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Conquering Aurora

And just like that we're back for another edition of Weekly Apart, the dev blog in which we neatly summarize the small and big milestones that we have reached each week developing Dawn Apart. So strap in for this edition as we share some cool gameplay details about what it actually takes to make your stay on Aurora worthwhile and leave your mark in the history books as one of the galaxy's fiercest Lucrum miners.

But first, in case you haven't already, make sure to join our Discord server (quick reminder: the good folks in our Discord will be the first mortals to playtest our demo scheduled for summer!) and leave a follow, like or comment on our various social media channels - we'd really appreciate it!



[h3]Stockpiling Influence[/h3]

The key to becoming an interstellar mining tycoon is to steadily expand your control zone on the planet Aurora. You achieve this by crafting and placing beacons, energy-consuming systems which enable you to claim land and build on it instantly. Within this "Sphere of Influence" (SOI), which initially consists of a 200-tile radius, you'll be able to place machines, walls, feeders, turrets, and other items - god-like that is (The SOI is visible in both the build and terraform view, but players cannot build or terraform if there are enemies within a 50-tile radius). However, here comes the catch: each placement costs Lucrum, the most sought-after resource in the galaxy that is buried deep beneath the surface of Aurora.

The Lucrum cost of placing an item depends on the distance to the nearest stockpile. Stockpiles are a key gameplay mechanic that allows players to manage their resources efficiently and strategically. Each SOI can have multiple stockpiles, which can be merged to increase storage capacity. The storage capacity of a stockpile is limited by the number of tiles and slots available. Each tile contains four slots that can hold up to 100 pieces of the same item, for a total of 400 items per tile. To expand the storage capacity of a stockpile, players can add more tiles vertically and horizontally, but this requires additional energy consumption costs.



[h3]Mo Lucrum Mo Problems[/h3]

The stockpile tile itself looks like an open shelf or rack that visibly holds items, making it easy to keep track of resources. Stockpiles can be fed by pioneers or feeders. While feeders add items as long as there is space, pioneers can be directed to move items to the warehouse or remove specific items from the warehouse using the Stockpile Detail View. Overall, stockpiles are an essential part of resource management in the game, requiring players to balance their storage needs with the cost of expanding their stockpile capacity.

Ultimately you'll be able to merge various SOIs allowing for larger and more expansive control zones, allowing for a fascinating interplay between fulfilling your own Lucrum needs, expanding your empire and provoking and reacting to increased attacks by the indigenous It'ak - all while fulfilling the growing Lucrum export quota of your corrupt contractor, the Kobayashi-Schwarz Corporation.



What do you think of the system? Let us know in the comments and feel free to drop more gameplay suggestions into the "idea chute" channel of our Discord server - we’re always happy to hear what kind of ideas the community would like to see implemented (of course we cannot grant every wish:) See you next week!