), I think it would make the game more approachable and accessible for new players. It'd also limit the intense FOMO some people might get.

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Suggestion from t5gy5#3826 (691947789453885470)

no checkpoints on E tier levels

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Suggestion from WhiteSnake_ly#2506 (496836018461212672)

imagine if you could throw the spear than pick it up.

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Suggestion from Evernow#6821 (217013986498052096)

Reward for completing a level without using checkpoints, like an achievement or cosmetic

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Suggestion from ahto#6334 (585064795909128202)

Burst Rifle should not be rundown specific

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Suggestion from Soxs#2021 (779886295668228126)

Being able to switch automatic weapons to semi-automatic to lessen ammo consumption. Possibly burst fire mode for some weapons as rundown specific.

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Suggestion from emeraldfox#5928 (242789501859004416)

Make it so that bots don't count toward group scans (sidesteps the bug of them leaving it randomly)

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Suggestion from Artek#1547 (377548062119297025)

heavy bullpup

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Suggestion from Nomad#7094 (223817950388420608)

very rare voice line when you ask for meds "aaaaaah i need a medic bag"

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Suggestion from WhiteSnake_ly#2506 (496836018461212672)

let us exchange 3 random booster for one booster we could pick

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Suggestion from Inas._#7665 (440459303434846209)

release R7 tomorrow.

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Suggestion from Rey Jones#8228 (569403083038392343)

fix snipermelee if its not fixed or its not in the patch notes delay the rundown by 2 more weeks and fix the only bug that is game breaking

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Suggestion from cptForge#6842 (297946193579999232)

If the team dies and fails before reaching a checkpoint, add an option to restart from the beginning of the level. As it stands, if you bring valuable boosters into a level, whether you get to a checkpoint or not will determine whether you have only one attempt with said boosters. It would also just make for faster retrying, instead of going back to the lobby, everyone readying up again, and loading the level.

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Suggestion from Michael Morbius#0461 (165960224572702720)

let the player matchmake for any expedition they havent completed yet

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Suggestion from Turron#1591 (328620744219033610)

The game is really missing player and team performance stats, being a hardcore game where improving is key, information on %Acurracy, #mobs killed, #hp lost, death/ammo ratio etc is truly a must have key to improve and see where are your weakpoints (individually and as a team). 📈 📊

Also, team-wide statistics sparks competition / effort between teammates and clearly tells you who needs improvement or help.

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Suggestion from Spyridon#2895 (160254729715318784)

have a sort of wave defense game mode. in Rundown 6, D1 the section when ||restarting the reactor|| (redacted for spoilers) is a great tease at the fact that the current systems and gameplay are nearly perfect for such a thing.

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Suggestion from Spyridon#2895 (160254729715318784)

forgot to mention in the above suggestion that the wave defense could reward artifacts toward boosters to use in the main rundown

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Suggestion from Schrodinger_Sig#1215 (424940457156411403)

syringe spawn more frequently