Upcoming Major Updates #1
Hello, Survivors.
This is Ray, the director of The Midnight Walkers.
It has already been a month since the public alpha test began. Time really flies.
During this time, the development team has reviewed your valuable feedback and survey responses and has been working hard to establish a more solid direction for development.
Today, I’d like to share some confirmed features for the next test, which were finalized after discussions within the development team.
Although the exact schedule for the next test has not yet been determined, we aim to share it with you soon. Additionally, we confirm our participation in the Steam Next Fest in February next year.
[h2]Parrying and Combat Improvements[/h2]
Yes, a parry system is being implemented. The development team agreed that additional actions were necessary to provide a deeper and more detailed combat experience, and therefore decided to implement the parry system.
Currently, the parry system is under development, and we expect it to pair well with TMW’s charging attack system.
We are also revising attack animations to create more tension-filled animations and are diversifying weapon trajectories. Additional combos are also under consideration.
In summary, the implementation of the parry system will offer a more rhythmic and immersive experience in attack and defense gameplay.
The charging attack system will complement this by creating richer combat patterns.
As soon as the prototype is ready, we will share it on Discord.
[h2]Floor Rotation System[/h2]
In the previous test, you could experience floors from B1F to 7F. Now, you will be able to explore from B1F to 15F.
Of course, experiencing all 16 floors in a single game would be time-consuming and make it harder to encounter other players.
To address this, we have devised a floor rotation system where the accessible range changes every 10 minutes.
The floors will be divided into three ranges:
- B1F to 7F
- 4F to 11F
- 8F to 15F
This system is being implemented for diversity and is subject to change based on your feedback during playtests.
Enjoy the expanded Liberty Grand Center environment!
[h2]Enhanced Crafting System and Grinder[/h2]
To diversify materials and craftable items, we are preparing a new menu called the Workshop.
Instead of crafting items through merchants, you can now directly access the Workshop menu from the lobby to view all craftable items at a glance.
This will provide a more convenient crafting experience.
Additionally, grinders will be scattered throughout Liberty Grand Center.
Survivors can use these machines to grind items and obtain lower-tier materials.
Of course, this is only if you successfully extract!
If you’ve played Rust, this system may feel familiar.
[h2]Zombie AI Improvements and New Zombie Types[/h2]
We’re improving zombie AI and refining their attack animations.
Our goal is to make attack motions clearer and give each zombie distinct characteristics.
The existing zombie group (Walkers, Runners, and Tankers) will be joined by Spitters and Crawlers,
adding variety and richness to long-range and close-range combat.
Additionally, a new elite zombie, the Charger, will be introduced.
Chargers are massive zombies that charge into and disrupt the players’ formations. Stay tuned!
[h2]New Weapon and Weapon Rebalancing[/h2]
A new two-handed weapon, the Trash Spear, will be added. This melee weapon offers relatively long range, allowing for combat from a safer distance.
Meanwhile, the Double Barrel Shotgun is being modified to a Single Barrel Shotgun.
This change is due to the structural advantages the Double Barrel Shotgun had over other firearms, which required adjustments for balance.
These are some of the confirmed updates the development team has been discussing recently.
We’ll continue to transparently share updates as we outline our roadmap and vision.
Thank you for your patience and support as we continue to develop this game.
Sincerely,
Director Ray
https://store.steampowered.com/app/2795540/The_Midnight_Walkers/
This is Ray, the director of The Midnight Walkers.
It has already been a month since the public alpha test began. Time really flies.
During this time, the development team has reviewed your valuable feedback and survey responses and has been working hard to establish a more solid direction for development.
Today, I’d like to share some confirmed features for the next test, which were finalized after discussions within the development team.
Although the exact schedule for the next test has not yet been determined, we aim to share it with you soon. Additionally, we confirm our participation in the Steam Next Fest in February next year.
[h2]Parrying and Combat Improvements[/h2]
Yes, a parry system is being implemented. The development team agreed that additional actions were necessary to provide a deeper and more detailed combat experience, and therefore decided to implement the parry system.
Currently, the parry system is under development, and we expect it to pair well with TMW’s charging attack system.
We are also revising attack animations to create more tension-filled animations and are diversifying weapon trajectories. Additional combos are also under consideration.
In summary, the implementation of the parry system will offer a more rhythmic and immersive experience in attack and defense gameplay.
The charging attack system will complement this by creating richer combat patterns.
As soon as the prototype is ready, we will share it on Discord.
[h2]Floor Rotation System[/h2]
In the previous test, you could experience floors from B1F to 7F. Now, you will be able to explore from B1F to 15F.
Of course, experiencing all 16 floors in a single game would be time-consuming and make it harder to encounter other players.
To address this, we have devised a floor rotation system where the accessible range changes every 10 minutes.
The floors will be divided into three ranges:
- B1F to 7F
- 4F to 11F
- 8F to 15F
This system is being implemented for diversity and is subject to change based on your feedback during playtests.
Enjoy the expanded Liberty Grand Center environment!
[h2]Enhanced Crafting System and Grinder[/h2]
To diversify materials and craftable items, we are preparing a new menu called the Workshop.
Instead of crafting items through merchants, you can now directly access the Workshop menu from the lobby to view all craftable items at a glance.
This will provide a more convenient crafting experience.
Additionally, grinders will be scattered throughout Liberty Grand Center.
Survivors can use these machines to grind items and obtain lower-tier materials.
Of course, this is only if you successfully extract!
If you’ve played Rust, this system may feel familiar.
[h2]Zombie AI Improvements and New Zombie Types[/h2]
We’re improving zombie AI and refining their attack animations.
Our goal is to make attack motions clearer and give each zombie distinct characteristics.
The existing zombie group (Walkers, Runners, and Tankers) will be joined by Spitters and Crawlers,
adding variety and richness to long-range and close-range combat.
Additionally, a new elite zombie, the Charger, will be introduced.
Chargers are massive zombies that charge into and disrupt the players’ formations. Stay tuned!
[h2]New Weapon and Weapon Rebalancing[/h2]
A new two-handed weapon, the Trash Spear, will be added. This melee weapon offers relatively long range, allowing for combat from a safer distance.
Meanwhile, the Double Barrel Shotgun is being modified to a Single Barrel Shotgun.
This change is due to the structural advantages the Double Barrel Shotgun had over other firearms, which required adjustments for balance.
These are some of the confirmed updates the development team has been discussing recently.
We’ll continue to transparently share updates as we outline our roadmap and vision.
Thank you for your patience and support as we continue to develop this game.
Sincerely,
Director Ray
https://store.steampowered.com/app/2795540/The_Midnight_Walkers/