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Dev diary. February 2024.

[h3]Global map.[/h3]

In general, we have finished conceptualizing the global map. It is going to have two distinct states: default and the Eruption. Each of those states has its distinct features based on the player's successes and failures.

[previewyoutube][/previewyoutube]

The non-stop rivalry between you, The Player, and The Gates is the basis of Hidden Pass. You will have to deal with sporadic wormholes and tears in reality while you cruise through Elyrium Belt, a very unstable space itself. While your main goal remains and you have to endure the hardships to fulfill your orders. Numerous encounters and the need for expansion are inevitable on your way. Your successes are tied to the power growth of The Gate. The stronger they are, the more the space is warped and more unstable.

[previewyoutube][/previewyoutube]

Thus, you can tell the power of the Gate by looking at your surroundings both in default and Erupted states. In these trying times of Eruption your faction will face massive challenges, so try to hold back the Gate as much as possible. As a wanderer, you feel when the Eruption is going to happen, so prepare yourself!

[h3]Combat[/h3]
The rework of the combat is almost done and we are on the finish line to releasing the April Demo. The only question is how much can we implement before the Turn-Based Fest (4-8 April). Right now, we have a more compact and more appealing map ready.

[previewyoutube][/previewyoutube]

Now our focus is shifted to the player’s movement during combat in the game. As we previously said in DevDiaries, the main idea is that you have to be able to reach every part on the map.Now one can easily move between the map layers. Previously, only flying units had the opportunity to reach the heights of layer 3, now we have added terrain pieces that allow you to reach previously unavailable places. For example, Elyrium Updrafts will launch you from layer 1 to the tops of small Eolites on layer 3.

[previewyoutube][/previewyoutube]

Thanks to the compactness of the map, you can jump into action right from the get go! No more unnecessary steps to reach your enemy. Sling your spells, let your weapons sing!

Push became an important part of combat. Many spells and abilities (explosions, for example) will now push units in different directions. And if they collide with an obstacle, they take damage based on the power of the collision and the nature of the obstacle itself. For example, your face had a chance encounter with a boulder? Not a big deal. But if you face planted in Elyrium crystal, the damage is the least of your problems and now you will have to cure Elyrium poisoning.

[previewyoutube][/previewyoutube]

Flight is still in the game, but now it is not free, as it used to be. Characters equipped with Jetpacks will have the option to fly by filling the Elyrium Madness gauge.

Speaking of the devil, Elysium Madness has reached its final shape. If you fill this gauge to the max, you are as good as dead in several turns. The number of those turns is based on the character's Intelect. To save this unit - simply finish this combat before he dies. It’s a good strategy, in general. Besides, Madness grants you temporal boost to your damage before you are no more. Channel your most hard hitting spells, finish combat before you seize to exist and repeat!

[previewyoutube][/previewyoutube]

[h3]GG😎😎[/h3]

Thanks for reading our February DevDiary! We hope you found them interesting.
If you have any questions or would like to share your thoughts, feel free to leave your comments on our Discord or X (ex-Twitter).

Visit our Website and you can follow us here on Steam.

P.S. Don't forget that we're planning to launch a Kickstarter campaign in May 2024, so you can sign up on our Kickstarter page.

https://store.steampowered.com/app/2430170/Hidden_Pass/

Dev diary. January 2024.

Greetings, Friends!

January was dedicated to structuring what is done to this point, setting important milestones for important updates for Hidden Pass and many other administrative work. Nonetheless, the development is thriving and improving.


[h3]Global Map.[/h3]
We finished fine-tuning the global colour scheme and conceptualised the visuals for the Eruption.

[previewyoutube][/previewyoutube]

Overall, the main gameplay revolves around the Gates, which the player is to conquer in the end. As in all classic 4X strategies, the player’s goal is to explore the Elyrium Belt and journey to its core while claiming new Eolites expanding your influences.

There are two main obstacles to overcome.

First - the Eolites are well-guarded more often than not. Thus, you should prepare for battles, while managing your economy. Better economy means more automotons to use on the frontlines. Why would you need a better economy? Nothing In the world is free, as well as in Averon.



You were sent with a spirit-rising mission to explore the Elyrium Belt for the betterment of the society! Buuuut there is a small sub-goal - extract Elyrium and send it to the Mainland. Your faction won’t appreciate your valiant efforts if you fail to meet your goals. They need you, but you need them more. Remember that. You will need all the help you can get.

Second obstacle - the Gate itself. Not only do they wish to not be conquered , but it has the will of its own. It will try to hinder your progress in any way it can. From lowering your income in general , to doing such sacrilege as attacking your Tower directly. Stay sharp, don’t throw all of your resources into exploration and think about the rear. The enemy is sly and cunning.

[previewyoutube][/previewyoutube]

We have already talked about the Eruption, but just briefly. In many aspects, it’s similar to a mechanic from Against the Storm. It’s a difficult time when the player has to battle against hordes of monsters, further exploration is hindered by better protected Eolites. Thus, yeah, you can definitely chill and do nothing… but not for too long or else you will pass a point of no return where the Gate will accumulate too much power.

[h3]Combat.[/h3]
After a major rework of the combat we continue to develop our mechanics and to enhance the gameplay in general. We do not plan to change it in the future and we hope that it will be dynamic and engaging. “Into The Breach “ is a huge inspiration for us: you can complete the goal in many different ways and combinations.

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Thanks to its compactness , you can interact with every point of the map. Unused and unnecessary spaces were removed. Small obstacles, like rocks, are now interactable - you can push or throw them. Some tiles now have special effects like poisoning. So watch your step and walk carefully or use it to your advantage and push enemies in that direction.

As we already said, each class will have specialisations and you can build your character to your preferences. There are no restrictions on expertise so you can combine abilities from different fields. You chose a character's class and specialisation while recruitment.

[previewyoutube][/previewyoutube]

[h3]GG😎😎[/h3]

Thanks for reading our January DevDiary! We hope you found them interesting.
If you have any questions or would like to share your thoughts, feel free to leave your comments on our Discord or X (ex-Twitter).

Visit our Website and you can follow us here on Steam.

P.S. Don't forget that we're planning to launch a Kickstarter campaign and we finalised the month: it is May 2024, so you can sign up on our Kickstarter page.

https://store.steampowered.com/app/2430170/Hidden_Pass/

Dev diary. December 2023.

Greetings, Friends!

Looking back on the year, we have made a tremendous amount of progress! We have laid groundworks for core gameplay features: combat, economy and exploration. We now know how Hidden Pass feels. Yet, there is much work to be done in the upcoming year.

To have fun - that’s what matters. Our main goal is to see our vision of Hidden Pass through and show this vision to the players. We plan to give a glimpse of it in the Alpha, coming in Spring 2024, and to start the testing of the main gameplay so we can polish the game properly.

Now, back to DevDiary for December 23.
This month, we concentrated on finishing core gameplay of the Global Map and did some work on combat.

[h3]GLOBAL MAP.[/h3]
This month we introduced the Wanderer’s Tower. It serves as your main hub, which you will expand and upgrade.

[previewyoutube][/previewyoutube]

Staging of construction is an important aspect of the Tower. The main building has three tiers of upgrades, and with each new tier, more options become available. For example, your garrison's capacity increases, new buildings unlock and old ones can now be upgraded to higher tier, your income, directly linked to the main building, increases.

Our game features seven distinct facilities, which all have specific gameplay importance:

Academy - learning new abilities;
Factory - production of Automatons;
Logistics Center - communication and interaction with your faction;
Air Dock - production and improvement of zeppelins;
Research Center - technology research;
Wanderers’ Hall - managing your characters;
Astral Stone - placement of the Tower on the Global Map.

Yes - you can move your base! Tower’s whereabouts influence your income, reinforcements for your expeditions to the depths of the Belt, defensive strategy.

Safeguard your base! Its loss spells doom for your adventures.

You will oppose the Gates. All kinds of monsters will spill from beyond them in an attempt to thwart your progress and attack your colonies as well as your Tower.

[previewyoutube][/previewyoutube]

Elyrium Eruption - is an important game mechanic. As time passes, the Gates accumulate energy. When the threshold is reached, all of that awesome power is released beyond the gates in a quick burst. This troubling event is known as Elyrium Eruption. It will lower the quality of life, so to speak. Less income, More monsters, frequent attacks, special events. Your task is to live through it.

[h3]COMBAT[/h3]
Combat went through a huge overhaul: movement has been changed; new ways to interact with the environment - push enemies to their doom or throw a tree to the enemy's face!

The map became smaller in size, but richer in gameplay. With the new Push mechanic, players will find it useful in this compact space filled with intractable objects.

New Content - heroes can now gain experience and level up to gain new expertises or upgrade an old one!

There will be 7 hero classes in Hidden Pass: Nature mage, Astral mage, Ranger, Engineer, Rogue, Warrior, Acolyte.

[previewyoutube][/previewyoutube]

Each class will have several starting specializations to choose from. For example, an Astral mage can choose to be an Adept of the Chaos, a Mage of Space and Time, or to be a Necromancer.



You can choose your Class and Specialization during the Recruitment process, but won't be able to change it later. But through upgrading different aspects of your character, you will be able to learn expertises fit for your play style.

[h3]GG😎😎[/h3]

Thanks for reading our December DevDiary! We hope you found them interesting.
If you have any questions or would like to share your thoughts, feel free to leave your comments on our Discord or X (ex-Twitter).

Visit our Website and you can follow us here on Steam.

P.S. Don't forget that we're planning to launch a Kickstarter campaign in early 2024, so you can sign up on our Kickstarter page.

https://store.steampowered.com/app/2430170/Hidden_Pass/

Dev diary. November 2023.

Greetings Friends!

We are almost done with its general features. And as all always, it all started with an idea!



[h3]Global Map[/h3]
We have finished the basic movement between Eolites and, finally, have managed to get our Zeppelins to doc to the land properly in all kind of situations: whether Eolite is overrun with monsters; or it’s occupied by your competitors; or it’s guarded by enemy Zeppelin… etc.



Properly entering combat state is an important milestone. In Hidden Pass you can encounter a fight en route to your next Eolite , and also on the land itself in an attempt to claim the land for yourself.


It’s very important for us to make a visually appealing global map since that's the place where the players will spend most of their time planning their journey through the Belt . Our VFX artist did an amazing job bringing the environment of the global map to life. (and more improvements of the background are on the way!). We took some notes from Space Rangers 2, where the map is simple, yet beatiful.

https://youtu.be/1eonPnG3ZB8

[h3]Player Outpost.[/h3]
Slowly, but surely we are working on the Tower. Tower is the player's main base of operation. Its design, main interactions and concept art are done. First iteration of 3D model is almost complete and will be presented in the following month.


[h3]Combat[/h3]
At the same time as developing the Global Map, we are adding some small changes to the Combat System: new VFX and animations. These changes will be available in March Alpha Version!


https://youtu.be/JxU4gQ4N1qY

[h3]GG😎😎[/h3]

Thanks for reading our October DevDiary! We hope you found them interesting.
If you have any questions or would like to share your thoughts, feel free to leave your comments on our Discord or X (ex-Twitter).

Visit our Website and you can follow us here on Steam.

P.S. Don't forget that we're planning to launch a Kickstarter campaign in early 2024, so you can sign up on our Kickstarter page.

https://store.steampowered.com/app/2430170/Hidden_Pass/

Kickstarter date announcement

Hi there!

We have finalised our plans for the Kickstarter campaign! We will be ready to launch at the beginning of March 2024. And it seems that Tuesday the 5th of March is a good day for a start.

We would appreciate your support from help with spreading the word to pledging!

[previewyoutube][/previewyoutube]

Any time you can follow us on our Kickstarter page. Also, you can join our discord server or Twitter.

https://store.steampowered.com/app/2430170/Hidden_Pass/