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Weekly Report Weekly Newsletter [#50]

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Chief Web Engineer
Staff member
Oct 21, 2015

Hello, friends! The game development goes on and we’re coming even closer to the main server update. While we prepare the project for this major event and try to fix all the found flaws, here’s another traditional weekly report on the work done over the last week.


Our team is still preparing the major PTS version update. At the current time, work is being done in all areas tested by the players. We’re finalizing the network, transitions between servers, and the database. We’ve completed our work on the interface improvements, refined all in-game windows, and added little bonuses such as a special label for pointing out the newly acquired items in the inventory or different frame designs for items of different quality.

The dialogues system has been completed, and we’ve expanded the system functionality to correctly add the branched quests. We’ve improved the NPC's possible reaction to dialogues (NPCs now turn to face the player and stops if the player interacts with a walking NPC)

We’ve improved the quest reward functionality and redesigned the window that now correctly displays any reward number. In addition, our team added new tabs for various completed tasks.

We’ve added the function that allows tracking player’s path to the set point on the map. The number of simultaneously tracked quests has been expanded to 10. Our team has also worked on the quest area displaying function — now quest areas can come in all shapes.

Our team has worked on the tags and pointers for the minimap and added the path tracing for the large map as well.

We’ve improved the chat and the channels.

Ammo boxes are added to the game.

Our team has improved the objects interaction system that works via special form and not via standard dialogue window. We’ve also improved the Eyes.


We’ve finished working on a large Raider camp. The main decor elements are now arranged, lighting and effects are adjusted.

This week, we’ve added the morgue on the initial location.

This week, our team has begun an extensive work to optimize the game world. We need to improve gaming performance by graphics to update PTS and, we hope, the main servers as soon as possible. At this stage, it’s necessary to reduce the number of draw calls in frame (object drawing command for the graphic API), configure LOD for all objects, check and configure vegetation generation in some particularly heavy-loaded biomes, adjust lights and shadows, set up rendering distance for numbers of small objects in the environment and their subsequent fading out from the frame. This work requires a certain amount of time, but it’s extremely important, especially for mid-range computers.


This week, we came to the final stages of our work on the Imp organic cover animation. We’ve set up the controller and all the basic animations of movement and skills. All we’ve got to do is add more skills and begin working on the female version of the cover.


This week, we’ve begun working on the high-poly models of Brawler mobs. So far, our team has created models for three Brawler species that can be found in the woodland area of Avalon.

Our team has created concepts for various types of Sliders: common, desert, wild, and alpine ancestor of modern Sliders. As usual, all Slider species will differ in behavior, habitats, attacks, and reward for killing them.


We’re sure that the most important development stage of the last month was the work our team has done on the major PTS servers update, that should significantly improve the project and lay a sound basis for a quick update on the main game servers. We work on the software issues but also improve the game appearance, expand its functionality and make the gameplay more convenient. We’re grateful to all players who tell us about their wishes or leave comprehensive feedbacks that help us a lot.

We’d also like to remind you that at the moment the main work on the project is done on the PTS servers. We’ll transfer the updated project to the main server only after we finish and successfully test the quest system. Now all players who want to see that the project is moving forward have 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.


Bronze Avalon
May 27, 2016
Sweet, also i hope the E hold button changes to only one tap, it's really tiredsome to interact with every object by holding E every time you need to.
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