Build 60!
Build 60!
* Readded Kino Der Toten, this time better than ever, This version has improved collision, lighting, performance and adds missing features
* Further reduced the games size
* Improved visuals on all maps
* Improved gun game, upgraded weapons now appear, and the weapon pool is now randomised every match. This means you have **400** weapons to go through. Have fun!
* Replicated Black Ops 1's crosshair and hipfire spread, again meaning i can chuck in the exact stats from weapons and they'll work perfectly. This'll further improve gunplay and make it feel more akin to cod. This also fixes an issue where crosshairs wouldn’t appear on certain resolutions
* Added a base system for traps, the first trap added is the auto turret. This has been buffed quite a lot as its completely useless compared to the other traps in BO1. The auto turret appears on Kino and McDonald's. Other traps are coming soon
* Made more engine changes, this time to improve visuals and performance, mainly to volumetric lightmaps and lightmass.
* For performance, I've given brushes the ability to act as shadow blockers and backface cullers, i've also done some improvements to culling in general that should improve fps.
* Further lowered the quality of textures on the "potato" graphics preset for maximum performance on low ram systems
* Improved upon the movement changes made a few updates ago and added jump fatigue
* Updated zombie health formula to match cod, should result in zombies having less health as the rounds go by
* Redone a bunch of BO1 weapons and the ray gun to fix missing anims and wrong sounds
* Redone a lot of sounds, especially for firing. Firing now has proper ringoffs for most guns, and pack a punch fire sounds now have their in world ringoffs.
* Reworked the way sounds work, which should improve general quality + in theory improve performance
* Updated interaction prompts, keybind changes now update the prompts, controllers will always say "X" since I cannot distinguish xbox/playstation controllers as unreal does not natively support playstation controllers.
* You can now press the pause button to back out of menus
* Split FOV into two groups, viewmodel and camera.
* Added aim assist slowdown to controllers
* Made the settings menu more clear because some people were missing the settings buttons
* Added support for CODs ‘state timers’ which define how fast animations play. This means most animations should play at their exact speed they do in cod, this speeds up a lot of slow animations. Might be some animations that are insanely fast, let me know and ill fix em easy peasy
* Increased zombie capsule size which should space zombies out more, leading to less insta deaths. This does mean you can’t squeeze by them as easy though
* Normalized all firing sounds to be roughly the same volume, also let me know if theres any outliers that are insanely loud or quiet
* Added an easter egg to double tap to turn it into Triple Tap, with a custom perk machine and perk icon when activated. Best of luck looking for it, activating the easter egg then drinking from the machine will double the amount of bullets coming out your weapon, including doubling the total amount of pellets. This is insanely overpowered but genuinely, I'll be shocked if people find out how to do it, it can be done on any map that has the double tap machine, with almost any weapon
* Returned Fullscreen as an option in the settings
* Added Alister's theme from BO4 as a music choice
* Fixed a handful of bugs across all maps and forms of gameplay
**Hellhounds coming very soon, they're close to being done.**
appreciate all the feedback on the itch. I would generally prefer you all using my discord to submit suggestions and but reports but here is fine, I just don’t have them sorted and prioritised as much
Files
Get Project Aether
Project Aether
Every Weapon. Every Map. One game.
| Status | In development |
| Author | Verrial |
| Genre | Shooter, Survival |
| Tags | 3D, Endless, First-Person, FPS, No AI, Singleplayer, Unreal Engine, Zombies |
| Languages | English |
More posts
- Build 50-55 Patch Notes19 days ago
- Build 5039 days ago
- Build 40!Apr 26, 2026
- Buried + 25 new weapons!Feb 24, 2026
- Build 27 - New HUD, QOL and moreDec 03, 2025
- Build 25 - TU12 Minecraft Custom Map!Nov 11, 2025
- New map!Oct 21, 2025
- Build 22! - More camos + WeaponsOct 19, 2025
- Build 20 - Levelling + MoreOct 12, 2025
Comments
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“Verrial-girl, I think I love you” ~Dempis Primey
In all seriousness, you worked hard and delivered harder, so thank you for that.
Bugs:
Ideas:
Well, of course weapon inspects wont work for those guns, they dont have inspects in game lol. I only implement inspects to guns that actually have them, i cant just invent inspect animations for that many guns
I genuinely thought that when you mentioned “all inspects” on another post, you added brand new ones that you animated yourself. It’s fair enough though since brand new animations for over 100 guns are a lot of work. Who knows, maybe someone can volunteer to add new ones as updates go by, and you adding them (or not?? Idk lol).
First off, love your work!!! Thank you for bringing this experience to us.
Just want to mention that the zombie window on Kino Der Toten (Facing stairs, it is bottom floor left window) has an invisible barrier that stops my bullets.
***Edit*** There is also a super bassy audio playing near Staminup, think it is supposed to be the generator or something, but it is drowning out grenades and such, quite uncomfortably loud, unsure if it is intentional or not.
theres a bug in the gun game where if you use a grenade a bit before or a bit after switching guns it'll lead to the held weapon being the actual weapon in the rotation, but the model will be the stick grenade.
there is also a bug on one of the camos for the upgraded storm psr (the semi translucent zebra camo) where it completely overlays onto the scope, thus the scope is unable to be visible through.
also in gun game, the china lake has limited ammo for some reason? (not to mention its heavier than literally every other weapon for some reason lol)
if i see any more bugs i'll keep ya posted. God bless brother!
Just a quick thing - as a catch-all for face button glyphs, doing what nintendo does on the switch and doing a little icon of all 4 buttons with the north/south/east/west button highlighted?
Not really sure what you mean but as said in the patch notes I have no way to identify what controller someone’s using so I cannot
No what I mean is basically a bypass to needing to detect, like a glyph that works for any standard gamepad.Basically - just a picture of 4 face buttons in a diamond shape, with the one in question highlighted, that way the image is completely agnostic as to what kind of gamepad you're playing on. this image has some icons for what i'm talking about (check out the 5th row):
I guess in the long run you could just have it be a preference option too
This was just a quick suggestion as a workaround more than anything, i get that this is all pretty low priority overall, theres still plenty of AAA games that dont even bother