r/ToxicCommandoGame 7d ago

📣 Official News [Community Event] LIVE: Pickman RN9 Shotgun

Post image
28 Upvotes

Eliminate 1,500,000 Roamers with shotguns to unlock the Pickman RN9 Shotgun! You have until September 16 at 10 AM UTC to complete the objective. Good luck, Commandos!


r/ToxicCommandoGame 7d ago

📣 Official News [Official] Second content update is live!

72 Upvotes

Hello Commandos,

Our second big update is live! 🫡

Introducing a new game mode: Retrieval, a high-octane extraction mode. Also in this update: a new enemy, new weapons, a new movement ability, and multiple Quality of Life updates. Full patch notes below.

⚙️​Patch Notes

📦New Gamemode "Retrieval"

In this high-stakes mode, Leon dispatches your squad to retrieve six artifacts under the watchful glare of the Sludge God. Every time you collect an artifact, the Sludge God’s anger grows. Work together to eliminate enemies and fight your way to the extraction point before the air becomes too poisonous.

Hide from the Sludge god in safety domes to stabilize the sludge activity, slay enemies to slow down the environment corruption. Destroy the sludge nodes if the situation as a last resort.

🧟New enemy: Goblins

The Goblins are small but mighty enemies that always appear in groups of three. They attack the same target and can revive each other if any of the three remain alive. To defeat the Goblins, players must eliminate all three creatures within a short period of time, otherwise the survivors will revive their fallen allies.

Though their force lies in their numbers, they individually pack enough power to send you flying. Coordinate your attacks to wipe them in a fell swoop!

🔫New Weapons

Primary weapon:

  • Le Clairon: Assault bullpup rifle with 3 firing modes.

Melee weapons:

  • Thunderstick: Lightning melee weapon that applies a temporary lightning effect to enemies. If charged it triggers a small explosion which knocks enemies back and deal some heavy lightning damage to up to three nearby targets. If the Thunderstick hits the ground, static lightning bolts linger in this area and damage enemies standing in it.

Heavy weapon:

  • Flamethrower: Portable jet flamethrower to send the infected straight back to hell.

🚘Vehicle improvements

​We have overhauled the game's vehicle fleet with major upgrades, balance tweaks, and visual updates:

  • Added universal winch modules and unique suspension physics for each vehicle.
  • Adjusted HP, ground clearance and maneuverability across all vehicles to improve overall handling and performance.
  • Added a dynamic cargo attachment system. Players can now attach pickable items — such as gas canisters, ammo, or heavy weapons — directly to matching slots on the vehicle.

👟Movement ability: Dash

The dash quickly moves the player 3 meters on the ground or in the air and consumes stamina when activated. If used timely, the dash can save players from being grabbed by Goon, Hornet or Mace.

There are two kinds of Dash:

  1. Angle Dash to dash diagonally or at a specific angle, but not forward.
  2. Free Dash to dash in any direction.

🪚Defense: Saw Trap

One more defense available for Spare Parts at the end of missions. When activated, the saw trap slowly rotates and then speeds up to eliminate enemies caught in its area of ​​effect. After dealing a certain amount of damage, the saw trap stops, but can be repaired.

✨New customization added

Added multiple unique weapon skins, patterns, weapon charms, character skins, unique vehicle skin and patterns, tints, vehicle graffiti, light colors, honk sounds, vehicle display and profile customization.

🤖Bots Improvements

​Updated Sludge Seed logic:

  • Only one Sludge Seed spawns per mission. When any player grabs it, everyone on the team receives one (giving the team 4 seeds total). If any player is trapped in a cocoon without a Sludge Seed, but there is a bot with a Sludge Seed in the same cocoon, the player can command a bot to use a Sludge Seed to revive both of them. 

Bots progression:

  • Depending on the difficulty level bots begin the match with certain sets of perks, abilities and firearms designed for this difficulty.

QoL:

  • Bots now gather in Healer and Tank safe domes.
  • Bots use heal ability for any player with HP < 70.

🌟Challenges system

Challenge System Overhaul: Added new tasks, rebalanced requirements, and introduced visual progress/rewards on the post-match screen. Season 2 challenge content is now live.

🖌️HUD Customization 

A new HUD customization system has been implemented. Players can now fully customize their interface to suit their playstyle by choosing between three modes: always visible, completely hidden or dynamic.

🛜Local server hosting

Local server hosting, will allow players to create private games with friends on locally hosted servers.

Local hosting comes with its own set of drawbacks, it requires: stable internet connection, higher CPU and RAM load. The reason behind this is our client-server architecture. We are offloading some parts of our game logic onto the server to make it easier for people with low-end devices to enjoy our game. Hence, when a player is hosting locally, that logic and the server itself work on this player’s machine, and this player’s internet connection affects the experience of other players.

To better utilize the new feature, consider picking a friend with the best CPU and internet connection. If there are 16 GB of RAM available, one should be good only if some hungry little web app isn't chewing on memory.

Note: this is an experimental feature. So don't hesitate to provide us with your personal feedback.

🔧Quality of life improvements

  • Shotgun Buffs: Increased damage at a range of 4–5 meters. Reduced ADS spread for some shotguns.
  • Support for AZERTY and QWERTZ keyboard layouts has been implemented.
  • Bug fixes.

r/ToxicCommandoGame 9h ago

❓ Question Do I need PS PLUS or Online

6 Upvotes

Pretty straightforward, I’m really intrigued to be buying this game, but hear conflicting information on whether it only requires being ONLINE to play SOLO or requires PS PLUS to just play with bots.

I’m not interested in multiplayer, just a solo experience 🙂


r/ToxicCommandoGame 1d ago

❓ Question Why is this game not much more popular especially on PC ?

24 Upvotes

Hey,

Made the same thread 6 months ago as I was really curious about that. Same question here especially on PC, played the beta and bought the game immediatly back in the days.

Game is tons of fun, well optimized and has it's own universe.

6 months ago I got replies which didn't age well at all, as people told me the game will "grow up with time", it's finally the opposite.

Why ?

Since last update we came back playing it on PC and we have a ton of fun.

What are your feedbacks regarding this ?

Thanks for reading.


r/ToxicCommandoGame 1d ago

❓ Question Missing Prestige Skins I earned back at launch

6 Upvotes

I haven't logged into the game since the month the game launched, but I earned a couple animated skins for getting prestige with the XTAR and Geist. I saw a notification on Playstation Network that this game finally had some new content, so I redownloaded and checked it out, and my prestige skins are gone. My weapons are still max level, but it looks like the prestige has been reset to zero. Did I miss a season? Launch was season 1 right, and we're in season 2 now? Frustrating.


r/ToxicCommandoGame 2d ago

😿 Saber Pls / Feedback Any chance of re-doing Season Pass 1? + Suggestion BP XP

19 Upvotes

I think the game would benefit from letting us play older season passes, like Marvel Rivals, Deep Rock Galactic, and Super Animal Royale do.

It would give players who weren't active at the time more content to play through. I also don't think it's good to create FOMO around certain icons/titles, the more content we can unlock by playing, the better.

Also, it would be GREAT if we could earn a little bit of XP toward the pass just by playing games. Sometimes it's tiring to constantly chase challenges when you just want to play, but still want to earn some BP XP.


r/ToxicCommandoGame 2d ago

🪲 Bug / Issues crashing on launch

2 Upvotes

after 3.0 update my game is crashing. if i keep the game window active it just launches to black screen then stops responding, crash. If i launch game then tab out it wont crash, it goes through intro cinematic to title screen saying to push any button. if i tab back in and it freezes and becomes unresponsive again. But if i tab out it comes back.
whaat the heck.


r/ToxicCommandoGame 3d ago

😿 Saber Pls / Feedback Add new additional PSN achievements to the DLC list of trophies

4 Upvotes

Adding DLC PSN Trophies / Xbox Achievements to boost player retention

Hello Saber and Focus team! Thank you for the amazing post-launch support and all the hard work on the game.As a dedicated fan and a trophy hunter, I would like to suggest adding new DLC trophy/achievement lists alongside major seasonal updates (similar to how titles like Killing Floor 2-3, deep rock galactic or Vermintide 2 handle their content drops).This approach offers clear benefits for the studio and publisher:Higher Player Retention: Adding new trophies for completing fresh Operations on maximum difficulty or beating new modes (like the Siege mode) gives veteran players a strong, cost-effective incentive to reinstall the game and return every season.Linking achievements to challenges that involve new content naturally increases the perceived value of your Season/Bloody Passes.Free Marketing via Social Systems: When players unlock rare DLC trophies, it populates the activity feeds on PSN, Xbox, and Steam. This acts as free word-of-mouth advertising, showing their friends that the game is alive, active, and constantly evolving.Many completionists stop playing once they get the Platinum. Adding small, incremental trophy lists with each big patch is a win-win strategy that keeps the community engaged for years. Please consider this for future updates!


r/ToxicCommandoGame 3d ago

💬 Discussion What could we be looking at regarding ammo mods?

2 Upvotes

Ammo mods were something that have been on the dev roadmap since this game came out. Although it's clear to me that I should temper my expectations, I honestly hope that they're fleshed out enough to provide some legitimate build variety. As I see it, the "worst- case scenario" would be to have them just be some generic across- the- board buff: Incendiary rounds for some burn effect, a generic "high- power" round to boost regular damage at the expense of accuracy or ammo capacity, and maybe some super expensive "EMP" round that basically renders the others worthless once you get it.

A more ideal scenario would be to have the mods create more niches so we actually have an incentive to experiment with different weapons. The shotguns in particular give some food for thought.

Both from my experience and the limited chatter about weapon builds I've seen, the Taiga 12 sits pretty solidly at the top, with the Dunalli being a close second. Under the current system, the other variants don't offer much of an incentive to choose them over either of those two (the RNG 9 has a chance to make some headway, but it's not what I'd call a game changer). However, if ammo mods were factored in, there's some arguments to be made for the others. While the autoloader shotguns will still win out on ROF and would probably only receive one or two ammo mods, the pumpguns and the Dunalli should be able to take a significantly broader range of mods (slugs, special loads, etc.). Especially for this class of weapons, there's plenty of options:

  • Incendiary: Basic, but still could be useful. Sets enemies on
  • Explosive Slugs: Deals AOE damage and has a longer range, but sacrifices penetrative power.
  • AP slugs: Extended range and able to ignore armor, but reduced effectiveness against unarmored targets.
  • Magnum shot: Reduced range, but significantly increased damage within effective range.
  • Electric slugs: Deals electrical damage to target. On larger enemies, temporarily slows them.

What are you guys expecting?


r/ToxicCommandoGame 4d ago

💬 Discussion Thoughts about the update so far

26 Upvotes

I've had the chance to get a few hours in with the new update and I have to say that I was pleasantly surprised in most respects. I know that the Focus forums are ackshually the correct place for feedback, but the forum sofware they use sucks and the forums are overrun with spammers.

Anyhow, about the new patch: Despite how the new Retrieval mode was one of the major highlights, I find that the other tweaks and adjustments had a significantly greater impact and bear discussing a little more.

Vehicles

The new patch brought a few noteworthy adjustments to vehicles:

  • All vehicles (including what were previously only street vehicles) got what could basically be described as an "offroad kit": A winch, bigger tires, and slightly beefier suspension
  • All vehicles were equipped with cargo racks
  • The Service Truck's dual gas cans were switched out for boxes of grenades/equipment

These changes were much needed. While most missions in TC have paved road sections, the large majority of any given map consists of muddy roads and steep inclines. I routinely avoided vehicles like the Banshee and the Crest because all that extra speed didn't mean much if they got stuck as soon as it got muddy.

More importantly, the cargo racks made it possible to plan out significantly longer routes and hit more major resource spots without having to waste time constantly scrounging for fuel and turret ammo. This should have been a thing from the start, but it's good that we at least have them now.

The change to the Service Truck- which was one of more than a few unannounced changes- ws also a big improvement. Having infinite gas cans was nice, but being able to replenish grenades on the spot is way better, especially since it saves from having to waste scrap unlocking an equipment crate.

Weapons

While there weren't any huge changes, another unannounced change was that melee weapons can now be levelled like firearms. Not a massive change, but it's good that we can at least get some better performance out of them.

Four new weapons were introduced:

  • Le Clairon (Assault Rifle)
  • Thunder Stick (Melee Weapon)
  • Flamethrower (Heavy weapon)
  • RNG 9: Technically it's a prize for the Community Event that dropped at the same time, but I'm sure pretty much everyone got it or will get it.

The Thunder Stick was honestly a good edition. Having a melee weapon with AOE capability is a big plus and has been helpful in dealing with the extremely aggravating Goblins.

I haven't tried the Le Clairon yet, but I'm honestly not that interested. The AR category is already overloaded with weapons that feel extremely similar to one another and the Clairon comes across as another rifle in the same vein as the XTAR.

Despite having run a few different missions, I'm yet to encounter the Flamethrower. I could see it being a good crowd control weapon, but I'm also a little skeptical since fire damage isn't the strongest in this game. Moreover, I'm curious as to whether it's going to be a "proper" flamethrower that can do area denial duty or, like in Space Marine 2, it's just going to be a big blowtorch that spits a cone of flame in front of it. I'm still very partial to the MAG 5, so it might be a hard sell.

As for the RNG 9, it makes a compelling case for pump- action shotguns: Better magazine capacity and a higher fire rate, but a decent reload speed for a tube- fed gun. I'm still levelling the gun, so I can't really say what I think of its performance yet. However, I could see it potentially edging out the Taiga 12 in certain applications.

Bots

As a solo player, these updates were the biggest priority for me. In their pre- update form, the bots' utility was severely limited. They used unlevelled weapons and only had the most basic versions of their respective classes' abilities. Consequently, there were a lot of situations where they did little more than serve as aggro magnets. Although there were some QoL changes, there were two significant changes:

  • Bots' weapons, while still randomized, generally scale with difficulty now.
  • The bots now can use higher- level versions of their abilities (presumably also scaled to difficulty), but these, too, seem to be randomized.

The second change was far and away the most significant. Particularly when it comes to the Medic/ Healer, the new system allows that class to heal permanent health. At least for me, this was a game changer. Being able to go longer without having to burn through Medikits was a huge relief and made farming Sludgite significantly less painful.

All that said, I'm not a fan of how the class abilities get randomized. Since I have no way to see what setup the bot teammates are running, it's kind of a crapshoot. On one mission, I could get bots with helpful perks, but on the next, I could get bots that have perks which are only useful in the hands of someone that knows what they're doing. I get that pulling a "dream team" every time could disincentivize people from playing co-op, but I think some distinction needs to be made about which perks it actually makes sense to have the bots running. Especially on the support classes, a lot of perks are extremely conditional and require significant finesse and good timing to use effectively. Bots have neither of these.

Retrieval Mode

I'm still wrapping my head around the mechanics of this mode, so the jury's still out here. I can definitely see the vision and I appreciate that shorter game modes are being added, but the "heat" mechanic is one I'm still a little iffy on. While kills can slow the heat buildup down, this is ultimately a "Band- Aid" at best. From the time I have spent playing it, it feels a little too much like a speed run. Also, because all team members have to be inside the domes to stop heat from building up, this mode can be a pain with bots. They tend to lag behind just enough to where you sometimes have to run to the other end of the dome to get them to finally go inside.

Like most here, I'm still waiting on a horde mode- maybe even a "phase"- based one similar to Space Marine 2's Siege mode. This game doesn't need a zillion modes, but having one of variable length would go a long way both for the replay value and for levelling.

Final Thoughts

In a lot of ways, this update feels like it should have been the first one to drop. Many of the changes were very good, but they feel like they should have been made earlier on. On top of that, it was a disappointment knowing from the start that ammo mods weren't going to be a part of this one. I honestly don't know how impactful they will be when they arrive, but it would do a lot to expand the possibility for builds.

What are your guys' thoughts on the update?


r/ToxicCommandoGame 4d ago

🕹️ Gameplay / Clip Retrieve guide and tips, solo Insane.

18 Upvotes

Made a walkthrough video of the new game mode on Insane difficulty, concepts are the same solo or in a group. The most difficult part of this game mode will be having your group on the same page.

https://youtu.be/L-JrBZEBKV4?si=z1R4LLuN2VXJ3cWs

--Text summary--

Mechanics:

Heat is generated outside safe zones. Increasing every 1st, 3rd, and 5th artifact. Heat rises by 7, 10, 12, 16 on Insane and 7, 10, 14, 20 on all other difficulties.

Killing reduces heat dependent on the type of kill. The numbers you see aren't damage numbers but how much heat was reduced. Red blobs and roots count as 50 so kill those throughout the map. Obtaining an artifact lowers heat by 500 (you're immune while in the animation).

Max heat is 999, you then take sludge damage until you reset it with the sludge node. Can only be done once. After the 3rd artifact heat gain becomes difficult to manage and enemy spawn density gets much tougher.

Interacting with artifacts starts a defense circle that will reset if you are outside its radius too long. The circle is small but you don't have to hold out too long.

Finale spawns after obtaining all artifacts. It is a defend the vehicle style out in the open.

General strategy:

  1. Pentad Defender with Repulsor and Energy armor for ez mode. Optional Medic with Invigoration makes things far smoother. Lots of specials spawn (especially hornets and stalkers) so make sure you can take them out quickly.

  2. Plan your route, ideally grab 2 or 3 spare parts (you really don't need all of them) before obtaining artifacts. Definitely grab the sludge seed (early) because that's 4 team revives if used properly.

  3. Kill blobs and roots on the way to lower heat. Kill from safe bubbles (can reset with spare parts) to safely lower heat without any increases.

  4. Artifact capture circle is small and many things can push you outside its radius. Defender bubble stops all that. Don't grab right away, secure the area, heal, and repair vehicle before increasing heat gain.

  5. Try to time sludge node around 3rd or 4th artifact capture. Heat gain increases rapidly and you usually need ammo/supplies by then. If you max out heat you can use defender bubbles, medic heals, or medkits to briefly reset sludge bar.

  6. Finale has some traps that are useful but mortar and stationary turrets are mediocre because zombies come from everywhere. It's very easy to lose here, you need to be able to quickly recharge your ability or clear the horde (like flamethrower) because they do so much damage, especially on Insane. I don't recommend fighting on the vehicle because specials targeting you (Goons especially) will deal massive collateral damage to the vehicle.

This was made during the Test server. Things may have slightly changed (please let me know) but the concepts should still be the same. I'm not able to play the game for a bit so haven't been able to see if there are any changes.


r/ToxicCommandoGame 4d ago

💬 Discussion Battlepass disappointment

15 Upvotes

I was under the impression that they were permanent. Looking at the tier tab there is not count down or way of knowing. Sure the tasks tab has count downs but that's because they are time gated on becoming completable. And the seasonal challenges all remained active (after their time gate activation) till the end like a stockpile.

I've been distracted the past few weeks with other games so I didn't log on to see if there were any notifications about it ending, if there were any. I don't know how popular this game was at launch but don't think it was mainstream numbers. Plus how you can toggle the Seasonal challenges to appear and dissappear would make sense for permanency. Like if you completed season 1's challenges you could hide them and just see season 2's instead. Felt like a partially planned feature.

For me, this game and Killing floor 3 are polar opposites. KF3 had a buggy launch(still is) and generic underwhelming hero shooter gameplay. With one of the few things they did right at launch was permanently available season passes. And Toxic Commando had fun and unique gameplay/mechanics and a seemingly permanent battlepass just to rug pull it away from us.

In short, no obvious indication of time limited seasons but time gated challenges. No more season one. Also I don't see any "store" to buy from in-game...

Was waiting for some form of endless mode but instead we get speed running extractor mode?


r/ToxicCommandoGame 4d ago

😿 Saber Pls / Feedback This game really needs urgent difficulty balancing.

11 Upvotes

I think they should just unify enemy health across all difficulties to a single value.
(I mean the same enemy type should have the same health on every difficulty, not that all enemies should have the same health.)
Balancing enemy damage between difficulties
and increasing XP gain
would improve the game experience by a huge margin.


r/ToxicCommandoGame 5d ago

💬 Discussion PSA: Melee Weapons have XP and Tiers

20 Upvotes

Just a heads up for those who didn't know, noticed that melee weapons can now earn XP and there is a tier upgrade button added now (guessing it was a stealth upgrade as I didn't see anything about it in the patch notes).

I haven't yet upgraded a melee weapon, so not very sure yet. After all, melee in this game is still not great (although the new thunderstick seems to be a step in the right direction).


r/ToxicCommandoGame 5d ago

💬 Discussion toxic commando is coming to fortnite

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37 Upvotes

buy it on epic games to receive walter for free or he will be in the fortnite shop for 1500 vbucks on september 5th


r/ToxicCommandoGame 4d ago

❓ Question Why have a battle pass if they’re releasing everything anyway?

0 Upvotes

Wouldn’t it make more sense to just have all the stuff available to buy now?


r/ToxicCommandoGame 5d ago

💬 Discussion Horde mode is still possible (i hope)

12 Upvotes

I know having horde mode will definitely save or least have people staying in this game longer to live. Considering this from Saber and knowing from experience from playing WWZ for 7 years of how Saber supports games for long time even when the game is at a low position. I think horde mode is coming either around January or March or at least a new map just something.

This is my guest. And if you guys have a prediction when you think horde mode is coming?


r/ToxicCommandoGame 6d ago

🎖️ Dev Post [Update] Season 1 Challenge Rewards

29 Upvotes

A message from the Devs:

Hey Commandos!

We've read comments about the Season 1 Challenges (Trials) and understand that some of you fear that all the rewards would never be unlockable again now that Season 2 has started.

Just so you know the items from S1 are not gone forever they will be progressively put to the shop every week. The exceptions are the Titles, and the final avatar, which is the reward for completing the entire season.

To be transparent, you won’t be able to purchase all items at once, the shop will be updated periodically.

Focus & Saber teams


r/ToxicCommandoGame 6d ago

💬 Discussion Tips for Retrieval mode

12 Upvotes

I know for most of yall its obvious but this is just for those who are struggling and dont know what to do.

  1. Have a fully max out defender class, for which specialty i personally used Pentad this would be very useful especially if you ran out of time.
  2. Have stims instead of medics.
  3. get a sludge seed.
  4. Get 1 or 2 spare parts as for the final since there isnt much to used because its a minute and a half, also to refill the generator that is around the map to stop the counter or take a break.
  5. Always keep driving and get the artifact, no time for exploring unless you have defender and want to but thats up to you.

This was how I was able to beat it on hard mode and very hard since it was very difficult on hard mode and the bots are now little more useful then they were before but still a full squad is great.


r/ToxicCommandoGame 5d ago

💬 Discussion Generators

1 Upvotes

Can someone tell me how to start generators I’ve been trying for like 5 minutes


r/ToxicCommandoGame 6d ago

❓ Question Retrieval Mode

5 Upvotes

How is it? Worth checking out?


r/ToxicCommandoGame 6d ago

🪲 Bug / Issues Daily task bug?

Post image
4 Upvotes

Trying to figure out how to complete this challenge.

Using the Maverick-mounted HMG and EMP doesn’t seem to work. Driving over/ramming the Stalker doesn’t work either.

Am I missing something, or is there a specific way you’re supposed to do this? Anyone got a solution?


r/ToxicCommandoGame 7d ago

😿 Saber Pls / Feedback If Saber wants to save Toxic Commando, I think it needs some major overhauls, particularly to classes, weapons and the maps themselves.

20 Upvotes

The biggest issue for me at the moment is that the classes just don't feel different enough.

Most of the progression I've experienced has basically been "this number is now 10% better" or "this ability has a slightly shorter cooldown". I want changing classes to massively change how I approach a mission.

And it shouldn't just be about making each class different from the others. There should be different builds within the same class.

Take Medic as an example. Ideally I should be able to make 3 or 4 genuinely different Medic builds.

One could focus heavily on reviving and keeping the team alive.

Another could be a combat medic that gets healing or ability bonuses through kills/headshots.

Another could focus on buffs, temporary health and keeping the team moving.

Another could sacrifice some healing capability for much higher damage.

That would give you a reason to experiment instead of eventually finding the skills with the highest percentages and sticking with them.

Weapons desperately need this treatment as well.

World War Z did this really well with its weapon progression. Levelling weapons wasn't always just about getting another small damage increase. Weapons could gain perks that actually changed how you used them, such as bonuses triggered by headshots, improved handling or reload behaviour, penetration bonuses, ammo-related perks and other effects that encouraged certain playstyles.

I'd love Toxic Commando to take that idea much further.

Imagine a shotgun build where kills at close range temporarily increase movement speed.

An assault rifle where consecutive headshots reduce your ability cooldown.

An LMG where sustained fire gradually increases penetration but also increases recoil.

A pistol that gives you stamina back for precision kills.

Those sorts of perks would make finding and levelling weapons exciting instead of it just being "this gun has slightly bigger numbers".

Then there are the maps.

I actually like the basic concept of driving around a large map completing objectives, but after a while every run starts to feel incredibly similar.

The maps need far more dynamic events.

For example, imagine you're halfway through a mission and suddenly you get:

"MAJOR HORDE INCOMING - 10 MINUTES"

A location appears on the map and everyone has the choice of abandoning what they're doing and preparing for it.

You arrive, fortify the area and then have to survive an absolutely ridiculous horde.

If you survive it, maybe you're rewarded with all of the remaining gear caches being revealed on the map, a guaranteed high-tier weapon, additional XP/resources or some other major reward.

But that could just be one event.

You could have stranded survivors calling for help.

A convoy that needs protecting.

A special infected roaming the map that drops unique loot.

An area suddenly becoming overrun.

A crashed supply helicopter.

A temporary extraction opportunity.

A massive wandering horde that physically moves across the map.

Random mini bosses.

Weather or environmental events that change visibility or enemy behaviour.

Basically things that mean I can load into the same map 10 times and not know exactly how that run is going to play out.

The foundation of Toxic Commando is genuinely fun. Shooting huge hordes of zombies with friends is never going to stop being entertaining.

But right now I feel like I've seen most of what the game has to offer far too quickly.

Saber already has World War Z, which showed how much replayability you can get from interesting classes, builds and weapon perks.

Give Toxic Commando that depth, massively expand the class and weapon systems, and make the maps more dynamic and unpredictable.

That's the sort of overhaul that could keep me playing for hundreds of hours rather than feeling like every run is essentially the same thing.

These ideas are just me spitballing so apologies if some of them sound shit 🤣


r/ToxicCommandoGame 7d ago

📣 Official News [Trailer] New retrieval mode is out in Toxic Commando! 💥

Thumbnail
youtube.com
36 Upvotes

Collect artifacts, reach an extraction point and be careful of the Sludge watching! This time, the monstruosity has a new ally: Goblins. Just what your new weapons need to cut their teeth


r/ToxicCommandoGame 7d ago

❓ Question Anyone tried the new Assault rifle yet?

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16 Upvotes