0.8.3.8
[h2]Hi everyone,[/h2][p]It’s been a long time since the last update and for many reasons: extended Christmas vacation, loads of reworks inside the project, and a bunch of design shakeups. But one thing's for sure development never stopped.[/p][p]The project is going strong and evolving steadily. Many new design decisions have been made to help the game stand out and shape its own personality.[/p][p]
One big change: the experimental sandbox mode Outland has been deprecated. Starting with this patch, the main (and only) game mode is called Conquest.[/p][p] It’s still sandbox at its core, but now brings together all the tech and design solutions that have been building over time and that's something I’m proud of.[/p][p][/p][p]
[/p][h3]What's new:[/h3][p][/p][h3]Conquest Mode.[/h3][p]
Alongside building your own camp (used for the future raid system, coming later), you can now gather resources and earn credits by playing Conquest mode, solo or with friends.[/p][p]
Conquest supports up to 20 players across 2 teams, but you can also play it solo against bots.[/p][p]Game sessions last up to ~1 hour, or ~30 minutes in solo mode.[/p][p][/p][p]
[/p][h3]
Weapons. (Weapons & Gear Cost Credits Now)[/h3][p]Spawning is no longer free, you'll now need to purchase your equipment each time you enter the battlefield.[/p][p][/p][p]Some new weapons have been added. While most still lack proper animations (working on it), the entire system now runs on an updated animation setup that allows for endless weapon variety compared to the old one.[/p][p]Animations will be polished and tailored for each weapon over time, that’s for sure.[/p][p][/p][h3]
[/h3][h3]Factions.[/h3][p]
There are currently 5 factions in the game, but only 2 are available for now.
Each faction offers its own gear and weapon presets, with discounts on certain items when used with the right faction.[/p][p]The rest will be added gradually as each faction depends on its full set of gear being implemented.[/p][p][/p][h3]Building System.[/h3][p]
Building now requires logistics. You’ll need to deliver tools and ammo to set up certain main camp structures.[/p][p]To begin, place a Cargo Node pallet and deliver resources to it. Those resources are then used to build out your camp.[/p][p][/p][p]
[/p][h3]
Heavy Vehicles.[/h3][p]
Heavy vehicles are no longer bought with credits instead, they require in-game cargo resources.
You can only produce them at a Factory, or at a Landing Pad (for helicopters).[/p][p]As with buildings, you’ll need to deliver the required tools and ammo to the factory's cargo node to produce your desired vehicle.[/p][p][/p][h3]
[/h3][h3]Biomes.[/h3][p]
Visuals have been improved across all biomes for better realism and atmosphere.[/p][p]This may cost a few FPS depending on your setup, but optimization is a work in progress and will be improved with each iteration.[/p][p][/p][p]
[/p][p][/p][p]Known Issues: [/p]
[/p][h3]DEV INSIDE (Behind the Scenes)[/h3][p]A bit of insider info from development:
[/p][p]Upcoming Destruction System
I’ve spent a lot of time working on a custom “HYPER Fracture” system that enables full destruction of structures and flora across the map, aiming to support a complete sandbox experience.[/p][p]It’s a very complex system and still under active development, but you can already see it in action. [/p][p]The main idea is that destruction is fully procedural and randomized, so the same building will never collapse the same way twice.
[/p][p][/p][p]Watch destruction in action: [/p][previewyoutube][/previewyoutube][p]
Currently in development:[/p][p]- More factions and their unique gear sets.[/p][p]- Improved building UI and logistics tools.[/p][p]- Polishing and rework of weapon animations & sounds.[/p][p]- Raid system for player-built camps.[/p][p]- Performance optimizations. [/p][p][/p][p]Thanks for sticking around and giving the project time to grow. I know it's been quiet for a while, but some of the tech features just needed time to mature. [/p][p][/p][p]Don’t forget to wishlist and follow the game if you haven’t yet. Your support means a lot! [/p][p] More coming soon,[/p][p]-Dev[/p][p][/p][p][/p]
One big change: the experimental sandbox mode Outland has been deprecated. Starting with this patch, the main (and only) game mode is called Conquest.[/p][p] It’s still sandbox at its core, but now brings together all the tech and design solutions that have been building over time and that's something I’m proud of.[/p][p][/p][p]
Alongside building your own camp (used for the future raid system, coming later), you can now gather resources and earn credits by playing Conquest mode, solo or with friends.[/p][p]
Conquest supports up to 20 players across 2 teams, but you can also play it solo against bots.[/p][p]Game sessions last up to ~1 hour, or ~30 minutes in solo mode.[/p][p][/p][p]
Weapons. (Weapons & Gear Cost Credits Now)[/h3][p]Spawning is no longer free, you'll now need to purchase your equipment each time you enter the battlefield.[/p][p][/p][p]Some new weapons have been added. While most still lack proper animations (working on it), the entire system now runs on an updated animation setup that allows for endless weapon variety compared to the old one.[/p][p]Animations will be polished and tailored for each weapon over time, that’s for sure.[/p][p][/p][h3]
There are currently 5 factions in the game, but only 2 are available for now.
Each faction offers its own gear and weapon presets, with discounts on certain items when used with the right faction.[/p][p]The rest will be added gradually as each faction depends on its full set of gear being implemented.[/p][p][/p][h3]Building System.[/h3][p]
Building now requires logistics. You’ll need to deliver tools and ammo to set up certain main camp structures.[/p][p]To begin, place a Cargo Node pallet and deliver resources to it. Those resources are then used to build out your camp.[/p][p][/p][p]
Heavy Vehicles.[/h3][p]
Heavy vehicles are no longer bought with credits instead, they require in-game cargo resources.
You can only produce them at a Factory, or at a Landing Pad (for helicopters).[/p][p]As with buildings, you’ll need to deliver the required tools and ammo to the factory's cargo node to produce your desired vehicle.[/p][p][/p][h3]
Visuals have been improved across all biomes for better realism and atmosphere.[/p][p]This may cost a few FPS depending on your setup, but optimization is a work in progress and will be improved with each iteration.[/p][p][/p][p]
- [p]Some weapons are still missing final animations and proper sounds but I’m doing my best to deliver quality step-by-step. [/p]
- [p]Minor animation glitches.[/p]
- [p]Some movements use placeholder sounds.[/p]
[/p][p]Upcoming Destruction System
I’ve spent a lot of time working on a custom “HYPER Fracture” system that enables full destruction of structures and flora across the map, aiming to support a complete sandbox experience.[/p][p]It’s a very complex system and still under active development, but you can already see it in action. [/p][p]The main idea is that destruction is fully procedural and randomized, so the same building will never collapse the same way twice.
Currently in development:[/p][p]- More factions and their unique gear sets.[/p][p]- Improved building UI and logistics tools.[/p][p]- Polishing and rework of weapon animations & sounds.[/p][p]- Raid system for player-built camps.[/p][p]- Performance optimizations. [/p][p][/p][p]Thanks for sticking around and giving the project time to grow. I know it's been quiet for a while, but some of the tech features just needed time to mature. [/p][p][/p][p]Don’t forget to wishlist and follow the game if you haven’t yet. Your support means a lot! [/p][p] More coming soon,[/p][p]-Dev[/p][p][/p][p][/p]