[p]🧩
Unlocks, Progression & Meta Systems We’ve completed the core implementation of the new skin and rider unlock system. Players can now clearly track their progress thanks to a new widget that shows how close they are to unlocking a rider using tokens.[/p][p]
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[/p][p]Different claim sequences have also been implemented depending on the unlock state:[/p]
- [p]Owned fragments are converted into currency[/p][p]
[/p] - [p]New fragments are added to a visual puzzle[/p][p]
[/p] - [p]Fully completed unlocks trigger a final reveal sequence[/p][p]
[/p]
[p]In parallel, we’ve begun work on the rider unlock flow, following the same system as skins. Animations for random token claims and final polish are planned for the next sprint.[/p][p]⚙️
Core Gameplay & Technical Improvements This sprint brought important improvements both in gameplay and on the technical side:[/p]
- [p]Improved enemy spawn validation, ensuring monsters appear correctly based on the level state[/p][p]
[/p] - [p]New enemy behavior in open areas, improving control and movement for flying enemies[/p][p]
[/p] - [p]A new collision editing tool that greatly simplifies the creation and iteration of level colliders[/p][p]
[/p]
[p]Colliders for Planet 2 are now fully completed, and we continue iterating on new planetary layouts. Enemy navigation graphs have also been updated to better support more organic level shapes.[/p][p]We also carried out a major build-time optimization:[/p]
- [p]Build times were reduced from ~30 minutes to under 6 minutes[/p]
[p]Finally, tutorial analytics tracking has been implemented, allowing us to analyze the player funnel and identify where players drop off during the early experience.[/p][p]🧠
Characters, Enemies & Animation This sprint saw major progress in characters and enemies: Several new skins were added and updated for Jack, Sky, and Corrin, with visual improvements using our finalized low-poly workflow.[/p][p]
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[/p][p]On the enemy side:[/p]
- [p]A new Armadillo enemy with three variants (A/B/C)[/p][p]
[/p] - [p]Initial animations implemented and tested in-game[/p][p]
[/p] - [p]Early development of desert kamikaze enemies[/p][p]
[/p]
[p]We also tested different enemy animation approaches (rigged, non-rigged, and vertex animations) to optimize performance. Additionally, an improved Katie character model has been integrated, with a clear in-game quality upgrade. We continue progressing on UI and meta animations for selection and overview screens.[/p][p]🌍
Environments & Level Design Planet 2 is now fully finalized, including the Epoch level. We’ve also started development on
Planet 2.2, a new desert biome.[/p][p]
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[/p][p]To visually differentiate sub-planets without increasing asset count:[/p]
- [p]New foliage variations were added[/p][p]
[/p] - [p]Base assets were reused while adjusting rocks and vegetation to give each biome its own identity[/p][p]
[/p]
[p]Several levels (Balance, Marina, and others) were updated with this new foliage pass, maintaining gameplay consistency while improving visual readability.[/p][p]Thank you, as always, for your continued support and feedback ❤️[/p][p]➡️ Wishlist
Raiders Rise on Steam ➡️ Join our Discord and take part in upcoming playtests[/p][p]See you in the next update — and until then… keep raiding! 🚀[/p]