April 2025 Development Diary
Hello again, Pioneers!
Welcome to the April Development Diary for AETHUS!
I know, I missed the dev diary for March, again, my bad!
Things have been incredibly busy preparing for the next Playtest, which is scheduled for early May - there will be a full 2/3 of the game playable from start to finish, so if you're keen to take a sneak-peek, head over to the Discord where sign-ups will be happening in the very near future!
I also have a big announcement coming up that should mean a lot more getting shared with you over the coming months, but we're not quite ready to talk about it yet... It won't be too long, though!
[h2]Intro Animatic[/h2]
If you've played the demo of the game, you've probably noticed the click-to-progress text-scrawl at the start before you get into the game - it's always just been a placeholder to set some context for the characters and story, but it's always bugged me because it looks a bit rubbish! Well...
Presenting the Intro Animatic!

This is just one (unanimated!) shot from the brand new fully-voiced-over and very fancy Animatic which will feature as the new intro to the game, giving you a good dose of world context as well as story, character and narrative setup as you start the game!
The new Intro Animatic will feature in the upcoming playtest as well as appearing as a standalone cinematic trailer in the coming months, so once again, get involved if you'd like a sneak-peek!
[h2]Prospecting[/h2]
Prospecting is a system you'll unlock partway through the game, which allows you to collect and then Prospect valuable geodes that you can find when out mining in the world!

Via a minigame, you'll use the Prospecting Bench's laser to chip away at the geodes you load into it, to uncover whatever's hidden inside - this could be high quality ore, gems, or even special collectible items...

Unlock Upgrades and find items through exploration that can improve your Prospecting abilities as you advance through the game, to make sure that you always end up with the maximum yield from your finds!

[h2]Graphics Settings[/h2]
Providing a diverse set of game settings for you all is important to me, so that you can tailor the experience of the game to your preference - that goes for gameplay settings as demonstrated in previous dev diaries, but also for graphics settings!

I've recently added support for a bunch of new settings related to Image Scaling/Anti-Aliasing, including the following technologies:
Finally, I have also added support for DLSS Frame Generation, including 4x FrameGen for those with the supported newer cards.
Are there any other graphics settings or technologies you'd like to see implemented? Leave a comment below! 👇
[h2]May Playtest[/h2]
As mentioned at the start of the dev diary, the next playtest for AETHUS will begin in early May.
Signups will go live on the Discord next week, so if you're keen to see the post-demo areas of the game, join us over there for a chance at advanced playtesting!
The last playtest was a huge success and made for excellent feedback and changes to the game, and I'm very confident that this will be the same - another step closer to release!
That's it for this development diary!
Until next time,
Alex (and Apollo)
Welcome to the April Development Diary for AETHUS!
I know, I missed the dev diary for March, again, my bad!
Things have been incredibly busy preparing for the next Playtest, which is scheduled for early May - there will be a full 2/3 of the game playable from start to finish, so if you're keen to take a sneak-peek, head over to the Discord where sign-ups will be happening in the very near future!
I also have a big announcement coming up that should mean a lot more getting shared with you over the coming months, but we're not quite ready to talk about it yet... It won't be too long, though!
April Development
[h2]Intro Animatic[/h2]
If you've played the demo of the game, you've probably noticed the click-to-progress text-scrawl at the start before you get into the game - it's always just been a placeholder to set some context for the characters and story, but it's always bugged me because it looks a bit rubbish! Well...
Presenting the Intro Animatic!

This is just one (unanimated!) shot from the brand new fully-voiced-over and very fancy Animatic which will feature as the new intro to the game, giving you a good dose of world context as well as story, character and narrative setup as you start the game!
The new Intro Animatic will feature in the upcoming playtest as well as appearing as a standalone cinematic trailer in the coming months, so once again, get involved if you'd like a sneak-peek!
[h2]Prospecting[/h2]
Prospecting is a system you'll unlock partway through the game, which allows you to collect and then Prospect valuable geodes that you can find when out mining in the world!

Via a minigame, you'll use the Prospecting Bench's laser to chip away at the geodes you load into it, to uncover whatever's hidden inside - this could be high quality ore, gems, or even special collectible items...

Unlock Upgrades and find items through exploration that can improve your Prospecting abilities as you advance through the game, to make sure that you always end up with the maximum yield from your finds!

[h2]Graphics Settings[/h2]
Providing a diverse set of game settings for you all is important to me, so that you can tailor the experience of the game to your preference - that goes for gameplay settings as demonstrated in previous dev diaries, but also for graphics settings!

I've recently added support for a bunch of new settings related to Image Scaling/Anti-Aliasing, including the following technologies:
- FXAA/TAA/MSAA/TSR
- NVIDIA DLSS/DLAA
- NVIDIA Image Scaling
Finally, I have also added support for DLSS Frame Generation, including 4x FrameGen for those with the supported newer cards.
Are there any other graphics settings or technologies you'd like to see implemented? Leave a comment below! 👇
[h2]May Playtest[/h2]
As mentioned at the start of the dev diary, the next playtest for AETHUS will begin in early May.
Signups will go live on the Discord next week, so if you're keen to see the post-demo areas of the game, join us over there for a chance at advanced playtesting!
The last playtest was a huge success and made for excellent feedback and changes to the game, and I'm very confident that this will be the same - another step closer to release!
That's it for this development diary!
Until next time,
Alex (and Apollo)