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An elite team of operators were sent down into the complex to locate a virus sample; the H-V Virus, an extreme mutation variant of the NAM-V virus. This strain of the virus began to infect the creatures lurking within the complex, mutating them into highly infectious and highly lethal abominations. In pursuit of their objective, they were hunted down by a near unstoppable threat; the Visitor. Not much was known about the creature but it wasn't like the rest. Whatever it was, it had been infected with the virus and began making the complex a nesting ground. The operators managed to secure a virus sample, destroy the creature, and overloaded a reactor in an attempt to destroy the section of the complex it resided in.
Some time after, the virus has undergone further mutations. The infected are even more dangerous than before. Something drastic needs to be done to stop it. Additional teams are being sent down as we speak. Our objectives are to locate additional virus samples, locate a sample processing site, and fully process the virus samples to gain further understanding of how the virus functions. Additionally, another organization is attempting to use the virus for their own benefit and are running a training program where prisoners are forced to encounter the horrors within the complex via simulations before being sent in to die. We will be attempting to sabotage their operations while completing our objectives.
Redemption is a sequel to the rundown Visitor, which occurs in parallel to Fatal Experiment. You do not need to have played either to understand the story in this rundown, but it would enhance the experience.
This is a hardcore GTFO experience. New gameplay mechanics are slowly introduced that aim to resolve some of GTFO's core gameplay issues; repetitive alarm sequences, health regen cap abuse, and low risk stealth. Health and infection will become an extremely valuable resource, as enemies will inflict status effects that are severely damaging to your health or are even infectious.
Resources are scarce. Enemies are lethal. Trying to survive on low health will get you and your entire team killed. Teamwork and planning your next move are essential to your survival.
V0.5.0
First major enemy balance / difficulty adjustments.
Strikers: HP / CRIT / Damage adjustments.
Elite: HP 60 -> 35, CRIT 3x -> 2x
Infested: HP 75 -> 55, CRIT 1.8x -> 1.5x
Withered: HP 80 -> 75, CRIT 2x -> 2.5x, Tentacle/Bleed 10%/20% -> 15%/20%, Melee/Bleed 8%/20% -> 10%/20%.
Strikers are intended to be squishy enemies that can easily be killed. Elite were balanced for Visitor, so they caused Infested and Withered to have far too much HP. This should make higher tier enemies less bullet spongey. The raised critical on Withered should make skillful aim more rewarding.
Brawlers: HP / CRIT adjustments.
Standard: CRIT 3x -> 2x
Elite: HP 65 -> 45, CRIT 3.5x -> 2.5x
Brawlers are intended to be tankier than Strikers until they are phased out by Chargers and Withered in later stages of the rundown, but their heads can not be destroyed so their headshot bonus is highly exploitable. This exploit of critical damage is an intended counter-play for Brawlers, but it's too effective.
Shooters: HP / CRIT / Damage / Infection adjustments.
Elite: HP 60 -> 40, CRIT 4x -> 3x
Infested: HP 75 -> 60, Infection 11%-12% -> 7%-8%.
Withered: CRIT 2x -> 3x, Damage 9% -> 6%, 5% bleed over 12 seconds added.
All non-giant Shooters will now take 3x CRIT damage regardless of tier, with their HP scaling +12 to Elite, then +20 per tier after that.
Shooters are intended to be a ranged counterpart to Strikers and Brawlers. As the virus progresses, each higher tier shooter's attacks are exponentially more dangerous as they become a priority target for snipers and other long range weapons. They were too tanky with too much HP, so proper counterplay wasn't as fair as it should have been. Shooters should be easier to deal with now.
"Virus Stage" rebalance.
Standard - normal enemies.
Elite - Stage 1 Infection Strain
Infested - Stage 2 Infection Strain
Withered - Stage 3 Infection Strain - > Stage 3 Lethality Strain
Afflicted - Stage 4 Infection Strain - > Stage 3 Infection Strain
??? - Stage 4
Withered have been reworked to branch off from the normal Virus-infected enemies. Instead of being infectious but also have bleeding, their infection has been removed entirely. Afflicted will not be as strong as they were in Visitor, as they are being moved from Stage 4 to Stage 3. A new stage will be added after D tier
TL;DR: Elites got their HP hard nerfed. This allows room for nerfing every tier above them without making them weaker than Elites. Enemies are still highly lethal at higher tiers. Withered are now on par with Afflicted, and use bleed to kill instead of infection. A new enemy stage will be added to replace the old Afflicted.
Side note: these changes also mean the Hatchet isn't a suicide pick for C tier. Enjoy.