Hey guys, thanks for the feedback!
Some notes comments on save system: This is probably worth going into more detail with another update, but we wanted to strive to make the gameplay have actual consequence. The machine gun saving system encourages a carefree gameplay that lets you just redo challenges to get a desired result, so while you can try new things there’s no consequence to failure, it’s just a meta-game. We want setting off a trap not just be a reason for reload, but a permanent result for lack of spot-checking. So while we’re trying to design more of a p&p style game, we didn't want you to have to roll new characters or redo content on death so you can progress throughout it. That’s going to end up with something super gamey, but making it fun is what was important.
Dying then is sort of similar to something like Diablo. Time passes as you wake up (which changes time-of-day events), and you keep the wounds that took you down so you’d maybe want to patch up before progressing. Because a nerve gas agent exploding in your face probably wouldn’t result in your character just waking up in the sewers with a headache, we’re not trying to overthink the simulationist aspects to it and overall let it be gamey to hopefully result in more p&p like dungeon crawling gameplay.
The alpha will include this, and we’re open to more ideas to develop the best roleplaying gameplay systems we can with you guys.