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After Next Fest

[p]Next Fest is over... here's what the numbers and your feedback told us, and what we're doing next.[/p][p]Thousands of you played the demo. Average run: right in the sweet spot (~40 min). And the share of you who wishlisted after playing blew past the usual benchmark... so when you sat down with it, the loop landed. That's the signal we needed.[dynamiclink][/dynamiclink][/p][p]Thank you. Seriously.[/p][p]If you streamed or made content about the demo: we see you. Thank you. We're going to keep improving so there's more to show... and more reasons to come back.[/p][h2]What's in the build → gameplay[/h2][p]New prototype bosses. Ferox got an upgrade and we've added the Giant Mimic Crab and Sand Specter. More "what did I just find?" moments.
[/p][hr][/hr][p]Combat is more rewarding. Enemies can now drop guns. Take them, use them, sell them (soon dismantle them for parts). Every fight can juice your run with gun drops.
[/p][hr][/hr][p]Gear Utility. The tool, gun, and comp can all harvest... different modifiers, different payouts. This is a big step towards stronger differentiation and playstyles for each major gear item. Invest in your gear to become a melee monster, a sharpshooter, or energy manipulator.
[/p]
  • [p]Pacing: Punishing day events (raids, rampages) don't fire until day 10... so early game day events are more helpful. Early runs are learnable; difficulty ramps.[/p]
  • [p]World: Vendor and vehicle recovery fixed. Secret Collector NPC. New special encounters. New zone backgrounds, updated storm waves, shooting stars, rare UFO sighting. Chest and cache spread so loot isn't clustered.[/p]
  • [p]Progression: Research tabs and gear flyout panels so you can inspect plans without getting lost. Battery slots wired up. Stash and gear position fixed.[/p]
  • [p]Companions: Wrangler, Gearhead, Botsworth rotation and recovery fixed.[/p]
  • [p]Juice & items: Omnipack upgrade feedback and harvesting FX for all gear types[/p]
  • [p]Controller: We've made numerious gamepad updates for QOL.[/p]
[h2]What you told us → what we're doing[/h2]
  • [p]Intro / first run. We've shipped more tuning so the first 10 minutes feel open stronger, though more improvements are planned.[/p]
  • [p]Demo ending when the loop clicks. We're rethinking how we cap the demo (content limits vs. day limits) so it ends on "I want more."[/p]
  • [p]Combat / early pressure. We're tuning telegraphs, dodge/block, and inner-ring density so combat feels like a choice that comes with risks AND rewards.[/p]
  • [p]Controller & UI. Keep the feedback coming... we're reading it and adding more and more QOL improvements as we go![/p]
[h2]What's next[/h2][p]One goal: a demo that shows run based desert survival (scavenge → research → forge → see how far you get) and ends in a way that makes you want the full game. We're using your feedback to get there.[/p][p]Wishlist if you want more. It helps us stay visible and keeps you in the loop. We'll keep posting as we tune and move toward release.[/p][p]Watch the trailer:
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