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The Era of the Minerva Milestone is Here, Pilots!

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INTRODUCTION


Hi - I’m Noel from 8 Circuit Studios, and I’m looking forward to introducing you to the Project Genesis Pre-Alpha Minerva milestone.

In this milestone, we have focused on a massive audio update with sweeping changes across the board, unit allocated Ephemera to reward your actions in game more significantly, improved controller support with focus on better movement and the first iteration of aim assist, Battle craft weapon improvements with new target lead identifiers, & much more.

MASSIVE AUDIO UPDATE


In the Libra milestone previously released, a ton of audio improvements were added in-game, but in Minera, we’re ramping up the auditory landscape even more.

A full audio pass on weapons and SFX has been introduced in Minerva, and expect to notice a huge array of new and improved sounds during gunfights and environmental interactions. Additionally, countless new voiceover audio has been recorded and hooked up in-game to not only provide a more immersive experience while you’re playing, but further provide more detailed event-based audio to give you critical information during matches.

One audio feature we’re extremely excited to be implementing in Minerva are footstep variations based on surfaces you are moving across while in Avatar form in the FPS environments. When in-game as an Avatar, you’ll now hear footstep audio specific to the surface material you and other Avatars around you are on, and footsteps will change in sound to accurately reflect the current surface.

This new addition not only introduces a more immersive audio experience in-game, in both PVP environments as well as the various environmental biome themes, but it also means that it adds another layer of complexity to tactics & strategy in multiplayer game modes. Hear loud, metallic footsteps around a corner? If you’ve honed your map & level knowledge you now have sound-based positional cues to inform your next engagement. Adopting a tactical flank strategy to surprise the enemy? You might need to plan your route more tactically to mask your maneuver.

We’re excited for you to experience these improvements & additions and can’t wait to hear what you think of them.

UNIT ALLOCATED EPHEMERA


For those of you new to pre-alpha Project Genesis, in the recent past we introduced a Prestige system in-game with the purpose of providing incentives for players wanting to level their accounts and alongside the Prestige system we also introduced Ephemera wings to reward dedication to the grind.

When it was first introduced, this progression incentive model awarded Prestige after a player had leveled their account to 100 and continued to increase the Prestige level each additional 100 levels. Prestige levels 1-6 also rewarded players with progressive Ephemera wings that increased in visual flair each level. These wings, in addition to displaying in various menu and loadout screens, also displayed in enemy death cams when a Prestiged player secured a kill on an opponent, ensuring that the defeated player knew the victorious player’s dedication to the grind.

In the Minerva milestone, Ephemera wings have been shifted from account level allocation to unit allocation. This means that individual progression paths for earning wings are now available for each Avatar and Battle craft, allowing for both a customized approach to progression achievement and multiple progression paths.

Whether you are a player that prefers to utilize a singular or small pool of Avatars and Battle craft and simply want to grind those units for Ephemera, or you are a completionist that loves to level up every possible option in-game, the rewards for your in-game time and effort have been vastly increased.

Additionally, you now will see real-time major notifications both mid-match and during the After Action report to provide instant feedback on your progress towards your flair.



IMPROVED CONTROLLER SUPPORT


We've been putting a lot of effort into improving our controller support, and with the help of a ton of amazing community members that joined our Controller Strike Squad, we've been able to get high-skilled, experienced controller mains behind-the-scenes to provide testing, feedback, & suggestions for how to make the controller support feel as good as possible.

We're still hard at work iterating on the controller support, and while we have a ways to go to make it as good as it can be, we've been able to make a lot of good progress in the areas of aim assist, input re-mapping capabilities, sensitivity settings, and movement.

For those of you that main the sticks, we're doing our best to get you up and running as quickly as possible and rest assured, we're committed to making your experience in Project Genesis an awesome one!

NEW FPS WEAPON MODEL


In the Libra pre-alpha milestone update, we put the first 2 unique FPS weapon models into your hands in the form of the Trio SMG and the Bozar .50 LMG, and in Minerva, we're introducing our 3rd unique FPS weapon: the Bishop 12 pistol.

This secondary sidearm weapon features a total ammo capacity of 36, with 9 rounds available for use before reloading. The lightweight nature of the Bishop 12 allows for high mobility in FPS combat arenas, while the damage and accuracy range is extensive, allowing you to effectively engage on targets both near and far.

With a fairly quick fire rate and reload speed, the Bishop 12 is a versatile secondary weapon for a variety of playstyles, making it equally viable for both rushing and tactical playstyles. We can't wait to see you sport this new pistol model in-game.

BATTLE CRAFT WEAPON REVISIONS


Ensuring that Battle craft combat in Project Genesis gives you the fast-paced, intense gunfights that exist in the FPS environments has been an ongoing high-priority goal for our dev team, and in Minerva, we’ve worked hard to significantly improve space combat mechanics to get closer to achieving that goal.

One specific aspect of Battle craft combat engagements that the community has provided significant amounts of feedback to us has focused on a desire for increased VFX during dogfights. With the speed of the Battle craft movement geared towards a “knife fight in space” experience, players have expressed frustration with the feeling that sometimes they are unable to determine where their projectiles are visually as well as feeling as though they occasionally have difficulty figuring out where to aim to land shots on target.

In Minerva, we have ramped up the visual effects when doing damage to opponents in space combat, and we’ve also introduced a brand-new target lead indicator with the goal of not only providing visual feedback to you for your output damage, but also to empower your aim with increased target acquisition information.

With these newly-implemented tools in your hands, we’re excited to see the effects this will have in-game during high-intensity dogfights.

TEAM DEATHMATCH GAME MODE


We've been hard at work planning new game modes to include in Project Genesis as we continue development, and we've made great progress on unique concepts that we are refining and iterating on, but we're excited to announce that one of the most requested game modes is now included in Minerva!

That's right...Team Deathmatch is now available for play!

Available for both Battle craft & Avatar combat, the new Team Deathmatch game mode currently utilizes maps and environments that will be familiar to veteran Pilots, and with the removal of objectives within these spaces you'll be free to focus solely on gunning down your opponents and leading your team to victory.

So hop in-game and let's see just how high of a bar you can set for the most kills in the new Team Deathmatch game mode.

CONCLUSION


In addition to the features mentioned above, countless bug fixes are included in Minerva, largely due to our amazing Test Pilots that have contributed hundreds of hours of testing and feedback, which we are immensely grateful for and we are thrilled to improve your experience in-game.

Speaking of in-game, you’ll definitely want to boot up and explore, because we may just have introduced a few other exciting new experimental additions that we’ll just leave for you to find!

We are grateful for your continued support of Project Genesis and the valuable contributions that each of you have made to the development of the game, and we can’t wait to see what you think of the new additions in this milestone update. See you in the lobby, Pilots!

GENERAL/FIXES
  • Audio: Updated FMOD Engine 2.02.10
  • Audio: Main Thruster and Boost SFX for Light Ships (ADU, Spectre, Wraith)
  • Audio: Breach Available & Unavailable SFX
  • Audio: Invalid Placement SFX (native)
  • Audio: Kingsguard new fire sfx; tweaking Autotac & Trio; footstep tweaking; canister explosion tweak
  • Audio: Trio 3P Update; Autotac7 Low Ammo Adjustment
  • Audio: ARs, LMG, DMR, Shotguns Rebalancing, Mixing, New Sounds Assigned Notifies Bus to SFX VCA
  • Audio: Remixing 1P&3P Weapons; Headshot-Kill Confirm/Hitmarker
  • Audio: R1; GTL; Hollywood - New Firing SFX, Rebalancing
  • Audio: FPS rework
  • Audio: Snapshots - Big, Small & Medium Room + Gun Tails
  • Audio: 3P Firing Distance / Volume Remixing
  • Audio: Bullet Whiz
  • Audio: Material Impacts
  • Audio: 3P Weapons Player Awareness - AR01; AR03, AR04, AR05, DMR01, DMR02
  • Audio: Scoreboard Open/Close SFX
  • Audio: New R1 Fire, Crouching SFX, New Grenade and Sticky Throw SFX
  • Audio: Snapshot Tweaks; Kill Confirmed & Headshot SFX
  • Audio: E1M1 Hollywood Firing
  • Audio: Kill Confirmed
  • Audio: Material Impact SFX
  • Audio: Throwables Pickup SFX
  • Audio: Healing Drone FPS & Ship - Deploy & Healing SFX
  • Audio: Bomb Tick - Playing Faster SFX when time < 5 sec
  • Audio: Ship Lockon Volume Tweak
  • Audio: Ladder Footsteps
  • Audio: Var Menu UI SFX
  • Audio: Added Fan SFX To Dom Outpost
  • Audio: Counter Measure SFX
  • Audio Missile Lock and Incoming SFX
  • Updated Weapon Racks (FPS training, FPS training DOM, Firing Range) to reflect current FPS weapons
  • Fixed Optic Mismatch on 3P Weapons
  • Fix for an issue where Sliding can be performed indefinitely
  • Turned on AI Avatar Capsule Shadows
  • ModeX Walk Speed in alignment to the other shotguns
  • Replaced Ion/Gatling Projectiles with meshes and adjusted them
  • Adjusted the swarm missiles, now they fire just one set of missiles instead of a burst, damage has been increased drastically, cooldown set to 3s, FX adjusted to look beefier
  • Ship Weapon balance for Ion Repeater, Gatling, Rail Gun classes
  • Made some significant bandwidth optimizations and CPU usage optimizations to Weapons, Ships and Projectiles. Enabled Push Model replication for the majority of replicated properties on the FPS and Ship Weapons, Ships themselves and Projectiles. Optimized the network bandwidth usage of ReplicatedMovement for Projectiles, after profiling them they were top spot of taking bandwidth, they are now well optimized out of being the biggest hog of bandwidth in certain circumstances.
  • Introduced a new Component called `PGDamageable` which is used as an identifying component for FPS and Ship Weapons as to whether the Actor they are Hitting can actually take damage or not. This is designed as a major optimization to RPC calls up to the Server from the Client, previously we send any Hit to the Server regardless of whether or not it can be damaged, this leaves room for this optimization in that most of the time we will likely be hitting Actors that cannot even respond to taking damage. Added the `PGDamageable` component to all Actors and Blueprints that currently require damage handling capabilities to ensure they continue to react as they did before to FPS and Ship Weapon damage.
  • Firing Range Perf Pass, Updated Capital Ship
  • Fixed an issue where all grenade types had wildly inconsistent throw times, causing some to not be able to play appropriate FX
  • Adjusted the Net Relevancy distance thresholds by double to improve Player visuals from a network perspective
  • Setup an aggressive NetRelevancy optimization for Projectiles where by they will check for Occlusion from a NetConnection if within a certain percentage of the NetRelevancy Distance.Exposed properties to Blueprint such as `bUseNetOcclusion` which controls whether or not to use this new method.
    `InnerNetOcclusionDistanceSquaredFactor` - This handles describing the percentage of NetRelevancyDistanceSquared that the Actor has to be within in order to calculate Occlusion for NetRelevancy. `MaxNetOcclusionHits` - How many occlusion hits must occur for it to be considered occluded for NetRelevancy.
  • Setup functionality that exposes events to Gameplay Abilities to notify them of when an attempted Activation had failed because the ability was still on Cooldown or it has no Uses left.
    Added `ActivationFailedCooldownSound` and `ActivationFailedUsesSound` properties to Field Upgrades which trigger on the respective events that were exposed and explained above. This is to help with Player messaging so they understand that their Field Upgrade is not usable at that time without having to physically look at the UI element.
  • Removed RPC from all places where it was implemented for 100% appearance. Now we will be able to see when VitalSystemsComponent Hit/death events not trigger.
  • Set the `bDied` replicated property on the VitalSystemsComponent to always notify the Client when it changes instead of the default behavior where it's only notified if its value is different. Hopefully this helps rectify an issue where AI Ships simply disappear.
  • Tweaked certain ships that were not balanced appropriately according to the patterns followed by the other ships, adjusted their shields back to 100, adjusted regen, lowered heavy ship healths to 400, tweaked speeds
  • Removed unnecessary properties being sent through some high frequency RPCs
  • AI: Objective interactions without crowding and sinking into floors


https://store.steampowered.com/app/700240/Project_Genesis/

NA Dev Sessions - Game With The Devs!

[h2]We want YOU![/h2]



Put your skills to the test, against and alongside our devs and fellow players in our weekly NA DevSession!

Join us at 4pm Pacific every Wednesday for our weekly DevSessions - Open to all players of any skill level!

Whether you want to flex your in-game muscles, ask some questions or just meet a great group of folks to game with, our Discord server is the place-to-be > Discord server

Gear up. Squad Up. Join our voice channel and come play with us!

https://store.steampowered.com/app/700240/Project_Genesis/

Autumn Sale Event!

[h2]'Tis the season of pumpkin pies & autumn skies![/h2]



Don't let the holidays gobble up your sanity! Make some time for yourself and enjoy the beauty of space this fall with your own copy of Project Genesis, now on sale for a limited time!

From November 22-29, Project Genesis goes on sale during the Steam Autumn Sale! Grab your copy for 33% off and also receive the exclusive, limited-time Gold Founders Pack!

Items in the Gold Founders Pack include:

Gold Founder Emblem
Gold Founder Banner
Founders Pack Color Palette
Remastered OST (future release)
Founders battle craft Skin (Roger’s Roughnecks - future release)
1999 Bonus Credits (future release)

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https://store.steampowered.com/app/700240/Project_Genesis/

[h2]We are Thankful for YOU![/h2]

This holiday season, as we think of the things that we are grateful for, we could not be more appreciative of our amazing community! You motivate us to continue to improve Project Genesis and we are incredibly thankful for all of your testing, feedback, and suggestions!

Developer Update - November 15



We've loved seeing so many of you enjoying the content that was introduced in the pre-alpha Libra milestone, but we're excited to get the Minerva milestone update into your hands very soon! With that in mind, we'd love to give you a little insight into some of the things you can look forward to enjoying in the very near future.

MASSIVE AUDIO UPDATE


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Sound is critical in FPS games, and our sound designer Davor has been making massive strides through repeated iterations in the audio space, all with the goal of making every action you do in-game feel as satisfying as possible.

With new voice over lines, weapon sound FX adjustments and additions, audio feedback for impacts and Battle craft & Avatar behaviors, and much more, expect to feel the significance of each engagement in-game better than ever!

One incredibly immersive addition Davor has introduced into the game are footstep variations based on surfaces the player is moving on landing on. As Avatars move about the various surfaces in-game, there is a line trace that fires down from the foot that triggers a sound sample. Mark, our Art Director tags each surface type in the materials so that when the line trace hits each one it triggers the proper sound sample for each surface type.

This means that now when you are in Avatar form in FPS, you will hear your footsteps and other Avatars around you differently based on the surface the Avatar is walking on. Whether you are sprinting across the Onslaught interior maps to plant or defuse a bomb, or you are exploring throughout the snowy landscapes of the Enceladus biome environment, each footstep will accurately reflect the terrain you are navigating.

UNIT ALLOCATED EPHEMERA




In the not too distant past we introduced Ephemera wings for the first time in Project Genesis, rewarding players committed to the grind in-game with visual effects that displayed on your Avatar and Battle craft in the menu screens as well as in kill feeds of opponents you had defeated.

Previously, these wings were progressively earned after reaching Prestige levels 1-6 that were obtained every time your account level reached 100. We've loved seeing many of you show off your accomplishments and dedication in-game as you've earned your Ephemera wings, but we're making some adjustments and additions in the Minerva milestone to reward you even further.

Coming soon in the Minerva milestone update, you'll now be able to progress through earning your Ephemera wings more quickly, while also being notified in-game visually each time you earn additional wings. You can now look forward to real-time major notifications during matches as well as in the After Action Report following the conclusion of a match with any progress you've made in earning all of your Ephemera wings.

We can't wait to see many more of you sporting your wings and showcasing your skill and effort in-game!

CONTROLLER SUPPORT DEVELOPMENT


In the last Developer Update, we told you that we've been putting a lot of effort into improving our controller support, and with the help of a ton of amazing community members that joined our Controller Strike Squad, we've been able to get high-skilled, experienced controller mains behind-the-scenes to provide testing, feedback, & suggestions for how to make the controller support feel as good as possible.

We're still hard at work iterating on the controller support, and while we have a ways to go to make it as good as it can be, we've been able to make a lot of good progress in the areas of aim assist, input re-mapping capabilities, sensitivity settings, and movement.

For those of you that main the sticks, we're doing our best to get you up and running as quickly as possible and rest assured, we're committed to making your experience in Project Genesis an awesome one!

BATTLE CRAFT WEAPON REVISIONS




With the goal of making Battle craft combat feel like a "knife fight in space" that is on par with the speed and intensity of our FPS gameplay, we have been working hard to refine the Battle craft weaponry to enable you to take the fight to your opponents with greater precision and effectiveness.

Not only have we increased the visuals for projectiles and impacts on targets, but we are about to introduce in the Minerva milestone a target lead indicator to provide you increased information for where you need to line your shots up with the enemy to accurately put rounds down range.

COMMUNITY CATCH-UP


Welcome to our new Community Catch-Up segment of our Developer Updates! To kick things off, let's turn it over to our new Community Manager, Shauna!

-----

Hello everyone! For those of you who I haven’t had the pleasure of meeting yet - My name is Cherry (Or Shauna, if you prefer!) and I’ve been the Community Manager at 8 Circuit Studios for the past couple of months. I wanted to spend a couple minutes in this Development Update to talk a little about what “Community” means to me.

When deciding to return to game development, there was nothing I wanted to do more than Community Management. Why? I believe in the power video games have to connect people in meaningful ways. I was lucky enough to walk into a community full of amazing people and have the pleasure of getting to hang out with them each and every day. (Even if a lot of them take entirely too much joy in hunting me down in-game!)

A great community to me, is built on the foundations of communication, collaboration, mutual respect, and FUN! Those are the immovable cornerstones that shape the path of gaming communities that not only play together, but grow together. That’s what I’d like to build here at 8 Circuit Studios as we continue to develop Project Genesis.

I’ve been a part of many communities over the years, and one thing that I’ve always noticed is how much people truly want to contribute to the overall experience both in game, and outside of it. That is one thing I believe, a lot of developers simply aren’t doing right - listening. That is not who we want to be, and one of the most important parts of my job is to make sure that the thoughts, opinions, feedback, suggestions and yes - even complaints - of the community are heard. We *want* your feedback. (We even developed a program around it!)

You could be doing anything, playing anything - so if you’re choosing to spend your time with us, we want to respect that by listening to what you have to say. We don’t just want to make an amazing game for you to enjoy, but also a space for which to enjoy it in. A place where you can be yourself, unwind, laugh, make new friends, and go on adventures together.

If that sounds like something you’d like to be a part of, then join us in our Discord server and say hello! I’d love to get you in the game with us to explore all of the new shiny things we are creating now, and in the future!

- Cherry
(Twitter)

Want to get in on the action and contribute your voice? Join our Discord server and get access to these exciting new developments by joining our Test Pilot Squadron or get more involved in the development of the game by participating in any of our Affiliate Partner Program roles! See you in the lobbies soon, Pilots.

https://store.steampowered.com/app/700240/Project_Genesis/

NA Dev Sessions - Game With The Devs!

[h2]We want YOU![/h2]



Put your skills to the test, against and alongside our devs and fellow players in our weekly NA DevSession!

Join us at 4pm Pacific every Wednesday for our weekly DevSessions - Open to all players of any skill level!

Whether you want to flex your in-game muscles, ask some questions or just meet a great group of folks to game with, our Discord server is the place-to-be > Discord server

Gear up. Squad Up. Join our voice channel and come play with us!

https://store.steampowered.com/app/700240/Project_Genesis/