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DR4X News

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Devlog! Why there is no release today.

Hey folks!

I think I may have bitten off more than I could chew with this latest update. I'm too deep in to segment things out, so it will just be an additional week or so until the next update. But it's worth the wait, I promise.

My vision for this update is to go all in on the noderooms maps, it should still feel fast to play but should have a unique feel that encourages exploration. Many of the units will have multiple posisble unit portraits. And that is really whats taking the longest here. It needs art and art takes time and it needs content and balancing for fun and content and abalancing takes time. I initially hoped to release the update this weekend, but I didn't manage to get any work done on Friday. This was partly due to a negative review on Steam that admittedly dented my motivation for the day. However, I've since addressed the issue that led to the negative feedback. The ranger on the high ground tutorial will now be selected automaticlaly if you take too long—solving the confusion some players had about who to click on.

So, I'm sorry for the delay, but I assure you, the wait will be well worth it :)

Speaking of reviews, Steam has a review threshold for promoting games to wider audiences, and I need a total of 50 reviews from people who bought DR4X to reach the "Low visibility" threshold —I'm currently at 26. So If you enjoy the game and you didnt recieve a key via soem other means and are willing to leave a review and havent yet, please do! It helps more than you would think and hey maybe it will also help my motivation heh. Even if you have feedback that is negative, I still want to hear from you on the steam forums etc.

Here are some sample images for you to check out:


There's also the question of whether to replace walled cities on the noderooms maps with something else. At this point, they feel so out of place, that they actually blend in with the rest of the out-of-place elements and addressing this would further delay the release, so I'm inclined to keep them as is for now.

Can you spot the new stuff?


Here's some more exciting news:

I've finally made some progress on the soundtrack DLC. I've submitted it to Valve for review, so with a bit of luck, they'll approve it for release within the next week or so. This means you'll soon be able to enjoy the DR4X music outside of the game without resorting to YouTube or spotify.

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Devlog! Making Liminal realms more interesting.

Hey everyone!

Today, I was planning to do one of my usual "small updates," but the changes I'm currently working on aren't quite ready to release. They only feel good to play as a whole rather than individually, and I'm still working on implementing saving and loading for all the new stuff etc. So, instead, I've decided to just explain the changes you can expect to see soon.

So, what have I been busy with?

In my latest changelog, I mentioned my goal to update the noderooms maps to match the amount of tile effects of the standard maps and have their own unique scavenging effect. During this process, it became clear that noderooms needed to be completely reworked gameplay wise to be fun.

I've introduced several new buildings to the noderooms maps, such as Abandoned Offices, which replace the watchtowers, etc. These buildings generate a bit of every resource, making them less situational than their counterparts on the "standard" maps and have their own flavor. And yes, the unit portrait art is still a placeholder. Here are some visuals to give you a better idea:



I've also reimagined catapults in noderooms maps, introducing a version that's more mobile, reveals less, and is captured after being killed a certain number of times before self-destructing. This version serves a completely different purpose compared to standard maps, acting as a scout unit that can effectively capture buildings rather than just as a slow siege unit and all factions have access to them and in fact start with one on the noderooms map.



I've also changed liminal tiles to all have a -10 view difference (meaning only one tile is revealed at a time) and mostly the same movement cost (2). This change aims to make exploration more strategic and rewarding by limiting visibility but not movement as much (though it is lessened). To compliment this, the noderooms will feature many tile effects that boost movement, ensuring the game maintains its pace, just with a more fun approach to exploration.

Additionally, I've introduced a noderooms version of the settlement, functioning similarly to standard settlements but with a twist: they're "reclaimed" and self-destruct after being captured a certain number of times. In fact, moving forward, all capturable points on this type of map will behave in this manner, with some buildings "respawning" elsewhere on the map after being destroyed to keep the number of control points constant.


I'm also gearing up to introduce alternatives for every type of control point on the node rooms maps, each with a more liminal vibe. Additionally, I'm looking to expand the range of portraits for buildings on these maps. The goal is to infuse them with a distinctly liminal atmosphere and to offer more variety than the standard maps. This should make examining unit portraits a far more engaging experience..

Additionally, capturing control points on this map will no longer reveal adjacent tiles, necessitating exploration with units for visibility.

The node rooms also boast an entirely unique set of random events. Similar to other settings but with a more comprehensive approach, this even includes replacing all dark forces events when playing in the node rooms. This change aims to imbue the gameplay with a more liminal, ominous, and dreamlike quality, significantly enhancing the world-building aspect of these maps.


Essentially, the primary aim of these updates is to ensure the node rooms maps stand out, possessing their own distinct atmosphere and gameplay dynamics. This should inherently make the game more engaging since these maps will offer a unique playing experience compared to the rest.

I'd love to hear your opinions on these updates in the comments and to hear your ideas!

DR4X art stream.

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It would be fantastic if you could throw Grim for a loop by making up stuff about the game and asking questions, or simply by participating in any way, because honestly, no one ever does.