1. Exfil
  2. News

Exfil News

First PLAYTEST

Greetings, fellow gamers and enthusiasts!

EXFIL had the privilege of being tested by the fantastic and skilled players over at the 6th Virtual Fighter Wing (6thVFW) clan. They have shared invaluable feedback and insights during this pre-alpha stage of the game through engaging Twitch streams.

In case you missed the action-packed gaming sessions, worry not! You can catch up on all the excitement by watching the video here below!

[previewyoutube][/previewyoutube]
Original Twitch source

Stay tuned for further announcements and updates, as we continue to progress towards the next stages of development!

Happy gaming! 🎮

Introducing EXFIL

Dear Community,

First and foremost, I want to express my deepest gratitude for your interest and support in the development of my first game. As an indie solo developer, your enthusiasm and encouragement mean the world to me.

I have some important news to share with you all. Over the course of the game's development, I've been listening to your feedback and working tirelessly to refine and evolve the gameplay experience. As a result, the game has undergone a significant transformation, and I believe it is now time to rebrand it to better reflect its new identity, and have renamed it to “Exfil”.

With this change comes a whole new concept, as well as an improved direction for the game. To give you a sneak peek of what's in store, I've prepared the following videos:

TRAILER:
[previewyoutube][/previewyoutube]

INTRO:
[previewyoutube][/previewyoutube]

I understand that change can be jarring, and I apologize if this decision has caught you off guard. However, I truly believe that this metamorphosis will lead to a more engaging and enjoyable experience for all players. I'm eager to share this journey with you, and I hope you will continue to support "Exfil" as it nears completion.

As always, your feedback is invaluable to me. Please feel free to share your thoughts on the new direction and name change in the comments below or by reaching out to me directly. I am more than happy to address any questions or concerns you may have.

Once again, thank you for your understanding and support. I am incredibly grateful to have such a dedicated and passionate community by my side.

Roberto

First look at gameplay

All,
I'm currently busy tweaking the gameplay. No levels have been built yet, so all of the mission's details are not present. You can get though a quick impression on how the combat agains the first robot looks like:

[previewyoutube][/previewyoutube]

Hope you like it!
Roberto.

From One Step Ahead to Subtype Grounds

Hello,
You may have noticed that the game (originally "One Step Ahead") has been renamed to Subtype Grounds.

I've worked on One Step Ahead for quite a while. However, when I came to the beta testing with users it became apparent that the game, as it was, had definition issues.

I put too much accent on realism. As you would in real life, in an average game there are 5-10 minutes where nothing much happens, and the action is concentrated in a few seconds. This is fine for the first few games, but it would become a reason for players to get bored quickly and not come back often.

Since the original gameplay only made sense if played from the beginning, and given the duration of an average game, matchmaking would quickly become an issue. Joining players would have to wait for all of a game to end (in average 15 minutes) before they would be allowed to join in a new one. That's a long time to sit still.

The third issue was the fact that the game could not be played in single-player.

For these reasons, I've gradually modified the original game, and while I was doing so a different story started to pop out.

To fix the gameplay, I started making interactions happen more often by adding AI. You gradually played against not other players, but robot machines. This was also due to alpha users requests coming in to add some different elements. It became a Coop.

To fix the matchmaking issues, the game started having a long mission that would be split amongst various levels. At the end of each level there would be a safe-house where you could heal and replenish with equipment if you made it alive, but it's also where dead companions or joining players would (re)spawn. Therefore, the wait to get into a game would be much shorter.

Finally, being a coop also solved the issue of being able to play in single-player. It's the same game, except you play it alone if you want to.

The evolution from One Step Ahead to Subtype Grounds is now the story that you can read in the store page: one of a coop game where a team of 4 people must infiltrate a territory where robots have gone rogue, in a mission to annihilate the Artificial Intelligence which controls them all.

Various concepts are still there (it's obviously still an FPS, it has a certain level of realism, i've kept various elements such as trap bombs) but the enemy and gameplay have changed.

...Did I mention the robot machines? :)

Roberto.