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CAMPS News

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]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][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]

Meta Progression And More...

[h2]Greetings!
[/h2][p]What’s new:

A character meta progression system has been introduced. [/p][p]There are currently 7 ranks, and each rank features a set of skills you’ll have to make moral choices between.
At the moment, 32 skills are available.


(The skill system is still fresh, so there might be some bugs if something doesn’t work as expected, please report it here or in the Discord group.)
[/p]
  • [p]A lot of work has been done on the backend side as well.[/p]
  • [p]Tracked vehicles have been significantly optimized, and new vehicle models are already being integrated.

    [/p]
[h3]Fixes:[/h3]
  • [p]Fixed missing interfaces on certain types of vehicles.[/p]
  • [p]Fixed incorrect LOD behavior on environment objects.[/p]
  • [p]Fixed melee kick while holding a weapon. (A perk is now required to break doors.)[/p]
  • [p]Fixed a bug where bots would run away after losing sight of their target.[/p]
[p][/p][h3]Improvements:[/h3]
  • [p]General optimization improvements.[/p]
  • [p]Increased average speed of wheeled vehicles.[/p]
  • [p]Improved inventory and character UI.[/p]
  • [p]Various items are now added to the player’s personal inventory every day.[/p]
[p][/p][p][/p][h3]DEV INSIDE (Behind the Scenes)[/h3][p]A bit of insider info from development:[/p][p][/p][p]Alongside the main game, I’ve been building a global optimization framework. Recently, it got a couple of new modules I’d like to briefly talk about.[/p][p][/p][p]“GPU Tracker”[/p][p]The first module is a fully automated track system for tracked vehicles.
Its key feature is that all tracks on the map are drawn in just 2 draw calls, regardless of how many there are. [/p][p]Another important aspect is Auto-Skinning, the manual track skinning is no longer needed. [/p][p]Previously, integrating a new vehicle required manually skinning the tracks and attaching them to bones (a time-consuming and inefficient process). Now, the entire skinning process is automated, and the rendering and deformation of the tracks are fully GPU-driven.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]“Hyper Batcher”[/p][p]The second major module is an alternative rendering method for huge numbers of static objects on the map. [/p][p]Many of developers know about Unity’s Static Batcher, which merges static objects to send them to the GPU as a single batch, improving frame rendering time.
It’s an important optimization technique. but it has limitations. To overcome those, I developed Hyper Batcher.[/p][p][/p][p]Below are the performance comparison results using Hyper Batcher:[/p][p][/p]
[p]Test[/p]
[p]Unity Static Batcher[/p]
[p]Hyper Batcher[/p]
[p]Objects[/p]
[p]~1000[/p]
[p]~1000[/p]
[p]Unique Materials[/p]
[p]199[/p]
[p]199[/p]
[p]Unique Textures[/p]
[p]199[/p]
[p]199[/p]
[p]Shadows[/p]
[p]4 cascades, 1500m distance[/p]
[p]4 cascades, 1500m distance[/p]
[p]Batches[/p]
[p]199[/p]
[p]43[/p]
[p]SetPass Calls[/p]
[p]180[/p]
[p]25[/p]
[p]Shadow Casters[/p]
[p]709[/p]
[p]31[/p]
[p]Render Thread[/p]
[p]1.5ms[/p]
[p]0.5ms[/p]
[p]
Without further comment that’s a massive performance boost.[/p][p]A small GIF below shows that every object remains fully controllable despite the batching.[/p][p][/p][p]
The new patch is already on the way, focused on improving the overall gameplay experience and can’t wait to share more soon.

Stay tuned, and thank you to everyone showing support with thumbs up![/p][p]- Dev[/p]

🚧 Beckend Maintenance Notice 29.10 - 2.11

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

🚧 Backend Maintanance. 15-17 October

[p]Hi,[/p][p]As part of the character skill system extension development, the identity of in-game assets will be upgraded. This will require a rework of the personal storage backend. [/p][p](all data may be wiped in the process.)[/p][p]Thank you for your understanding.[/p][p]Best regards,[/p]

⚙️Security Update

[p]Hi,[/p][p]This is an urgent work-in-progress patch, primarily motivated by the required Unity security update.
More details on the identified Unity vulnerability can be found here: https://unity.com/security/sept-2025-01[/p][p][/p][p]This patch has been built on a patched version of Unity to address the security issue.[/p][p]Additionally, it includes several fixes and improvements that will be fully announced alongside the complete patch.[/p][p][/p][p]Best regards,[/p][p]-Dev[/p]