

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.
V0.8.1
D2 restored with the rebalanced enemies.
D1 fog adjusted so that sentries no longer completely blind you.
Gear Mag Size Adjustments. Semi-automatic weapons provide devastating burst-clearing on waves, leaving actual wave clearing weapons in the dust. This change aims to make automatic weapons generally more viable while not affecting resource balance too much.
Assault Rifle 42 -> 50.
Grinder 40 -> 48.
Tactical Rifle 30 -> 36.
Heavy Machinegun 32 -> 40.
Battle Rifle 25 -> 30.
Quadrail 45 -> 64
Precision Rifle 15 -> 18.
Light Machinegun 45 -> 54.
Other Gear Adjustments. Impaler was reworked but the range wasn't updated properly. Precision Rifle also underperforms.
Tactical Rifle STUN 1x -> 1.13x.
Quadrail STUN 1x -> 1.13x.
Impaler Range 15-55m -> 9.5-40m.
Precision Rifle Damage 6.8 -> 7.9, STUN 1.47x -> 1.58x, CRIT 1.12x -> 1.25x, reload speed -2.4%, RPM +2.8%.
Fixed an issue where Giant Chargers used the vanilla slow motion version.
Fixed an issue where the Heal Syringe would get stuck.
Note: D-tier Forsaken/Forgiving Modes will most likely not be done until after E1 is completed.
V0.8.0
D1 restored with the rebalanced versions of Tier 3 Virus-infected enemies.
Updated Forgiving/Forsaken Mode expedition descriptions.
Gear Adjustments.
Impaler CRIT 1x -> 1.2x, STUN 1x -> 1.4x, Damage 16 -> 18, Fire Rate +30%, Range 20-65 -> 15-55.
Grinder Fire Rate +13%.
AWO Restored.
V0.7.6
C1 Forgiving and Forsaken Modes added.
Forgiving Mode: Extreme + Cells removed. Waves are easier.
Forsaken Mode: Good luck.
Dependency changes.
Updated rundown screen to support Local Progression.
AWO Removed; does not work. Local Progression added.
Gear adjustments.
Headhunter zooms in further than before.
Bio-Tracker now has a sniper style flashlight. This should make them more useful in gunfights while actively tracking.
Knife hitbox is now very accurate. Credits to Brandonious. Charge duration is no longer infinite.
Spear hitbox is smaller.
Syringe adjustments. Strength was often not useful, and regeneration counters bleed. This should help balance out the lower tier syringes.
Strength Syringe heal 2-6% -> 10-15%. Infection removed. Damage buff duration 90 -> 999 seconds.
Heal Syringe heal 5-15% -> 15-25%. Infection removed.
Regen Syringe heal 5-7% -> removed. Regeneration 10-28% -> 16-28%.
0.7.5