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Dev Deep Dive: Looking Ahead

[h3]Welcome back to our Dev Deep Dive series! Last time, we explored how experimentation and curiosity make Modulus such a rewarding experience. In the last installment of the series the team is looking forward, discussing upcoming features, dream ideas, and where they hope the game will be six months after launch. As well as answering one simple question: if you had to describe working on Modulus right now in just one word, what would it be?[/h3][h3]Jarvs (Head of Comms): Looking ahead:

What’s something you’re excited to work on next?[/h3][p]Peter (Technical Director): We have a long list of operator ideas. Some don’t necessarily change gameplay flow, but they’re fun; music boxes, little novelty operators, stuff like that. It’s all about adding personality and small touches players can enjoy.[/p][p]Jarvs: I'm excited to see what you have on this list because I have not seen it. So yeah, that would be cool. 
[/p][previewyoutube][/previewyoutube][p]Anything else that people are excited about? I know Antoine and Thomas have already talked about the possibility of adding in a day night cycle.
\[You can learn more about that and see some of the early prototype footage in the Art of Modulus interview.][/p][p]David (Game Director): I’m really excited about organising tools. Things like a better logistics system, a minimap, and an improved zoomed-out view. I want players to scale up their factories infinitely, so we need tools that let them manage bigger layouts more easily.[/p][p]Rimme (Senior Engineer): Blueprints are another feature I’m looking forward to. Players already think in terms of compact, reusable setups; with blueprints they’ll have a proper way to create, duplicate, and place them elsewhere. It fits perfectly with the Modulus system.[/p][p][/p][previewyoutube][/previewyoutube][p]Thomas (Senior Technical Artist): Creative Mode! Giving players more freedom to make their own buildings from modules, experiment with layouts, and just push the systems in new ways. It’s exciting to see what they’ll come up with.[/p][p]Jarvs: That sounds amazing. [/p][h3]
Where do you see Modulus six months after launch?[/h3][p]Thomas: Successful! \[laughs nervously] No, for real, I hope players are deep in the game, reaching the end of the content, and asking for more. [/p][p]David: Yeah, because Modulus is system-based, even one small new element can add exponential value, more playtime, more experimentation, more creativity. I want players to be addicted, in the best way, so we can keep building on the project.[/p][p]Jarvs: What about:[/p][h3]Dream features? If time and budget were no object.[/h3][p]Mick (Lead Developer): Pocket Universe Operator. You’d click it and enter a tiny 32×32 grid inside the operator, placing and connecting machines there. Anything that goes in gets processed inside. Basically, a factory inside a factory. Totally insane, but fun to imagine.[/p][p]Oliver (Senior Engineer): I’d also love daily or weekly challenges with leaderboards. Players could create their own challenges and share them, new objectives, optimisation puzzles, module-based tasks. That could give the game a reason to pull people back regularly.[/p][p]Antoine (Art Director): And more creative control for players, overall. Customising maps, adjusting colors of grass and trees, editing tiles, letting players shape the world as well as their factories. We have these really cool tools the team built, like our level editor, that it would be cool to give them to the players. 
[/p][p][/p][p]Jarvs: Last question:[/p][h3]What’s one word you’d use to describe working on Modulus right now?[/h3][p]For me it’s exciting! I love seeing what the team comes up with every day.[/p][p]Peter: Satisfying. Finishing small features and seeing them live in the game, it’s just a nice feeling.[/p][p]David: Brain-tingling! \[laughs] That’s a cute one, but it really fits.[/p][p]Oliver: Rewarding. Seeing the features we think players will enjoy, actually being played with is really neat.[/p][p]Preet (Lead QA Engineer): Exciting, too. Being the first to test new features as soon as they’re ready makes every day interesting.[/p][p]Thomas: Rush. There are so many ideas I want to explore, and never enough time, but that’s part of the fun.[/p][p]Rimme: Fulfilling. I’ve always loved factory games, so working on one feels deeply rewarding.[/p][p]Jarvs: And finally?[/p][p]Mick: More. There’s always more to do, more to add, and more to experiment with. That’s the spirit we bring to Modulus.[/p][p]Jarvs: That’s perfect. [/p][h3]Any final thoughts for the community?[/h3][p]Mick: If you pressure David, he’ll cave. Ask for anything you want![/p][p]Jarvs: \[laughs] I’m leaving that in.[/p][p][/p][p]From “exciting” to “fulfilling” and “brain-tingling,” these words capture what it’s like to work on Modulus at Happy Volcano. The team’s passion and curiosity flow directly into the game, from scaling tools and blueprints to wild dream operators. Six months from launch, we hope players are building bigger, experimenting more, and seeking new challenges to push their factories further.[/p][p]A huge thanks to the team for sharing their thoughts, and to you, the community, for supporting Modulus. Don’t forget to wishlist the game, try the demo if you haven’t yet, and keep sending in your feedback, we genuinely love hearing from you.[/p][p]Thanks for reading along this series with us. Make sure to follow the game so you're notified when our next series "The Audio of Modulus" drops.

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