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Weekly Report Weekly Newsletter [#51]

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Chief Web Engineer
Staff member
Oct 21, 2015

Hi everyone! The development has gained momentum: we’ve done a lot of work, and if nothing unpredictable happens, soon we’ll announce testing of the global PTS version update. In the meantime, here’s another traditional weekly report on the work done over the last week.


Our team continues working on the PTS project version and prepares it to be transferred to the main game servers.

This week, we’ve finished working on the non-player characters mechanics. In particular, our team has significantly reduced the load increasing because of the NPCs and also revised how the NPCs are implemented after we revised a number of tester reports.

This week, we’ve completed the trading system and optimized the interaction between the database and the server with the client trading window (as the result, we’ve significantly increased the speed of the movement when an item is purchased or sold, there are also no freezes and additional loads during this process). Our team has also completed the trading interface for merchants. We’ve added the ability to display the merchant model or vending machine model in the trading window with the minimum load.

We’ve improved the pop-up descriptions (tooltips) that appear when the cursor is over a particular item. Our team has also completed the item requirements. Now all items are adequately displayed in the inventory.

The character progression system has also been improved, namely the processes of experience and skill points gain. We’ve also completed the connection between the progression system with the server and the database, as well as saving and loading, and the effect that leveling up has on the game items and requirements for them.

As we’ve improved the character progression system, we also completed the character parameters window. More specifically, we made various visual improvements (aligned all elements, improved the bars and numerical parameters performance, improved the background, made sure that all elements are stabilized and perform adequately when the cursor is over them). Our team has improved the leveling up logic based on the test results that we received (for example, we’ve separated the bars and the skill buttons, and added tooltips for each bar instead of descriptions for all bars being showed at once). In addition, we’ve set up the connection between the window and all its bars, elements, and values with the actual character stats that are saved in the database.

The skill windows mechanics and visual components have been revised and configured. We decided that it’s better to hide the entire lower part of the window. All skill descriptions are shown as tooltips only. The connections between the nodes are drawn automatically and are fully set up. We’ve also begun working on the creation of the first skill trees. This work will be carried out gradually, as and when necessary.


This week our team has focused on the optimization. We started from the most resource-intensive location area, namely the Scientific Camp, and used it to test the work pattern. Initially, we assemble such locations with structures as if in the construction set: each wall, floor, ceiling, window or sofa is a separate object. We don’t use baked color maps or normal maps for such objects, and all materials are divided into logical groups by physical material or color (metal, plastic, white paint, orange paint, etc.) overlaying necessary parts of a model (ID). It significantly speeds up the process of creating models, as well as the level design, but eventually creates an issue due to a large number of draw calls per frame. Each material used on the object creates an additional draw call, and each object itself also creates a draw call. As a result, one small house made of 30 objects may result in up to 400 draw calls, which is incredibly expensive.

Overcoming some technical difficulties with the objects merge, we’ve reduced the number of draw calls by tenfold. Each house, consisting of separate objects, is being merged into one object, and the same materials are no longer duplicated.

For each object, models with a lower level of detail (LOD) are created. These models have only one overlaying material with a baked card acquired from the original model, which makes the LOD non-heavy and reduces the number of draw calls on remote objects to one.

Also, we adjust the object clipping and all interiors are no longer shown even at a small distance from a building.

We still have some tests to conduct, as well as other optimization possibilities to implement, but even now we can say with the work we’ve done brings very good results and we’ll continue the same working pattern on other parts of the in-game world.


This week, we’ve finished working on the Imp organic cover animation. We’ve created and set up the controller, as well as all the basic animations of movement, attacks, skills, and transformation for both male and female version of the cover.


This week, we’ve created all high-poly models for the Brawler mobs and also started working on the low-poly in-game models.


Our team is as busy as ever, we enjoy the good spirits and are full of energy, as the project is getting closer to new major testing and the main servers update. We’re incredibly grateful that you stay with us and help the project to develop, and we hope that the release we’re preparing will happen very soon.

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.


Silver Avalon
Nov 27, 2016
Question here:

Also, we adjust the object clipping and all interiors are no longer shown even at a small distance from a building.
Is this a feature? Because to me it sounds like a bad thing.
I really hope people with beast PC can disable stuff like this and have OVER 9000 things to render on their screen, if they want to.

Besides that: as always, cool work! ;)


Mar 13, 2017
This is awesome progress keep going guys you are getting closer to the final product everyday and I cant wait to see it finished.
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