1. DRONE PERSPECTIVE
  2. News

DRONE PERSPECTIVE News

Steam Deck Verified

[p]One more milestone is behind!
All optimization and UX efforts combined made it possible to play Drone Perspective on Steam Deck.[/p][p]Fancy link:[/p][p]https://store.steampowered.com/verified/2730700/DRONE_PERSPECTIVE[/p][p][/p][h2]How to play[/h2][p]
Steam Deck downloads custom optimized version.[/p][p]When you launch game for the first time graphics settings will be applied automatically.

If that didn't happen (for example you already played this game on desktop) set your graphics settings to Low on your Steam Deck:[/p]
  • [p]Render Scale: 75[/p]
  • [p]Other sliders to lowest values.[/p]
[p]This will give you between 35 and 60 fps on all levels.


That weird range means I can apply more optimizations down the line, and that's some Unreal Engine bugs standing on the way. (Mostly Landscape legacy caused by engine migrations).
[/p][h2]Controls[/h2][p]Standard gamepad controls work well - you can replay tutorial and first mission to grasp basics and follow on-screen help.[/p][p][/p][p]Pro-tip:[/p]
  • [p]Note that additional functionality is available when you hold Left Trigger.[/p]
  • [p]Use \[Hold Left Trigger] + Arrows to change between squads faster.[/p]
[p][/p][h2]Custom Build[/h2][p]Some sacrifices had to be made to pass the verification check. [/p][p]For now, because of voxel plugin performance in-game level editor is available only on PC version.[/p][p]Optimization is possible, but first I want to deliver Skirmish mode.[/p][p][/p][h2]What's next?[/h2][p][/p][h3]Skirmish map and perpetual war servers[/h3][p][/p][p]Next step is to introduce the dedicated server representing part of the frontline.
You can join the fight for this area either as VEIL or as Blue Lotus or as your own PMC.
Invaders are also trying to capture this area while you are fighting for the influence over it between each other.

Most components are ready - we had our successful online multiplayer tests a while ago.
Current focus is on producing a good and versatile map.

Map is called LINE and it is inspired by massive multilayered defensive fortifications (mostly unmanned, due to the nature of modern drone warfare).

More about the development process in Dev Diaries on Discord.[/p][p][/p][h2]Thank you all for your support![/h2][p]Please, remember to drop your reviews as a sacrifice to the algorithm.[/p][p]This game is being developed without any external funding or publisher, and they matter a lot.

Stay safe![/p]

Steam Deck Support + Migration to UE5.6

[p]Hi everyone![/p]
  • [p]Game migrated to UE 5.6[/p]
  • [p]Steam Deck build is sent for certification.
    (to play it now use "steam_deck_win" beta branch - it's good)[/p]
  • [p]Native Linux support for Deck is also pending certification.[/p]
  • [p]Bigger font mode is activated for Steam Deck, but also available as launch option -UseBiggerFont.[/p]
  • [p]Fix for level editor skipped terrain generation stage.[/p]
[p][/p][p]Game is solid, and everything is ready for the production of our first Skirmish map.
Stay tuned![/p]

Everyone Has a Medkit (Finally)

[p]Finally, recent improvements in the ability system made it possible for every squad to equip medkits. [/p][p]This shifts the game balance in the player’s favor, especially on infiltration missions like YARD and ROOF. [/p][p][/p][p]Bonus:[/p]
  • [p]Charlie and Delta now bring three grenades each instead of two.[/p]
  • [p]Unit Echo remains the designated medic, carrying four medkits in their inventory.[/p]
[p][/p][p]I hope you can see how all these changes are targeted to make the upcoming multiplayer and skirmish modes better ;)[/p]

UX and controls bugfixes

[p]One more iteration over controls and UX to have build in the polished state before upgrading to 5.6
[/p]
  • [p]Improved cursor controls on the gamepad.[/p]
  • [p]Main menu clicks and input context streamlined before migration to Common UI[/p]
  • [p]Back action added on gamepad for main menu.[/p]
  • [p]Fix unnecessary blood vfx when unit was shot while in cover.[/p]
  • [p]Addional pass on Squad widget.[/p]
  • [p]Squad lost all units indication on Squad Widget. [/p]
  • [p] Localization fixes (a bunch)[/p]
  • [p]Fix autopilot being too wonky, by making it too stiff.[/p]
  • [p]Some fixes for in-game editor controls with gamepad.
    [/p]

Update #9 UX and Controls

[p]Hello![/p][p]Before we start: 10% discount for the game will be applied for a couple of days today after 16:00 CET![/p][p][/p][p]Boring mandatory updates are behind, now we can focus on cool stuff: [/p]
  • [p]Game is now much more pleasant to play on a gamepad and small screens (like Steam Deck).[/p]
  • [p]Enemy highlight ability reworked and is using post-processing instead of widgets.[/p]
  • [p]Squads now have three slots for abilities: Heavy, Drone, Tool.[/p]
  • [p]Squad widget on HUD adjusted for better readability and to support abilities.[/p]
  • [p]Aim assist feature for suppressing fire enabled by default.[/p]
  • [p]Hotkey to reinforce selected squad added.[/p]
  • [p]Onboarding "puzzle" on first level made easier.[/p]
  • [p]Of course, more localization fixes and minor bug fixes.[/p]
[p][/p][p][/p][h2]Reworked enemy highlight[/h2][p][/p][p]VEIL engineers improved enemy highlight system. Enemies are scanned with adjustable pulse.
[/p][previewyoutube][/previewyoutube][p][/p][p]This approach allows to have more gameplay around scanning ability without sacrificing required user guidance, and will help to play with fog of war in upcoming the multiplayer.[/p][p]
It also looks better, and this post processing shader is much more performance friendly than the previous widget based system.[/p][p]
[/p][h2]Three types of abilities[/h2][p]Based on community request around inventory anbd loadouts, ability system had to be adjusted.[/p][p]Abilities now have three interchangeable slots:[/p]
  • [p]Heavy slot (rockets, artillery..)[/p]
  • [p]Tool slot (Medkit and other upcoming items)[/p]
  • [p]Drone slot[/p][p][/p]
[p]This new system allows to add these improvements in the upcoming updates:[/p]
  • [p]Equip each squad with medkits or tools without sacrificing firepower.[/p]
  • [p]Have a designated drone for each squad.[/p]
  • [p]Increase combat variety in the upcoming multiplayer[/p]
[p]Remember, your feedback matters, and game is gradually moving towards the originally raised topics.[/p][p][/p][p]Note: Because of this feature some input keys changed.[/p][p]Drone control is now on \[ Tab ] and Toggle Drone Camera is on \[ 5 ].[/p][p]Tool slot (Medkit) is \[ H ]. Heavy ability and Grenade stayed on \[ T ] and \[ G ].[/p][p][/p][p][/p][h2]Improved Squad Widget[/h2][p][/p][p]Widget reworked to accomodate changes in the ability system.[/p][p]Press \[ Shift ] or \[Left Trigger ] to see more commands.[/p][p]Icons were made slightly bigger to be visible on the small screens.[/p][p]Explicit icon for crouch is added, to allow for the better indication of the squad stance.[/p][p][/p][p]Note: there are gameplay nuances in the interplay between sprint and crouch orders, they can be used for your advantage in the combat.[/p][h2]
Aim Assist enabled by default[/h2][p]
Now for suppressive fire mode, your aim will be adjusted towards the enemy in the range.[/p][p][/p][p]This change is made to address the main pain-point in players (and my own, honestly) feedback - "The enemy was not killed when I was aiming at it."[/p][p]This issue was even more prominent on the smaller screens like Steam Deck has.[/p][p]Adding it makes sense, because when it comes to direct fire control your troops already know what they are shooting at, so there is no need for unnecessary limitations from the game.
[/p][p]Feature can be disabled in the game settings, but I highly recommend to give it a shot and check how positively it affects the gameplay.

[/p][h2]Hotkey to reinforce squad[/h2][p][/p][p]Was debating whether it had to be added, but it makes gameplay much smoother, especially on the gamepad.[/p][p]The moral aspects of being able to replace your lost troops that easily will be left aside.[/p][p]Remember our goal - zero combat losses.[/p][p][/p][h2]Other fixes and improvements[/h2]
  • [p]Volume sliders made logarithmic. That allows the better control in the zone of low volume.[/p]
  • [p]Onboarding "puzzle" on the first level is made easier.[/p]
  • [p]Welcoming message on the main screen fonts were fixed for localization. (Sorry for that bug).[/p]
  • [p]Minor UI issues here and there were fixed, whatever.[/p]
  • [p]Game is fully playable on the gamepad.[/p]
[p][/p][p][/p][h2]What's next[/h2][p]Strategically, we move towards adding the first Skirmish map (including loadouts and more drones).[/p][p]Tactically the closest goal is to make it into the "Great on Deck" category on Steam.[/p][p]Game is incredibly immsersive on Steam Deck
[/p][h2]Bonus[/h2][p]This month community key winner is Mr.Mugger, because I recently discovered his crazy in-game editor screenshots in the community hub.[/p][p][/p][h2]Bonus #2 - How to play on Steam Deck[/h2][p]To those who scroll until the end, thank you![/p][p][/p][p]Game is already playable on Steam Deck, and recent update makes the gameplay shine.[/p][p]However, there are still some minor Main Menu issues with settings to overcome before I can start certification, but they are unrelated to the gameplay.[/p][p][/p][p]If you want to play on Deck before the official announce:[/p]
  1. [p]Change to "forward_shading" beta branch[/p]
  2. [p]Set Graphics settings to Lowest[/p]
  3. [p]Set Resolution Scale to 75%[/p]
  4. [p]Enjoy[/p]
[p]Playing Drone Perspective on Steam Deck feels incredibly immersive, give it a try![/p][p][/p][p][/p][p]Thank you for all rays of support I receive from you![/p][p]Remember, this is fully independent and community driven projet.[/p][p]No publisher, no investors. Just me and you who are reading this and playing Drone Perspective.[/p][p](And our desire to have the best tactical simulator of the modern combat).[/p][p][/p][p]Your support matters a lot.[/p][p]Stay safe![/p][p][/p][p]//Demetri[/p][p][/p][p]PS More info about development process available on project Discord in #dev-diaries channel.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]
[/p][p]
[/p][p][/p]