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[/h2][p]Hello, everyone![/p][p]Last balance patch we mentioned that the next big thing we are working on is the metaprogression system. We thought now was a good time to share with you some of the things we’re planning for the next major patch![/p][p]Before we take a more detailed look at what’s to come, we’d like to make crystal clear that we intend all of the metaprogression elements to be unlocked organically with zero grinding. We believe that simply playing runs should be enough for Players to eventually unlock everything the game has to offer. We might have some special unlocks tied to important milestones Players should aim to achieve, and some ways to speed up the metaprogression in general, but nothing core to the game will be behind such gates.[/p][p]Based on your feedback, we have seen that having everything unlocked from the start can feel overwhelming, especially for those who are not used to deckbuilders having so many different options for combat and map navigation. As we understand it, having some of the cards, Drivers, Commands, Tools and Nodes (both current and upcoming) initially locked, but easily unlocked, will allow us to draw a smoother learning curve for new Players. Again, our aim is that Players get to see the core content of the game quite quickly with no grinding, so the unlocking pace will simply introduce content in such a way that Players can get a clear view of everything that’s going on.[/p][p][/p][h2]
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[/h2][p]Firstly, as we’ve said on the game’s store page, customizing each Runner’s console to better fit each Player’s playstyle has always been one of our objectives. Currently, Players can only make decisions about what cards and Drivers to draft; which Commands to equip; and how to play the map. All these decisions happen inside each run, which makes them all context dependent. The metaprogression system introduces Hardware Mods, which will allow Players to alter the way the game is played from the get go.[/p][p][/p][p]
Work In Progress concept.[/p][p] [/p][p]Thematically, Hardware Mods represent the customizations Runners make on their consoles outside of cyberspace to prepare for digital incursions. Mechanically, they are perks that range from flat bonuses to game changing customizations. Here are just a few of the over one hundred possibilities we’re currently designing:[/p]
- [p]What if all Starter cards gave 1 extra VIM?[/p]
- [p]What if you had one extra Clock every turn, but your max Integrity was halved?[/p]
- [p]What if, once per Alarm Level, you could reroll Sentinels to avoid fights you know your deck can’t win?[/p]
- [p]What if picking up a duplicate of an unupgraded card upgraded the one you already had instead?[/p]
- [p]What if you drew 1 extra card as long as your deck has more than 25 cards total?[/p]
[p]These are just a few of around a hundred ideas we’re considering, designing and testing. Players will have much more agency over several aspects of the game, choosing and combining different Hardware Mods to fit their own personal style, which will increase immersion and replayability.[/p][p][/p][p]
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[/p][p]Speaking of replayability, this major patch will also introduce Layer Ports, which will act as modifiers for Layers generated after Players defeat a Core Keeper and jump Layers.[/p][p]Currently, the only thing that happens after selecting a Core Keeper Driver reward is that Players get teleported to the next Layer. Layer Ports will offer Players a choice of special rules and characteristics for the following Layer, making each new Layer a different challenge and opportunity.[/p][p][/p][p]
Work In Progress concept.[/p][p][/p][p]Some Layer Ports will guarantee better Node distribution, greater Intel yield, less Sentinels and even specific Watchers being less present. The quality of these Layer Ports will be affected by the Alarm Level on which you finish the previous Layer, which means that overstaying your welcome on one Layer will reduce your options for the next. This will give a thematic significance to finishing a Layer with low Alarm, rewarding your stealth as a Runner.[/p][p][/p][p]
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[/p][p]Also being worked on right now is the Missions system. As of now, the game refers to Missions as levels of difficulty ranging from Beginner to Master. While so far this has allowed us to identify different Player skill brackets and see what works for each type of Player, we believe a more nuanced difficulty system will be needed in the full game to accompany the new learning curve we envision and the replayability we want.[/p][p][/p][p]
Work In Progress concept.[/p][p][/p][p]When the major patch comes online, Missions will refer to combinations of objectives and run modifiers that the Player will have to choose from before starting each run. Fulfilling those objectives will speed up the rate at which the Player unlocks metaprogression elements.[/p][p][/p][p]
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[/p][p]We’re also working on a new feature to “micro-upgrade” cards which will enable a consistent power climb in the deck building process across the run. These will come in the form of flat increases to cards’ damage, Barrier or VIM output that will be independent from whether a card is upgraded or not.[/p][p][/p][p]
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[/p][p]A lot of what we’re cooking at the moment requires the map to be overhauled in order to be showcased (and used in-game). If progression will enable Players to modify how many skills or items they can have at any given time, it stands to reason that the map UI needs to be flexible enough to handle all these customizations. And, of course, a new, clean look is always welcome.[/p][p][/p][p]
Work In Progress concept.[/p][p][/p][p]
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[/p][p]Although we are actively developing many other gameplay, narrative and visual milestones we’re eager to deliver to Players, we wanted to focus this on what we’re aiming to include in the next big patch. Many things that our community has been asking for are in the works and will be integrated to the game, just not immediately. We’ll keep you updated on new details and tentative dates as soon as we have them. As always, if you’re enjoying the game, we’ll be grateful if you could leave a review to help us reach more players. Thanks for your support![/p]