

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.
V0.7.2
B2 updated.
All versions of B2 will have the terminal waves come from spawn direction. The random direction of waves caused wildly different difficulty depending on the wave direction.
B2 Forsaken Mode Charlie terminal alarm has the same scan types, but fewer scans will spawn.
Enemy Balancing
The Matriarch got tired of being killed by melee weapons. She will now sprint 100% of the time instead of slowing down when near players. She also misses her punches much less often. HP reduced from 3000 -> 2600.
All Franks are much less likely to scream and react more quickly when woken up.
Fixed an issue where Medium Tanks and Tanks unintentionally had their weakspot health at 80, capping damage from higher damage weapons.
Syringe Balance
Speed Syringe movespeed duration 60s -> 180s.
Adrenaline Syringe movespeed duration 10-15s -> 45s.
V0.7.0
"The Forsaken Update." Now includes "Forgiving" and "Forsaken" difficulty options on the rundown screen, currently limited to A and B tier.
Forgiving Mode: Resources slightly increased. More time allotted during timed sequences. More downtime on waves, or easier waves. Less frequent special enemies. Stealth encounters are easier. Complicated event sequences simplified.
Forsaken Mode: Resources tuned based on difficulty increase. Limited time allotted during timed sequences. More aggressive wave spawning, and/or harder enemies in waves. Special enemies appear on earlier levels than normal and in higher frequency. Stealth encounters are more dangerous. Timing of existing events more aggressive, additional events added, modified, or removed.
A2 "Bypass" Changes.
Removed the entire north bridge route. Any key items that spawned there now spawn in earlier zones.
Surge Syringes removed from all drop pools. Speed Syringe spawn rate reduced. In some cases it spawned twice as frequently because it had the old HP syringe ID.
Speed Syringe duration 20s -> 1min.
V0.6.0
V0.5.0