December 2025 Update | Playtest Coming February 2026
[p]
[/p][h2]PLAYTEST[/h2][p]We’re happy to announce that the upcoming Playtest is planned for February 2026. The number of participants will be unlimited. Sign-ups will open sometime prior to the Playtest, so stay tuned for upcoming announcements![/p][p]We wish everyone a Happy New Year![/p][p][/p][h2]Intro Section[/h2][p]We have invested a lot of effort into creating the Intro section, which is designed to introduce the most important game mechanics. The Intro will be relatively short and is not expected to exceed 30 minutes of gameplay. It can only be played in solo mode. However, once you complete it, you’ll be able to invite other players and continue your journey together.[/p][p]
[/p][p][/p][h2]First Mission Type: Hostile Camps[/h2][p]Our first mission type will appear in your journal when hostile groups occasionally sneak into your area and set up camps. Your goal is to clear these camps to ensure there is no hostile activity within your faction’s territory.[/p][p]
[/p][p][/p][h2]NPC Dialogues[/h2][p]You can now trigger dialogues with other characters. Through these conversations, they can give you quests or share other important (or sometimes not-so-important) information. Dialogue text appears as a box on the screen above the character’s head. Other players can easily observe these dialogues in real time.[/p][p]NPCs will also look at you while talking, or sometimes simply when passing by. This feature makes them feel much more alive.[/p][p]
[/p][p][/p][h2]Climbing Feature[/h2][p]You’re now able to climb ladders, making it easy to reach the top of towers and check the surrounding area.[/p][p]
[/p][p][/p][h2]Map Progress[/h2][p]We’ve designed several new military outposts, as well as desolate villages, expanding the variety and depth of the world. [/p][p]
[/p][p]
[/p][p]
[/p][p][/p][h2]Third Person Perspective[/h2][p]The third-person perspective has been reworked and now includes two sub-modes. When you have a weapon equipped, the camera switches to an immersive mode that follows your aim point precisely. When the weapon is holstered, the free camera mode activates, allowing you to rotate the camera freely and view your character from any angle.[/p][p]
[/p][p][/p][h2]AI Patrolling[/h2][p]Work on AI continues. We’ve added preset patrol points to outposts, making soldier patrol routes more logical and believable.[/p][p]
[/p][p][/p][h2]New Outfits[/h2][p]A couple of new outfits have been added. You can expect many more outfits in the Playtest version.[/p][p]
[/p][p][/p][h2]Facilities & Resources[/h2][p]The new facility, Metal Storage, works similarly to the wood storage. Assigned characters will collect and transport metal. We’ve also reworked the overall resource-gathering system. Soldiers stationed at a base can now only collect resources available within the area where the outpost is located.[/p][p]
[/p][h3]Wood Resources Overhaul[/h3][p]Instead of a single wood resource, we now have three types:[/p]
[/p][p][/p][h2]Name System[/h2][p]All characters now have unique names, making it easier to distinguish members of your faction.[/p][p]
This soldier is part of your faction. You can also exchange items with other soldiers.[/p][p][/p][h2]Building Expansion[/h2][p]We’ve invested a lot of work into expanding the variety of buildable objects. Our goal is to allow you to construct not just simple wooden structures, but complete outposts with walls, towers, living containers, and a wide range of facilities and usable objects.[/p][p]
[/p][p][/p][h2]Loot System[/h2][p]Further progress has been made on expanding storage object types, including boxes, crates, weapon racks, and sacks. Certain items are now more likely to be found in specific storage types. For example, sacks are more likely to contain flour or bundles of wood rather than weapons (unless someone was smart enough to hide one there).[/p][p]Global loot randomization has also been improved to make item spawning more logical overall.[/p][p][/p][h2]Save System[/h2][p]We have completed the major work required to ensure that the entire world state, including all dynamic objects, is safely saved between sessions.[/p][p]
[/p][p]
[/p][p][/p]
- [p]Logs[/p]
- [p]Planks[/p]
- [p]Sticks[/p]