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MASS INVASION News

NEW WEEKLY UPDATE CYCLE

[h3]Hello everyone! We apologize for the long silence. We know you've been eager for updates, and we truly appreciate your patience. Moving forward, we're excited to announce a new weekly developer update cycle.[/h3][h3]Developing something to a point where it's ready to showcase takes considerable time. Due to issues in the earlier development work, we found it necessary to rebuild several parts of the project to meet our current quality and functionality standards with the help of our new programmer, we've been able to effectively address and improve those areas.[/h3][h3]We usually prefer to share more complete updates, but sometimes waiting for perfection means sharing nothing at all for a long time and we believe keeping you in the loop matters more. That’s why we’re trying out this new way of sharing our progress, even if things aren’t fully polished yet.


This week we got to share revamped version of some of the locations in our map. Hopefully, in a few days, we will share our horde system at work! For now please enjoy these new shots of our map!

[/h3]

MASS INVASION DELAYED

Hey everyone, thank you for your immense support. We are continuing to develop Mass Invasion every day. As per our previous community announcement, we have a decent programmer for the first time in the game's life cycle. It's going a bit slow due to the new programmer learning the existing code. The reason behind us not sharing new updates is that we are already aware of many bugs, and we do not want to fix one thing and let 99 other things sit there waiting for the next update. We want to release the updates in big bulks so there is much more to play for people who want to test our game through the demo version.

Here are some of the things we accomplished over the past month. While we cannot share every single detail, we will highlight some of them.



We have revamped and added many new locations to the first island. With this, we have completed the main elements of the first island. While there is always room for improvement, we have already taken notes on areas to enhance. Now, we can primarily focus on developing the second island.



Just before we released the demo, our two major systems clashed, resulting in extremely stiff player movement. While it’s not fully resolved yet, we are making significant improvements. Above is a comparison of the movement from before and now.



For some reason, our limb-based damage and healing system broke as well. We suspect that the latest system we implemented has disrupted all the previously settled mechanics. We are currently remaking the system entirely and building a better foundation for everything.


We have decided to delay the game's release. Our target is now April 2025, but we prefer not to commit to a specific date. Development, especially for a small indie team like ours, often comes with unforeseen challenges. As a team of just four, we're doing our absolute best to deliver a great game.

I want to end this post with a great animation done by our amazing animator.



We will never cease working on this project. There will be setbacks and challenges, but we are here to overcome them! Thank you for your time and support for our project!

Join our Discord channel and be a part of our development journey! https://discord.gg/WYAaK6dSU8

COMMUNITY UPDATE #1

Hey everyone! We are excited to announce that we have added two programmers to our team! We've received praise for our map design, custom assets, and animations. However, we've faced challenges on the programming side. We've always had a great level designer, an amazing modeler, and a fantastic animator, but we've had bad luck with programmers who often couldn't fulfill their roles. As a result, our level designer tried to take on the programming role, and we are very thankful to him for his efforts. However, he can't manage two significant roles simultaneously, and his limited programming experience led to some errors, as those who played the demo have seen. Again, we are grateful to him for stepping up to save the day!

Our updates might be delayed a bit as our new members sync with our work and get used to our tools. After that, expect significant improvements and fixes in our gameplay and new content. This change also means a delay in our early access release date. We have decided to move the date from March 3rd to March 12th. We will do our best to complete our core mechanics and the rest of our necessary features within this time frame, but we cannot promise the story and related content will be ready by the early access release date.

As Steam noted in our Early Access description, Mass Invasion is always meant to be developed with its community. We are open to your suggestions at all times. Let's make this game our own together!

Please join our discord channel and share your feedback with us! https://discord.gg/WYAaK6dSU8

Demo Patch Notes d.0.3

[h3]Gameplay Changes & Fixes:[/h3]

  • FPS view is disabled until the feature is complete and animation fixes are applied.
  • Fixed the water refinery repair elements. If the machine's condition drops to 50% or below, a repair display will appear, and the input will change to 'Fix the Refinery.'
  • Fixed the air purifier repair elements. If the machine's condition drops to 50% or below, a repair display will appear, and the input will change to 'Fix the Purifier.'
  • Fixed the flashlight going through the player.
  • Added temporary functionality to bandages to stop tunnel vision and blur caused by pain.
  • Fixed the issue where the zombie AI would stop when shot at.
  • When a body part is at 0% health, bandages won't suffice. A surgical kit, which will be added in the next update, will heal it over time.
  • Fixed collision of the AI zombies in the commercial area.
  • Fixed an issue with the save system.
  • Lumen can now be enabled and disabled (there is a visual bug on the settings tab, but it works if you play with it)
  • Fixed the Steam multiplayer browser not showing available servers.


[h3]Map Changes & Fixes:[/h3]

  • Changed the landscape material due to an unforeseen error causing crashes during testing.
  • The gas station received a minor rework.
  • Fixed collision on the sheriff's building; it is now enterable.
  • Added sound effects (SFX) to all doors.
  • Fixed the issue of getting stuck on the rocks at the amusement park.
  • Fixed collision and floating asset issues at the electric station area and transformers.
  • Added new ambiance for both night and day.


[h3]Known Issues:[/h3]
  • Loaded saves cause doors to become completely untextured.
  • Ghosting/smearing gets worse when Lumen is enabled.
  • Small black textures appear on the landscape.
  • The landscape appears blurry from a distance.
  • Multiplayer shows servers, but joining them does not work.
  • Shooting close-up with Lumen enabled causes frame drops.
  • The graphics settings UI has visual bugs; it applies the correct settings but may not display them accurately.

In our next update, we will focus on adding a new feature to the reload system. If you do not have a second magazine and run out of bullets in your current magazine, reloading will now trigger the removal of the magazine from the gun. The player will then start inserting bullets (if available in the inventory) into the magazine before reinserting it into the gun.

Please join our Discord channel and provide your feedback. https://discord.gg/WYAaK6dSU8

Demo Patch Notes d.0.2

[h3]Additions:[/h3]
  • Added notice at the start of the game

[h3]Gameplay Changes & Fixes:[/h3]
  • Changed the ammo type of M1911 to .45 APC
  • Changed the ammo type of 44 Magnum to .44 Magnum
  • Fixes the IK on B17 Gun
  • Fixed the regular cars to be Lootable
  • Fixed the Sheriff cars to be Lootable
  • Fixes to M4 fast shooting
  • Fixes on the animation of bandage and AFAK showing weapon while using
  • Fixes on the Inventory UI Widget
  • Fixes on Inventory Opening/Closing Audio
  • Fixes on Main Menu Audi Playing Inventory Open/Closing Audio


[h3]Map Changes & Fixes:[/h3]
  • Added New signs on the Gas Station
  • Added New Motel Sign to the Gas Station Motel
  • Fixed emissive on wheat crops
  • Added randomized colors to regular cars
  • Removed unnecessary models in the Sheriff's Office Building


[h3]Known Issues[/h3]
  • Consuming Items are still in the hands of the player when used through the quick slot buttons
  • T-Posing on movement when some items are equipped like an axe.
  • Broken roads
  • Zombies physics flipping the vehicle
  • Collision problems on the lighthouse
  • Landscape not showing the materials


Please join our Discord channel and provide your feedback. https://discord.gg/WYAaK6dSU8