v0.3 Beta - Feedback & Upcoming Changes
[p]Hello everyone,[/p][p][/p][p]Thank you to everyone who has been testing the v0.3 beta on the experimental branch; your feedback has been invaluable as I press forward with development. [/p][p][/p][p]This post is just to educate everyone on what's coming in v0.3.0-beta.9, which should be hitting the testing branch early later next week. I would also like to share specifics on what I've learned from your feedback, mainly from the feedback survey. (if you have not taken this survey, check it out below!)[/p][p][/p][p]https://forms.gle/UdK2QxrtkC2K7yXR9[/p][p][/p][h3]What's coming in v0.3.0-beta.9[/h3][p][/p][p]The next beta build is focused entirely on gameplay & progression. Here's what you can expect...[/p][p][/p]
[/p][p]Levels panel, coming in v0.3.0-beta.9[/p][p][/p][p]At certain XP thresholds, buildings will unlock a level tier, which can contain anywhere from 1 to 5 possible upgrades to choose from. These can be swapped at anytime, but only 1 can be active.[/p][p][/p][p]The goal of this system is to not only provide some basic build identity, but also ensure that all buildings remain useful in later sections of the game that are significantly more difficult. It can also be used as a balancing tool to improve weaker buildings by offering more upgrades, though this is a last resort.[/p][p][/p][h3]Refactored Engineering UI[/h3][p][/p][p]The current UI for engineering was always meant to be placeholder; not only is not intuitive, it does not do the engineering system justice. In v0.3.0-beta.9, it will be getting a huge makeover.[/p][p][/p][p]
[/p][p]WIP Engineering panel, coming in v0.3.0-beta.9[/p][p][/p][p]The goal is to provide a full overview of ALL the engineering mods in the game. This will act as a sort of "collection" screen, where you can track your progress and see what mods you still have yet to unlock. Hovering over locked mods will hint at where you can find them, or, if they're already unlocked provide a much more detailed explanation of what the mod does.[/p][p][/p][p]The top bar will act as your active mod set; remember that engineering mods are unique, so only one can be applied to a specific buildings at one time. Different buildings have varying engineering slots, so this is where the real meat of player-driven build expression will be.[/p][p][/p][p]You'll be able to easily track which mods are equipped to which buildings within the collection grid.[/p][p][/p][h3]What have I learned from the first few days?[/h3][p][/p][p]First off, thank you. The volume and quality of feedback has been incredibly helpful, and it’s already shaping where development goes next. Based on this initial data, here’s what stands out so far:[/p][p][/p]
- [p]Completely refactored engineering UI, to make it a bit more clear how it works[/p]
- [p]New building XP system, designed to offer some shallow build identity[/p]
- [p]Huge changes to the current questlines, mainly pertaining to the quest objectives[/p]
- [p]New enemies & extended heat aggression for both ALTAR & Abyss regions[/p]
- [p]Some new things to find out in cyberspace as you explore[/p]
- [p]+1xp for Turret's when they hit an enemy[/p]
- [p]+1xp for Collector's everytime they collect a resource[/p]
- [p]+1xp for Foundry's whenever they successfully craft a resuorce[/p]
- [p]+2xp for Turret's if they manage to destroy a unit[/p]
- [p]+1xp for Lab's each time they convert a resource to science[/p]
- [p]etc.[/p][p][/p]
- [p]Average playtime is ~2 hours, right in line with expectations.[/p]
- [p]This lines up with a major drop-off in engagement shortly after entering the Abyss.[/p]
- [p]The main reason players have reported they stopped playing was due to progression issues or bugs, but I've also noticed a dropoff in engagement with the quests, suggesting that the quest objectives & progression of quests needs work.[/p]
- [p]Performance is strong: ~90% of players report good or great performance. Huge win here.[/p]
- [p]Chunk expansion and the research tree are landing well, but the engineering system is not, which is why immediate changes are coming in the next patch to improve this system.[/p]
- [p]A tutorial is badly needed and is a top priority moving forward.[/p]
- [p]Game balance is inconsistent, confirming it’ll need ongoing iteration.[/p]
- [p]The most requested features are Multiplayer and Mods; to me this means that the community really wants a way to share gameplay experiences together[/p][p][/p]
- [p]Smoothing progression and fixing blockers around the Abyss[/p]
- [p]Improving quest engagement past the early game[/p]
- [p]Reworking engineering to be more satisfying and intuitive[/p]
- [p]Adding a proper tutorial to onboard players effectively[/p]
- [p]Continuing balance passes while keeping performance strong[/p]