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v0.3 Progress Update

Hello everyone!

I hope you are all doing well - it has been quite some time since the last update, and so I just wanted to put out a post going over some of what I've been working on lately, and give some information regarding why this update is taking so long, but more importantly, when you can expect to get your hands on it!

[h3]Get Vectorio 20% off (Spring Sale)[/h3]

A quick side note - Vectorio is currently on sale for 20% off during the Steam spring sale! However, I don't wanna spend much time on this since I know many have been patiently waiting for the next update, so I'll leave the link here and get straight into what's coming in v0.3!

https://store.steampowered.com/app/2082350/Vectorio/

What's coming in v0.3


A lot has changed since I last made a post on Steam, both in regards to what the original plan was for the next update (originally slated as v0.2.4) and what's actually changing with the update.

There are a lot of BIG changes coming in, so let's get into it!



[h2]Infinite Worlds!?[/h2]

That's right – the biggest change to the game yet is officially ready and set to go live with v0.3: infinite worlds! This update has been a massive undertaking, but it was absolutely necessary to bring the expansion gameplay loop to the next level.

The first prototype of this system was completed back in February, with testing primarily focused on chunk generation and resource seeding. (below is a gif of this in testing)



This was by far the most time-consuming part of the new system. It required a fundamental overhaul of many underlying mechanics, as everything had to be reworked to support this change.

Before this update worlds were finite in size, which severely limited what I could add to make the expansion gameplay loop more interesting and rewarding. With the new system, you start with a small plot of land and can expand in any direction, chunk-by-chunk, to build out your world.

Expanding is straightforward – just feed the Hub resources! Each expansion has a cost that increases the further out you go, eventually requiring Region Cores as the final cost for infinite expansion.



Now that the core of the system is in place, I’ve begun working on integrating even more exciting features you’ll encounter while exploring these endless worlds. Some of the new additions include:
  • Redesigned Outposts
  • Expansion Beacons
  • Derelicts
  • Incursions
  • New Bosses
  • Booster Zones
  • And much more!

The goal is to ensure there’s more than enough content for you to discover and experience before this update goes live. There’s a ton of exciting things to look forward to, and I can’t wait for everyone to get their hands on this new system! It truly is a game changer.



[h2]Node Generation[/h2]

In addition to the introduction of infinite world expansion, another significant upgrade coming in v0.3 is how resource nodes are now generated in the game. Rather than using pre-made node shapes, I’ve implemented a noise algorithm that brings a new level of depth and variety to how resources appear.

Here is a little screenshot of how the node data is generated in the editor, and what it then looks like in-game spawning in the world.





The beauty of this noise algorithm is that it allows for much more organic and varied resource placement, whilst ensuring that similar resource types spawn in a structured & characterized way.



Additionally, you now have the ability to adjust resource size in the world settings, giving you full control over whether you want a world rich in resources or one that's more scarce and challenging.

Furthermore, as you expand further into the world, both resource size and density dynamically increase, rewarding your progress and ensuring that the deeper you go, the more you’ll find—offering both a sense of growth and greater variety as you push further into the void.



The goal with this change was to add more variety & control in how resources appear in your world. While the preset node shapes was fine for a time, it was always intended as more of a placeholder for a more fleshed out system like this, which is now ready to go live in v0.3!



[h2]Build Planner[/h2]

The long awaited Build Planner from classic is making it's return in v0.3, allowing you fine-tuned control over how your builder drones deploy and what order they deploy in.


This has been long-overdue and should help instances where drones don't build exactly what you want. In addition to type-priority, you can also individually manage blueprints to prioritize specific ones, which is especially useful for more costly buildings.



This panel is optional and can be hidden, but is very useful in controlling your drones. It is also automatically synced across clients in a multiplayer environment, so can be used by all players in a session. (however the host can manage who has permissions to use it)



[h2]Multiplayer Chat[/h2]

In addition to all sorts of UI improvements (which I'll touch on below), a chat has now been added to the game! This will allow you to communicate with friends or other players within the game now.



Not only this, but commands are also being added as part of this new system, allowing you to not only manage players more effectively ('/kick', '/ban', '/banip', etc.) but also customize your game session with new developer tools ('/cheats', '/gamerule', '/save', etc)

This has been another big undertaking, as I've never added a tool like this in one of my games before. However progress is coming along nicely, and I expect it to be finished soon after this post goes live!



[h2]Interface Updates[/h2]

As mentioned above, I have spent a lot of time updating many parts of the games UI. This is done in an effort to create a more coherent design standard across the game.

Prior to this there was not a consistent design across different UI elements, however I've gone through many different windows, overlays, and other sections of the interface and touched up their design to follow this new standard. A lot of this is directly working towards how the UI will look for 1.0's release.



Above is a collage of just a few UI elements that have been touched up since the last update, and you expect a whole lot more to follow this design change.



[h2]Game Balance[/h2]

A major point of contention in the past has been game balance, so one of my main goals this year is to change how I approach it and dedicate more time to assigning values that actually make sense.

To achieve this, I’ve created a detailed graph that tracks the performance of each building. The performance calculation takes into account various factors, which are then combined and weighted according to how much each stat influences a building’s overall performance.



This has given me a clearer view of the game's numbers, and as a result, many values have already been updated for v0.3, with more adjustments on the way. Below are some of the updated values.



I’ve also shared detailed posts about these changes on our Discord server, and I’ll compile a full list of updates once v0.3 goes live. As always, this is an ongoing process, and while there will be plenty of balance changes in the next update, it won’t be a final, all-encompassing list.



Above are some of the changes I've compiled on our Discord server, for those that are interested.



[h2]New Music[/h2]

As with any major Vectorio update, there's some new music coming your way made by our amazing and lovely producer Drew! This update includes 3 new in-game tracks, 2 of which are ambient based used during gameplay, and the other used for one of the new secret features in this update!

Below is a preview of the track being used in the new secret feature. Take a listen if you dare!

[previewyoutube][/previewyoutube]

In addition to new music, the Vectorio OST will also be available for purchase on Steam! It is currently available for wishlisting, however it will not be made released until I have this update ready to deliver - I do not feel at all comfortable charging anything more until I have delivered on my end.

https://store.steampowered.com/app/3231400/Vectorio_Soundtrack/

WIth that said, wishlisting does help a lot, so if this at all interests you give it a look above! It is slated to go live alongside v0.3's live release :)



[h2]Steam Achievements[/h2]

That's right - Steam achievements are also finally being added in v0.3! This has been a highly requested feature over on our Discord, and I'm super excited to announce it here for the first time.



This has been another big undertaking, both in integrating achievement tracking in-game but also designing all of the achievements that will be available upon v0.3's release. There is a lot, and even more will be added as the games development continues into the future.

If you have any suggestions or ideas for achievements, do feel free to let me know. I know this is a particular feature that people have been interested in contributing too, so I'm all ears!



[h2]A lot more to come![/h2]

This is just a small & dirty preview of what I’ve been working on lately—there’s much more coming in this update, some of which I’ve kept under wraps to avoid spoilers, and others which I've talked about in other posts. I’m really excited for everyone to experience it, but it's still not quite ready!

This update has taken much longer than I expected—what was originally planned as a v0.2.4 release last year. But as I’ve mentioned before, I’m focused on the full vision of what Vectorio can be, not what it is right now. I know it’s not ideal to leave the game in its current state for this long, but I’m approaching this update in the way that works best for me as a solo-developer, even if it means taking extra time and hurting the games image in the short-term. (which I know isn't ideal)

With that said, I just want to re-assure everyone that I am very much committed to getting this game to a 1.0 state. I know it can’t stay in development forever, and I’m doing everything I can to get v0.3 wrapped up sooner rather than later. This means setting firm deadlines and cutting some things (temporarily, where needed) to get it to you as soon as possible.

While I’ve misjudged timelines before, I’m aiming for a release by the end of April or early May at the latest. It will go into experimental for a few weeks before hitting live.

Thanks so much for your patience—I truly hope everyone will feel that this update was worth the wait once it's live! As always, feel free to reach out if you have any questions. I will do my best to respond to all questions or concerns in the comments below :)

Discord Server: https://discord.gg/Vectorio


~ Ben

Update v0.2.3g | Available on Live

Hello everyone

Hotfix v0.2.3g has been deployed to the live environment! While this patch has been tested, further testing is required to ensure the issues fixed in this build do not reappear.

Questions? Comments? Concerns?
Let me know below or on our Discord server: https://discord.gg/vectorio


[h2]Patch Notes[/h2]

[h3]CONTROL SCHEME:[/h3]
  • Added the ability to pan the camera using screen edge
  • Scroll will always be calculated as long as pointer isn't over UI element
  • Clicking on an empty spot in the screen will close the currently open UI panel
  • Camera drag is now calculated in late update, to avoid accidental entity-clicking
  • Added a new keybind for deselecting the current mode
  • Options to adjust movement and zoom speed added to the settings
  • Options to toggle edge panning and camera dragging added to the settings
  • Movement now calculated in non-fixed update loop (will feel smoother)
  • Some other minor tweaks to the default scheme to make it feel more intuitive

[h3]BALANCE CHANGES:[/h3]
  • Increased Sweeper damage from 2 to 2.5
  • Reduced Sweeper power from 10 to 6
  • Reduced Generator heat from 35 to 15
  • Reduced Pulsar power from 18 to 10
  • Reduced Foundry heat from 12 to 8
  • Reduced Manufacturer heat from 35 to 25
  • Reduced Ammo Forge power from 25 to 15
  • Reduced Bomber health from 15 to 12
  • Reduced Fighter health from 12 to 10
  • Reduced Reinforced Saw health from 15 to 8

[h3]OTHER CHANGES:[/h3]
  • Added a max spawn value to hives, to prevent huge swarms
  • Added headers to the settings menu, to help with organization
  • Changed modifiers to show 1 digit instead of a whole number
  • Temporarily disabled cloak checks on defenses, until Phantom Plains V2

[h3]BUG FIXES:[/h3]
  • Fixed builder drones causing session errors in multiplayer environments
  • Fixed filters not resetting after a drone gets object pooled
  • Fixed some of the modifiers not applying correctly after an entity is object pooled
  • Fixed all enemy modifiers not applying correctly to enemy units and buildings
  • Fixed hub not spawning on a new region if the region switch process fails
  • Some other minor bug fixes

[h2]Update v0.2.4 Overview[/h2]

If you haven't already, check out what's coming in v0.2.4 below! This update was originally going to be combined with it, but because v0.2.4 is taking a bit longer then expected as it's grown quite a bit in scale (as per usual), this portion of it is going live now instead.

https://store.steampowered.com/news/app/2082350/view/4576308214478571215

What's coming in v0.2.4 & Weekly Sale

Hello everyone!

I hope you are all doing well heading into the later half of this year! I know this is a busy time for many, so hopefully many of you are able to find time to take breaks, keep healthy, and play some games :)

Following up on the last post - I am now moved into my new place and have my new studio area setup. This means I'm now back to work full-time, with my main priority this last week being on the upcoming v0.2.4 patch, which is shaping up to be quite a large content-focused update!

[h3]Get Vectorio 20% off (September 6th - 13th)[/h3]

Before we dive into it this is also just a heads up that the game is currently on sale this week for 20% off, so if you like what you see here and have been thinking about diving in, now's a good time to pick it up!

https://store.steampowered.com/app/2082350/Vectorio/

If you're still not convinced about the current state of the game, or are waiting for it to be fleshed out further, wishlisting & following it on Steam helps immensely. It improves the chances of Vectorio being shown to other people, and keeps you updated & in-the-loop on the latest news. A win win!

Alright, I've said my piece, let's dive into what you can expect in the upcoming v0.2.4 patch!

[h2]What's coming in v0.2.4[/h2]

This update is mainly focused around actioning initial feedback from v0.2's live release, as well as iterating on more gameplay systems that have been long-overdue for some love. Let's dig in...



[h3]Claim Mechanics[/h3]

One of the bigger changes to this update is how the claim mechanic works, which has been a big point of contention in the past with many players finding it annoying & difficult to work with. I agree, so in this update it will be receiving some large changes to help make building bases less of a pain...

No Building Restrictions

You will now be able to build anywhere without needing to worry about the area being claimed beforehand, which should make expanding much much easier!



Unclaimed Penalty

The caveat to this is unclaimed buildings will receive an "unclaimed" penalty stat, When a building has this penalty, it will operate at a drastically reduced efficiency. This makes reclaimers act more as "power poles", except they don't require tethering across any power network. (yet, still in consideration)

This penalty is still being worked on, and will be visible in a buildings info panel.



Removal Of Claimer Explosions

When a claimer is removed, it will no longer destroy all the surrounding buildings. The buildings will receive the unclaimed penalty stat, but besides that they will remain. Again, this change is done in the hopes of making adjusting your base & expanding a much easier process!



[h3]UI Improvements[/h3]

As always with any update comes a host of new UI improvements, and this time my focus has really been on establishing a consistent design theme & quality-level that I believe would be more representative of what the UI would look & feel like at 1.0.

Right now I've been establishing this design theme for the top bar, which includes your heat, power, and region overview. A good example of this updated UI is the heat element specifically...

New UI design for heat:



You'll notice there's a bunch of new details in this UI element, including some background smoke, animated embers, reduced border width, cleaner text, and a more pleasing text layout.

This is the type of quality I am hoping to achieve for 1.0 across every UI element in the game. I want different parts of the UI to feel unique to what it's displaying, whilst still retaining a design that is easy to read and fits the overall theme of Vectorio. It's a challenge, but one that is doable!

Going back to this top bar specifically, this is the new design (still WIP) for this entire bar...

Top bar design update (WIP):



You'll notice that the same smoke texture is repeated on the power side; this is not final and is very much placeholder, as I still need to design a small little animation for the power that does a better job at representing that strategic resource. Right now the idea is for this to be little sparks!

This is all I can show you for right now, but you can expect more improvements & updates to the other parts of the UI around the game similar to this when the update goes live!



[h3]Resource Tree[/h3]

For those that haven't been keeping up on Discord, this is an entirely new tech tree dedicated to resources, where you slowly research new information about resources that enable you to be more proficient with those resources inside of your base.

This not only includes previously hidden details like "power value" and "burn time", but also the rate at which these resources are collected, transported, and stored throughout your base.

New resource panel with revealed info:



Below was an early mock-up of how I figured this tree might progress, where you'd input more of a specific resource to find out more details about it, as well as upgrade the efficiency of it inside of different logistical buildings. More of a passive upgrade path using pre-existing lab resources.

Early mock up of Resource Tree progression:



However, I've started to iterate on this idea a bit more, and I'm now considering moving it out of the research tree and into a separate proficiency tree. However, more testing is required on my side to determine the best approach, just know this sort of "resource upgrade" type tree is planned for v0.2.4!



[h3]Merging v0.2.3g[/h3]

This update was originally planned to be v0.2.3g Live, however since the update has grown quite a bit in size, it's been renamed to v0.2.4 to more accurately reflect what's in the update.

While v0.2.4 has it's own features with it, a lot of the improvements in this update stem from what was going to be in v0.2.3g, which is currently in testing on experimental. If you wish to read up on these changes, check out the update post linked below! It contains quite a bit of exciting stuff as well.

https://steamcommunity.com/games/2082350/announcements/detail/4267810371710625315



[h3]Quality of Life[/h3]

While not directly related to new content, this is arguably just as, if not more important. A big point of this update is focusing more on quality of life, which mainly revolves around making the game easier and more accessible to play. Here's a list of all the QOL changes coming in v0.2.4!

Highlight QOL changes in v0.2.4 (not inclusive):
  • Some entities can now be "replaced" (i.e. replacing walls with barriers)
  • Power usage statistics, to help track what buildings are using the most power.
  • Holding control in drone selection will let you select groups of storages, collectors, etc.
  • Destroying a reclaimer will no longer destroy all buildings inside. (seen above)
  • Area delete tool, letting you remove a large chunk of your base at one time.
  • Turrets that require ammo will no longer require direct input, and will instead draw from your global storage bank instead. This is a VERY much a testing change and may not be permanent.
  • Changes to some of the resource designs to make them look more unique and distinguishable.
  • More ways to control the camera, including screen panning and a dedicated mouse drag button.
  • And finally, at long last, a way to queue research techs!
Early example of building replacement:



[h3]Much more to come![/h3]

What we covered here is just a taste of what's to come, with update v0.2.4 being very focused on making the gameplay feel a lot more smooth. There's more to come with this update, and this is just the start of a long line of updates planned to come out over the course of the next year.

Just as one last reminder, Vectorio is currently 20% off on Steam for the next week. If you wanna stay up-to-date with what's being worked on, also consider joining the Discord server linked below!

Discord Server: https://discord.gg/Vectorio


Thanks for reading!
~ Ben

Update v0.2.3g | Available on Experimental

Hello again!

A new experimental patch is now available for testing! You can access it on the experimental branch by following the instructions below if you wish to get access to the changes and fixes now.

[h3]How to opt into experimental:[/h3]
  1. Locate Vectorio in your Steam library
  2. Right click and go to "properties"
  3. Find the "betas" branch
  4. Using the dropdown, select "Experimental"

[h3]Experimental Info:[/h3]
  • Testing Cycle: ~2 weeks
  • Experimental Saves: Enabled
  • Backwards Compatible: No
  • Update Type: Experimental Patch
  • Contains Spoilers: Yes
Developer Note: Apologies for the delay on this patch. Last week I was sick, and in a few days I'll be moving locations and getting a new studio setup. It's been a bit chaotic lately, but come September I'll be settled in and back to regular updates, including some dev-logs to showcase what's going on BTS!

[h2]Patch Notes[/h2]

The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate.

[h3]CONTROL SCHEME:[/h3]
  • Added the ability to pan the camera using screen edge
  • Scroll will always be calculated as long as pointer isn't over UI element
  • Clicking on an empty spot in the screen will close the currently open UI panel
  • Camera drag is now calculated in late update, to avoid accidental entity-clicking
  • Added a new keybind for deselecting the current mode
  • Options to adjust movement and zoom speed added to the settings
  • Options to toggle edge panning and camera dragging added to the settings
  • Movement now calculated in non-fixed update loop (will feel smoother)
  • Some other minor tweaks to the default scheme to make it feel more intuitive

[h3]BALANCE CHANGES:[/h3]
  • Increased Sweeper damage from 2 to 2.5
  • Reduced Sweeper power from 10 to 6
  • Reduced Generator heat from 35 to 15
  • Reduced Pulsar power from 18 to 10
  • Reduced Foundry heat from 12 to 8
  • Reduced Manufacturer heat from 35 to 25
  • Reduced Ammo Forge power from 25 to 15
  • Reduced Bomber health from 15 to 12
  • Reduced Fighter health from 12 to 10
  • Reduced Reinforced Saw health from 15 to 8

[h3]OTHER CHANGES:[/h3]
  • Added a max spawn value to hives, to prevent huge swarms
  • Added headers to the settings menu, to help with organization
  • Changed modifiers to show 1 digit instead of a whole number
  • Temporarily disabled cloak checks on defenses, until Phantom Plains V2

[h3]BUG FIXES:[/h3]
  • Fixed builder drones causing session errors in multiplayer environments
  • Fixed filters not resetting after a drone gets object pooled
  • Fixed some of the modifiers not applying correctly after an entity is object pooled
  • Fixed all enemy modifiers not applying correctly to enemy units and buildings
  • Fixed hub not spawning on a new region if the region switch process fails
  • Some other minor bug fixes

[h3]TENTATIVE:[/h3]
These are additions to the update that have not yet been enabled in experimental, as they aren't quite ready for testing. This is usually due to lingering issues in internal tests or the feature being incomplete.


  • New "Resource Data" tree, which can improve burn time & collection rate for resources. This will eventually contain infinite techs which slowly improve resource values the more you research them.
  • New building "Resource Analyzer", which provides double lab value for the Resource Data tree.
  • New decoration tile "Concrete", added to the Decorations research tree.


[h2]Year 2 - Roadmap Plans, Priorities, and more![/h2]

If you haven't already, check out what's coming in Year 2 (and a look-back at Year 1) in the post linked below; there's a lot of exciting stuff coming, and you can also vote on the features you'd like to see first!

https://store.steampowered.com/news/app/2082350/view/4355629296435403976

Year 2 - Roadmap, Priorities, and more!

Hello everyone!

I hope you are all enjoying v0.2 and everything new it has to offer. Well there's certainly some rough edges with the patch, I think it's still been a major success and is setting us up nicely for the next year of development, which is going to be a lot more action packed then Year 1!

Speaking of, this post is aimed at covering what we accomplished in Year 1, what the immediate priorities are moving into Year 2, and how the rest of this year is shaping up. So let's get into it!



[h2]Year 1 | A slow, but very important start[/h2]

The first year of development has been quite slow, with only 2 major updates during this time...

[h3]v0.1.4 (Power Rework)[/h3]
The first major update was back in December, which was v0.1.4 (Power Rework) and was aimed at remedying some of the initial feedback from launch.

Main Features:
  • Complete refactor of the power and heat system.
  • New generator mechanics, making them require resources to produce power.
  • Removed collection mode and collector drones from the game
  • Multiple hotbars, and the ability to quick scroll through them using left-control.
  • Refactored gamemode handling to run everything through a central main scene.
  • New backend stat system for handling entity stats
  • Multiple refactors and updates to many of the manager scripts
Read more:
https://steamcommunity.com/games/2082350/announcements/detail/3870345047346075562

This update was received relatively well, but also received some very fair criticisms which mainly revolved around the continued state of inconsistent stability and poor performance. These have since both been improved in v0.2, but clearly with still a lot more work to be done.

[h3]v0.2.0 (The Big One)[/h3]
The second major update was just released last week at the tail end of Year 1, which was the long-awaited v0.2. This is, and likely always will be the single most important update to the game from a foundational standpoint, laying the ground work for what will come next in Year 2 and beyond.

Main Features:
  • Multiplayer, join forces with friends on a shared world with up to 10 other players.
  • New region, Phantom Plains, with an entirely new tech tree.
  • Control schemes. with dedicated control modes. Supports click to drag camera movement.
  • Strategic outpost mechanics, including internal simulations for each outpost.
  • Variety of new resources with more complex recipes, requiring efficient drone networks.
  • New settings menu, with many more settings to tweak the game to your liking.
  • 50+ new stat modifiers to adjust, and a few new modifier presets to try and tackle.
  • Drone route connection previewing, showing the specific route a drone will take.
  • Predictive aiming for turrets, letting them lead shots to be far more accurate on moving targets.
  • Defenses that require ammunition in order to fire. Used on stronger defenses.
  • Resource x-ray utility, allowing you to see the resources stored in each building at a glance.
Foundational Work:
  • New database & library system, replacing the old clunky library system. Whilst the old library system had it's benefits, it was very prone to errors and very inefficient.
  • Component refactor; a complete overhaul to how entity logic is defined and applied. Will speed up the development of new content exponentially, and offer extensive modding support in the future.
  • Vastly improved entity simulation, with the removal of the dynamic update rate in place of much more aggressive logic culling on certain entities. Reduces the active entity count substantially.
  • New metadata system, which can capture entity metadata globally or locally. This will be useful when producing entity clusters (i.e. outposts) and be used heavily in the copy + paste utility.
  • Update save system with better save-state capturing, storing entity conditions which were not previously stored in the old system (i.e. drone positions & action state)
  • New sound system, creating more localized sound instances & interactivity by utilizing a simulated 3D environment based on spatial blending.
  • Model animation system, for defining animation groups which can be interacted with from each entities script. Currently used by turrets, and will be expanded on in upcoming versions.
Read more:
https://store.steampowered.com/news/app/2082350/view/4355629296426465953

While it's still a bit too early to tell, the reception to this update seems positive, with the main concern still being on the continued poor stability in game. This is something that I am well aware of on my end, and will be my main focus leading into Year 2. Speaking of concerns, let's discuss refund data!



[h2]Learning from reviews & refunds[/h2]

Below I have compiled a ranked list of the most frequent feedback & complaints in reviews and refunds, including some notes from myself on what steps I'll be taking to remedy them...

1. Bugs and Technical Issues
  • Prioritize bug fixing, especially ones introduced in v0.2 relating to multiplayer
  • Optimize rendering performance and reduce draw-calls
  • Reduce load times when getting into a world
  • Continue to iterate on general gameplay stability
2. Complicated Gameplay / Steep Learning Curve
  • Streamline core mechanics and introduce them more gradually
  • Add more context & information to the game (i.e. resource info)
  • Redo the tutorial system, as many people find the current one frustrating
3. Unmet Expectations
  • Clarify game description and marketing materials to illustrate differences from Classic
  • Do a better job highlighting unique features that differentiate it from similar games
4. Lack of Content / Early Access State
  • Communicate more clearly the current state of early access and what the planned features are
  • Regularly update the game, instead of having these huge gaps between updates
5. Missing Multiplayer
  • Done!
6. Repetitive or Boring Gameplay
  • Introduce more variety in gameplay element, especially when it comes to logistics.
  • Consider adding challenges or more bite-sized objectives to maintain engagement
7. Lack of Guidance
  • Clearly define goal posts for the player to work towards
  • Add more tooltips and general information to the game to help aid newer players
8. Visual Issues
  • Offer more color palette options or a colorblind mode
  • Do additional research on more accessibility options for the game
9. Control Scheme
  • Continue to iterate on the control scheme for the game, making it more user-friendly
  • Add more ways to customize the control scheme to the players liking
10. Balance and Difficulty Issues
  • Fine-tune game balance, especially when it comes to heat vs. power scaling
  • Implement more difficulty settings that can help players adjust the game to their liking


To me this indicates three main points of interest to improve upon immediately going into Year 2, which are Stability, Guidance, and Balance. That's why for the next few weeks I will be fully dedicated to fixing bugs, iterating on game balance, adding more contextual information, and redoing the tutorial.

I'll have more details to follow on this soon, but that leads us into the main point of this post...



[h2]Year 2 | What's the plan?[/h2]

Right now I am still laying out the general roadmap for this year, which includes what I want to achieve by the end of this year (that being, this time next year) and where I hope we will be.

[h3]What do you want to see first?[/h3]

However, It's important that I involve you, the community, in this decision. You guys are the ones that play the game, and that means I want to deliver the content & features you're most interested in. As such, below I've linked a poll which you can vote on for what you want to see first.

Poll: https://strawpoll.com/7rnzVmKMdnO




For those that wish to view this list here before voting, or simply not vote, these features are...

  • Modular Gunships: Design, deploy, and direct your own fleet of hand-crafted gunships.
  • Cargo Freighters: Adding new types of long-range transportation methods to the mix.
  • Building Animations: Creating animations that will make your base feel more alive.
  • Decorations & Colors: More decoration blocks and the color-brush utility tool.
  • Logistics V2: An overhaul of the logistics system, with more tools & unique challenges.
  • Enemies V2: Improving the enemy AI logic and implementing enemy outpost construction.
  • Frigid Fields: The next region, which brings temperature management & obstacles.
  • Phantom Plains V2: Updating the plains region with more content & FOW-based challenges.
  • World Gen V3: The worlds are still missing little details that will make exploration more rewarding, and I believe one more iteration on this system will remedy that.
  • Upgrade System: Adding the ability to upgrade buildings & defenses with different modules.
  • Turret Labs: The new challenge-based game mode, something different from adventure.
  • Cosmetics / Skins: New unlockable drip for your buildings and units.

This list is by no means inclusive of everything I want to achieve this year, but this is the general outline I will be following for delivering new content & features. I believe these will all drastically enhance the overall gameplay experience, and build on the foundational work done in Year 1.

Note: The goal is to deliver ALL of these features, the poll is meant for you to choose which features are more important to you and that you'd like to see first!



[h3]So what's next?[/h3]

The immediate priority is bug fixing. In order for these features to hit and be enjoyed upon their arrival, the game needs to, well... function. So over the next few weeks you can expect continuous patches and hotfixes to a lot of the current stability issues on live, as well as balance changes & additional UI info.

If anyone would like to discuss any of these planned features further, please don't hesitate to reach out to me below or on our Discord, Like always, I try to read every message, even if I don't respond!

Discord: https://discord.gg/vectorio


Thanks for reading, and I hope you have a lovely rest of your summer :)

~ Ben