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L.I.S.T.E.D. News

Dev update/012026: new year, plans and new walker chassis Ricun-H

[p]Hi![/p][p]January Dev Update[/p][p]Another new corporation representative.[/p][p]Introducing the "RICUN-H", a concept mech from the ATYPID manufacturer.[/p][p][/p][carousel][/carousel][p](All concepts shown are still WIP and not final in-game visuals.)[/p][p]The RICUN-H is one of the flagship units from the miners’ branch. Built for harsh environments, it’s designed to handle extremely rough terrain while offering excellent mobility and a large number of hardpoints for modules, slots, and turrets.[/p]
[p]Development Plans[/p][p]At the start of the year, I want to share the current roadmap so we’re all on the same page.[/p][p][/p][p]MECHS[/p][p]I’ll continue finalizing the remaining mech designs — 5 more to go:[/p][p] • 2 from ATYPID[/p][p] • 3 from a currently hidden corporation[/p][p]That will bring the total to 15 unique mech chassis planned for the DEMO.[/p][p][/p][p]INVENTORY — TURRETS & AUXILIARY[/p][p]In parallel, I’ll be updating all inventory slots.[/p][p]Right now, these are rough placeholders and don’t yet match the overall visual and mechanical design of the game.[/p][p][/p][p]ITCH.IO MILESTONE BUILDS[/p][p]Before the Steam Demo, I’ll push updated milestone builds to itch.io.[/p][p]These will include major visual improvements, gameplay progress, and clearer representations of the game’s direction.[/p][p][/p][p]CINEMATICS & STEAM DEMO[/p][p]Next up is marketing preparation.[/p][p]I’m planning to create cinematics to support the Steam DEMO launch, if time allows.[/p][p][/p][p]Yearly Breakdown[/p][p] • Q1–Q2: Finalize mech designs + create a cinematic for the DEMO[/p][p] • Q3: Steam DEMO preparation — polishing core mechanics, game logic, and extensive balancing[/p][p] • Q4: Hopefully a playable DEMO released on Steam[/p][p]These are my major goals for the project this year.[/p][p]If you’d like to check out a rough proof-of-concept build, you can already try it on itch.io. [/p][p]It’s free and shows the core idea and direction I’m working toward.[/p][p][/p][p]Thank you![/p][p][/p][p][/p][p][/p][p]-Alex[/p]

Dev update/122025: new walker chassis Orm

[p]Hi![/p][p]Holiday season vibes—light progress this month as Christmas approaches.[/p][p]Wrapped up another bipedal mech. Here's concept art for the latest, the "ORM"[/p][p][/p][carousel][/carousel][p]The "ORM" is a nimble, small combat unit with one turret hardpoint. [/p][p]Its size dodges hits easily in arenas—maximize it in cover-rich spots like urban terrain.[/p][p]This rounds out bipedal concepts for the Steam demo.[/p][p][/p][p]Up next: spider-like chassis inspired by mining rigs.[/p][p][/p][p]Merry Christmas and Happy New Year! [/p][p]Wishing you joy, rest, and mech-tinkering inspiration. [/p][p]Thanks for the support this year—more in 2026! [/p][p][/p][p]Thank you! [/p][p][/p][p][/p][p][/p][p]-Alex [/p]

Dev update/112025: new walker chassis Sigvern

[p]Hi! [/p][p]November Dev Update.[/p][p]I've completed another bipedal mech.[/p][p]Here's the concept art for my next model, the "SIGVERN".[/p][p][/p][p][/p][carousel][/carousel][p]The "SIGVERN" has unique turret locations, which should provide benefits in close-quarters combat and urban environments, where angles are narrow and views are obstructed.[/p][p][/p][p]I spent most of the month testing animation approaches for the bipeds.[/p][p]-The first approach was to create all the animations manually. But this way, I ended up with many rigid animations that couldn't be easily tweaked for future skeletons. Hence, while the skeleton for bipeds is the same (number of bones, etc.), the angles of the bones are different, and the main key animations would need to be redone for each new upcoming mech.[/p][p]-The second approach was to generate them procedurally. In this way, I identify the key parameters for the entire animations and then easily tweak them for the new skeleton. And for most parts, it worked. But it had a very unnatural look in some ways.[/p][p]In the end, I settled on a mixed approach: manual animations + procedural animations.[/p][p][/p][p]Here's a funny bug from the process: [/p][p]-just add boosters, and here we have flying GUNDAM or maybe it's VOTOM?[/p][p][/p][p][/p][p][/p][p]Thank you! [/p][p][/p][p][/p][p][/p][p]-Alex [/p]

Dev update/102025: new walker chassis Kimera

[p]Hi! [/p][p]October's dev update for the month.[/p][p]I've finally started implementing the bipedal mechs—a long-awaited feature.[/p][p]Leading the charge is the corporation "Kaisen Works", the undisputed leaders in bipedal mech production.[/p][p]Here's the concept art for their flagship model, the "KIMERA"[/p][p][/p][carousel][/carousel][p]As a flagship in "Kaisen" lineup, the "KIMERA" embodies the strengths (and trade-offs) of bipedal chassis. These designs sacrifice raw speed compared to wheeled variants, but they excel in maneuverability and all-terrain traversal[/p][p][/p][p][/p][p]Pilot Trauma Mechanics[/p][p][/p][p]To deepen the pilot experience, I've added injury layers. Introducing[/p][p]- trauma chances: in battle, pilots can take wounds that hit performance, like reduced accuracy or mobility penalties.[/p][p]You control it all—mitigate with med kits mid-fight, or manage aftermaths in the hangar via recovery and upgrades. [/p][p]The system prioritizes clarity: intuitive feedback that empowers rather than punishes.[/p][p]This unlocks pilot customizations: cybernetic prosthetics, or scars/missing limbs for gritty, narrative-driven builds.[/p][p][/p][p][/p][p]Thank you! [/p][p][/p][p][/p][p][/p][p]-Alex [/p]

Dev update/092025: new tracked chassis Lance

[p]Hi! [/p][p]September is coming to an end, so here's the latest dev update for the month.[/p][p]I've been hard at work on a new tracked chassis design to round out lineup. [/p][p]Below, you'll find concept art for the Lance from "Thorva Industries", along with infographics highlighting its key capabilities. This will be the final tracked chassis added to the Steam Demo.[/p][p][/p][carousel][/carousel][p]The core concept here is to blend traditional tracked propulsion with omnidirectional movement, achieved via a front row of omni wheels. This hybrid approach should set tracked chassis apart from their purely wheeled rivals. [/p][p]Once I've added another chassis type to the mix, I'll circle back to polish these three up further.[/p][p][/p][p]Battle [/p][p]• Added basic damage support for mechs. All damage from various types received in battle will now be visually represented in the hangar until the mech is fully repaired. [/p][p]• Implemented tracked chassis movement for the Lance.[/p][p][/p][p]Hangar [/p][p]In the hangar and pilot systems, I've made a few small updates: [/p][p]• Added a new visual presentation for the pilot in the character selection screen and hangar. This will serve as the foundation for future pilot customization. [/p][p][/p][p]• The current mech is now visible from the main menu, displaying its color scheme (damage visualization from battle not yet implemented).[/p][p][/p][p][/p][p]Thank you! [/p][p][/p][p][/p][p][/p][p]-Alex [/p]