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Release Window Announcement



In plain text:


Hello again everyone!

Unfortunately, Within the Cosmos won't be released in 2021, the release window has now been set to Q1 2022.

I initially wanted to reveal the new release window during the upcoming gameplay video, but I felt like letting the release date be known as early as possible is for the best. Also, I wanted to avoid setting another release window that ends up getting pushed back. Within the Cosmos continues to be developed, of course. As many of you know by now, I don't intend to release the game until I'm completely satisfied with every aspect of it. It is almost there. I simply need more time to finish incorporating some new aspects of the game that I've added over the last few months. More testing is required, and more polish. These next couple of months will allow me to fully accomplish the goals I've set for this game. Ultimately, this will lead to a much better experience for you when you finally get to play the game.

Regarding the upcoming gameplay video, I intend to publish it in September. In the video, you'll see one of the early missions in the game, along with some dialogue, RPG aspects, hacking, and some combat. I can't wait for all of you to see how much the game has changed and improved since the last video. Once the gameplay video has been published, I will continue doing the monthly/bi-monthly blog style development updates. As Within the Cosmos gets closer to its targeted release window, I'll get a better idea of when the exact release date will be. I will share that with you as soon as I am able.

I appreciate all of you for being so understanding throughout the development process, and I cannot thank you enough for all of your support!


- debdev

June 2021: Development Update

Hi everyone! For this development update I'll be talking about Weapons & Ammo Types. This isn't a complete list of every weapon that's in the game, but it's more of an overview of how the weapons and ammo types work together and how they tie into the RPG aspects of the game.

Initially, I had intended on going with a Mk. I, Mk. II path of progression for weapons (finding better versions of the same weapon as the game goes along), but eventually, after playing through the game a few times, it didn't feel right. I ended up with weapons that no longer served a purpose, as I was able to find better, upgraded versions of them. After this experience, I wanted to make every weapon viable from the beginning to the end of the game. I wanted to ensure that if the first weapon you find in the game is your favourite weapon throughout the journey, then you should be able to use that until the very end. As a result, there are no longer any Mk. I's and Mk. II's in the game. With the extra time I allotted for the games development, I was able to add new weapons to the game. I set out to make sure every weapon can stand on its own. However, there still needs to be some form of progression for weapons, and that progression comes in the way of Skills, and Weapon Attachments.

[h3]Weapon Skills[/h3]
Since this is an RPG, how effective your weapons are in your hands will be largely influenced by your Skill in that particular weapons field. These are the major skills that will govern how your character handles each weapon. This also gives you an idea of the type of weapons in the game.

Automatic Weapons: Determines your proficiency at using Assault Rifles & Sub-machine Guns
Explosives: Determines your proficiency at using Explosive Weapons, like, Grenades, and Traps
Melee Weapons: Determines your proficiency at using Melee Weapons
Ranged Weapons: Determines your proficiency at using Sniper Rifles & DMRs
Small Arms: Determines your proficiency at using Pistols & Shotguns

Improving the skill that you desire will reduce the recoil while firing the weapon, and increase the damage, as well as unlock some perks. Don't forget to add Skill points to them when you level up!



[h3]Weapon Attachments:[/h3]
Weapon Attachments can be found while exploring, and they can be purchased from shops. There are 4 slots available for most weapons where you can equip different types of attachments. These are:

Optics Slot:
Optics slot will dictate what kind of Optics/Scope you will use on your gun.

In this GIF, I'm using the Recon Scope, which highlights enemies. This is especially useful when exploring at night. I also used the Time Dilation software so that I can line up the perfect headshot!


Muzzle Slot:
If you want to go with a sneaky route, make sure you equip a Silencer on your Muzzle slot. This will largely reduce the amount of sound that the weapon produces when fired.





Magazine Slot:
You can equip Extended Magazines on most weapons to increase its magazine size. This will allow you to fire off more shots before having to reload. Each ammo type has its own Extended Magazine. Example: If you find an Extended Magazine for Light Ammo, that Extended Magazine can be used on every weapon that uses Light Ammo.



[h3]Ammo Slot:[/h3]
This is where you'll select what type of Ammo you want your weapon to use. This slot is more complex than the others, so I'll go more into how it works.



When modifying your weapon, you can select the type of ammo the weapon will use. The type of ammo that you equip on your weapon plays an important role when encountering enemies. If you want to be efficient, you need to equip the correct ammo type for the situation that you're in.

There are 5 categories that ammo falls into, and they are intended for different groups of weapons. They are:

Light Ammo - Pistols & Sub-machine Guns
Heavy Ammo - Assault Rifles & DMRs
Sniper Ammo - Sniper Rifles
Shotgun Ammo - Shotguns
Tranquiliser Ammo - Tranquiliser Pistol & Tranquiliser Rifle

Regular Rounds:
Regular rounds are the standard variant that weapons use. These are mostly effective against organic enemies, and less so against armoured targets & artificial enemies.

Amour-Piercing Rounds:
Each ammo type also has an Armour-Piercing alternative. These are highly effective against artificial enemies, and less effective against organics.



[h3]Cosmetics:[/h3]
You can also edit your weapons to alter their appearance, purely for cosmetic purposes. These allow you to personalise your weapon.

Charms:
Charms add a little bit of life to your weapon! These can be purchased from shops and also found throughout the world.



Weapon Skins:
If you want to represent your factions colours, or any other colour you want, you can recolour your weapon and select one that suits you!



[h3]Closing Statements[/h3]
I wanted to post this development update about two weeks ago, I apologise for the delay. This is the final major development update post for now, as I'm going to shift my focus to finalising some aspects of the game and then creating a new gameplay video. The game has changed so much since the last video was posted (almost 2 years ago now! Wow). I'm so excited to show all of you the improvements and changes, and get your feedback!

As always, I want to sincerely thank all of you for your patience while I'm creating this game. All of your comments are uplifting and motivating, and they mean more to me than you can imagine. I'll never tire of thanking all of you for spending your time checking out my game.

Thank you!!!


If you'd like to follow the game on any social network, here are the links:

Twitter Facebook Instagram Official Website


The game is in active development and things can and will change until the game is released!

Thanks again!!

April 2021: Development Update

Hi everyone! I hope you've all had a lovely March. The game continues to be developed, and as more systems fall into place and come together, the closer it gets to being the game that I was dreaming of making. Today, I'll be covering an important aspect of this game, which is, Stealth. Stealth touches on so many different aspects of the game, ranging from skills, perks, AI, weapons, etc. I'll be showing some Stealth features which overlap with each of these topics, and I'll also showcase some of the non-lethal options you'll have at your disposal.

Let's get right to it!

[h3]Gameplay Features[/h3]
The "abilities" in the game have been re-worked and they're now known as Software. There are some Software that you can install which will greatly benefit people who are attempting to play stealthily. One of the Software that you can get is the:

CLOAK Software
I believe I've shown this before. The CLOAK Software will render you nearly invisible for a couple of seconds (the duration can be improved based on how you upgrade your character), allowing you to evade any enemies that are in your way, or allowing you to move closer to an enemy to perform a sneak attack.


To be able to really use your Software to its fullest ability, you'll want to upgrade your Sneak skill! There's no point of being cloaked when the enemies can still hear you! Improving your Sneak skill will ensure that enemies take longer to detect you, and that your footsteps produce less noise, thereby allowing you to effectively sneak up on unsuspecting enemies.


If you want to maximise how effective you will be while sneaking, you'll also want to invest some of your Perk points into some of the Sneak perks, some will allow you to do more crit damage while sneaking, or increase your crouch movement speed, or increase the chances of a malfunction on a trap that you accidentally set off.


When you feel confident enough in your sneak skills to takedown an enemy, you'll be able to sneak up behind them and perform a non-lethal takedown.


If you take down an enemy in a location where you're afraid that enemies will spot the body, you can pick up and move the body to a location where they won't think of looking.


If your sneak skill is high enough, you'll be able to successfully pickpocket people without alerting them. If you're pick-pocketing with a low sneak skill, there's a chance you'll be caught immediately, and you'll have to pay a fine or you'll be outright attacked.


[h3]AI[/h3]
When playing a game stealthily, you need to be cautious about how you take out or evade enemies. Observing their patrol route to time your movements is crucial, but if there's no obvious way around the enemy, you'll have to get a little creative. One way of doing this, as shown in the previous dev update, is by hacking nearby objects that produce noise, which will distract enemies and lure them out of the way.


Enemies also display a detection meter, which will let you know just how close they are to detecting your presence. How fast it fills is determined by your Sneak skill, your distance, whether you're cloaked or not, and whether you are standing or crouching. It is also determined by the difficulty you're playing the game on. When an enemy enters the Alert state, they will alert nearby enemies to your presence, so make sure you're not detected so you can avoid any unnecessary confrontations!


[h3]Weapons[/h3]
Aside from all the Skills, Perks, and Software you can upgrade, you'll also have some choices when deciding what weapons you want to use to suit your play-style. One very important part of playing stealthily, is having the ability to equip silencers on your favourite weapons. You can equip them on nearly every weapon in the game. You'll see how the silencer will affect your weapons base stats when you equip it. Using a silencer will greatly reduce the sound your gun produces when fired.


If you want to be non-lethal, you have some weapons at your disposal. You will be able to use the Tranquiliser Pistol, which will put enemies to sleep immediately if you land a headshot. If not, it will take a couple of seconds for them to fall asleep.


If you're a person who likes to take people out from afar, you'll be able to make use of the Tranquiliser Rifle, which works like the Tranquiliser Pistol, but at a much greater distance. Headshots will put enemies to sleep immediately, body shots will take a few seconds before the effect kicks in.


If you see a group of enemies that are too close to each other, using a Tranq. Pistol or Tranq. Rifle probably isn't the best idea. If you want to tranquilise them without being spotted, you'll be able to use Gas Grenades. Throw it near their location and the Gas Grenade will put enemies to sleep after just a few seconds. If you're infiltrating a location, and want to plant traps to take people out non-lethally, you can plant Gas Mines, which will only activate once someone gets near it. These gasses will affect you too unless you have the appropriate Software installed.


[h3]Closing Statements[/h3]
These are just some of the ways that you'll be able to approach situations in Within the Cosmos. There are some things I wanted to cover here that totally fit into these categories (like the Smart Tranq Pistol) but I'd rather leave some stuff strictly for the gameplay video that I'll be recording and releasing in the coming months. Please remember that the game is still in development so some things may change, and things are still being worked on, but I hope you like what you've seen so far!

I'm trying to post a development update (roughly) once a month now, and I hope you'll look forward to reading the next one next month! I will never tire of thanking all of you for your patience, understanding, and support throughout the development process. Thank you so much!




If you'd like to follow the game on any social network, here are the links:

Twitter Facebook Instagram Official Website

Thanks again!

February 2021: Development Update

Hi again everyone! Since the community update I posted in January, I've been really eager to post a more informative community update for all of you, getting more into specifics about the game, rather than just talking about the current state that it's in.

Today, I will be showcasing two important aspects of the game, which are, Scanning Mode & Crime. Each one presented unique challenges for me, but I finally feel like they're both in a place that I am happy with.

Let's start with...
[h2]Scanning[/h2]
Here's how it works:
Upon entering scanning mode, your weapons will be holstered, and you'll be able to see everything near you that can be hacked, as well as any related upgrades that you've made to your scanner. Hacking can only be done while in scanning mode, and will use up some of your suits energy. How much energy the hacking will use is displayed when you look at the item you want to hack.

[h3]Hacking[/h3]
Hacking was one aspect I was debating on how to handle while I was developing the game. I wondered if it would be best to have a mix of quickhacks & a hacking mini-game for certain things. I created a few different mini-games for the hacking aspect but none of them ever felt "right" to me. At the end, I decided that hacking should be determined strictly by your characters skill level (skill check), as opposed to it being determined by skill level and then also requiring you to complete a mini-game. So in turn, the only hacking in the game are quickhacks. Here are some of the quickhacks offered in the game:


Some places in the game are restricted, and as expected, these areas have some security measures in place to prevent and catch trespassers. Disabling security cameras in these locations will allow you to pass by the area that the camera is surveilling without being detected.


There are things in the world, like doors, that can be used to lure enemies (ex: to a trap) or to distract enemies (ex: to get by them if they're guarding an area you need to pass through).



[h3]SONIS-R[/h3]
There are a couple of ways that you can upgrade your scanner. One of the upgrades that you can get for your scanner is the SONIS-R upgrade. This upgrade will equip your scanner with a radar which will detect nearby NPC's, enabling you to effectively see them through walls.


[h3]Tagging[/h3]
As I stated earlier, using scanning mode will force you to holster your weapons, and in turn, it will restrict your ability to defend yourself while using it. So, if you wish to track a specific NPC while outside of scanning mode, upgrading your scanner will allow you to "tag" enemies so you can keep track of them while outside of scanning mode.


[h3]Tactical Information[/h3]
One of the other options available to you when using the scanner is the ability to scan an individual. Doing this will display basic tactical information, which displays the NPC's name, faction, & weapon (if applicable), as well as the NPC's strengths & weaknesses, then you can strategise and determine which weapons are more effective against them.


[h2]Crime[/h2]
Onto the next subject I want to discuss today! The crime system in the game was also one of the systems that I spent a lot of time debating on how it should work, and how it should be approached. The crime system is something that went through multiple iterations until I finally got to the point that I am now. Currently, different crimes have different levels of severity and different reactions from the individuals and the factions, here are some examples:

Stealing: If someone witnesses you stealing an item, a guard will confront you and you'll be financially penalised, and you will suffer some reputation loss for that faction. If you decide not to pay the penalty, you will be attacked by the guard and any other nearby guards.

Accessing/Hacking owned items: If you are caught attempting to access/hack any owned items (ex: computers, cameras), the witness and/or guard will confront you and you'll be demanded to pay a financial penalty & you will suffer some reputation loss for that faction, depending on what was hacked, you might get attacked outright.

Trespassing: There are some restricted areas in the game where you won't be allowed to enter unless certain reputation levels are met, or you've been given clearance to visit that area. If you are caught trespassing in these restricted areas, you will be told to leave. If you do not leave, NPCs and/or guards will attack you.

Murder: Murder is the most serious crime, and will result in some severe penalties. There is no financial loss for murder, however, your reputation with that faction will suffer greatly, and you will be attacked on sight by anyone belonging to that faction. In some cases, depending on the faction, you'll be permanently locked out of that factions questline.





I wasn't able to cover everything that I initially wanted to cover in this post, but I hope you like how everything is coming along, and the direction that this game is heading! I'll begin working on the next update soon!

Over the last couple of months/years, I constantly felt like I could do some things better, or improve on some things, but I am finally at a point in the development where I feel happy with how things are working, and it's such a huge relief to me to see this world that I've created really come to life.

I can't say it enough, but thank you again for your constant support and understanding! This process is a little overwhelming at times, and the scope of the game is intimidating at times, but you all give me the drive to continue to pursue this dream.

Please don't hesitate to provide any feedback and express any opinions you have about the game.

Thank you!







If you'd like to follow the game on any social network, here are the links:

Twitter Facebook Instagram Official Website

Thanks again!

January 2021: Development Update

Happy New Years everyone! It has been just about half a year since I last posted an update on Steam. I've been made aware of the fact that many people here believe the game has been abandoned. I must apologise for giving you that impression. Within the Cosmos has been in active development throughout the year, and I remain completely committed to finishing this dream of mine.

I've been sharing some screenshots/GIFs, and news across Twitter, Facebook, and Instagram. Here are some new ones:

[h3]Locations[/h3]

Chronos, Berith II: Home of "the Enlightened" faction. If you remember the last time I showed screenshots of Chronos, it looked significantly different. I was able to use some of the time during the last few months to work on the town, and achieve the vision that I initially had for it.



Pearl City, Alios: This is the home of "UESA". I never posted screenshots of this until earlier this month across the games social networks. For those who saw it there, you might notice I worked on this since then, and changed it up a bit.



Berith II: A lawless region. Home to "the Enlightened" and the "Ravens" factions. A slighty longer clip of this was posted on the games social networks in October. I can't post the entire clip here as it surpasses Steams maximum file size. [Edit: The recoil animation for this isn't final. I'm aware of the fixes I need to make for this! Thank you for the feedback!]




[h3]State of the game[/h3]

Unfortunately, I don't have a substantial amount to show you, which is what I usually like to do when posting development updates. There's a lot of stuff that I'm waiting to showcase in the gameplay video and trailers, but lately, most of the development time has gone into making sure Within the Cosmos is as bug free, and as optimised as possible. As as sole developer, creating an RPG of this scale hasn't been a straight-forward process. Ensuring it reaches the optimisation standards that I have set for it has proven to be more time consuming than I initially expected, especially considering how 2020 affected many of us. I will not release this game until it has reached those standards.

I will continue working on the game and the trailers, and everything will be released when it's ready. I have changed the release window from 'Q1 2021' to simply 'TBA 2021'. As soon as I feel confident with a release date, I'll post it across every social network, and on Steam.



Once again, I need to thank all of you sticking with me through this! Without all of the positivity, interest, and feedback coming from all of you, creating this game simply wouldn't be possible. You all give me the motivation to continue working, and you provide me with the drive I need to fulfill my goal. Thank you, and have a wonderful new year everyone!











If you'd like to follow the game on any social network, here are the links:

Twitter Facebook Instagram Offical Website

Thanks again!