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POLYGON News

Weapon XP Fixed

  • [p]Fixed an issue where Weapon XP was not being awarded;[/p]
[p]
This is an experimental fix implemented on the game backend.
We are continuing to monitor the situation.
If you experience any issues related to this, please let us know through any available channel.
We apologize for the temporary inconvenience. [/p][p][/p][p]— Polygon Team[/p][p]
[/p]

POLYGON 2 needs your support

[p]Hello, friends.[/p][p][/p][p]Right now I am focused on developing POLYGON // - a new version of the project with large-scale maps, vehicles, and a full-fledged destruction system.[/p][p]Developing a game of this level requires serious resources.
I continue to work as an indie developer and handle most of the tasks myself: programming, networking, optimization, destruction systems, vehicle mechanics, and much more.[/p][p]But to accelerate development, bring in specialists, pay for servers, and maintain technical infrastructure, I need additional support.[/p][p][/p][p]If you would like to help the development of POLYGON // and become part of its history - you can support the development of POLYGON //.[/p][p][/p][hr][/hr][p][/p][p]I have also published an extended version of the development diary dedicated to the destruction system.[/p][p]In it, I go into much greater detail about the technical implementation, network synchronization issues, CPU optimization, and all the difficulties I faced during development.
The post includes a large number of videos with tests and prototypes.[/p][p][/p][p][/p][p][/p][hr][/hr][p][/p][p]In addition, the first look at the new character has already been published on Patreon. [/p][p][/p][hr][/hr][p][/p][p]You can support the development here:
https://www.patreon.com/redaster_polygon[/p][p]https://boosty.to/redaster_studio[/p][p][/p][p]Thank you for your support ❤️! It is truly very important for the development.[/p]

POLYGON 2: Dev Diary #1.1 (Updated)

[p]Hello everyone :)[/p][p][/p][p]It’s been almost two years since I announced the new installment of Polygon.
Since then, I’ve maintained radio silence.[/p][p]Not because the project was frozen.
And not because I had nothing to show.[/p][p]The reason is simpler: I didn’t want to present the game in a “raw” state.[/p][p][/p][p]Polygon // is being built entirely from scratch.[/p][p]A new foundation. New systems. A new architecture.[/p][p]In the early stages, it didn’t look like a step forward, It looked like a step backward. [/p][p]And I didn’t want it to feel like a downgrade compared to the first game.[/p][p]My goal has always been to move toward a larger-scale experience, but the original Polygon had limitations that made that impossible.[/p][p]So I made the difficult decision to start over.
No shortcuts. No legacy solutions.[/p][p][/p][p]It was important for me to reach the point where the project no longer looks like a rough prototype, but begins to show its true direction.[/p][p]And I feel that moment has finally come.[/p][p]This is the first entry in a new development diary series, where I’ll be talking in detail about the core mechanics of Polygon //.[/p][p][/p][p]And today, we’re starting with destruction:[/p][previewyoutube][/previewyoutube][p]Destruction in Polygon // is part of the gameplay.[/p][p]During combat, the environment gradually changes.
Familiar cover disappears.
Buildings lose their shape and reveal new sightlines.[/p][p]This makes every situation less predictable.[/p][p]You don’t just move through the map.
You reshape it.[/p][p]I wanted the environment to stop being a static backdrop.[/p][p][/p][previewyoutube][/previewyoutube][p]Every instance of destruction is generated procedurally.
There are no pre-recorded animations and no predefined patterns.[/p][p]The shape of a breach depends on the impact point, force, and conditions at the moment of the explosion.
Because of this, each match unfolds differently.[/p][p]You can create new paths where none existed before.
Or deny your opponent their usual route.[/p][p]Destruction becomes a tactical tool — one that directly influences the battlefield.

In most shooters, moving objects and physics calculations are processed on the client side, meaning on your PC.
The server mainly handles state synchronization between players to ensure proper interaction in multiplayer.[/p][p]However, with this approach there is always a risk of desynchronization: the server and the client may interpret the same event slightly differently.
As a result, you can end up in a situation where, from the player’s perspective, the aim was perfect, but the hit was not registered on the server.
[/p][p]In Polygon //, server-side physics became the foundation of the destruction system.
To ensure determinism and absolute synchronization of destructibility, all critical logic was moved to the server.
This guarantees that two different clients always receive an identical simulation result, regardless of their performance or local conditions.[/p][p][/p][p]Existing off-the-shelf solutions did not meet the needs of Polygon //.[/p][p]Most of them are either too performance-heavy or, more importantly, not designed for proper network synchronization.[/p][p]A significant amount of work went into developing a custom solution focused on high performance and stable multiplayer behavior.[/p][p][/p][p][/p][p][/p][p]As a reference for quality and scale, I relied on the approach implemented in The Finals, which represents one of the most advanced destruction systems in the modern gaming industry.[/p][p]I am sincerely grateful to the developers of The Finals for publishing their development diaries. The publicly available technical insights and breakdowns of their solutions significantly helped me in designing and refining the destruction system architecture for Polygon //.[/p][p]The following video showcases very early development footage of The Finals that is publicly available.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Each detached fragment has its own physical properties.[/p][p]Debris does not disappear after impact and is not just visual dressing. It has mass, inertia, and continues interacting with the environment.[/p][p]Falling elements can damage other structures, trigger secondary collapses, and even injure players or damage vehicles.[/p][p]Destruction doesn’t end with the explosion — it can cascade.[/p][p]Almost every building on the map (except for those critical to gameplay balance) can be destroyed down to its foundation.[/p][p]There are no permanent safe structures.[/p][p]If a building stands, it can be weakened. If it can be weakened, it can collapse.[/p][p]Over time, a prolonged fight can quite literally reshape large portions of the map.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]The blast wave does not stop at the point of detonation.
It propagates through connected fragments and structural elements.[/p][p]If a building is held up by only a few remaining supports, even minor additional force can trigger a chain reaction.[/p][p]A small explosion — or even the impact of a heavy falling fragment — can result in a full collapse.[/p][p]So taking cover in a heavily damaged building might not be the safest decision :)[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Vehicles will also play an important role in Polygon //.[/p][p]And of course, they can interact with destruction as well.[/p][p]Mass, momentum, impact — all of it matters.[/p][p]But I’ll go into more detail about vehicles in a future dev diary :)[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Destruction is one of the key steps in the direction Polygon // is moving toward.[/p][p]It’s not just a visual feature or a one-time experiment.
It’s a foundation for scale, dynamism, and unpredictability in combat.[/p][p]Work on this direction is ongoing, and there is still a lot to improve and refine.[/p][p]In the upcoming dev diaries, I’ll cover other aspects of Polygon // — technical solutions, gameplay mechanics, and how the new installment is taking shape step by step.[/p][p][/p][hr][/hr][p][/p][p]Developing a game of this scale is a long and costly process.[/p][p]Polygon // is being built almost entirely solo, and every new mechanic requires time, resources, and an enormous amount of work.[/p][p]If you’d like to support the development of the project, you can do so on Patreon.
Your support directly helps accelerate development and move the project forward.[/p][p]It truly makes a difference.[/p][p][/p][hr][/hr][p][/p][p]Your feedback is extremely important to us.
We’re open to your questions and suggestions.[/p][p]Please leave your comments and share your thoughts in our Discord.[/p][p][/p][p]— Polygon Team[/p]

Christmas in Polygon!

[h2]CHRISTMAS PASS[/h2][p]In honor of the celebration of Christmas,, we are excited to delight you with a special Christmas Pass, which grants access to 18 weapon skins, 5 charms, and 1 unique character skin![/p][h2]SNOWY DISCOUNT[/h2][p]Moreover, during the Christmas event, enjoy a discount of up to 35% on the purchase of Crowns, which opens up even more possibilities to enhance your gaming experience.[/p][p][/p][h2]GIFT UNDER THE CHRISTMAS TREE[/h2][p]And that's not all! In honor of the holidays, you will receive a 50% boost in experience and credits, allowing you to reach new heights and explore new horizons in Polygon[/p][p][/p][p]—Polygon Team[/p]

Patch 0.7.11

[p]This is a small patch to fully implement Sandstorm Night and fix a few bugs. Work on 0.8 is now fully underway.
[/p][h2]New Features[/h2]
  • [p] Added Sandstorm Night Conquest and King of the Hill as permanent maps[/p]
  • [p] Added a new error message when you are on an outdated version of the game
    [/p]
[h2]Bug Fixes[/h2]
  • [p] Fixed the battle button only creating NA lobbies[/p]
  • [p] Fixed incorrect collisions on the Sandstorm Mosque[/p]
  • [p] Fixed jets and helicopters not spawning on Sandstorm Night[/p]
  • [p] Fixed missing lighting on Cargo Halloween[/p]
  • [p] Fixed Onyx AK308 and M24 skins (PCL Skins)[/p]