

Please report any issues you find to Project Zaero#9999 on Discord.
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.
V0.6.0
QoL and Difficulty Standardization update. Updated objective text across most expeditions. Tuned difficulty of some stealth and alarm encounters by changing enemy compositions and density and zone sizes. Also made some previously disproportionately difficult encounters much more fair. Difficulty as a whole should scale up more properly as you progress through the rundown.
A1 updated
Misc. objective text changes for better information.
Objective text no longer gets stuck telling you to unlock a door using a power cell.
Reactor Shutdown team scans changed to flash scans.
Removed Brawlers and Shooters from the generator cluster room.
Generator Cluster alarm now spawns enemies 1 additional room away since the nearest 2 rooms are extremely small. This should make the alarm more fair overall, also allowing some better tool setup options.
Reduced extraction fog density.
A2 updated
Shrunk down some zones.
Class 5 Elite Alarm will now spawn normal Strikers instead of Elite Brawlers.
Class 6 Alarm removed unintended forced spawn direction.
Class 7 Alarm now spawns enemies an additional room away for the same reason as A1's gen cluster. Added an additional 2 uses of tools so either foam or sentries can last longer for the alarm.
Added an alarm to the Extreme bulkhead door, but added 2 extra uses of ammo and 1 extra use of meds and tools to the zone.
Removed redunant objective text updates that were already communicated on doors.
B1 updated.
Added 2 seconds between starting error alarm waves.
Provided further instructions after deactivating the starting error alarm.
Added 1 use of ammo before the second blood door in Extreme.
B2 updated.
Big friend eater in the central hub zone swapped for someone else. Reduced giant spawn count to compensate for the difficulty change.
Shrunk some zones to shorten the level.
The Alpha:Beta:Charlie:Delta security door route is now much smaller zones.
Evacuation sequence enemies now only come from the elevator direction instead of spawning in front of you.
C1 updated.
Increased the amount of enemies in the first zone.
Enemy Balance changes.
Corruptor projectile count 10 -> 3, Damage 10% -> 25%, max damage 100% -> 75%.
Syringe rebalance.
Speed duration 10-15sec -> 15sec
Surge Syringe no longer causes self damage. Duration 4-5sec -> 6sec, Speed +45% -> +35%
Recovery Syringe heal effect doubled. Should actually be noticable now, especially when stacked.
Rage Syringe Super Armor duration 10-12sec -> 20sec, Super Armor effect 10%-20% -> 35%, Withdrawal 75%-100% HP -> 75%-125%. Lethal Withdrawal 3.125% chance -> 50% chance.
Fixed some Unknown ID text data errors.
V0.5.0