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Steel Swarm: APOCALYPSE News

Developer Spotlight: Serdar Oygen


At Clay Token, our software development engineer Serdar Oygen shares the challenges he faced while developing Steel Swarm: Apocalypse, the best advice he received in software engineering, and how he stepped out of his comfort zone in this project. 🚀

🔹 Can you briefly introduce yourself?
I've been working as a software development engineer at Clay Token for about 1.5 years. I love listening to music and outdoor sports.

🔹 What music genres and bands do you listen to while developing?
I can't write down a long list here, so let's just say I pick whatever comes to mind at the moment and go with it.

🔹 What is the best piece of advice you’ve received about software development?
I’d like to share this quote (unfortunately, I don't know the source, so I can't give proper attribution):

There are two types of software engineers: those who understand computer science well enough to do challenging, innovative work, and those who just get by because they’re familiar with a few high-level tools.

Both call themselves software engineers, and both tend to earn similar salaries in their early careers. But Type 1 engineers progress toward more fulfilling and well-remunerated work over time, whether that’s valuable commercial work or breakthrough open-source projects, technical leadership, or high-quality individual contributions.

Type 1 engineers find ways to learn computer science in depth, whether through conventional means or by relentlessly learning throughout their careers. Type 2 engineers typically stay at the surface, learning specific tools and technologies rather than their underlying foundations, only picking up new skills when the winds of technical fashion change.


🔹 What was the most challenging bug you encountered in this project, and how did you solve it? Also, what was your last "developer panic moment," and how did you handle it?
A build automation script was silently crashing every once in a while, and I couldn’t find what was wrong for a long time. Eventually, I had to implement a preventive measure to detect silent crashes and do whatever was necessary.

As for my developer panic moment, while people were waiting to join a test match, I accidentally killed one of our backend services. Unfortunately, there was no quick fix. People just had to wait until I got the service running again.

🔹 What’s something you did in this project that pushed you out of your comfort zone, and you’re glad you did?
When I first started with the project, I was assigned gameplay-related tasks, and there were many aspects that challenged me. Using different systems instead of what the game engine provided helped me step out of my comfort zone and learn new things.

Over time, as my tasks grew in scope, I found myself spending a lot of time outside my comfort zone. In my opinion, for someone at an early stage in their software engineering career like me, staying in a comfort zone doesn’t mean much.

🔹 What are you currently learning? How do you prioritize your "next things to learn" list?
Right now, I’m reading essays by Fred Brooks. As the scope of my work expands, I find myself needing to explore the social aspects of software engineering. After this, I’ll move on to topics that will require me to get under the hood and do low-level stuff.

When deciding what to learn next, I focus on a few key things:
  • First, I have a main goal for what I want to achieve.
  • Then, I choose smaller objectives that contribute to that goal.
  • As I learn and gain new insights, I adjust my learning path accordingly.


Sometimes, I pause. Sometimes, imposter syndrome kicks in. I don’t see these as failures, just part of the process—another reason why I don’t rigidly stick to a priority list. I don't see these things as black and white, which is why I find the idea of a "strict priority list" a bit rigid. So, I can’t give a definitive answer here.

🔹 How many cups of coffee do you drink per day?
Zero. The cliché of programmers and their love for coffee will remain a cliché for me.

🔹 What advice would you give to a newly graduated developer?
Don’t turn every piece of advice you receive into a personal problem just because you lack experience.
This is your journey—walk your own path.

🔹 Among the features you developed in this project, which one makes you the proudest and why?
I take pride in any feature that increases efficiency, remains functional for a long time, adapts to new needs with modifications, and is easy for my teammates to use.

Artist Spotlight:Visual Development Director |A Conversation with Kerem S. Hünal

We had a special conversation with Kerem S. Hünal, one of the key figures shaping the visual world of Steel Swarm Apocalypse!

From the role of art in game development to concept designs, sources of inspiration, and creative processes, Kerem S. Hünal shares valuable insights and discusses his experiences in visual development.

🚀 In this interview, you will discover:

  • The importance of visual design in game development
  • Sources of inspiration and creative processes
  • The fundamentals of concept design and world-building
  • Career tips and advice for aspiring artists


📧 Contact Kerem: [email][email protected][/email]

🎨 Kerem's ArtStation Profile: Visit Here

📺 Watch the Interview on YouTube: Click Here

SSA TEAM

Next Fest Leaderboard – Rewards Are Here!

Thank you to our players for their participation in the Next Fest event of Steel Swarm Apocalypse!

🎮 The top-performing players on the leaderboard are now receiving their rewards!

We are starting to distribute special rewards to the players who achieved outstanding success in the events held throughout Next Fest.

🏅 Congratulations to our winning players!

Stay tuned for upcoming events and surprise rewards! 🚀

🔗 For more details: Visit Our Website

SSA TEAM

STEEL SWARM APOCALYPSE PATCH NOTES 2025_3_2

  • [h2]Minion Damage Update[/h2]
  • Minion damage to XBTs has been reduced by 75%.
  • However, if you attack an enemy XBT and minions turn on you, they will deal full damage while chasing you (attacking XBT stance).


  • [h2]Vulcan Armor Update[/h2]
  • Vulcan Armor has been added to all Vulcans except Tier 1 Vulcans.
  • Vulcan Armor absorbs 75% of the damage dealt by an XBT to that Vulcan.
  • If there are allied minions nearby, Vulcan Armor becomes ineffective, and the XBT deals full damage.


  • [h2]Upgrade Changes[/h2]
  • Megaron Armor price increased from 3450 → 4000 XA.
  • X-Bone price increased from 1500 → 1700 XA.
  • Superconductor now provides 6% Rev Speed and its price increased from 1050 → 1600 XA.
  • Hyper Cooling now provides 4% Rev Speed and its price increased from 2800 → 3150 XA.


  • [h2]Respawn Time Adjustments[/h2]
  • Level 1: 6s → 4s
  • Level 2: 11s → 6s
  • Level 3: 15s → 9s
  • Level 4: 20s → 11s
  • Level 5: 24s → 14s
  • Level 6: 28s → 17s
  • Level 7: 33s → 20s
  • Level 8: 37s → 24s
  • Level 9: 42s → 27s
  • Level 10: 46s → 31s
  • Level 11: 50s → 35s
  • Level 12: 55s → 39s
  • Level 13: 59s → 44s
  • Level 14: 64s → 48s
  • Level 15: 68s → 53s
  • Level 16: 72s → 58s
  • Level 17: 77s → 63s
  • Level 18: 81s → 69s
  • Level 19: 86s → 74s
  • Level 20: 90s → 80s


  • [h2]UI and Visual Fixes[/h2]
  • Fixed an issue where the map appeared for a single frame in the UI opening animation.
  • Fixed text and sprite overlapping issues.


  • [h2]Gameplay Changes[/h2]
  • Added backdoor protection.
  • Reduced swarm damage to XBTs depending on their stance.


  • [h2]Social Menu Update[/h2]
  • A new social menu with a 64-friend limit has been introduced.
  • Users can now search for other players, block/unblock, send, accept, and ignore friend requests.


https://steelswarm.net/news/patch-notes-2025-3-2.html
SSA TEAM

Developer Spotlight #1 - Tuna Akyürek

Can you briefly introduce yourself?
I'm Tuna. I graduated from TOBB ETU with a degree in Computer Engineering and have been working as a software development engineer at Clay Token for two years.

What music genres and bands do you listen to while developing?
I can listen to anything; I'm not picky. I'm currently working through Rolling Stone's list of the 500 greatest albums of all time.

What’s the best piece of advice you’ve received about software development?
Instead of "if it works, don't touch it," I follow "if it works, touch it anyway."

What was the most challenging bug you encountered in this project, and how did you solve it? Also, what was your last ‘developer panic moment,’ and how did you handle it?
There was a bug where Swarm behaved strangely when selecting its attack target. The challenge was tracking data across numerous entities, making it difficult to pinpoint where the issue lay. I don’t exactly remember how I solved it, but I fixed potential causes one by one until it worked.

As for my developer panic moment, it happened when we were uploading our first build for playtesting on Steam. Our office internet suddenly went down, forcing us to move a monitor and a PC to a place with internet access. While uploading the build, the monitor started failing slowly, which added to the stress. Struggling to meet the deadline due to circumstances beyond our control was a real panic-inducing moment for me.

What’s something you did in this project that pushed you out of your comfort zone, and you're glad you did?
Working on backend tasks was completely outside my comfort zone.

What are you currently learning? How do you prioritize your "next things to learn" list?
In my free time, I’m learning DirectX 12, but since it’s a hobby, I don’t follow a strict schedule. Through a close friend, I discovered Adrian Courrèges' blog, which contains a collection of articles analyzing graphics in games. I read about games that interest me and add techniques I find fascinating to my "things to learn next" list. Right now, I’m trying to recreate the footprints characters leave in snow and mud in Diablo IV.

How many cups of coffee do you drink per day?
I prefer not to answer this question. :)

What advice would you give to a newly graduated developer?
Never stop improving yourself. We are in a constantly evolving and changing industry, so we must adapt to continuous learning.

Among the features you developed in this project, which one makes you the proudest and why?
I’d say the Mod system. It’s one of the steps in our XBT addition pipeline and includes a tool that everyone involved in adding XBTs uses. The less code my colleagues need to write when adding an XBT, the happier I am.


WebSite: https://steelswarm.net/news/developer-spotlight-tuna.html