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SYNTHETIK 2 News

News Update



Hey everyone!


We know itโ€™s been a while since our last major announcement. While we've been sharing updates on Discord and the Steam forums, not everyone may have seen them, so hereโ€™s a larger write-up:

[h2]๐Ÿ“… U15 Grand Operations Status[/h2]
Weโ€™ve been rolling out new builds weekly, and weโ€™re nearly ready to begin multiplayer testing. The latest builds are quite stable in singleplayer, though there are still a few issues to iron out. You can currently try out the beta of U15 โ€“ Grand Operations on the testing branch! See the bottom of this post for instructions on how to join!

[h2]๐Ÿ“ˆ So what is all this 'U15 Grand Operations?' [/h2]
As things naturally evolved, Grand Operations has now become a sort of "2.0" version of the game. We have tackled almost all the things we planned for the real launch and so much beyond. Almost everything in the game has been touched in a major way. All in all, Grand Operations is like a new game, even ignoring the home base entirely. From enemy, weapon, item, loot, shop and map reworks, to UI, multiplayer, localization and even settings, U15 is a huge overhaul of the entire game and far beyond.

[h2]Focus of the Update?[/h2]
You've seen maybe some of the graphics and main menu changes. Some people voiced concern that all the development time is spent on the hub, which of course wouldn't be smart. Most of the development time actually went into everything around gameplay even with the hub being the biggest visual change - refactors, optimizations and in our new and improved systems and pipelines (a lot of code, networking, shaders, modeling, texturing, terrain, ui, animation, lighting, character creation ..). Update 15 marks the completion of many of our new workflows which were key in making Grand Operations a reality and getting the game in the best possible position for the full launch and beyond.

Anyways, here we have a spoiler of the many gameplay changes you will see with Grand Operations:



[h2]๐Ÿ› ๏ธU15 Gameplay Improvements spoiler[/h2]

[h3]๐ŸŽฏ Gameplay & Systems[/h3]
Huge Cover Gameplay Overhaul for better tactical gameplay
Tons of Map Changes implemented for improved clarity and flow
Introduced the New Directives Mutator System
Added New Divine Blessings for Loop gameplay
New Enemies, New Enemy Abilities, and numerous enemy overhauls
Implemented a New AI State Machine for enhanced behaviors
Many Class Changes and balance adjustments implemented

[h3]๐Ÿš€ Items, Loot & Weapons[/h3]
Redesigned Upgrades & Shops, plus new Terminals
New improved Loot Distribution system & Campaign Drop redesign
Added New Weapons and improved overall Loot Table
Starter Handguns Overhauled & Re-shuffled
Complete Overhaul of Weapon Tech Perks
Dozens of Weapon Balance Changes pushed live
Tons of Item Improvements across the board
Added New Multi-Variant feature & Variant Override system

[h3]๐Ÿงฐ Visuals & UI[/h3]
New Muzzle, Impact, and other Visual Effects (VFX)
New Cursor options and Damage Text styles available
Improved Healthbar design, features and clarity
Improved Unit Visibility on the battlefield
Better Hit Feedback for more satisfying combat

[h3]..New Graphics, Music, Networking and tons more![/h3]



[h2]๐Ÿ”งBase / Menu Upgrades[/h2]
The new Base Hub in U15 is more than a visual overhaul โ€” itโ€™s a complete rework of the menu system, with tons of new functionality. Our goal was to introduce meaningful meta progression without disrupting balance. That means improvements across the board: from quality-of-life to lore, and even a bit of power scaling for long-term motivation.

[h3]๐Ÿงฑ New Additions:[/h3]
Construction โ€“ Progressively build up your base and unlock new features
AI Core โ€“ Unlock new quests and unique in-run terminal events
Mail โ€“ Daily rewards, global notifications, and in-game news
Radio โ€“ Change music tracks and see community updates
Tech Center โ€“ Browse and learn all technologies in detail
Barracks / Medical / Shield Generator โ€“ Each includes new upgrade paths

[h3]๐Ÿ“ Legacy Menu Improvements:[/h3]
Escalation โ€“ Now shows detailed info for every level
Armory โ€“ The item/weapon database, now with more types
Lab โ€“ New Android lab with improved UI and more style
Modding Menu โ€“ In active rework with the latest Mod.io framework
Mission Console โ€“ Quick restart after matches & new matchmaking

This is just the tip of the iceberg for U15โ€” dive into the test branch now and check it out for yourself. Unlock the new features and let us know what you think!

[h2]๐Ÿงฌ Past U15?[/h2]
Even after U15, most of the work on the upcoming Engineer class is already completed. The new โ€œD-DAYโ€ environment is nearly 90% finished and should be ready to follow soon as we move closer to launch. Weโ€™re also thinking about a revamped class perk/module system, along with plenty of the usual polish and refinements.



[h2]๐Ÿšง U15 Beta Test:[/h2]
If you want to try the latest build and give feedback to the current version, here are the steps to enter the beta testing branch:

Warning: This is a Beta Testing Branch, is unfinished, single-player and potentially buggy!
Step 1: Go to your steam game settings
Step 2: Go to the Beta Tab
Step 3: Enter code SECRETTESTBRANCH, and you should gain access.

Please let us know what you think after unlocking all the new features and we'll keep you posted for the coop-test branch soon. Have fun!

- Team FFG

Synthetik 2 Roadmap

Hey everyone!
Today we want to give you a overview of what is to come. As you may have read, we are currently working on Grand Operation which is a really huge update and might need a bit more time, but it will be one of the biggest leaps we have taken as a studio.

Keep in mind that all things are never set in stone and we always do what is best given the current situation / plans might change.




[h2]Keynotes:[/h2]
  • Focus on out-game elements
  • New Base of Operations
  • Construct varied Buildings
  • Unlock perks and features
  • Interact with NPCs
  • New difficulty system
  • Story elements
  • Quests
  • Rework on menus
  • Party System
  • Gameplay & Balance tweaks
  • Final Boss Blessings
  • and more!


In Grand Operation, the main menu is removed and you start as a android pilot from the human resistance. You are stationed on the stealth Resistance base "Phantom-One" near the coast of Vietnam, right at the border of the machine expansion.

The base allows free roaming and constructing varied buildings, containing menus you know but also new features and progression unlocks. The new resistance radio allows you to play music, barracks, shield generator and fusion reactor give you improvements to tackle the higher difficulties. The radar explains the environments in the world and the state of the machine expansion but that's enough of the spoilers.



Constructing buildings increases the war effort and progresses the timeline, adding a slightly flexible but clear campaign progression throughout all the old and new features of the game. Lastly the big main building (secret) will offer quests while at your mission and form a small storyline.

The Grand Operations update takes a lot of time since we first had to develop new systems to drive the walkable main menu, rework and split up the old main menu UI and set up unlockable base buildings. We are mostly finished with this and are now shifting towards adding a first batch of story quests with voice lines, some 3d characters with animations and more.

There is a lot more to tell but we don't want to spoiler too much, so stay tuned!





[h2]U15 Under the Hood[/h2]
In the last months we have reworked and added many core elements of the framework, such as groundwork for the new Quest systems, dialogs and dialog chains, flexible currencies and action bars, NPCs, voice lines, interchangeable hud and menus, outgame saving and reward structures, networking and lobby changes, new shader and asset pipelines, character pipelines, skin shaders, icon workflows, particle system changes, major project cleanups and so much more. The editor has also seen major improvements.

All these things will be directly in use in the game in Grand Operations or will be important groundwork for future updates. We know this sounds quite obscure but there has been a lot happening under the hood. After grand operations we will be pretty much done with foundation work however and are planning on mostly spending time on content and polish.






[h2]Keynotes:[/h2]
  • Planned around christmas holidays
  • Overhauled class perk / module system
  • Focus on in-game Game-play improvements & classes
  • Improvements on the base of operations
  • and more...


Ascendency will focus on further gameplay improvements and giving the classes more variation with a new perk system. We also want to really polish up the core gameplay and the enemy encounters. As usual there will always be plenty of unplanned improvements coming in.




[h2]Keynotes:[/h2]
  • Early next year
  • The Engineer Class
  • Boss / Gameplay Improvements
  • and more...


After U17 we are intending to go quickly towards launch. Depending on how things go, the Engineering update might be integrated into the launch update. You can expect a new announcement for this when it's time.

We'll keep you posted about Grand Operations!
Thanks for stopping by, have fun!
- Team FFG

Spring Devblog

Heavy Gunner Fan art by Vireyn


Hey everyone!
Since the next update is on the large side (well which one wasn't..) we want to give you some infos about what is coming up next. As we are getting slowly towards the 1.0 version, and are now finally tackling some of our long desired elements. This is a more technical blog with not too many spoilers, so you can safely read.

[h2]Base of Operations[/h2]
The Elephant in the room is the new base of operations. The old main-menu is completely replaced by the new base. This is a big operation and includes larger reworks of menu structure and the lobby structure.

Gameplay wise you can walk around the base and interact with different buildings and npcs.
Throughout your play time, you can unlock new buildings and the base will look more impressive over time. We also take this opportunity to add long missing elements to the franchise, such as NPCs, story elements, voice acting and more outgame progress.

Pic: Armory Building / Database

Since this is a lot of work, we gotta see how much we can really get done for the next update, but it is critial to take the next step, leap outside of our comfort zone and take things to the next level.
We don't want to talk or promise too much about it yet so we are keeping it short, but this is the main priority for Update 15.


[h2]Structural Changes[/h2]
We planned for a longer time to do some overhauls related to the handling of the UI and general technical structure of the menus. Before, all menus were basically attached together, but we are now changing things to be "atomic" (independent) and more flexible in structure. This is much healthier to develop, debug and add new features down the road, as they are completely detached from the rest, and you do not have any complexity from intertwining features.

Pic: WIP of a world map menu

This also allows adding new menus much easier or do any other tweaks. A similar thing is being done for the HUD. Eventually it might even be possible to mod or expand some of the menus in the menu with this improved structure, although no promises.



[h2]Story Elements & Voice Acting[/h2]
While you shouldn't expect huge questlines or heavy story elements, we are trying to get a basic structure and more worldbuilding with characters and more overall flair.

Voice acting might not be in the first version but we are planning to add voice overs for the NPCs in the base and also the events while playing, to add more flair and make things more immersive.

All our NPCs are being done with a intricate character sheet and a logical background. This not only lets us understand the characters better and create better dialog but also helps the voice actors to understand the characters. Maybe this might even be useful to create chat bots eventually. We also noticed that this helps fill in gaps in the story and logic behind the surroundings.

Character Sheet:
  • Name
    Surname
    Job / Role
    Current Title
    Previous Job
    Age
    Gender
    Ethnicity
    Language Primary
    Language Secondary
    Occupation
    Previous Occupation
    Born
    Affiliation
    Family
    Height
    Weight

    Likes
    Dislikes
    Background
    Personality Keywords
    Strengths
    Weakness
    Lie / Belief / Want
    Need / Absolving
    Speaking Style
    Taboo Theme


[h2]Human Character Models & Animations[/h2]
Since we never really made humans before, we are also getting more in touch with making characters, animations and pipelines around such elements. It was only a matter of time until we needed human characters and now is the time to dig into these topics. This leads also into more questions about how clothing is setup, how it could or could not be switched, how hair and eyes are being done and such things.

[h2]Zir Chat[/h2]
We did a quick test out of curiosity with a chat AI based on GPT3.5, letting people chat with Zir on our Discord. This turned out to be very fun and working way better than expected, however the provider of the bot did not allow a lot of background story and it was very easy to change its behaviour by asking it to change itself, which allowed "hacking" it very easily. As a cause we removed it again, but we will definitely make Zir and more return as chat bots, hopefully with enough context to also give you in-depth info about game elements if possible.




[h2]Rocks & Vegetation[/h2]
The new base is also an opportunity and starting point for our future workflows relating to terrain, vegetation and rocks. We never have worked much with vegetation before and were digging into the pipelines and workflows. It turns out that our prior experience suits this very well and we were getting some great results in short time, however there is still much to learn.



This is a mixture of existing scans but some of the vegetation was also hand modelled by us, sometimes down to the very leaf, sometimes based on textures, sometimes procedually placed, sometimes manually cut out. There is really a wide variety of workflows in such vegetation assets possible.

Here is a hand modeled plant leaf:



And a handmade palm as example, which turned out quite nice.



Rocks are traditionally sculpted or hand modelled, but we did a procedual generation of the big rock set, which is based on a voxel volume system, using a mixture of shaders and displacers in 3D space.
Here you can see the input shape and the final rock highpoly model:




[h2]Improved Future Pipelines[/h2]
A bunch of work has been done on next-gening our asset creation pipelines. Our end goal is that you can just make a 3D model and have it automatically be UV mapped, pivot corrected, grouped, baked, textured and exported, while having an extreme reduction in textures used.

We are doing some solid progress on a pipeline using "Houdini", a 3D software which is often used to create such automations, and has already been helpful in creating some of the new assets, such as the huge rock formation seen below. This would require a lot of work to unwrap and optimize manually but the tedious steps could now be done in a couple clicks as example.



For the rocks, we created moss by scattering cubes, voxelizing them, and melting them together to form a moss on top of the rocks. Then in the end, a mixture of highly optimized plants are scattered on top of the rock, using around 20 different types, all using the same single texture.


[h2]3D Libraries? Times have changed[/h2]
We are now in the times of "Megascans" and freely available asset libraries (and soon AI generated 3D art), however most people make the massive mistake of just loading a trillion of redundant different assets and bloating their project.

Generally we do hand create all our assets ourselves, but for something like vegetation that might be out of our league, so we have to work with third party assets at least partially for the first time.

Often you do see videos where people just throw in 100 different megascans assets in their scene and it looks all great. Behind the curtains this is a disaster. Often importing a single assetstore asset is in the hundreds of megabytes on import. A single construction worker we bought was larger than the entirety of Synthetik 1. Such things need to be treated with extreme care.

Plant example from a popular library.
Looks good at glance, however there is 90% redundancy in there. And these would be 16 different textures just for one flower. Combined there are like 50 pieces, but realistically you would need around 6. Such things can go exponentially wrong if unchecked. The same counts for textures. Libraries lull you with 100 of variations of rock, while in reality you need to find and make the 1 perfect one.

We think assets are the same as lets say classes. Each needs a defined role and has to be carefully selected and optimized. We very carefully hand pick everything and often pack similar things together in texture atlases. All assets are also highly packed, so we reduce the texture count from 5 to just 2 per asset. For the vegetation on top of the rocks we packed 10 different ones together, so this uses 2 textures, while the Naive approach would have 50 textures in the project just for this. In the time of AI and huge free libraries, being able to pick well is going to be more important than ever.


[h2]Unified, Next generation shader pipeline[/h2]
We always had a history with using custom shader pipelines within Unity, and the past 7-8 years of making custom shaders in engine does really pay off. We started Synthetik 2 with a flexible master shader, which allows us to recolor and damage everything on the fly, however it still required some tranditional painting in softwares like Substance Painter and didn't look as detailed as it could, sometimes looking maybe too juicy or plastic looking.

It took many hours and iterations, we now have all the components of a great texturing job formalized and replicated in real-time in engine, so we now get amazing quality results, without having to do any texture painting at all. We are also able to fully change all colors or damage or material properties in real-time. Here is an example of the new next gen shader:

[previewyoutube]
[/previewyoutube]
(Random video from latest discord stream)

We also employ new texture packing and made node groups which are resuable within shaders, so the new terrain shader, the new prop shader and the remade Unit shader all use the same textures, variables and nodes, making them a very unified pipeline. The rocks as seem before can use the same special texture from the ground layers to create new visual combinations as example. The best thing is that the new shaders require very few textures.

All in all, these new improved workflows make things easier to create, on much higher quality, with better performance and are easier to maintain and scale up.

[h2]Weapons [/h2]
We do not have a big focus on weapons right now as we have a quite huge arsenal already, however the next upcoming weapon is our rendition of the prototype G11, in resistance style. The image is not the latest version but you get an impression of it. It will likely get a feature where active reload enables fully-automatic, while non active reload keeps it in burst mode.



We have also designed resistance faction units for the new base, such as a Osprey inspired aircraft, replacing the old helicopter, a main battle tank and a smaller utility vehicle.


[h2]Networking Infrastructure Changes[/h2]
There are many networking changes in the works, we cannot talk too much about it, but it is a larger endeavor. In the end it should be easier to control and maintain, cost less and have better loading performance.


[h2]Lobby Changes[/h2]
We are also taking the opportunity to change the Lobby behavior. We are adding something similar to a "party" where you will first join the party, then queue for the game, and you will also return to the party after the game, making the matchmaking experience much more streamlined.

You will see people in your party in your UI while inside the base of operations.
The class selection menu is also changed so you can see your party while changing your load-out.


[h2]Divine Loop Blessings[/h2]
You asked for some reward from the Last Defender, and of course something was missing.
In the future, you will gain a choice of 2 divine blessings, similar to how a class evolution would work.
With the new blessings you can start more powerful into loop. There are 8 different blessings, all with simple but useful effects. Some offensive, some defensive, helping certain builds, or in this case, give you a new chance with a new weapon to switch things up.




[h2]Loop Challenges[/h2]
This hasn't been started yet, but the plan is that every map in loop (after the first one) has a cycling challenge modifier. This modifier is always single effect with a very strong implication, so if you want to get far into loop, you need to beat different scenarios. These do not stack but rotate.
One map might have very weak shields, one have no possible healing, or extreme jamming, things that will challenge your entire load-out and build over the duration of the loop.



That's it!
Stay tuned for Update 16 and have fun!
Team FFG



Cinematic Artwork from Happygull

U14 - ELECTRIFY - MEGA UPDATE



Hey everyone!
Update 14 is out and it's huge! We improved so many things for this update, it's crazy.
It started as a "spring cleaning" but then spiraled into a massive change for the game.
Check it out on our patch page!


Have fun!
- Team FFG

U13 - ATTACHED



Hey Everyone!
Update 13 is here with many great improvements. Attachments got a big upgrade, the new Endscreen makes runs more rewarding, improved co-op, our first pet class and a ton of other changes.

Make sure to check out the full notes!
(The pet is attached to you, get it?)




Note: We added AMD FSR2 which is default enabled for now, you might want to increase the resolution to 0.9 or higher to have optimal image quality and it still has some hickups in loading screens, make sure to switch to DLSS if your GPU supports it. At 0.9 or higher, both provide better image quality than native.