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Spy DNA Alpha Demo

Vote for us on Greenlight!

Here's a quick overview of what's inside, and of the known issues. If you encounter an issue that is not covered in this post, please start a new thread to report it.

What’s in the demo:

Character creation
Player base
Basic tutorial
Five missions
Five playable characters
Four look options for your commander
Shooting range to try the various weapons in the game

The missions represent a mix of easy to advanced missions. Most take place on generated maps. Also included is one mission from the early part of the story line.

We encourage players to check out the world. Talk to the various NPCs at the base and then try out the dialog and combat in actual missions.

Share feedback and report bugs on Shy Snake forums: http://shysnake.boards.net

Different than most games but working as intended

High powered weapons will shoot through things. We will likely add an achievement for “one bullet, two kills”

Spotting ranges are long. We are still tuning this but we fully intend engagement ranges to be much longer than is typical in games.

Carrying heavy things slow characters down. Movement speed is a smooth function of the weight you carry. Every pound will slow you down some.


In the game but not part of the demo


Character progression
Random seed generation for missions
Equipment selection for missions (in the demo each uniform and character combination has a default loadout)
The main story arc
Breach and clear training at the base
Melee training area at the base
Adjustable difficulty (in the demo, we indicate each mission difficulty in its title)


Known issues

Some animations are missing. This will cause some actions to complete faster than they should.
Movement animations are not using root motion
Characters sometimes will not turn towards a target before shooting.
Characters are sometimes shown shooting from the hip. The internal logic is tracking the stance correctly, so this is purely cosmetic.
Currently there is no provision for moving equipment between characters.
The aim time adjustment is too fast near full aim time
Penalties for attacking moving targets are not implemented
Outfit selection for missions is not enforced. We left this out for the demo so players could see the effect of different uniforms.
Grouped movement is not yet implemented
Recoil should walk the aim rather than scatter it.
When selecting a character uniform, the wrong texture LOD is often shown (blurry)
The status screen isn’t 100% accurate in its placement of shot markers. This is due to the 2D display of a 3D object. We will move to a 3D model in the future to fix this problem.

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