[GAMER & OVERFLOW UPDATE] 0.5000
Hey!
Work on the game continues.
Version 0.5000 has the following stuff.
Did you miss previous patches? Read the full manifest here: https://iamhacker.cc/patchnotes
This update is significant because it improves the game's Demo and nears the game closer to completion, as the game is now 50% complete.
Despite the name Arcade Pass, this is truly a fan service for people who liked the Demo and want to play some more while waiting; as much as it resembles a Battle Pass System, this is just free content and nothing else.
So, previously, I talked about the 4X Campaign and found that development avenue quite beneficial for the game; despite this, I decided that this 4X Campaign will be post 1.0 stuff for 2025 or 2026, as the 1.0 is already a massive game even without it and will do just fine without it's presence on launch. Focusing on the Arcade Mode first for 1.0 will guarantee that the game's foundation will be ready in due time for it.
For the version 0.6 push, I am working on the Arcade Mode Campaign System. Yes, crazy, campaign, there, campaign there, I know, but IAH is 80% combat system and 20% everything else, so it's not a significant commitment, but it plays a big role. Right now, you tried the Demo and hopefully found it fun, but there was no real sense of progression beyond some unlocks; this will solve this.
How?
I am restructuring Objectives so that they are not tied to just CP Capture but to the actual objective/mission that you will select after selecting your hacker. There will be a chain of objectives with some choices you can make, and the culmination will be a battle with the Zendar AI. You saw on Map Yellow and Red Lines that they have a purpose.
It will go something like this: the first run might be just a takeover of the first node, can't pass the yellow line, but the second objective might be the Assassination of some Hacker. I did not make decoratives and all the different bots just for the sake of doing so; instead, I was preparing the game for this milestone. The intent is to create objectives that will truly feel procedural.
With a large arsenal of weapons, bots, and equips, encounters will feel fresh and challenging in new ways; it is not going to be just malware, but also other Hackers from the roster; your build maybe work just fine against basic malware units, but when enemy starts deploying Space/Air units, that Stinger might feel like a perfect option now.
Stay tuned!
Work on the game continues.
Version 0.5000 has the following stuff.
- - NEW: Added Arcade Pass System -> System that allows you to collect equipment, weapons, and hackers. This is available for EA and Demo Build.
- - NEW: Added Revolver Weapon.
- - NEW: Added Magnum Weapon.
- - NEW: Added Railgun Weapon.
- - NEW: Added Battle Axe Weapon.
- - NEW: Added New Hacker: GAMER and Special Bot: Platinum Bot.
- - NEW: Added New Hacker: OVERFLOW and Special Bot: Overflow Bot.
- - NEW: Added New Bot: Drill Bot.
- - NEW: Added New Bot: Astronaut Bot.
- - NEW: Added Space Tag.
- - OTHER: Bunch of small tweaks.
Did you miss previous patches? Read the full manifest here: https://iamhacker.cc/patchnotes
This update is significant because it improves the game's Demo and nears the game closer to completion, as the game is now 50% complete.
Despite the name Arcade Pass, this is truly a fan service for people who liked the Demo and want to play some more while waiting; as much as it resembles a Battle Pass System, this is just free content and nothing else.
So, previously, I talked about the 4X Campaign and found that development avenue quite beneficial for the game; despite this, I decided that this 4X Campaign will be post 1.0 stuff for 2025 or 2026, as the 1.0 is already a massive game even without it and will do just fine without it's presence on launch. Focusing on the Arcade Mode first for 1.0 will guarantee that the game's foundation will be ready in due time for it.
For the version 0.6 push, I am working on the Arcade Mode Campaign System. Yes, crazy, campaign, there, campaign there, I know, but IAH is 80% combat system and 20% everything else, so it's not a significant commitment, but it plays a big role. Right now, you tried the Demo and hopefully found it fun, but there was no real sense of progression beyond some unlocks; this will solve this.
How?
I am restructuring Objectives so that they are not tied to just CP Capture but to the actual objective/mission that you will select after selecting your hacker. There will be a chain of objectives with some choices you can make, and the culmination will be a battle with the Zendar AI. You saw on Map Yellow and Red Lines that they have a purpose.
It will go something like this: the first run might be just a takeover of the first node, can't pass the yellow line, but the second objective might be the Assassination of some Hacker. I did not make decoratives and all the different bots just for the sake of doing so; instead, I was preparing the game for this milestone. The intent is to create objectives that will truly feel procedural.
With a large arsenal of weapons, bots, and equips, encounters will feel fresh and challenging in new ways; it is not going to be just malware, but also other Hackers from the roster; your build maybe work just fine against basic malware units, but when enemy starts deploying Space/Air units, that Stinger might feel like a perfect option now.
Stay tuned!