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Project Genesis News

Play to Earn Limited Time Halloween Badges



It's the first-ever, seasonal badge for pre-alpha Project Genesis!

For the first time, we’re awarding seasonal badges that compliment the Halloween update. Officially called “proficiency badges” these badges rank-up according to your aggregate stats. Meaning the more wins, kills and assists you accumulate, the higher the tiered badge you'll earn in return.

Each of these stat categories will contain their own threshold in order to rank-up to the next proficiency badge:

- Total Wins
- FPS Kills
- Ship Kills
- Assists

You must complete the game round in order for that game round's score to contribute toward proficiency badge rewards.

You must log into your profile at http://www.projectgenesis.com in order to select the unlocked badge which you choose to display.

[h3]Collect All Four Badges[/h3]
TIER 1 - EARNING YOUR FIRST PROFICIENCY BADGE

In order to earn the first-tier Halloween proficiency badge, simply complete one full game round.

TIER 2 - EARNING YOUR STRIPES

In order to earn the second-tier Halloween proficiency badge, one of these stat categories must cross one threshold.

Total Wins: 5
FPS Kills: 20
Ship Kills: 10
Assists: 15

TIER 3 - SETTING YOURSELF APART

In order to earn the third-tier Halloween proficiency badge, one of these state categories must cross one threshold.

Total Wins: 10
FPS Kills: 100
Ship Kills: 50
Assists: 60

TIER 4 - CREAM OF THE CROP

In order to earn the fourth-tier Halloween proficiency badge, one of these state categories must cross one threshold.

Total Wins: 100
FPS Kills: 400
Ship Kills: 200
Assists: 300

The Fornax Update

Hey pilot, it's me, James again, excited to give another update!

As you’ll no doubt know, we name our milestone builds after constellations. This build is called Fornax, which means “furnace” — it suits because we’re coming in hot. That’s devspeak for “we’re trying to cram as much in as we can while not breaking anything (but we’re most certainly, on occasion, breaking things…lots of things)”. Don’t worry though, the team is working like maniacs to ensure that the Project Genesis experience, is a big improvement over the previous milestone.

Here is a list of the major systems we’ve tackled for this release:

- Engine Upgrade to UE 4.25
- Progression
- Yuuuuge audio pass on weapons (FPS and battle craft)
- New awards and events notifications (acknowledging your badassness)
- Hotswap your loadouts between matches
- Ring map exterior expansion
- Kingsguard SMG Implemented
- Leaderboard level-up: phase II (check your new stats!)
- Razer integration
And much more…


[h2]The Big Steam Sale: 33% Off[/h2]

If you have been looking to support Project Genesis, then now might be a good time to take advantage of our very first Steam sale starting on Thursday the 17th of September. With the purchase you will not only be supporting our efforts to bring you a different kind of sci-fi PVP FPS game, but you will also be able to take advantage of the limited time offer of grabbing:

- Founders Badge (show off your stalwart support to others in leaderboards, in-game messaging, and on your ships) — available now!
- Founders Palette — available now!
- Founders Origin Skin
- Remastered OST
- 1999 Credits (a ~$20 value)

Once we launch live with the final build of Project Genesis, becoming a Founder will no longer be an option. There’s today’s dose of FOMO for you.


[h2]Updated game mode — Onslaught[/h2]

Onslaught is our second traditional game mode (the first was Dominion…our take on a territorial capture domination mode) that is designed to focus on asymmetrical gameplay. We’ve reworked our messaging system, objectives, and a whole slew of other mechanics to double down on one of the community’s favorite maps.
Image for post

Additionally, Mark Nicolino has adjusted the interior of the galactic cruiser n-SATOSHI for a tighter game loop.


[h2]Evolution: Players, Units & Leaderboards[/h2]

[h3]After Action Report[/h3]

Our original post match system showed player progress but it was confusing. So we separated the three elements in our game that can evolve:

Player Core DNA
Battle Craft
Avatars

Whereas before we stacked player progress notifications on one line, we now show you exactly what they are unlocking as they progress. Evolving battle craft and avatars will allow extended loadout options in the future.

[h3]Leaderboards[/h3]

We’ve added 4 new stats and refactored our system to allow us to easily add any number of stats. If you’ve got a favorite stat that you’d like to see added, jump into our Discord, or fire off a post on Steam, and hit us with your thoughts.

The new stats are:

Total Objective Points
Ship Kills
FPS Kills
Dominion Capture Points

Whether you’re a new recruit on the climb, or a veteran Ace Pilot, you can now see where you rank against other players.

[h3]Moar Audio[/h3]

Isaac Barry, Designer extraordinaire, has advanced the pipeline for our audio. His home office now looks like a keyboard factory exploded in his living room. His pain is your gain, however. Now we’re doing full weapons audio passes to differentiate how the weapons sound. Many of these weapons will look the same to you as you’re playing in-game (they’re all placeholders). However, you’ll likely notice that they’re starting to feel different.

[h3]Loadout Hotswapping[/h3]

“Loadout hotswapping” as we’re using the term means that the player has the ability to change their loadouts during respawns. This new user interface capability was important to prioritize because forcing you to travel back to the hangar to edit their loadouts was a real buzz-kill. This extra step interrupted the flow of play and we noticed that players would often quit playing the moment they had to leave the match. Based on feedback from our Test Pilots so far, it appears to be a significant improvement.

[h3]The Ring Map expansion[/h3]

Mark Nicolino has expanded the play space on The Ring map. The Ring is currently hosting the Dominion game mode. It is a mode that you can win by capturing and holding key objective locations.

The interior of the mega structure in the space theater has been increased to allow for better combat maneuvering. This also forces some strategic play with the new exterior objectives

[h3]Kingsguard SMG Implemented[/h3]

We’ve removed our sub machine gun placeholder weapon that we purchased off the Unreal Marketplace. This rapid fire beasty is in-game for you to hit your opponents in high-tech fashion.

[h3]Razer Chroma Integration[/h3]

For those of you who have Razer hardware, or are about purchase a device in the Chroma lighting ecosystem…you’re in luck! We’ve partnered with Razer to complete a suite of RGB lighting effects for your Razer Chroma-capable peripherals.

Our Q/A-lead-&-sometimes-Designer, Deejay B. collaborated with our favorite Ukrainian Engineer, Anatoliy G. to create some killer visual effects that will be sure to heighten the intensity of your Project Genesis experience.

Gaze in wonder! (but never lose focus, lest you become space dust)


[h2]Engine Upgrade 4.25[/h2]

And last, but certainly not least, we have upgraded our Unreal Engine to 4.25. These kinds of upgrades are always quite risky because there are so many systems that need to be verified as functional. However, our lead Engineer Matt B. has performed a number of these upgrades for us, and with his skill we navigated the endeavor in record time with minimal impact to the team.

[h3]Networking Improvements[/h3]

There are a ton of new capabilities (like in VFX) that we can take advantage of in UE 4.25, but the biggest gain we’ve had our eye on is using Unreal’s replication graph. We anticipate that this system will improve some of the “rubberbanding” we’ve been seeing as allies and opponents slide about in PVP matches. This seems to be exacerbated if you are using a server that are quite far from them geographically.


[h2]In Conclusion[/h2]

As always, the community (and Test Pilots especially) have been giving us lots of great feedback on areas to improve. Additionally, once we implement a new feature, the Test Pilots get special access to private builds before anyone else, and they help us determine how close or far from the mark we are.

If you’re looking to get involved with a community supporting a team that is obsessed with making big strides in indie development, Project Genesis might just be the game for you.

If so, we hope you’ll join us today!

[h3]Full Release Notes[/h3]
https://store.steampowered.com/newshub/app/700240/view/4042499938193767950

James
Chief Navigator

Update is Live!

Fornax Release Notes


- Engine Upgrade 4.25

- Updated Vivox VC Plugin Version

- Improved Progress Reporting

- In-Game Loadout Hotswapping

- Kingsguard SMG Implemented

- Leaderboard level-up phase II

- Razer Chroma integration

- New impact animations

- Expanded 'The Ring' Dominion map

- Refactored End Match Sequence

- Improved ragdoll physics

- Improved weapon responsiveness

- Weapons Balanced ADS

- Weapons Balanced Recoil

- Weapons Full Audio Pass

- Weapons Full Balance Pass

- Improvements to Third Person Sprint Animations

- Improvements to ONSLAUGHT (Attack/Defend) Mode

- Improvements to ship camera movement

- Improvements to Objective Indicators

- Map Boundary Alert System

- Player nameplate consistency between Ship/FPS

- Early look at new HUD in progress

- Ship projectile impact VFX work

- Emplacement Turrets: Increased range, speed, pitch, added impact decals, adjusted collision properties on warp gate warp-in volume to prevent turret fire from colliding with it

- Fixed an issue with a Font not referencing its Font Asset and thus causing it to appear malformed

- Fixed an issue where Slate code for the ObjectiveManager DetailsCustomization was referencing an old font that doesnt exist anymore in 4.25.3

- Fixed an issue where ImpactEffects for Ship Projectiles would spawn at World Origin in the Projectile did not hit anything and instead "aged out"

- Fixed an issue where a crash would occur when polling the status of the server Fleet

- Fixed a crash when joining a match that was returned by the MatchMaking Request

- Fixed a crash caused by ShipWeapons not swapping in/out correctly

- Fixed an issue where Grenades would collide with the Pawn that threw them causing it to prematurely explode.

- Fixed bad LOD material assignment

- Turned off pawn collision on "Plane" element to prevent blocking avatars

- Fixed access none errors on the FPSHUD Widget that was causing log spam

- Turned on impact FX for new rock pieces

- Turned off Projectile Overlap collision property - was blocking ship projectiles

- Added function that returns a boolean value depending on whether the Client has made changes to the Loadouts that havent been confirmed by the Server, this can prevent the UI from allowing the Player to spawn when the Server and Client are out of sync with their PlayerData.

- The LoadoutCustomizationComponent is attached to the PlayerController and currently only available when playing a Match

- PlaceableShieldWall sound fix

- Added multi UV vert paint to asteroid material, lighting polish, updated lightmaps (The Ring)

- Filled holes in bridge, updated lightmaps (Outpost)

- Visual/collision bug fixes

- Fixed an issue with the Killfeed not showing Notifications that occur to close together

- Fixed an issue with Hit Indicators not pointing to the correct location onscreen

- Added a new property to the FPS Weapons to allow for more flexibility with the Animation Graph and
the different Poses that individual Weapons will need to use

- Fixed gap between wall panels (Cap ship interior), updated lightmaps

- Disabled Garbage Collection calls in Notification Widgets to try and address a hitch occurring on the Client

- Setup Beam Emitters for the Placeable Repair Nodes for both Avatars and Ships where the Beams will attach to Units being Healed by the Repair Node

- Fixed an issue with the HitIndicator not correctly showing the location of the Instigator Pawn for Ship Projectiles

- Fixed an issue where a Player that was talking during VoiceChat that changed Team would have their VoiceChat icon remain onscreen for other Players indefinitely

- Fixed an issue where Damage Indicators would appear through geometry. Potentially giving away the location of enemies.

- Fixed an issue where ShipWeapon Charging sounds were not attached to the Ship and instead would remain at the location where Charging began

- Fixed an issue where Avatars could Tranfer to Ships while commandeering Turret Emplacement

- Fixed an issue where the FPS Weapons were not attaching their underlying root component to the Pawn that Owns them, causing distance based NetRelevancy issues that had further consequences for Remote Clients and the Third Person Weapon.

- Potential fix for an issue with RelativeHitLocation not be correct when replicating the LastHitInfo

- Upped gamma in Onslaught, multiplied avatar base albedo (character visibility)

- Added a `MaximumDrawDistance` property to the ActorDetails Component to help with visibility over long distances as they were spamming the screen a lot. Also fixes a issue with seeing Enemies through walls

- Fixed an issue where Placeable Turrets were not using the correct Object Channel when searching for Targets, causing them to not work at all

- Fixed some errors associated with adding Notifications to the screen multiple times

- Fixed some access none errors when attempting to add some Widgets to the screen

- Added missing call to Super on the GameInstance::Shutdown method.

- Update Objective Notification, Size, Text clarification

- Added in Weapon Switch verification on the Server for the Client to try and address an edge case issue where sometimes Clients would not successfully switch into a valid Weapon when spawning.

- Adjustments to KG SMG, KG Rifle, and KG Revolver fire animations

- Disabled Ranked Team Balancing for the Onslaught Gamemode to try and address an issue where Teams become uneven when switching to this Mode

- Introduced a more comprehensive RoundEndingState property and event pairing to ensure that we can manage to pass round ending information to Clients at the correct times without having to wait for multiple replication stages. This small overhaul has been done to address further replication race conditions on the Victory/Defeat Widget at the end of a Round where some Players were getting inconsistent results

- Removed the old EndMatch Widget as its been replaced fully by the Victory/Defeat Widget.

New Content Coming Tuesday

Visit us again on Tuesday and tell us what you think of the pre-alpha Project Genesis 'Fornax' update.

Full release notes available once the Fornax update goes live on Tuesday, September 8th.

Update Notes at a Glance:

- Engine Upgrade 4.25
- Updated Attack Defense mode
- Updated the Ring map with an exterior expansion
- Audio pass for all avatar and battlecraft weapons
- Kingsguard SMG Implemented
- After Action Reporting
- New awards and events notifications to acknowledge your badassness
- Hotswap loadouts between matches
- User experience pass, updated messaging intended for new players
- Leaderboard level-up phase II
- Razer integration
- Impact VFX

——————
TUESDAY EDIT:
We need a little more time!

For the Fornax update...

Because we’re putting the Founders Pack on 33% discount with the Fornax update, we want to ensure new-player messaging is tight. But we’re not quite there yet and need to clean up some UI bugs.

Here’s what we’re **targeting**
**Tuesday**: internal test and fixes
**Wednesday**: soft launch
**Thursday**: go live with Fornax

Thanks for your patience guys. And thank you Test Pilots for being awesome, helping us identify needs.

[previewyoutube][/previewyoutube]

Take Your Best Shot

Hey Pilots, I'm interested in what unique and interesting screenshots you come up with when we hold a super-super-serious contest ;)

Last month it was the Drift King award. Now it’s the 'Camera King' title that’s up for grabs!

We’re shifting our attention from flight skill to the creative side with the honorary designation of Camera King. We’ll grant this role and title to pilots who share some stellar screenshots of anything in-game.

It's our first contest of this type. So help me with your feedback and participation and we’ll learn together as we go.

[h3]Some items to keep in mind:[/h3]
  1. No thematic rules, feel free to snap and share anything in-game
  2. Screenshots must be your own
  3. The 8 Circuit Studios team will select favorites based on originality and composition
  4. Submit your screenshots either as an upload, here, to the Steam Community Hub or on any of our social media channels
  5. Winners will be announced and screenshots shared on our Steam forums as well as across our social channels
  6. Entries are valid until our next update goes live (targeting 3 weeks)


Thanks for participating. I'll share some of my own and look forward to seeing yours!

Oscar
Community Manager