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Red Solstice 2: Survivors News

Play with testers and developers!



Streaming live now!
Showing the new map - mining colony!

https://store.steampowered.com/app/768520/The_Red_Solstice_2_Survivors/

https://store.steampowered.com/app/768520/The_Red_Solstice_2_Survivors/

Red Solstice 2 - Streaming now!

Greetings Marines!

Our first stream begins very soon!

In the meantime, check out our new trailer!
[previewyoutube][/previewyoutube]

Schedule:

Tomorrow from 8 PM when EGX-PAX kicks off, we will be streaming each day to showcase some gameplay of Red Solstice 2: Survivors.

Content of the streams
12. Sept 8 PM CEST - Saturday: Arcadia Colony
13. Sept - Sunday: Mining Colony

18. Sept - Friday: Swamp Colony / Followers and tactics
19. Sept - Stealth/Hunter game mode

https://store.steampowered.com/app/768520/The_Red_Solstice_2_Survivors/



You can also visit our booth at https://www.paxegx.com/ and check for some new trailers and cool things!

Stay frosty!

Red Solstice 2 is heading to EGX/PAX

Greetings Marines!

We are delighted to tell you that in 24h we will be streaming Red Solstice 2: Survivors, so don’t miss out and come and join us! We will be talking about the state of the game, where we are in the development, answer questions from you guys & gals in the community and a few tips and tricks to survive on Mars ;)

Schedule:

Tomorrow from 8 PM when EGX-PAX kicks off, we will be streaming each day to showcase some gameplay of Red Solstice 2: Survivors.

Content of the streams
12. Sept - Saturday: Arcadia Colony
13. Sept - Sunday: Mining Colony

18. Sept - Friday: Swamp Colony / Followers and tactics
19. Sept - Stealth/Hunter game mode

https://store.steampowered.com/app/768520/The_Red_Solstice_2_Survivors/



You can also visit our booth at https://www.paxegx.com/ and check for some new trailers and cool things!

For now, we are showing you a teaser for the upcoming trailer tomorrow!
[previewyoutube][/previewyoutube]

Stay frosty!

Strategy layer and skirmish

Hello!

As we are heavily working on wrapping up the first milestone here is an update.

Today we will be talking about strategy layer in details.
Below is the image to get an idea how it will look, take into consideration that current planet is Earth and it's serving only as a placeholder until we wrap up our 3D model of Mars.



Let's start by explaining the basics.

Your primary goal in the strategy layer will be to thwart the STROL virus and defeat it before it becomes unstoppable.

This UI might change in the future but the basics are here.
  1. Resources
  2. Objectives
  3. Research
  4. Global Infestation
  5. Quickbar
  6. Event list and Notifications
  7. Mission Types (campaign)
  8. Skirmish (non campaign)


Resources

There are 3 types of resources in Red Solstice 2 and those are - Supply, Deployment and Specialists.
Each of the resources serves its own purpose and each of them can be obtained during combat or supply missions.

Supplies - your primary resources for building and researching. You can upgrade your HQ, laboratory or something else, they are also the most common resource you will get from each combat mission and are replenished each cycle. The length of the cycle is yet to be determined but at this point it's 1 week.

Deployment - deployment is your capability to go on a mission; some missions might cost more deployment than others and you can use that resource to reduce the difficulty of a mission if you have unlocked and researched that technology in your HQ. This resource is also being replenished each cycle but there is a maximum amount so it's in your best interest to always optimize and use that resource as much as possible.

Specialists - most rare resource of them all, they are used to upgrade buildings for high tier research. They are found by rescuing survivors on missions, by helping people evacuate, or saving scientists and engineers from STROL, they are also your most valuable resource.

Objectives

Same location as objectives in game, they will help you focus on the story and finish it. Sometimes you will have to discover them and reach them but most of the time they will be obvious.

Research

The "No active research" button serves to help notify the player that nothing is being researched, since at all times you want to have something researched, provided you have the resources, this button helps players focus their attention there when needed.

Global Infestation

This is your game over bar, if it fills; STROL cannot be stopped anymore and you have lost the planet, humanity will perish. Infestation will grow as regions on mars become infested, so you need to travel across Mars and visit regions that are close to the frontline and work towards reducing the infestation in the area until you develop the means to fight the virus.

Quickbar

A useful display with a sum of your supply and combat missions, on the left all supply missions are listed and on the right all combat missions are listed. Clicking on the dropship in the middle will lead you to your dropship.

Supply Missions - these are missions that can be accessed and finished on the strategy layer, they will cost you both travel time and completion time and the result will be always some kind of a resource or a bonus.

Combat Missions - an example of a combat mission is what you have experienced so far in the demo. The demo had an example of an endgame survival mission that would be pretty difficult without utilizing deployment to move those sliders.

Event List and Notifications

On the lower right all the upcoming events will be shown so a player can plan for the future, and in the upper right all notifications about recently added missions will be there.


Mission Types - Campaign

There are 3 main mission types, exploration, stealth and survivalthat will be available only in campaign mode. Reason for that is that this enables us to set the pacing of the campaign to make some missions easier and more suitable to the story that is happening, sometimes you will need to jump in to steal tech from another corporation, and sometimes you will need to hold the line.



Exploration
In this type of mission, players are not directly forced to finish the mission in a certain time frame, but events happen exclusively when a player reaches a checkpoint, completes an objective or triggers an event on the map. An example of an exploration mission would be the first tutorial mission that was available in the demo.


Stealth
This type of mission is more dangerous as you are being hunted by one creature which is extremely strong and cannot be killed easily, the more you fight it, the stronger the creature becomes. Your goal is to finish the objective before you get wiped and get the hell out.


Survival
The most complex type of mission, a huge map, multiple primary and secondary objectives and a lot of environment interaction is available. Your goal is to finish objectives before you are overrun by the enemy waves, they will not wait for you, and they will never stop coming, finish the mission and get out.




Skirmish

Skirmish is availble from the start of the game, you can ignore the campaign and play skirmish based on the maps you have unlocked, have in mind due to the nature of the game; skirmish will only have survival mode inside it, you will still be able to play skirmish with bots.




If you haven't already, add Red Solstice 2 to your wishlist!
https://store.steampowered.com/app/768520/The_Red_Solstice_2_Survivors/

In the next update, we'll talk about new and interesting skills that we have prepared.

Red Solstice 2 - ROADMAP!

Hello everyone,

As promised here is the roadmap of the upcoming features and planned changes to give you a rough information on the next big updates.




[h3]Milestone 1[/h3]
  1. Strategy layer
    • The strategy layer will be essential for the campaign portion of the game. It is similar to games like X-Com and serves as a launching point for both Single and Multiplayer skirmishes.
    • The first goal is to get this into a playable state for the next testing.


  2. Campaign missions
    • Along with the Strategy layer the first campaign missions will see implementation, to test new objectives and possible campaign goals.


  3. Follower AI and Indirect control
    • Bots are essential to supplement games with few players as such they are a high priority item.


  4. Classes (Terminator, Demolitions, Hellfire)
    • Modelling and some initial skills for the classes are already done. Finalizing their skill set in closed testing will be the next big task.
    • Suggestions for fitting new skills or TRS1 favorites are much appreciated.


  5. Items and Skills
    • The main reason for making TRS2 was to build a more solid foundation to allow new items and skills to be implemented much faster.
    • As such expect to see many more items and skills in future builds.

The main focus is on completing the strategy layer of the game with all it's campaign and procedural missions. Additional classes, follower control, and armory management are going to be finished in this milestone.


[h3]Milestone 2[/h3]
  • New progression system featuring player skill tree and medals.
  • Regular Monsters
    • Driller - avoids direct confrontation by burrowing down and launching spikes.
    • Holer - stays burrowed to get close.
    • Screecher - swift flying unit that ambushes you.
    • Grabber - grabs you by the legs if you step on the biomass.


  • Boss Monsters (Hellspawn, Ker, Ripjaw)
    • Ker - feel the ground shaking.
    • Ripjaw - don’t let it grab you.
    • Hellspawn - you think you are safe in your dropship?
  • Music & FX


This milestone introduces new monster types and the progression system which seamlessly connects both skirmish and campaign modes. Dynamic difficulty scaling for games with fewer players is also part of this update.


[h3]Milestone 3[/h3]
  • Public campaign Demo/Open Beta.
    • A new public demo will happen before the final release and include the campaign features.
  • Additional integration(streamers, photo mode etc.)

Time to test what we made, fully playable campaign in it's alpha stage with exploration, stealth and survival mission types available.

[h3]Milestone 4[/h3]
  • Tweaking and polishing
  • Languages: English, German, Russian, Chinese, French...


During the final stage additional language support is going to be added as well as improvements to the game balance and optimization.

Hope you like our roadmap! Things can change over the course of the development and not every detail is mentioned here but we are going to post updates and make big announcements as we reach each milestone.


Stay frosty marines!
Ironward