1. Project Genesis
  2. News

Project Genesis News

Do You Even Drift?

The team is heads down, crunching development for the next major update, Enceladus. So we came up with a fun challenge to test your pilot skills without requiring teammates nor opponents.

This is the Drift King Challenge! You'll need:
- A Scout Ship
- The Enceladus Map

What's at stake?
The unofficial, honorary title of Drift King!

First, you'll want to work your way up to the challenge by sharpening your piloting skills using these videos as a guide.

[h3]Start with the Basics[/h3]
[previewyoutube][/previewyoutube]
Map: Enceladus
Ship Type: Scouts or Fighters
Boost: Always On

Begin by asserting control over your ship. And
test your scout or fighter's ability to simply fly
through the narrowest of obstacles. And make
sure you can do this without even scratching
the paint off your ship!

[h3]Then Try Drifting Through Obstacles[/h3]
[previewyoutube][/previewyoutube]
Map: Enceladus
Ship Type: Scouts or Fighters or Heavies
Boost: Just enough to drift

At this point you can perform the drift mechanic
and now you'll test your ability to manipulate
the maneuver around large obstacles. Drifting
between the gap made by terraformers and
their arms can be executed with any ship.

[h3]Finally, Up Your Drift Game[/h3]
[previewyoutube][/previewyoutube]
Map: Dominion
Ship Type: Scouts or Fighters
Boost: Always On

When the map rotation arrives to Dominion,
look for either outpost and fly to the top
plate. Once there, time your entry because
that space windmill is unforgiving! Fly through
the middle and drift your way out the other side.

And Now You're Ready for the DK Challenge

[previewyoutube][/previewyoutube]
Map: Enceladus
Ship Type: S301 Scout (only)
Boost: Always On

So far this is the mother of all drift king challenges! Once on Enceladus, take your Scout ship to the top of any Terraformer. Your goal is much like the 'Basic' challenge from earlier. However, this time your challenge is to drift through the other side! Give yourself enough space so that your boost will last through your journey. We're looking for flawless execution, meaning not even a single scratch against your ship.

We've only seen this performed with the S-301 Scout. Feel free to try another ship and show us that it can be done! And if it proves to be too easy, raise the bar for us by submitting a more challenging drift for the community.

If you successfully perform any of the stunts above, let us know via any of our social media platforms, including:
- Steam Forums
- Discord
- Twitter
- Facebook
- Reddit

If you can show us video of yourself successfully performing the Drift King challenge, we'll give you a much deserved a shout-out on our social media platforms recognizing your "Drift King" status! As well as the highly coveted Drift King role on Discord to call out your Drift King status!

Severs are open and available 24/7 so you can try the Drift King challenge at any time.

This contest is open until the Enceladus major update goes live.

Calling all Competitive Pilots

We've been sitting on this badge for some time. Now we're excited to roll it out!


We want Project Genesis to be the kind of title that encourages healthy competition. And although we’re still a small, growing community, we’ve already identified players who separate themselves from the rest. Now we’re going to enjoy learning from, watching and even broadcasting what happens when our top players compete against one another.

If you're competitive enough to hang with the most elite players in our growing community, then you're the player we hope to see enrolled in our Ace Pilot program.

[h3]What's the Ace Pilot Program?[/h3]
The Ace Pilot program will help drive Project Genesis' evolution toward its aspirations of a fun and competitive title. The program invites the most competitive pre-alpha pilots, matching them against each other in weekly organized events. Ace Pilots will play a critical role in helping us balance gameplay as well as identify opportunities to address around team dynamics.

[h3]How do I Join?[/h3]
Although the Ace Pilot badge is awarded by invitation only, anyone can get noticed by their ranking on public leaderboards and by playing regularly in Dev Daily playtests held twice every weekday:
- 11am PDT or 6pm UTC
- 5pm PDT or 12am UTC

[h3]When are Ace Pilot Matches Held?[/h3]
Ace Pilot only sessions will begin by being held once a week. With scheduling to be negotiated between all available Ace Pilots worldwide.

[h3]How do I Find Ace Pilots?[/h3]
Once a player accepts their Ace Pilot invitation, their account is accredited with an Ace Pilot badge that progressively ranks and appears in several locations:
- In game on combat ships, inside assault pods and on score cards
- Official Leaderboard
- Role designed within official Discord community

Pilot Badges are Getting a New Look

We're giving each Pilot Badge a cosmetic overhaul which you'll soon recognize on combat ships, inside assault pods on performance stats and leaderboards!
[previewyoutube][/previewyoutube]
And we have an official badge to recognize contribution to the Project Genesis pre-alpha community within one of four categories:

- Moderating
- Testing
- Content Creating
- Competitive Balancing

[h3]Ambassadors[/h3]


Ambassadors fulfill the role of moderators and hosts for new community members as well as extend that role across platforms. They excel at helping others have a great experience with Project Genesis and play emcee within our growing pre-alpha community.

[h3]Test Pilots[/h3]


Test Pilots enjoy breaking things, are obsessed with quality, and will help reproduce and sleuth bugs. They will often get the earliest access to builds to verify the game or run new features through testing to ensure a stable enough build state for wider release.

[h3]Creators[/h3]


Creators are the content creators in the Pilot Program: artists, partners, streamers and content producers. They are the kind of early adopters who blaze trails in new territory for others. They examine and demonstrate what is worth experiencing in Project Genesis to their audience in fun and creative ways.

[h3]Ace Pilots[/h3]


Ace Pilots are competitive community members who help refine play balance, find and quash exploits and help create the most visceral experience that is ‘easy to play, hard to master’. They often have experience as competitive players in shooters or space combat games, and may even find themselves on ranked lists in their favorite game genres.

Interested in participating?

Let us know with a comment below or on Discord!

Quick hotfixes added to 1.1 Update



You'll notice a quick update!

That's because we fixed the 'fake bomb issue' as you've been calling it. But we also snuck in some menu items to support the last update which include video, notes and graphics.

Jump Pads, more Breach Points and anti-Spawn Camping

We've been closely following your feedback since releasing Early Access last week. And here's our first attempt at critical fixes. Plus new content!

[previewyoutube][/previewyoutube]

Highlights
  • Reduced player name tag distance to support smaller maps
  • Reduced projectile distance to support smaller maps
  • Fixed payout screen (level to next) sometimes not populating data
  • Implemented low risk solutions to test against spawn camping
  • Addressed objective markers missing in flight
  • Hotfix for crashes related to voice comms, changing teams and menu bugs
  • Hotfix for breach targets appearing available to breach when unavailable from a destroyed pod to that breach target
  • Added disclaimer where progression and unlocks are shown
  • Hotfix for lockon staying on screen when ships move behind cover
  • Implemented jump pads in FPS


Full Patch Notes
  • Fix for Discord presence not updating
  • Fix for bad collision on dominion capital ship bridge
  • Fixed level up delay issue for first item to reveal instantly
  • Modified progression animations
  • Updates to loading screens and its animations
  • Polish to various weapon animations
  • ZOrder changes to level up screen
  • Visual work to Jump Pads
  • Increased revolver ammo to 8 from 6
  • Decreased revolver vertical recoil
  • Moved revolver ADS closer to camera
  • Reduced shotgun damage per pellet from 13.5 to 12.5
  • Reduced shotgun pellets from 12 to 10
  • Made ion disruptor projectiles smaller
  • Updated ship boosting to last around 50% longer for all ships
  • Increased the regen time for ship boosting to a bit longer at 0.4-0.5
  • Removed removed one interior dominion point to The Ring map
  • Added jump pads for testing on The Ring map
  • Scaled up jump pad trigger box
  • Updated turret display offline material
  • Updated lightmaps and adjusted fog settings for better parity between high/low quality settings on The Ring map
  • Rifle and Pistol 45 degree sprint animations
  • Fixed an issue where Players that changed Team would remain in the Voice Chat channel of their previous Team
  • Refactored the Bridge Door Terminal Objective
  • Made the auto shotgun pellet spread smaller
  • Increased auto shotgun ammo from 8 to 10
  • Increased montage blend-in to reduce huge animation kickback
  • Increased pump shotgun pellet spread size
  • Lowered KG AR damage to 25 from 30
  • Lowered KG AR headshot multiplier to 1.5 from 1.65
  • Lowered tank health to 250 from 300
  • Lowered techno/toxic health from 250 to 225
  • Made rogue a light avatar like the hacker
  • Reduced frag grenade radius to 500 from 850
  • Lowered frag grenade inner radius to 150 from 250
  • Incendiary grenades now apply burn effect upon initial explosion
  • Increased incendiary grenades burn radius to 150 from 135
  • Turrets now deal damage to Assault Pods
  • Refactored the Scoring variables on the Player State
  • Refactored the Team Balancing
  • Implemented temporary solutions for Team Balancing until we get more sophisticated Match Making Rules with Flexmatch
  • Implemented a preliminary Spawn Protection system
  • Ships have a Spawn Protection time of 3 seconds
  • Avatars have a Spawn Protection time of 1.5 seconds
  • Lowered kg revolver headshot multiplier from 2.0 to 1.85
  • Reduced auto shotty magazine from 10 to 8
  • Decreased auto shotty pellets to 9
  • Reduced railgun range laser from 300,000 to 210,000
  • Reduced clusterbomb cooldown from 7.5 to 5.5
  • Increased laser gatling damage from 8.5 to 9.5
  • Reduced missile range from 262.500 to 185,000
  • Reduced ion repeater range from 200,000 to 180,000
  • Reduced clusterbomb range from 188,000 to 175,000
  • Reduced missile repeater burst interval from 0.15 to 0.11
  • Changed FPS screen effect to use the incendiary one
  • Integrated jump pads to Outposts
  • Updated lightmaps to Outposts after jump pad integration
  • Added UI disclaimer tool tip
  • Added breach locations to detonation capital ships
  • Fixed an issue where hitting anything and causing damage will have a HitMarker
  • Updated detonation lightmaps after adding new breach points
  • Fixed an issue where ObjectiveMarkers would not become visible if they were outside of the distance threshold
  • Extended the match end period to 30 seconds from 20 seconds for a total end match time of 1 minute
  • Fixed an issue where weapons would not transition into the reloading state if a reload was initiated while they were in the firing state.
  • Jump pad audio pass + attenuation shape
  • Moved the C dominion point to create separation from jump pad landing spot
  • Increased jump pad attenuation to cover a larger area
  • Fixed an issue where the profile button on the hangar flight deck was displaying the incorrect experience values for their given level
  • Fixed an issue where match payouts was displaying the wrong value for the amount of experience that was gained from that Match as a total
  • Set map world extents
  • Fixed visual holes in the Terran capital ship
  • Re-oriented select interior and exterior breach points to relate better