Weekly Newsletter [#16]


Greetings, friends! We are pleased to announce that all the update preparations are almost over, and we can finally share some information about the dates and stages of the gradual game transition to the new version.


July 28, 2017, we will launch a separate PTS game version This test will be a key step in the development over the last months and a starting point for the fast release of subsequent major patches and the game version update on Steam. We want to warn all players in advance that this version won’t be a full-fledged game. PTS version will be available to all players who have a Steam version of Project Genom and who want to test the new project architecture. Access to PTS will be available via a special form on the official website. We will give more details on it closer to the new version release date. The update is will completely change the whole project basis, both technically and visually, but the main purpose of it is testing the network part.

The update will be the full working basis of the game including:

  • New network architecture. It should fix most of the old bugs, lags, and freezes of the version
  • New server transition system
  • Stable seamless transitions in the open world.
  • Improved database.
  • Updated male and female characters with new controller and animations.
  • Character customization.
  • Updated opponents with a more advanced artificial intelligence system, having unique animations, behavior and combat features, and weak points. Diggers will be the main opponents for testing.
  • Updated user interface.
  • New open world, with an area of about 40mi², completely redesigned.
  • Practically completely reworked instances: Introduction, Harbinger, Dump, Diggers Cave, Infected Hive, Arena, Renegade Research Camp, Raiders Mine.
  • Dynamic day and night change.
  • New NPCs behavior system. Now NPCs have their daily routine.
  • Dialog system.
  • Many other lesser improvements.

Version won’t include a number of basic mechanics, such as characters leveling up and quests. These mechanics will be introduced gradually after successful testing of the new project basis.

Initially, we planned to release an update at the end of June, but internal tests revealed a number of flaws that slightly moved the deadlines. Launching the update will mark the beginning of mass testing, which will help us together with our players to decide whether the new network architecture is valid or not.  In turn, the new version stability will determine how fast we will develop the project further.

We want to once again emphasize that the upcoming public tests will be of technical nature. If you don’t like alpha testing, searching for bugs and playing the raw project versions with many important game mechanics not available, we ask you to refrain from buying and testing the game before the beta stage or even later.

In addition, we’d like to warn everyone that up to the release, wipes aren’t just possible but desirable. Having the version released, we couldn’t avoid a wipe in connection with the full project reworking as well as a major rebalancing. In addition, many testers asked for the wipe. We love our players, and we want everyone to be equal at the start of the game, avoiding overleveled characters and imbalance.


Immediate Plans

After the project public testing, we aim at frequently releasing patches that will expand gameplay possibilities and add all the promised mechanics.

One of the first updates, which may even be included in the version will be the introduction of shotguns and sniper rifles.

An updated quest system will also be introduced in the shortest possible time. This system won’t be fully implemented in the version.

When we finish animating the female character, we are planning to make all the necessary models and animations for the opponents included in the release version of the game.

The next step after the quest system will be working out the playing character possibilities, namely leveling up with active and passive skills, transport, mechs, exoskeletons, covers, crafting.

The basic PvP capabilities will be probably worked on in parallel with the main tasks. The interaction between players, groups, and clans are a separate big task for us.

According to our preliminary forecasts, the working game version with all major mechanics will be released in the autumn or winter this year. In addition to the mechanic, It will include a complete storyline up until the player gets his/her first spaceship.


This week, we’re still working on the preparation for the project renewal. The network part, the database and the switching between servers should operate without failures, in connection with which we conduct a variety of non-stop tests.

Our team is finalizing its work on the character’s customization capabilities. After we complete the program part, we’ll begin implementing visual improvements to the customization interface, as well as the creating basic asses for it (scars, tattoos).

We’re improving opponent’s artificial intelligence. In particular, a major reworking on the reward drop system was carried out. Now, this system works on a more complex algorithm.

Our team is also improving the project balance. This week, we’ve worked out the lists of quest rewards.


Desert area is being worked on. We create and improve landscape, roads, and vegetation.

The Infected Hive instance is complete.

This week, we’ve created and improved a number of some small objects for the desert area content. Some of these objects will be significant to the gameplay.

We continue creating the game models of the private cabin blocks.


This week, we’ve begun creating the high-poly model of the Dreadnought armored suit.

We’re still adding animations for the female character. This week, we started our work on creating all the necessary animations for a female character wielding an assault rifle.

This week, we completed the concept for the mech and its basic tuning.


Undoubtedly, the announcement of the PTS is the main event of this week. Despite a slight delay in the new game version release, the overall development is still going very well. We all hope that the version will be stable, because it’ll allow us to update the project quickly and on the constant basis, coming closer to the release version. Therefore, we launch a countdown timer on the official project website, where you can always see how much time is left before the launch of PTS.

We also want to remind you that we spend a lot of time constantly reading your thoughts and suggestions for improving the project that anyone can leave via the official game website, social networks, or discussions on Steam. And we’re grateful for your constructive feedback, whether positive or negative.

Weekly Newsletter [#15]


Hello, friends! Our team continues working on Project Genom. Minor architecture bugs are still our main issue. Overlapping each other, they prevent us from releasing the update before the scheduled time. On the one hand, all the major time-consuming and complex tasks are already complete and the new architecture is ready for launch. On the other hand, we have to debug everything to the point that allows players testing the updated world without lags and crashes.

We are infinitely grateful for your patience and support. Soon we will be ready to announce the project update day, as well as some details and our immediate plans. Despite all problems, the project is getting closer to the constant updates stage and comes to life. But we still ask you to consider buying the game with the utmost seriousness. We sought financial support for the development and this forced us to launch Steam Early Access, as we work without any external funding or publishers. If you want to enjoy everything Project Genom will have to offer and have a full game experience, if you’re not ready to wait and believe promises, we strongly recommend not buying the game before its official release, or at least wait until the game enters the beta testing stage. If you still want to purchase it now, be prepared to face all the disadvantages of alpha testing of the early development.


We’re still debugging the switching between servers and setting up the database. The primary goal is to create the most stable version of the game for the next update.

The project has been moved to the engine version 4.16. This version has brought a lot of useful improvements, including the possibility of significant game optimization.

Our team is still adjusting and debugging the non-player characters.


This week, we’ve started finalizing the basic content for the desert area near the Dump site.

We put the finishing touches to the visual component of the starting location.

This week, we’ve worked on the Digger Cave instance. The cave was too dark due to some changes in the technical features of the engine rendering, so and we decided to modify its lighting, as well as to replace some details and test objects.

We began the creation of low-poly models for the personal cabin blocks.


This week, we completed creation and customization of the game model for the Vampire armor suit female version.

Our team is still working on the female character animations.

This week there was a change in the main character development branch. We decided to swap mechs and exoskeletons to make the system more logical, balanced and well-designed. Now mechs will be a high-level available for humans; exoskeletons will be a high-level content for synthetics (organic covers will be available for mutants as before). In this regard, as well as for some technical reasons, we decided to rework the design for the mechs and exoskeletons. We want to unify mechs in their size, animations and the type of game character mounting the mech. Also, we will lay a unified base for upgrading and tuning mechs, exoskeletons and organic covers at the same time. This week, we’ve begun working on the concept for a new mech.


The work goes on, and the project approaches new stages of development. Architecture, network, and the switching between servers are almost complete and debugged. The more stable these project parts are, the easier and faster is the work on creation and implementation of all existing mechanics. We don’t want to delay development even for half a year, and now we see that there is a solid chance for a rather early transition of the project to a pre-release version. This, undoubtedly, pleases us and gives hope to the whole team!

Weekly Newsletter [#14]


Greetings to all Project Genom players! Neuronhaze team keeps on working on the project development and sharing the info about development progress with all curious about it.


We continue working on databases debugging and switching between servers. Every day our team of programmers develops the code, fixes bugs and improves the project overall. We strive for the quality and stability of the game, though it takes an enormous amount of precious time.

We’ve almost completed our work on NPC possibilities and their optimization. It allows us to increase areas with NPCs, implement new movement routes and set NPCs for the upcoming update.


The basic content of Infected Hive entrance is complete. Old Experimental Mines of Renegades will bring the joy of unique high-tech discoveries, challenging enemies, and precious resources.

This week we started to improve the start location. Players will meet the darker atmosphere, improved graphics and lighting, elaborated plot lines and more friendly training system, as many of you asked for.

We’ve also made new unique plants for the deserted Dump site area. Some of them will be useful not only for the craft masters but for all the explorers of these unwelcoming lands, helping players to survive.

Along with the plants, we create some new environment elements models for the deserted area.


We’ve started working on the female version of Vampire Armor suit this week.


We’ve completed writing all the dialogs between NPCs on the Ark. There are more than 300 unique dialogs in total. Considering that each dialogue has no less than two cues, the voiceover team has a huge amount of work ahead.


We keep on working on the project without breaks and any rest, still, as before, time is our main boss to defeat. Each bug entails new problems demanding the team’s attention. Each error throws us back, but as before, we strive for quality, as it’s what we believe in. As many of you believed in us showing support, now we’re certain that we’re in debt of making this game as good as we can to our players. Thank you all, friends!

We keep on tirelessly saying to all those who suggests buying the game — it’s in the alpha stage at the moment. So, we strongly recommend not buying it if you expect a full-fledged finished project. Purchasing the game now you support the development and get the 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 game enters the beta testing stage or even later.

Weekly Newsletter [#13]


Greetings to all the online games fans! Our team continues working on Project Genom, trying to make it by the end of this half-year and let you take a look at everything we write about in our weekly reports. In the meantime, the development is under way, we test the basic capabilities and present you another Weekly Newsletter on the work we’ve done so far.


We’re still finalizing the database and switching between servers.

Our team continued working on the extended character customization. We’ve added the basic interface for all character settings and set up the customization options.

The non-player characters are still being set up and tested. In addition to various revisions, last week we managed to reduce the NPC load on the server CPU even further.

We’re improving the opponent’s aggro system. In the current version, the opponents have only basic parameters of aggression and react to the first blow. Unlike it, the new system would be much more complex and closer to the release game version. In the updated version, opponents will learn to react to the player’s active skills, buffs and debuffs, respond to their allies being attacked, task stages and other player actions.


Our team has almost completed the basic content for the snowy location stretching in the north of Avalon. The area now has ice-covered lakes, snow-covered vegetation, and unique crafting minerals. Further work on the location is the stage of key quest areas development.

We’ve finished processing the objects for mobile Raider camps. The objects are now configured by materials and added to the engine.

Our team has created the concept of initial blocks for player’s cabin customization. Floors, ceilings, walls and the essential initial blocks are now being low-poly modeled.

We’ve begun elaborating quest points for the arcanium-rich area. The entrance to the Diggers infected hive located inside an abandoned mine will be the main object in this location. At the moment, we’re working on content and filling the site with artificial objects while not affecting the base vegetation layer and the landscapes. Extraterrestrial vegetation, which was shown on the concepts in the previous report, will be elaborated a little bit later.


Vampire armor was completely finished and configured in the engine this week.

This week, we’ve done a lot of work on animations for the female character. As a result, we have an almost complete set of animations for the pistol wielding mode.


We’ve almost finished writing optional dialogues for NPCs. One can overhear more than 150 phrases that non-player characters use in their conversations and that will give a better view on the Ark’s inhabitants’ relations, create the lively atmosphere and help the player learn the important news on the Avalon.


The new project version is being tested and constantly improved and finalized. Our team is quite successfully dealing with all emerging issues, but the number of minor errors and flaws won’t let us release the first major update before the scheduled time. We’re still trying to meet the deadline of the first half of 2017 and there is only one month left, but we very much look forward to updating the project and making you happy. Thanks for staying put, friends!

And, traditionally, we’d like to remind everyone who suggests buying the game — it’s in the alpha stage at the moment. So, we strongly recommend not buying it if you expect a full-fledged finished project. Purchasing the game now you support the development and get the 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 game enters the beta testing stage or even later.

Weekly Newsletter [#12]


Hello, friends! Another week of Project Genom development is over and we’re ready to give you a report on our efforts.


This week, we continue on testing the database and switching between servers. Tests reveal some flaws, yet no critical errors so far, which is good news. We hope to finish this task soon.

Our team continued working on the enhanced customization. Work on this task was temporarily suspended in order to quickly tackle a number of challenges concerning both switchings between servers and the database.

We’re still working on setting up non-player characters. This week we’ve added the possibility of dialogues between NPCs and set it up on the Ark.


We’ve expanded the world and created the basic content for the snow-covered location that occupies the area of more than ten miles.

Due to the overall graphics improvement, we faced the need to refine some models that players saw in the current version of the game. This week, we’re working on the objects for the mobile Raider camps.

We continue on setting the locations for the dynamic day and night cycle. As expected, it was most difficult to set up the Ark, which closed interiors coexist with the open locations outside the window. This causes a number of difficulties (for example, the red global fog appearing in all ship compartments during sunsets).

We’ve created the search sketches for the area near the infected hive. In this area, the influence of arcanium mineral on nature is higher than in other areas, and that causes the possibility to encounter the unusual flora activity.

We’ve begun working on the concept for the player’s personal cabin. The cabins will be expanded and customized as needed. All complex cabin blocks will carry a special meaning and mechanics helping the player. Each separate wall block can be replaced with another more suitable for your gaming style. For example, a bedroom block will restore health and temporarily increase all vital indicators. The bathroom will allow you to remove some unpleasant debuffs from the character, and the craft block will allow you to create quality items from different ingredients.



We continue working on creating a high-poly armor model.

More than three thousand LODs for characters with skeleton were added to the project

This week, we’ve completed all the necessary animations for the main female character’s unarmed mode.


Our team keeps on creating the secondary quest chains. We’ve also started working on the dialogs between non-player characters.


The week was calm and productive. The most pleasant moment this week was the absence of critical errors during tests of the switching between servers. This allows us to hope that we can soon begin the stage of project updates.

We’d like to thank all our players for all your kind words of support and criticism, your ideas and wishes you leave on all websites, from social networks and the official game forum to discussions on Steam. We’re closely following all your messages because they help us make the game better.

And, traditionally, we’d like to remind everyone who suggests buying the game — it’s in the alpha stage at the moment. So, we strongly recommend not buying it if you expect a full-fledged finished project. Purchasing the game now you support the development and get the 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 game enters the beta testing stage or even later.