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Crimson Frontier News

Playtest November 1–7

[p]Hey, fighters![/p][p]We’re announcing the recruitment for the closed playtest of Crimson Frontier.
Visit our Steam page and click “Request Access.”[/p][p][/p][p]🗓️ The playtest will run from November 1 to November 7.[/p][p][/p][p]The game will feature a part of one of the locations where you can fight one of the bosses at the end of the game. This is an early version of the game, so some features, mechanics, and design are not final and may change.
[/p][p]It is important for us to understand how you perceive the game as a whole, and how comfortable it is to fight and control the character.[/p][p][/p][p]Please share your feedback through the form after testing to help us improve the game.
Thank you for participating, and we wish you an enjoyable adventure![/p][p][/p][p][/p]

Dev Diary #003: UX/UI Evolution

[p]Today we’d like to share more about the path that led us to the updated interface in Crimson Frontier. Working on the UI isn’t just a redesign—it’s the result of extensive research, testing, and discussions with players.[/p][p][/p][h3]Research and analysis[/h3][p]We started by studying players’ current experience: observing how they interact with the HUD, how easily they navigate the inventory, which elements distract and which actually help. To do this, we ran several rounds of playtests with focus groups, recording moments of confusion and unnecessary clicks. We also looked into best practices in top-down shooters and action RPGs to understand which solutions have already proven effective, and where we have room to push things forward.[/p][p][/p][h3]Player feedback[/h3][p]We actively gathered feedback in our Discord, on Reddit, and during closed tests. Players noted that the old interface was overloaded with details, and the inventory felt too cumbersome. Many mentioned a lack of visual clarity when configuring abilities and implants—it was hard to track stat changes.
We also received many convenience requests: for example, the ability to configure loadouts in full-screen mode and see parameter changes in real time.[/p][p][/p][h3]The result of our work[/h3][p]Based on the analysis and feedback, we completely overhauled the interface:[/p]
  • [p]The HUD has become cleaner and more compact. We removed unnecessary elements, kept only what matters, and added more breathing room so the player can focus on combat.
    Before

    After[/p]
  • [p]Inventory and abilities received a new design—navigation is simpler, and customizing Adam is now faster and clearer.
    Before

    After
    [/p]
  • [p]Full-screen interface modes—Equipment, Abilities, and Implants now display stat changes instantly, without extra switching.
    Before

    After
    [/p]
  • [p]The color palette stays true to the spirit of Crimson Frontier—with bold red accents that underscore the game’s atmosphere.
    Before

    After[/p][p]We want to thank everyone who shared impressions and ideas with us. Your feedback helped us create a new UI that makes the game more convenient, clearer, and more beautiful.[/p]

On a Recent Controversy

Hey everyone,

We want to take a moment to speak directly and honestly with all who will read this.

Recently, some people on X (Twitter) pointed out that certain art assets in our game looked too close to those from HALO. After looking into it, we realized they were absolutely right - and that’s on us. We missed the resemblance, and it shouldn’t have made it through. We're now replacing those assets with fully original ones that better reflect the sci-fi/cyberpunk world we’re building.

We're also reviewing all other assets to make sure nothing else slips through like this again. Our vision has always been to create something of our own, and we’re committed to getting it right.

On a related note, we’ve also heard your feedback about the AI-generated images on our Steam page. That was a call made to hit a deadline while our small team was fully focused on in-game art. It wasn’t ideal, and we get that. We're working to replace every placeholder with proper, hand-crafted visuals as soon as we can.

As a small indie studio, we’re learning as we go - but we're also listening, improving, and doing our best to earn your trust. Because trust is something hard to get and easy to lose.

Thank you for helping us when we missed our shot.

The Hanuman Games Team

Dev Diary #002: Item System

[p]Items in Crimson Frontier are a vital part of how the player interacts with the world. They serve many functions: enhancing the character, aiding in combat, restoring health, or acting as keys to completing quests. Each item has unique properties.


[/p][h2]Item Types and Their Roles[/h2][p]The core of the system is the variety of item types, each serving a specific purpose. For example, gear increases the character’s defense, while weapons - unsurprisingly - are used to eliminate enemies. Medkits restore health, and ammo or batteries are essential for maintaining the combat readiness of weapons and armor. Quest items like notes or keys play a special role, used to unlock new story branches or complete missions.
Additionally, there are crafting items - blueprints and resources. These allow players to create unique gear, enhancing their character and expanding tactical options. For those who prefer an economic approach, there are items meant for sale, which can be traded for currency.

[/p][h2]Item Features[/h2][p]Each item has basic properties such as name, description, icon, and 3D model. These elements help players quickly understand the purpose and value of an item. Items also have weight, requiring players to manage their inventory carefully and choose between powerful gear or a set of useful consumables.
Item rarity adds a layer of randomness and trophy hunting. The higher the rarity, the better the item’s stats. Rarity ranges from common to legendary, each with its own color code. Finding a rare item is always satisfying - and using it, even more so.


[/p][h2]Item Interaction[/h2][p]We aimed to make item interaction as intuitive as possible. Items can be used or equipped through a context menu accessed with a right-click. For example, weapons can be equipped, reloaded, or unloaded, and ammo can be selected for specific weapons.

Special emphasis was placed on ease of management. Items can be dragged in the inventory using the mouse, or used via hotkeys. Stackable items (like ammo or resources) have a maximum stack size, which helps with inventory organization.

The item system makes every choice matter. Wear heavier armor to survive a firefight? Or bring medkits instead, sacrificing defense for endurance in a long battle? Save crafting resources or sell them to buy a rare blueprint?[/p]