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Hello, sorry it's been a while since I posted on here. I blame the chaos. I spent the entire last week working on the new creature (the baboon hawks which I teased here before) and fixing the game's most pressing issues. I'm going to talk about the baboon hawk and gloat about what has worked for Lethal Company.

There are many... many new supporters here. Welcome! Thanks so much for supporting, and please know it's not necessary at all.

Baboon hawks

I was very pleased with the baboon hawks' design, and I enjoyed creating their animations and sounds. They have the most animation of any enemy. I had difficulty figuring out how their body and legs would look, as you can see by the garbage thrown into the back here. Modelling legs is always difficult, but with this enemy especially, they never seemed to fit just right; it's the one part of the design that I feel like I could improve. But I'm satisfied overall.

Their design is inspired by Rain World scavengers and scissor birds, and I recently realized they're probably also inspired by the bird enemies from Laika: Aged Through Blood.

The idea behind the baboon hawks is that they target players who they see as vulnerable or alone. They are like gangsters. Each creature I make in Lethal Company turns out to have a personality which is a little askew from the one I envisioned them having. (I see this as a good thing usually, because it's a sign that the AI, like a complicated puppet, has "come to life".) And currently the baboon hawks are less like scary apes and more annoying little trolls who will give you a death by a million cuts.

Their AI is the most complex in the game and is like a mix of Flowerman and the hoarding bug's DNA. Something special is that this enemy lays the groundwork for enemies to interact with each other, at least in basic ways. I have seen the baboon hawks pick fights with non-humans and lose, more than once (which they are not technically supposed to do, but it's funny.) With improvements I want to make them more dangerous but less aggressive when they are not provoked.

There are two types of AI in Lethal Company right now: traditional, robotic enemies with clear strengths and weaknesses, and creatures like this which are attempting to simulate actual animals with a general behavior but no one-beats-all solution. The former is nice because it's familiar and understandable (like the coil heads), whereas the latter is exciting and life-like and somewhat timeless when done just right.

I rushed the baboon hawks out because I wanted to release the update to fix some problems quickly, and I wanted the update to include everything. I think they turned out quite well though, and they will get better.

What can we learn from Lethal Company's success?

I think it's fun and useful to note what I think I did right here (hopefully in a clinical sort of way and without patting myself on the back too much.) I won't do this again for a very long time.

Creativity

- I tried very hard to be aware of my inspirations and changed course to follow those inspirations more closely once I felt like I had gone into the weeds and was losing traction. I was not afraid to accept I could have wasted weeks or even months of hard work. Sometimes getting where you want to go means going backwards.

- If The Upturned did not exist, Lethal Company would not exist! The things I learned in The Upturned I took to Lethal Company. The Upturned was a creative explosion, where I realized that 1: I am a fearful person and developing my games is an escape for me as much as it is an exploration of my fears. Then 2: Horror games do not have to take themselves seriously all the time, and they do not have to be scary all the time. And 3 (on an unrelated note): I am capable of doing a lot more than I think, and challenging myself is necessary. Which is why I made an online multiplayer game.

Mechanics

I think these things are what makes Lethal Company extra fun:

  • Strong divisions and boundaries

Leaving one space and entering another is great for dramatic effect. I think Phasmophobia did it best. In Lethal Company these are the entrances/exits to the facility as well as the players' ship. They make natural tension-and-release cycles. Additionally sometimes there's a semi-safe area outside the facility, like a high point enemies can't climb; I was originally concerned about Lethal Company's level structure because it felt so segmented to me (like jamming two games together), but it is actually awesome for pacing.

  • Terrible Generations / uncapped randomness and cruelty

I took a lot of care in setting the probabilities for what can happen while at the same time not caring at all. For example, the landmines and turrets are spawned using exponential line graphs, meaning that the turrets usually spawn in numbers of 1-5 but very rarely can spawn in numbers up to 50. Lightning can strike the same place twenty times.

I don't want to limit the randomness just to decrease the likeliness of terrible, unlucky map generations, like a single hallway filled with 50 turrets and 50 landmines and Flowerman and steam leaks; actually, I feel like the terrible generations are a part of the fun, and if you make a game with procedurally generated maps and enemies and obstacles and events, that's something you're signing up for. Instead there's as many options as possible to circumvent the terrible generations, like the fire exits, teleporters, extension ladders and lock-pickers, and the ability to disable hazards with the terminal. I think as a result of the randomness, one or two deaths feels almost expected in Lethal Company, and the skill element is more-so about how the remaining players will react to the misfortune.

  • Movement

I might be wrong, but I think this is missing from too many indie horror games (including co-op horror games). Jumping feels unnecessary at first but unlocks so many new interactions. I also tried to polish the sprinting so it's not a linear, robotic increase in speed. It's not just for game-feel. Nintendo puts a lot of care into fundamental mechanics like this for a reason. I want to see this in more indie horror games. It feels extra but it's not.

I have loved watching people have fun, and I'm soaking up the game's attention while it lasts. I have felt some imposter syndrome, which is par for the course. It usually manifests in the feeling that the game is fragile and that by touching it I could break it somehow (perhaps by "fixing" something or just adding things in). Nonetheless, I want the next update to have even more content than the first one. But I'm going to start by fixing some glitches once and for all which have been killing me.

Files

Comments

Jeramy Smith

The baboon hawks have been an amazing addition. First time I saw it I ran and took off Second time running into one on offense, I just saw a blind dog so I started crouch walking and this guy charges out of nowhere and started threatening me. He was puffing his chest and charging them backing up. He ended up agroing on blind dog and started a fight with him that he promptly lost. Almost died myself watching this and laughing way too hard

gup

it is great you did an amazing job it is super fun to just run arround with no items in the total darkness if possible you should make a mode where you dont have to worry about quotas and can just mess arround and loot i also saw the babboon hawks last night and they were super cool

ANONYMOUSRAT

my friends and I are absolutely on the floor with this game! Its incredibly fun and challenging amongst the clutter. Ive brought in some fresh meat // My friends who are blissfully unaware of the games mechanics // and hear their pitiful screams in the distance knowing they gone into this blind has given me so much life. Its fun! I can't wait for more updates!! also perhaps a little idea. Maybe add in life jackets? I find the vow or the march pretty difficult within the fog when you misstep into the ravine of doom, drowning at the very end. I feel like having life jackets that can help you swim would be a great addition. [ and of course expensive, but great investment at the end.]

ocarina0001

In regards to your imposter syndrome, the fragility of the game, I do relate, and as long as you are able to appropriately gauge when something you add is too OP or too underutilized, and you're willing to fix those issues, Lethal should continue staying on the road of success.

Yepamango

As one of your many new supporters, I think I can add on to what I believe makes this game so great. #1, its a horror game with the relatively untouched concept of exploration. Instead of being in a hospital or in a large manor you are embarking onto abandoned moons full of unknown life. You can rarely make assumptions about how to deal with the threats and they all have unique AI to make sure you can't use the same strategy with every creature. Compare this to phasmaphobia where all the ghosts are the same. Sure there might be little differences in its hunting and how it presents itself but once you've encountered one ghost, you've seen all the game has to offer in terms of scares. #2, co-op. In my experience, the first couple minutes of a scavenging job is all fun and goofs. And we start making decisions doomed horror movie characters make, splitting up to cover more ground or letting one person go back to the ship with scrap. Eventually, people stop answering their walkies. That's when the game is at it's peak horror. When you believe you are a lone survivor the game becomes one of the most stressful experiences. I bought Lethal Company the day it came out even though I have never heard of you or any of your other games. That's how hooked onto the concept I was and the game didn't disappoint. It will only get better with more creatures, interiors, items, and customization. Thank you for making this game!

Cade

It's so great to hear about the success you've found with this game! I'm very happy for you and I've been having a blast playing it myself! I see you mention movement, and I'm curious to find out if you are happy with how people are utilizing railing/pipes to get around bunker spiders and thumpers, or if that is something that you plan to adjust to increase the difficulty of these enemies. Thanks again for such a wonderful game, and I look forward to the future!

zeekerss

People shouldn't be completely safe on a railing, at least with thumpers, but jumping over enemies in exchange for lots of stamina seems like a great solution to the maps generating so many dead ends.

MoongladeCat

As a person who has followed you since you created this Patreon, I think you have really come a long way and have learned so much. You really have mastered your ability to learn from previous actions. I assure you as long as you put thought into the designs for your game, it will be a welcome change by me.

Jalen Cene

Been a fan since The Upturned but just decided to join the patreon because of how well you have done with the multiplayer genre too! Couldn't resist getting a behind the scenes look! Also I really love what you said about the tension and release cycle, it makes so much sense but I've never seen it explained so clearly before.

Zenyatta Main

A couple days ago, I was bored and scrolled through the steam store page for a new game to try out, I then saw Lethal Company, a game I've never heard of, with a overwhelmingly positive rating, I was curious and purchased the game, and boy I got hooked, I've never had this much fun in a game in years, I then went to see the creator of the game on steam and found out it's made by just one person! I'm in love with the game, I love it so much that I have decided to support you, I've never felt this way for a game before from all my years of gaming, it's a first for me, that's how special this game is to me, I want it to succeed. I'm shocked that I've never heard of your work before, but I'm glad I have now, you made a gem! My Discord username is Dr CubeMan by the way, I love the community so far!

Griffin Gibbs

This is your third game in a row to be rated as having overwhelming positive reviews on Steam. Be confident in your abilities to bring new things to the table. I'm excited to see how this game continues to grow

chiikawa

each game zeekerss releases is like a breath of fresh air in the horror genre. guy's gonna go far in the industry, and i can't wait to see the next updates for LETHAL COMPANY!!!

Jack Phillips

I find that Brakens and coilheads can still easily kill you on railings so they arent 100% safe

Gravitational

Thanks for making this game, I like it a lot :)

Catolan

I love you

tyrus plus

Keep up the good work! You're doing great!

LadyXephilla

This is very easily the most fun and funniest game. I cant wait to watch it grow.

JR

Congratulations on the success of your new game 👏

Jimmy Mcgill

What an insanely talented and creative dude!

Pormjorb

Despite the fact that there isn't anything *actually* that scary in lethal company, it has made me more freaked out than any other game i can think of. The isolation, the winding maze-like corridors, the ambience, its just messes with my head. You have done an outstanding job. Keep it up

Dawson Henderson

have you considered making the game vr compatible? would be sick

Sam Monahan

Absolutely love the game! Would really enjoy seeing some of the 3D models, their textures ect before shaders

blackdragonepic

If you can add custom keybindings to the game it would really mean the world to me :) As a leftie it's really difficult for me to play with wasd x3

CaliberPlex

Considering The Upturned is my favorite game you've made and one of my favorite games period, it makes so much more sense why I fell in love with Lethal Company if that's your inspiration. Keep up the amazing work!

conlca

OPENING THE SMORES!

Chdata

I was so glad when I realized the creator of Lethal Company was also the creator of The Upturned. I fell in love with that game as soon as I saw the trailer. Zeekers, are you a Project Moon fan at all?

chiikawa

me too!!!! i was so thrilled, it really made my day-- week-- MONTH honestly when i found out. GOOO ZEEKERSS!!!

Gonzalo

ChadZeekerss

Matt Bishop

I would like to just put a word in for local 4 player co op if it ever comes up. That’s something me and my friends would rly like.

Clinically Online

This game has been a massive eye opener for me when it comes to approaching game design and user interactions. Even though the game is early access, and that title comes with alot of scrutiny, I have not seen a game like this in its early access stage feel so complete and well thought out. The insight, and effort put into the esoteric interactions are amazing, for the simplest of things regarding sound interactions ie drop pods luring dogs, to the physics interactions, like spent flashbangs triggering landmines is all insane. The neat mechanics I learn about this game never fail to suprise me, and despite how much time I've sunk already I am still learning new things. I don't know if you're doubtful of your own abilities, but if you are, you shouldn't feel thay way. This game is a testament to your feelings regarding your love for horror and party games. the movement, sound design, level design, item interactions, monsters, soundtrack, and sandbox are incredible, and astonish me how no one has ever attempted to make a game like this before. Your understanding for what the players want, want would be fun, what would be frustrating, and general how a player would think prove that your insight is just that incredible and your abilities match that as well. Thank you so much for all the laughs and fun you have given me and everyone else who's played your game and I am excited for what's to come in the future.

Jezithyr

Imposter syndrome never goes away. Ive been working in AAA game development for almost 4 years now and I still get imposter syndrome. It's perfectly normal to feel like you don't deserve your position or success. Everyone has those feelings, the key for me is to look at the people playing my games. Seeing someone enjoying something I made makes any doubt I feel evaporate. You're a really talented designer Zeekerss and no matter what you've changed alot of people's lives for the better :) It's all up from here!

Jezithyr

Oh also if you ever want to talk to someone about game development or worries you might have feel free to message me (here or on discord, same username). I'd be happy to lend a fellow game developer an ear, (and maybe we can trade war stories :P)