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Containcorp News

FORENSIC FRIDAY 63: HAPPY NEW YEAR, WELCOME 2024



Originally posted by Friday

Hey there! It's Dillan, and I just wanted to kick off the New Year by recapping some of the awesome things that happened in 2023 for Containcorp. We started the year with the CEO of War Crimes completing a merch trilogy – "mug," "shirt," and "sweatshirt." There was also a significant UI rewrite for Containcorp using React Unity, and Dr. Kleine Evengald dropped a game-changing anomaly document in January.

February saw the introduction of gunplay, and in June, after a 3-month hiatus, we launched a new website, wiki, and migrated Forensic Friday to a different platform. July was a big month with the arrival of Containcorp's Steam page, and we started delving into Utility AI in Forensic Friday 45.

August brought a Containcorp rework supporting modding, and Forensic Friday 50 released along with a recap. In September, things slowed down a bit due to holidays and Utility AI challenges. October marked a comeback with team growth, and November saw the addition of an official composer, Can Erdogan.

December brought changes like adopting Agile sprints and the exciting news that Mythos Mondays, led by our new head writer Ruckinator, would be making a return in the New Year. We're pumped for the growth of the Containcorp universe and grateful for the support from our Discord community.

Thanks to everyone who stuck with us in 2023! We're ready to make 2024 even more amazing. Stay tuned for the return of Containcorp development and Mythos Mondays. Happy New Year, and consider this case closed!
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Forensic Friday 62: IT'S CHRISTMAS OMG WOW



Originally posted by Friday

Hey folks! Forensic Friday 62 is out, and we're taking a Christmas break. David tackled a tricky game build, and we're almost there. Exciting news: you can now hire NPCs by putting in money and choosing candidates the next day. We're also working on features like performance checks and staff shortage menus.

In our fourth week with Jira, we've learned a lot. The first sprint went fast, and we're thinking of shorter sprints next year. Special kudos to Jason for diving into work. We're optimistic that 2024 will be the real year of Containcorp. Happy holidays, and see you for a New Year's Special next week!
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Forensic Friday 60



Originally posted by Friday

Hey there! It's been a minute since our last blog post (FF53), but we're excited to catch you up on our recent developments. Pipes got a revamp for better fluid flow, overcoming some challenges with tick rate optimizations. Meanwhile, David took control for a bit, highlighting the completion of Feature Batch 1, paving the way for Facility Raids and Hiring NPCs. We tackled pipes again, simplifying the logic and making them functional in real-time. Additionally, our wiki got some quality-of-life updates, like improved hazard sign navigation. David delved into pathfinding optimizations using a system of "Sectors" for NPC movement efficiency, and he polished pathing for smoother NPC navigation. The Experiment/Research system is now done, marking a significant milestone. We're looking ahead to adding finishing touches and diving into new features. Stay tuned for more updates as we continue our game development journey at Plasmarc Studios! Goodbye for now!
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Forensic Friday 59



Originally posted by Friday


Hey readers! Forensic Friday is fashionably late, blame it on HQ chaos. This week's highlight: Region Attended Events (RAE) and experiments. They can fail, and chaos ensues. Also, lakes are smaller now – groundbreaking, I know.

Experiment execution is the main dish. Successes level up NPCs, failures bring ominous notifications, and we're introducing NPC memory for bad experiences. Labs now analyze experiments with attributes like Research Speed and Modality – an optimization game.

And hey, a notepad feature is in – diegetic UI for tasks. Cool, right?

Tech talk might make a comeback in future blogs! Read this whole damn thing by clicking the button below!
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Forensic Friday 58: REFRAMING AS A STORY GENERATOR, A PRE-LIFE CRISIS



Originally posted by Friday

Hey everyone! Forensic Friday is a bit late, but we're in a transition week as we onboard new developers and reorganize tasks. Exciting changes ahead! We're shifting from a traditional game to a story generator, aiming for a serious sprint from January to March.

We're changing our workflow with the team growing. Moving to an "agile" approach, breaking down tasks into smaller, atomic ones. This allows flexibility and hopefully reduces burnout. Multiple features can be worked on simultaneously, making us more efficient.

I've been focusing on completing crucial features for the game, encountering a bug with anomaly transport vessels. Also, introducing the EATS classification cube for anomalies to communicate their properties quickly. A shift in game design focus—now we're emphasizing the game as a story generator, impacting future design decisions.

This change in perspective is inspired by a GDC talk by Tynan Sylvester. Our goal is to combine the compelling gameplay of Prison Architect and the story-generation potential of Rimworld. The game should evoke diverse emotions in characters, creating loss and conflict for a compelling story.
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