The latest Dead Letter work starts with a smaller question: can the opening feel like a journey through a place? Bunker Seven now moves from a breach vestibule through a loading deck, raised service gallery and crane yard to the extraction lift. The camera turns and advances with the action, rather than presenting another fight from the same corridor.
That also changes what you type. A guard can protect another target, a Razorwing adds pressure from above, and a Marshal’s orders can be interrupted. Many ordinary contacts now use shorter postal words, while longer phrases are kept for armour, commands and machinery. Operating the bay, crane and cargo controls produces a physical change in the space around you.
I wanted the rescues to have a visible payoff. Near the end, the view turns back into the yard and retreats during the rearguard fight while rescued crew board the lift. The medical refuge gives the middle of the opening a quieter moment between those threats. The captures below come from the revised opening running in Godot.
The Mac development build is now 0.14.0. I’ve concentrated on the opening; The Unanswered Sky and the wider campaign still follow their earlier routes. I still have final art, performances and testing with new players ahead, and I haven’t rebuilt or tested Windows and Linux for this version. I recorded this run with automated keyboard input, so I still need people to play it to judge the difficulty.