Weekly Newsletter [#35]
Greetings, friends! This week was marked by one significant event: the first small quest appeared on the test servers. It means that we came even closer to presenting a full-fledged updated quest system. Our team continues its work, and everything goes well as we publish another traditional report on the work done over the last week.
The quest system is being continuously tested and improved. We’re now finishing our work on the interaction between the quest system and the dialogue system as well as the map. The first quest appeared on the test level, and we’re using it to conduct important system tests.
We’ve finished working on ‘stunned’ and ‘knocked down’ stages for enemies and will try to add these mechanics to the PTS in the nearest.
Trog mobs were added to the PTS server’s test location, everyone can test their basic combat mechanics.
One of the most important PTS updates affected item balance for several game items. We are constantly improving the in-game balance with the help of your feedback and the PTS testing results we are very grateful for.
Our team began working on the implementation of the weather conditions dynamic change system. In the future, we would like the weather not to simply revive the game world but also to affect the gameplay. For example, it will be more difficult to move around in a snowstorm, limited visibility will make it harder to see the approaching enemy in time, and there will be a chance for the unprepared travelers to receive the Hypothermia debuff.
The small biome with sulfur lakes is now complete. We improved the logic and the details of this area and now we’re ready for writing new quests.
We are engaged in improving various parts of the game world, which is similar to the recent work we’ve done for the desert area. This week, we’ve majorly improved and added details to the river beds.
We are still working on Mech animations. Over this week, we created jumps, landings, weapons system, recharging, independent weapon equipment, several skills, character’s exiting from the Mech, as well as added some effects.
The Mech, like all other high-level equipment (organic covers and manipulators), will be a separate branch of the skill-tree. In this regard, the in-Mech gameplay will have its own features. In addition to the unlocking unique Mech abilities, the players will be able to change the robot’s equipment. Add more armor or additional missiles, strengthen the leg engines making it easier to jump and evade attacks, or put an anti-missile system on your shoulder — all this depends on how you play. We also plan to make the Mech combat system free, attacking with left and right Mech hand with different buttons: click RMB to activate the right weapon, LMB to activate the left one, aim via middle-click, or change these controls to whichever you like. We won’t limit Mech weaponry with only three types of small arms. In our plans, we’ll expand the range of weapons adding various protective field generators, rocket launchers, flamethrowers, silent rifles and so on. For example, you can equip an energy shield and a shotgun, and this combination will let you effectively disintegrate your opponents at short and medium distances. If you prefer hard long-range battle, then we recommend using two long-range rifles with sniper sights after you purge the surrounding area with missiles.
Our team has completed, modified, proofread and prepared all the main quests to be transferred and integrated into the game. This week we started writing new side quests and events that will occur in the game world.
Having a full-fledged quest system ready to be implemented in the game, allows us to move to a new stage of game development. Our team will be able to work on new mechanics, as well as finally improve all the quest points in the game world until they are ready for the release, and also add NPCs, opponents, and new missions. We’ll be able to improve the item balance and the combat system even further, testing them on complete locations with the configured opponents and the finalized character progression system. This stage will be the last on our way to the long-awaited update of the main servers on Steam, and we look forward to its completion.
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 on the base 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:
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.