Thanks for an exciting first week of Early Access! Bring on the feedback, swing by the Discord, and if you want to help the game succeed, please consider leaving a review.
[h3]Today's Build[/h3]
- Audio pass on death sounds and some of the music.
- More fixes for Combinator errors.
- Enemy grenades no longer occasionally move twice per turn.
Here's what's coming up next.
[h3]Phase 1[/h3]
Critical bug fixes (some of which went out today)
Save and Load working. Not sure if this is going to be one of those F5-F9 games, but at minimum you'll be able to save at the start of a level, and save+quit to go do boring real life things.
Target: 1 October -- next Tuesday!
[h3]Phase Sooner[/h3]
Iterate on new ways to play the game, but with the same content.* New commando actions
* Dodge roll, has a cooldown, allows you to move two spaces and ignore damage during the move.
* Commando Knife, no-action short range throw attack, or a melee attack maybe
- Maybe. Maaaybe. This isn't really a melee game and there's no stealth yet.
* New weapon choices
* Bigass machine gun: Longest range, good damage.
* Shotgun: Shorter range, higher damage.
* Pistola / Uzi: Medium range, least damage, turning is free.'
Target: Late 2024
[h3]Phase Later[/h3]
New content! * New crafted areas
* Similar to missions 1-6, but different.
* Some existing missions may get extended (like Sewer)
* New enemies
* Bosses that can placed in areas.
* New mooks too.
* Procedural Content?!?
* Do people want this? Do they want it more than crafted areas?
Target: Early 2025
[h3]Phase Latest[/h3]
Ideas that are the most flexible and amorphous. * Skill trees for the Commando
* Wide variety here, but lots of new work required.
* Level Editor!?
* Do people want this? Do enough people want this?
Target: Before Launch