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Weekly Report Weekly Newsletter [#30]

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Chief Web Engineer
Staff member
Oct 21, 2015

Greetings, friends! Another week is over, and we are again ready to present a report on the work we’ve done.


Our team is still working on the quest system and the map. This week, our main task concerned the global map implementation. Main difficulty on this stage of development was the issue with tracking all the major tags located on different servers and on the in-game area of 60 square miles.

We’ve created starting location map model for subsequent work with the map system. Also, work began creating a basic map of the open world consisting of 100 separate pieces automatically updated when we change the world’s landscape.

Character progression system is still being revised and improved.

Sniper rifles system is complete.


The dungeon is being finalized. We’re close to the last stages of creating the main arena for the boss battle. After that we’ll have to deal with the lightning and final detailing.


Our team is working on the Trog mobs animation.


We are pleased to announce that we’re about to implement the craft system. Our team has been working on the balance and logic of crafting for a long time, crafting system was often changed and processed, and now we’d like to share some details about the updated system. Below you will find a detailed description of the crafting system, which will be of interest for everyone who likes crafting in games. If you don’t like creating the game items with your own hands, feel free to skip this step!


Traditionally, crafting begins when player obtains some crafting ingredients. In the world of the Genom, several types of resources can be obtained from different sources in a variety of ways. At the same time, each resource type has an alternative way of obtaining it. You can get obtain resources by:
  • Manually collecting them (pluck a flower, pick up a stone, disassemble a mechanism).
  • Exploiting surface deposits with a special tool (exploiting a pile of ore, a cloud of gas, a thicket of plants)
  • Extracting them from the planet with the help of a drilling rig
  • Process fallen creatures’ carcasses with the help of special tools (remove the skin from a Trog, chitin from a Locust, teeth from a Hound)
  • Exchanging available resources for the needed ones, bargaining with the NPC or other players
  • Splitting resources (to get the essence)


In addition to resources, item crafting also requires this item blueprint. Blueprints can be obtained from other players, purchased from the NPC, they can drop from several opponents, be a reward for quests or events or simply found in the world. Player should use the blueprint in inventory to study it and the acquired knowledge will forever be retained by the character. Every blueprint can be studied up to ten times. With each new study of the same blueprint, player can increase chances for a successful crafting.

Each blueprint bears a general item outline and is not bound to this item’s quality. All the knowledge necessary to create an item of a specific quality is contained in one blueprint, and therefore, crafting of the Legendary or Improved Marauder Pistol, players will require only one general scheme of the Marauder pistol.


Most of the game items will be created on stationary crafting terminals of different. The higher the level, the greater the chance of creating a high-quality item. There are five levels of terminal quality in the game.

In settlements, players will be able to find terminals of quality levels from 1 to 3. Terminal in the player’s hangar can be improved up to the level 4. The terminal on the Syndicate Base can be upgraded up to the highest 5th level.

In addition to more advanced terminals, to achieve the best performance in crafting, players will need to unlock and level up crafting branches, same as with weapon or armor skills. As it is with weapons, player will unlock different nodes in the crafting tree by spending points, opening new possibilities, increasing the chance of successful crafting, and getting higher quality items.

Crafting Itself

When the player has gathered all the necessary resources and studied the blueprint, the craft terminal must be activated.

Absolutely every item contains 8 basic slots that must be filled and one optional slot. There are five slots for main resources, two of which require a specific type of resource, and the other three slots can be filled with any resource of the player’s choice. Three main slots can be filled with the essence, one of which will require the particular type of resource essence, and the two remaining are filled with any essence of the player’s choice.

The ninth optional slot is needed for a special resource — Arcanium. It serves as a catalyst and increases the chances of successful crafting. Arcanium will be a rare resource that players can find in the world by chance or interaction with environment.

Each resource can have one of 3 qualities, namely: Normal, Good, Perfect.

Each resource has its own Qualitative Indicator (hereinafter referred to as QI). This information will be indicated on each resource in the characteristics section.

Each blueprint has a potential for crafting any of the six qualities of the item. Therefore, each blueprint has the QI ranges for each quality of the created item. For example, when crafting the Spectrum Pistol, the following QI will be listed in its blueprint: 2,4,9,16,45,111 (in accordance with the 6 possible Pistol qualities).

Essence acts as a regulating "currency" that doesn’t affect the crafting outcome in any way, but at the same time it is obligatory. Therefore, further we will talk about 5 starting points (5 slots filled with resources, not the resources essence), affecting chances of the item crafting.

Once all the crafting attempt conditions are met, the player can finally press the button and try to craft an item.

The first thing that player encounters by doing so is the crafting chance. It depends on a number of factors:
  • Basic crafting chance (30%)
  • Level of the used crafting terminal (4-20%, 5% for each level)
  • Level of blueprint study (3% -30%, 3% for each study of the drawing)
  • "Chance to create..." skill level (2% -20%, 2% for each skill level)
  • Arcanium (20%)

Totally we have a 120% chance of crafting. This is done so that the player has an opportunity to achieve a 100% crafting chance in different ways.

Suppose that luck is on the player's side and the item is crafted. After this, the second formula is implemented. It determines the quality of the future item.

With all the 5 slots filled, the game will display average QI of the resources. This will serve as the first fundamental indicator determining the item quality.

If the average QI of the added resources falls within ∓ 20% of some quality specified in the QI blueprint, this quality becomes the target one. Player has the maximum 61% chance of creating this target quality. The other qualities get a much lesser chance of crafting, up to 1%. At the same time, player always has a chance to create an un-targeted quality of the object. Even crafting the seemingly "Normal" Spectrum Pistol, there is a chance to craft the Legendary one. It's also worth remembering that the higher the skill is, for example, the "Lucky Armorer", the higher the chances of getting higher qualities of the item, and the lower the chance to get low qualities.

Suppose that fortune smiled again, and the item received a rare quality. But what are the item parameters?

We have prepared the third formula that counts all the parameters. The decisive factor is how many time the invested resources "hit" the item’s QI. If the player used resources with a large spread of QI, most likely there will be no more than one or two matches. If the player used resources of approximately the same quality and with approximately the same QI indicators, there might be 5 matches. And the more matches there is, the higher the parameters of the received object will be.

It is worth remembering that the QI is only a conditional qualitative indicator, and the formulas use ranges without strict binding to a specific number. For example, in the third formula, a "hit" means any time when the resource indicator lies within the crafted item QI range ∓10%.


Of course, we shouldn’t forget that the better the item, the more bonus features it has. This rule applies to the crafted items as well. If an item is crafted, the player receives these bonuses and in some cases even chooses which bonuses to apply. For example, by creating an object that has 4 bonus parameters, 2 parameters will be automatically chosen, and 2 will be chosen by the players from list of possible remaining parameters. Thus, we expand customization possibilities for crafted items.

Summing Up

Making the crafting process interesting and the result diverse was our primary goal. We changed many features of the crafting system being influenced by your discussions on our forums, and we’d be very glad to hear your thoughts on these new features once again. What would you like to see in this system? What should we improve? What aspects, in your opinion, can cause problems? We’re waiting for your feedback.

We’d also like to point out that our team has created this material to help all the players get acquainted with the general concept of crafting. Some specific features or conditions, as well as the numerical parameters indicated in this material may change by the time the craft system is introduced or during its testing.


Our project develops and grows, and we’re approaching the point when we’ll be ready to update the main servers. Despite this, we often receive negative feedback, when players complain about no development progress. Specially for them, we’re reminding that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project on the base server only after we finish and successfully test the quest system. Now any player who wants to see that the project is moving forward has an opportunity to take part in PTS testing. To take part in the test, you must have an activated copy of the game and follow the registration as described on this page:

Steam Community :: Group Announcements :: Project Genom

And, once again, we want to remind everyone considering purchasing the game that it’s still in its Alpha stage, and we don’t recommend buying it if you expect a full-fledged finished project. By purchasing the game now, you support the development and have an opportunity to see its early stages. If you want to enjoy a full game experience with the maximum number of game mechanics and no critical errors, we advise you to wait until the project enters the beta testing phase or even later.


Resident Of Avalon
Gold Founder
Aug 24, 2016
yes..crafting sounds really interresting...though i must say i didnt get everything the first time reading...^^..sounds very coplex
any estimation for gliders and quads yet?


Silver Avalon
Nov 27, 2016
I´m a bit sceptic about the "need" to gain the same blueprint 10(!!) times. Seems a bit much in my opinion.

Besides that, great news, as always.
Sep 7, 2017
Looks awesome! Keep up the good work. Can you give us an estimated date for the crafting and resources to be implemented into the PTS or main servers?

I also think the idea with the 10 blueprints sounds weird.. i would just implement a system with 1 BP, that is either hard to obtain, like from Instance bosses or hard quests.. or you make them drop with low drop rates from different areas; lets say eg the marauder pistol BP drops only from specific mobs in the "ice area", so people have to actually farm the BP or buy them for a high price in the community.

I think Arcanium should have more value, either by setting the overall crafting chance with everything else maxed to 80%, so Arcanium gives you 100% success chance.. that way people can use Arcanium to save resources; Or you add bonuses when crafting chance goes over 100%, eg higher quality chance or better stats. you could also give Arcanium the effect of 100% improvement of item quality, so when you would get a blue/rare item you get violet/epic instead; that would make the Arcanium a really worthy/expensive resource and people would pay lots of ingame money for Arcanium.

Cant wait to see updates on the servers! ;)


Gold Avalon
Oct 21, 2016
I have to say that I'm intrigued by the crafting system and do not feel I could suggest improvements upon it until the time comes that it's released. It's already very well thought out and - provided you never make the mistake of following "vision" over ~slowly~ (too fast is bad) giving the players what they want - this game should do very well.
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