Mid-level Checkpoint Saves

First, a bit of history.

So what's the solution.

Planned Features

Grip both handles and hold the triggers for a couple seconds to checkpoint



Return to any checkpoint station whenever you want to re-checkpoint



Personal inventory saved



Ammo state saved on the player and for every potential pickup in the level



Any reclaimed item saved or returned to original location unless in player inventory



Keys in keyholes and batteries in sockets saved



All non-force grabbable physics objects reset



Enemy encounters reset

We've heard your feedback about mid-level saves loud and clear, and we couldn't agree more. Let's talk about it.Those who followed the development of the game may remember that we were very hesitant to make a statement about its length. To much disbelief, we often stated that we didn't know how long it was. We weren't lying; internally, we thought that the game was about 4 hours long. In reality it seems to be 8-12 hours for first-timers. We thought Streets was about 30 minutes; it's clearly 70-90 minutes on your first run. Most of the secrets and collectibles were propagated to the levels in the past few weeks, ballooning playtime dramatically from when play-testers weren't looting and exploring as much. We felt that 30 minutes in between saves at most was reasonable; 90 minutes certainly isn't.Over the past two days we've weighed a bunch of options. Each option comes with varied development time and how well it addresses the problem. We think we've found a good solution that balances time of development so we can get it to you quickly and how much it will make the game more consumable in shorter sessions.When gripped with both hands and triggers pulled for a second or two, we will save a checkpoint that captures the state of your inventory and what ammo and collectibles in the level have been acquired. A full anytime save system would be more robust, but would take much longer to develop, test and get to you. Splitting levels up would also be very invasive. We feel that this solution is the best balance of being fast to deploy and improving the experience.Due to the impending disruption from the Holidays, we estimate that we can land this in January and will keep you posted on progress. Let us know your thoughts, we're continuously listening and using your feedback to make the best calls on how to balance our development time between bugs, features and additional content. Thank you for your enthusiasm and passion for Boneworks; it's unreal for the team to see it out in the wild after years of grinding development.Brandon