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CAMPS News

0.8.2.1

Greetings,

Before we get to the patch notes, I’d like to explain why multiple patches have been uploaded recently without any accompanying notes or explanations.

The reason is simple: during development, it's not uncommon for systems to be reordered or for major backend or frontend changes to occur. Many of these changes make the Steam version incompatible with the current framework version. That’s why hotfixes are often uploaded right away to keep the Steam version functional and running.

As I’m working solo, there’s little spare time to document every step or hotfix, especially while development is moving rapidly. However, as always, I prepare detailed patch notes at the end of each iteration so you won’t miss a thing.

Thank you for your understanding 😊



[h2]Fixes:[/h2]
  • Credit transactions from users to camps are now secure.
  • Fixed transport and weapon purchases from camp tents.
  • Adjusted helicopter flight controls.
  • Adjusted tank driving controls.
  • Fixed incorrect aiming position when using scopes.
  • Fixed a configuration file compatibility issue that caused old users to fail to load any game mode.
  • Fixed an issue preventing cargo from being stored in vehicles unless they were perfectly upright.
  • Fixed an issue where soldiers stopped syncing after falling out of a vehicle.
  • Fixed map generation desync for players who joined a game in progress.
  • Fixed an issue in Outland mode where purchases didn’t actually consume credits.




[h2]What's new[/h2]

- The CAMP build ability.
You can now start building and upgrading your personal camp.
To begin, use your resources harvested in Outland to place and expand your base.



[h2]Economy[/h2]

- Cargo can now be deposited into your camp.
Ammo and cargo crates can be delivered and stored. Simply bring them to the main camp in Outland mode to deposit.



[h2]Mechanics[/h2]

- Vehicle Crew System: Each crew member now has a specific role within the vehicle.



Other

- Music references have been updated.

- The main menu map is now deprecated.
In the future, all game scenes will be trimmed from the base project and loaded via embedded or external files, reducing disk space usage.

- The Map Editor is temporarily disabled while editor tools are polished and prepared for Steam Workshop integration.




Thanks for being interested in the project. You can always support the development by subscribing to the project's Patreon.

Please don’t hesitate to report any bugs you encounter.

Dev

0.8.2.0

Greetings!

[h2]Fixes[/h2]


Meta

> The ability to create a camp is now available to everyone by default and no longer requires a purchase. However, full construction functionality will be available in the next version.

> Financial data and transactions are now secured. (Purchases, balance top-ups, transfers)

Other

> Fixed GPS and minimap bug.

> Fixed a bug where entering the "Camps" section made it impossible to connect to a server. (The game simply wouldn’t load)

> Fixed an issue with random loot spawning.

> Improved map generation system.

> Fixed bugs and improved the algorithm for generating minimaps.

> Completely reworked the lighting system.

[h2]What’s New[/h2]


Animations

> Completely reworked animation controller and improved animation quality.
This took nearly two and a half months of continuous work. At first, it seemed like a one-week task, but its complexity exceeded all expectations and estimates.
The prolonged release of this patch is due to the unexpectedly complex process of developing the new animation controller.

> Improved shooting system and weapon handling. This also took significant time as a scalable animation system had to be built from scratch.
Currently, only 4 basic weapon types are implemented, but more will be added in future patches along with the expanding arsenal. All necessary models are already prepared.

> Added diagonal sprinting.

> Improved base character stats.

> Aiming systems were completely reworked to enhance realism. (There aren’t many yet, but they’re now better.)

> Improved visual rendering quality.

> Improved bot behavior.

> Slightly improved melee animations and controls, making them more dynamic and responsive.

> Basic animations have reached a decent state, so expect continual improvements in future patches.

Dynamic Day/Night Cycle



> The project no longer relies on preset day/night states like before.
Now the day/night cycle is controlled by in-game time, which the server admin can adjust through the console:
The command time 0-24 sets the current time.
Example:
time 11 sets the time to 11:00 AM.

Optimization

> Major optimizations were made to characters, weapons, and vehicles.
Compared to the previous game version, performance has significantly increased, allowing more concurrent players in a session.
While it's still limited to 20 players, performance impact is greatly reduced. As development continues, the plan is to gradually increase this limit.

> Game startup time is now much faster.

> Some processes are now multithreaded, positively impacting performance.
More systems will be parallelized in future patches to provide the smoothest experience possible.

[h2]Patch Summary[/h2]


This patch is intermediate and does not yet move the game to the next version, as it excludes nearly all current game content like weapons and vehicles.

This is because the new character and animation controller require reworking weapon handling and vehicle interaction.
Future patches will reintroduce these systems in a more optimized and polished state.

The most difficult part building an advanced animation controller is now complete. Onward!

If you willing support the project, subscribe to Patreon!

Beckend Maintenance Notice 24.04 - 26.04

Hi,

Working on backend infrastructure upgrade, which may cause connection issues.
Appreciate your patience and will have everything back to normal as soon as possible.

Thanks for your understanding!
Dev

Devlog Update

Salute,

This is a news post to keep you updated on the current stage of development and what to expect in the upcoming patch, which I’ve been working tirelessly on.

[previewyoutube][/previewyoutube]

As I mentioned earlier, a lot of time is being dedicated to reworking the character animation controller. The previous one was just a placeholder, and now it’s time to replace and refine it.

Just a very brief overview of what's coming in the new patch...

Fully reworked player character.
Characters can now be stripped down to nothing, making looting even more meaningful.
Weapon handling, shooting, and many other control mechanics have been improved, adding realistic behavior and new possibilities.
This was a massive task, but it was planned from the start and primarily enhances the gunplay experience.

Optimization.
Due to extensive optimization work, the number of simultaneous players per match has been increased to 40 (without performance loss).
This opens up new possibilities for game modes and will definitely be considered during the core game loop integration.

The game will also feature meta-progression and the main game loop.
More details on this will be shared later.

This is just a brief list of what's coming in the next patch. I can't wait to finish at least an intermediate update.

If you'd like to support the project before release, you can do so on Patreon.

Should an intermediate patch be released when it's ready or push it to the end?

Dev Update – Overhaul & Patch Delay

Hey everyone,

I wanted to give you all a quick update on the next patch and why it's taking longer than expected. The main reason for the delay is the massive overhaul of the animation controller. Working hard to improve the system, but as with any complex feature, there have been multiple failed attempts along the way.

That said, development is still moving forward, refining the framework to ensure everything works smoothly, and aiming to show results as soon as possible. Your patience and support mean a lot, can't wait to share the improvements with you.

Stay tuned!

Cheers,
Dev