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Season 6 Testing + Changelog

Today we’re launching the final Test of Season 6. As some of you may already know, we’ve been working hard on the next iteration of the game with a complete overhaul of pretty much every aspect of walkers, progression, maps, crafting, content and balance, by listening to your ideas and feedback.

To make the right choice and ensure the stability of the season, we will be starting with a full test immediately using the official servers, iterating across all maps and plan to finish in around 5-8 weeks in May, with the full launch of Season 6 shortly after.

This test will be as close to the real content of the game as possible and we will be making sure to use this as an opportunity to take feedback from players in our Discord and Steam forums, as well as address any gamebreaking bugs or exploits we may find.

This update brings lots of new content, activities and features that should hopefully incentivize more PVP and player interaction, while giving more protection to new players and smaller groups. This is highlighted by new Points of Interest, tile based events, and an awesome new moving proxy walker tile claiming system. Many of your favorite features will return such as the offline lobby and Flotillan Grappling Hook.

For those that don’t know, we will be introducing a new map release schedule.
Cradle (2 days);
Canyon (7 Days, Static) and Ancient City (7 days, Event)
Volcanyon (7 Days, Static) and Sleeping Giants (7 Days, Event)
Kali Spires (Static), Asteroid (Event) and Worm (Event) maps until the end of the test.

All maps will have a different clan cap of
  • 6 cap
  • 12 cap
  • 25 cap
  • 50 cap (If needed)

We will try to keep the total number of tiles at bare minimum to enhance players' interactions. As a result, it might be possible early in the test to join a queue due to full tiles. We will monitor the situation closely and adjust as necessary. Fixed by spawning new maps on the fly.

So what has changed? Well, we’ve condensed down 15 pages of patch notes to the summary below. It’s pretty much everything!

[h2]WALKERS[/h2]
  • Completely reworked rigs to allow building anywhere on the walker with structure limit based on type
  • Completely reworked walker armor, armor types, and made cargo, water and hatch of walkers unlocked at different Health
  • Added new ammo required to damage walkers below 25% HP and fully destroy them
  • Reimplemented packing system in all walkers
  • Completely reworked all weapons and ammunition damage and cost
  • Added missing unpacking errors
  • Limited max amount of remote weapons for each type
  • Fixed T3 and T4 placeables/walkers recipes, for the new progression system
  • Added walker crew and walker power caps: overcap temporarily decreases the walker engine power by 75%, by exceeding the max allowed crew size for that walker or the total number of walkers on the map owned by your clan. Automatons count as crew members too!
  • Completely reworked proxy walker claim system, consisting in a PvP walker fight and race around the center of the map.
  • Added buildable anti-personnel turrets to walkers
  • Rebalanced walker carry weights
  • Made firefly buildable on ground
  • Added walker packer to trade station, working as a prepaid on-map lobby
  • Re-enabled walkers offmap lobby system
  • Rebalanced and increased walker harpoon effectiveness
  • Reworked and standardized all walker modules
  • Reworked how Modules are obtained via component parts
  • Reworked firearrows/hellfires recipes
  • Added steering lever spot as a separate spot to all walkers rigs
  • Walkers in pvp cooldown and HP lower then 90% will stay tagged inside trade station, which means can't be repaired/packed until you go outside trading station to reduce the cooldown
  • Removed the option to craft quality walkers. Every walker can now be upgraded using quality schematics, items and modules.
  • Reduced Spinner ammo deviation from 3 to 1.5
  • Improved scattershot gun collisions
  • Allowed upgrading walker rig with the current one is compatible with the new rig
  • Implemented new walker rig placement info UI
  • Fixed slingshot and catapult trajectories
  • Added cargo and hatch to proxy walker, to work as PvP walkers
  • Fixed cluster bombs and firebolts not working
  • Rebalancing fire ammos for raiding
  • Made walker legs instantly detach on zero health
  • Made firebolts not damage moving walkers
  • Overhauled Charged Boulders. More expensive, heavier, smaller stack size. Added splash damage.
  • Removed orbs. Lobbers now use scattershot ammo.
  • Increase ballista turn rate, capped rotation at 200 degrees
  • Increased upward look angle for repeater
  • Improved walkers center of gravity
  • Added momentum to walker pieces when zeroed
  • Set collision on dinghy balls to ProjectileOnly
  • Added sound and visual effects to charged boulders
  • Added Walker Destruction component to small walkers (allows you to "scuttle" walkers so they don't clutter the L/take up points)
  • Increased build radius blocker around steering levers
  • Increased automatons weight
  • Reduced Automaton reload speed
  • Fixed gunpod scattershot
  • Improved walker cap for each tile clan cap
  • Improved walker barrier placement collisions
[h2]PLAYERS[/h2]
  • Allowed spawning in desert on all maps
  • Full rebalance of tech tree
  • New tech tree UI
  • Tech points accumulated by increasing character level
  • Fully rebalanced exp rewards from all sources
  • Completely rebalanced grapples, flotillan should now feel like Season 1
  • Added sheath/unsheathe animation
  • Set running state as default when enabling auto-run
  • Fixed glitch with techpoints being permanent when using wanderers potion
  • Fixed respawn button crash issue
  • Made all dyes cost 50 flots instead of special resources
[h2]MAPS[/h2]
  • Reworked all maps lootsites
  • Rebalanced rupu behavior based on map tier
  • Reworked all maps foliage drops and tools
  • Adjusted recipes to coincide correctly with map tier
  • Added small volcanos to Sleeping Giants maps that occasionally erupt and spawns harvestable obsidian rocks
  • Allowed trading station spawn and player respawn on all tiles
  • Removed home tiles system
  • Added despawn timer to new POI’s
  • Added "Shaman's Pit" POI Event to Volcanyon map
  • Added "Ancient Towers" POI Event to Kali Spires
  • Added "Totem of Power" POI Event to Canyons
  • Added “Ancient Camp” POI Event to Cradle map
[h2]CREATURES[/h2]
  • Added GoGo mob (Giant Crab)
  • Added Koa mob (Giant Elephant)
  • Added new mobs spawn locations
  • Reworked Phemke loot and AI
  • Added lot of new rupu camps variations
  • Added Lazaward (Giant Nurr)
  • Reworked all rupu camps including decreasing the number of ballista, removing gas and fire bomb throwers.
  • Added Mountable Nurr (Tile Owners only, not persistent with server restarts)
  • Added more rigged mob variations for Papak, Okkam and Gogo
  • Adjusted AI behavior of Nurr Raiders to be easier to combat on a walker
  • Reduced rupu javelins damage by 50%
  • Nerfed papak gas damage by 60%
  • Removed feathers and Kllins mob
  • Fixed Papak AI
  • Fixed Okkam and GoGo aggro range
  • Reduced big mobs cull distance to 150m
  • Reduced roks damage to big mobs by 2 times (was too op)
  • Reduced Papak aggro and shooting range
  • Nerfed nurr tail attack and boosted leap attack
[h2]CRAFTING[/h2]
  • Rebalanced all weapons, armor, and crafting recipes/costs
  • Added schematics of previous tiers on all quality mobs (T3 rupus can drop T3, T2 and T1 schematics)
  • Added crafting bench, to craft Tier 2 and 3 items
  • Added Blacksmith station, to craft Tier 4 items
  • Added T2 and T3 stomping stations (more efficient and faster)
  • Added scroll list on building screen
  • Enabled quality sand
  • Added ability to merge items of different rarities
  • Added nibirian harpoon and bolt
  • Rebalanced all potions costs and effects
  • Fixed Race Dust
  • Completely reworked base building, stone walls buildable only on balang/silur. Wood walls buildable and packable anywhere.
  • Buffed giant walls for better effectiveness in base building
  • Added some bulk items crafting for rope, fiber weave and fiber
  • Changed lava fuel icon
  • Added new Nibirian Armor set
  • Re-added wooden slabs to woodworking stations
  • Increased charcoal generation chance
  • Adjusted bed spawn recipes and construction level for hammock and bed.
  • Allowed dyeing weapons and grappling hooks
  • Adjusted base building collisions so doors can now be built near other doors
  • Added clan vault (medium armor, 5k hp, medium slot, 500 stack size, only holds resources)
  • Removed ceramic nails and starch cement
  • Reduced cloth bandage cost
  • Increased base decay rate when out of maintenance
  • Added Tier 3 Fiberworking station
  • Fixed repair station
[h2]MISC[/h2]
  • Fixed many crashes
  • Improved LODs to reduce GPU load
  • Added Hotspot event and treasure chests in all main maps
  • Added Treasure Maps (lootable from big camps)
  • Added base’s walls decals
  • Made all customizations cost flots instead of resources
  • Fixed walker parts spawning in the center of the map
  • Fixed desert clam not spawning with quality
  • Fragments are now used to gain exp
  • Added parkour POI
  • Added new rupu POI
  • Reworked meteors to include important higher tier resources
  • Added some utility buttons to chests for quick sort/merge functions.
  • Optimized cached assets loading time
  • Many optimizations to LODs
  • Added new in-game wiki for all item descriptions and details
  • Reduced performance impact of sandstorms and disabled damage to structures
  • Changed rupu sandals icon
  • Changed iron pickaxe icon
  • Reworked all trade station quests
  • Added XP info to trade station quests
  • Added multiple auctions to trade station
  • Added ping and FPS info to watermark screen
  • Added new game music
  • Improved target HP & unlock UI
  • Fixed custom names not showing properly on map icons after server restart
  • Disabled damage and physics interactions on trade protected walkers/players
  • Replaced Steam icon with a PC icon in server list
[h2]MODKIT[/h2]
  • Explosed almost all variables and functions to blueprints
  • Added blutility assets for many different actions
  • Added some example maps and their WorldMachine source project

Season 6 Test

[h3]Greetings, Nomads![/h3]

Prepare yourselves.

We’re beyond happy to finally announce the plan for Last Oasis.

This Wednesay March 26, 2025 at Midnight (00:00 EST) we will be taking the official servers down for maintenance. We expect this to last until Thursday March 27th, 2025 at 2pm EST when we will make the official servers live for the final Season 6 test. During this test, you should expect bugs, crashes, poor balance, and general unpleasantness. This test will also be available to all console players on Xbox.

We expect the test will last for 5-8 weeks but this may vary.

[h2]Season 6: Chapter 1[/h2]

As many of you know, Season 6 is the product of the players. Between the three of us primarily responsible for the design and implementation of Season 6, we have well over 10,000 hours in the game, and many more thousands discussing it with and amongst you on Steam and Discord. Season 6 will be the most heavily tested season ever, with tons of changes directly influenced or suggested by you. We believe Season 6 is a great first step towards making Last Oasis the best version of itself.

The full list of changes for Season 6 is too expansive to even summarize properly, so instead, we want to talk about our vision, our guiding principles, and what you can expect in Season 6 and beyond.

[h2]Out with the Old In with the .. also Old?
[/h2]
Many things have changed over the past few years and we wanted to clarify the state of some of our core features going into Season 6. This includes content that was removed or never released as well as some new fresh ideas to expand upon. Here are some key points that may be familiar.

Lobby - The Lobby returns! There is one small change, which is that the interaction to travel/go to the lobby is now only at the center of each edge, rather than the whole length.

Schematics - Schematics were repurposed into an input in quality crafting recipes. Now, to unlock new technologies, you simply have to level up and get tech points, and you can craft basic versions of anything once unlocked.

Hardpoints - We’ve removed Hardpoints and players can once again build in any location on the walker. Instead as softpoints with a structure limit associated with their rig.

Grappling Hooks - The lock out and stamina regen nerfs were removed and replaced with a lock-out on block. And of course the stamina/length/reeling power were all rebalanced to be more like prior seasons. This should help to remove some of the worst combat offenses associated with grappling while still keeping it enjoyable to use.

PvE - PvE tiles were removed and replaced with an expanded trade zone safety protection zone/timer. PvE encounters were overhauled and rebalanced. Season 6 will see the introduction of the Koa and GoGo, in regular and warmob form. (Unfortunately Killin will have to sit this season out.)

[h2]Ride the Walker
[/h2]
We remember the first time we learned about Last Oasis. It’s probably an experience many of us share. Messing around in Steam and the Last Oasis Steam Announcement trailer pops up. Giant wooden walking machines. A herd of them, rolling through the forest, chasing an even larger one. Seeing tons of them, of all scales, traveling across various biomes, until an epic final clash.

This was the Last Oasis that captured our imaginations.

This inspired us to re-center the walker as the core part of gameplay. For a long time, the risk-reward balance of walkers resulted in stale, risk-averse strategies.

To remedy this we’ve added multiple new POIs and event maps which will encourage players to use walkers in a much more spontaneous way, while balance changes around walker weapons and walker and base raiding will make the risks easier to manage and the rewards far greater.

Hearing all the positive feedback around how walkers feel important, meaningful, and powerful was our favorite result from all the testing so far.

[h2]Scheduled Chapters
[/h2]
You might notice the use of “Chapter 1”. As we previously announced, we intend to move forward with planned wipes approximately every 8 weeks.

We think this is an important change for at least the foreseeable future. The reasons for this are numerous, but most importantly it will allow us to iterate more quickly and new things without being committed to them for months or years at a time.

Between Chapters you should expect balance changes, bug fixes, and some experimentation. New content and features that take more time will be released when it’s ready as a new Season.

[h2]Accessibility[/h2]

Last Oasis is a skill-based directional melee full loot MMO survival game. A niche within a niche within a niche. Within a niche? We're not sure you could even make a venn diagram to represent such a thing. We know that all those elements are important to the charm of Last Oasis. However, the simple fact is that we have to become more accessible to players.

This is across the entire game - the grind, the features, the balance. The previous version of Last Oasis was simply not sustainable.

To that end, we’ve added many new features, mechanics, and balance. These include the anti-personnel turret, the walker crew and cap limits, reworking essentially every recipe and crafting loop, restoration of the off-map lobby, making fully destroying walkers significantly more difficult, expanding the trade station safe zone, and the list goes on.

Fully achieving this goal will take some time, but we think we are on the right track.

A full list of changes will be included in the next announcement, but we strongly encourage you to join the Discord, find a community, and experience this version of Last Oasis for yourself; that’s whether you played the most recent test, haven’t played for years, or have never played.

See you in the wastes!

Devblog: Season 6 Development Update

Greetings, Nomads!


We’ve recently wrapped up our second Season 6 test and are excited to share our thoughts with you. Season 6 has been our most collaborative season yet, bringing both great opportunities and unique challenges. We deeply appreciate everyone who has taken the time to test, provide feedback, and adapt as we navigate the bumps along the way.



Our Vision for Season 6


In our last post, we said that S6 would be a return to the PvP roots of Last Oasis. our aim is to capture the spirit of what made the game special while moving it forward. To us, forward means improving the games accessibility while keeping the core.

We want to share a personal anecdote from our time playing that demonstrates the gameplay we’re trying to achieve. Our clan was debating between jumping into a proxy fight, trying to loot an asteroid event, or contesting the Ancient Rupu Camp, while also considering the event tile that was going to spawn soon.

These are the exact type of situations we want - various events all over the map, both local and world, that groups of various sizes can contest, that provide valuable things, and generate opportunities for player-versus-player conflict at various commitment levels.

Let’s talk a little bit about how we got there and how we intend to continue developing along this path.



Season 6, So Far


Walkers have always been part of what sets Last Oasis apart from other games, especially those in its genre. As part of Season 6, one of our major goals was to restore walker-centric gameplay, which we achieved in many ways

Most testers seemed to agree Walkers are critical for quickly getting to asteroid and Ancient Rupu camp events, which are timed POIs that provide critical progression and competitive advantages. Since event tiles currently prevent building or unpacking, taking a walker prepared to engage in combat is critical for protecting yourself on the event tiles, which again are crucial for progression.

In addition, we added the Anti-Personnel Turret, which is an automated walker weapon that targets enemies on or grappled to your walker. In the past, it was common for highly skilled players to simply eschew using walkers, undermining core gameplay loops and defeating players who had committed a much larger investment of time and effort. We observed that the APT was massive in leveling the playing field against nomads trying to circumvent the use of a walker while still making it possible to board walkers and fight when in large combat.

At the same time, just as many people have had the experience of running into a much larger, more experienced, and more prepared force. We made several changes we hope will result in a more competitive experience.

First, we have made it much harder to fully destroy walkers. At 25% HP, the armor value of walkers changes to “Heavily Damaged”, which can only be damaged by Charged Boulders, crafted from Meteor Cores, which are harvested from asteroid events. Given the limited nature and more involved process, this should reduce the frequency of fully destroying walkers, while still allowing enemies to impact the logistics of one another.

Second, we’ve massively increased the soft cap water consumption, while only spawning maps at 6, 12, and 25 caps. We think this is a better system than a hard cap - as we experienced in Season 2 there are significant issues with a clan hard cap - while still keeping the amount of people that can be brought into the fight at a reasonable level.

We found that during our tests, our walker crew and walker power limits were not quite restrictive enough. For the next test, we’ll have much more restrictive limits, which should help to make walker combat more about tactical gameplay and be more skill-based.



Further Improvements


Largely, these changes have worked out to create a fairly dynamic experience, with frequent PvP at small and large scales. But there are some things that aren’t yet working.

One of the most disliked systems in Season 6 is the quality system. Survey respondents felt that it didn’t provide good incentives for progression, it creates challenges for inventory capacity and base management, and being locked to events provides some planning challenges for a lot of players. We don’t anticipate making major changes to this system prior to Season 6, but we did want to let you know we were hearing the complaints and we’ll continue to monitor and consider how it can be altered.

Another major complaint was walker PvP. While we largely like the impact of rigs, weapons were a bit too weak considering the limitations. We suspected weapons would need a buff, but prior to making major changes we wanted to see combat with larger walkers like Buffalo, Hornet and Falco. We’ll continue to monitor and tweak this until we get a result that is fun and competitive.

Our experiment with the Trade Station—providing infinite invulnerability and crafting—was met with criticism. This was an initial test to explore its potential as a social hub and safe zone. We believe the Trade Station can play an important role in Season 6, and we’ll keep refining it to achieve the right balance of risk and reward.

Looking Ahead


Season 6 is still very much a work in progress, but we’re starting to see glimpses of our vision come to life. As we prepare for the next test, our focus will be on:

  • Fixing critical bugs and crashes from the last test.
  • Finalizing map preparation.
  • Tuning balance adjustments based on player feedback.
  • Continuing development on new POIs and events.

Thank you for joining us on this journey. Your feedback and enthusiasm are what make this possible. Stay tuned for updates on the next test, and we look forward to seeing you in the Oasis!

Calling All Testers For S6

We’re excited to announce that we’re opening applications to participate in testing for Season 6 of Last Oasis. Nearly every part of the game has been modified in some way, and we want to approach testing in a different way than we ever have before. We’ve already begun internal testing, but as you all know that can only get us so far. Our plan is to have some phases of invite-only testing to test balance and gameplay at a larger scale, before eventually having a Beta Branch which will be open to the whole community. If you are interested in participating in testing, please complete the application below.



https://forms.gle/bdPwSDAcxcv7hCkf7


As for what Season 6 is - well, as I mentioned, we’ve adjusted nearly every part of the game in some way. And, more importantly, everything is still subject to change. Since the game is so different, testing will be critical and we are committed to working with the community to consider all feedback and make adjustments.

Player-versus-Player

First and foremost, Season 6 is a return to the player-versus-player roots of Last Oasis, particularly with a focus on emergent gameplay. We all believe that Last Oasis is at its strongest and most enthralling when the world is dynamic and unpredictable. Many of the features that have been introduced throughout the years undermine this and have resulted in stale, predictable gameplay. We have rebalanced everything that goes into raiding - from weapon damage, wall health and armors, ammunition types, etc. We will no longer have PvE tiles. The offmap lobby was replaced with a walker packer at the trade station that will cost flots after a certain amount of walkers. Our goal is to generate more frequent and spontaneous PvP, while still leaving enough safety that it doesn’t feel like you need to make the game a full time job.

Progression

Progression has received a major overhaul. Technology will be unlocked by leveling up your character. This should resolve a lot of the issues that were present in both tablets/fragments, as well as the schematics system. We thought strongly before that progression should be linked to exploration, but we’ve decided at least for now to simplify the base system and add complexity on top. And secondly, quality crafting will require schematics. Quality will only be available on event maps, which should help to prevent many of the issues that existed in previous seasons, as well as contribute to more spontaneous PvP. Lastly, rather than maps being added to the pool of possible maps, the whole world will progress through each map at a linear rate. So, everyone will be on the Cradle together at first, then Cradle maps will burn and we will all move to the Canyons, and so on. The season is designed currently to last for 8 weeks.

Walkers

Walkers are, of course, one of the most unique aspects of Last Oasis. The flexibility that walkers provide is unmatched in pretty much any survival game. However, with great flexibility comes significant opportunity for exploits and unfair and unsatisfying gameplay. Our attempts to put some guardrails on in Season 5 were misguided and I believe we’ve settled on something that has the potential to be a lot better in Season 6. The rig system has been overhauled to allow you to freeplace structures anywhere, and only limits the amount and type of structures you can place. This will let you customize your walker however you want, while requiring more thoughtful decision making when it comes to outfitting your walker. In addition, we’ve added crew limits to each walker, so that small walkers can no longer be overloaded with players. And finally, each clan has a Total Walker Power, which is a cap on the walkers that can be on a tile at any given time, with each type of walker having a unique value against that cap.

Exploration

One thing that the fragment/tablet system did very well early on was to encourage you to go out into the world, take risks, and run into other players, which is the genesis of emergent gameplay. In Season 6, we’re attempting to emulate that with a few different mechanics. The previously existing asteroid mechanic has been repurposed, providing some scarce resources not available on the current map, potentially allowing you to progress faster. We have added a new Rupu Camp event, which will also provide unique rewards. And lastly, we are continuing to expand the number of creatures in the world, as well as continuing to improve the behaviors of existing ones, that will provide unique resources critical to progression.


Territory Control


If emergent gameplay is the soul of Last Oasis, territory control is the engine. Claiming tiles has always been a way to measure your clan against another and we want to embrace the competition. We have overhauled the proxy mechanic so that it is no longer about racing your Proxy Walker to the center of the tile. Rather, claiming a tile is now accomplished by driving your walker a certain distance. This means that your enemies can try to deny your claim by attacking your Proxy Walker as you try to complete its journey.

Everything Else

These are some of the major beats of the update, with some explanation about our guiding philosophy for how we want Last Oasis to develop, but it isn’t even close to everything. As we said, nearly everything in the game has been adjusted in some way. Gear balance, grappling hooks, crafting recipes, vitamins, experience, traveling, the list goes on.

We'll start with closed testing for now and then move forward with a more solid S6 release when we're confident players are having fun and the design is working as intended. Please keep in mind everything here is subject to change based on the feedback we receive.

Moving Forward

Greetings, Nomads!


It’s been an exciting few months for us with the release of the Last Oasis Modkit and Bellwright. We’ve been thrilled to see the incredible creations from our talented community using the modkit.
Bryan has been diligently improving the modkit to provide you with the tools needed to create your desired experiences. To support this, we’ve decided to merge all current S6 changes into the Modkit branch. While these changes might break some mods, we believe it’s better to address these issues now rather than later.
Please note that these changes are a work in progress. They don’t represent the final state of S6 and many are still prototypes. However, they aim to address significant issues from S5 and offer a better foundation for modding.
Here are some of the key changes:
  • Walker Cap: Each walker has a specific amount of "walker power." The total max walker power on each tile can be 100, 200, or 300 based on the clan cap. Walkers stop moving if the walker cap is exceeded.
  • Crew Cap: Each walker can carry a specific number of clan members. If the max crew size is exceeded, the walker stops moving (automatons count as players too!).
  • Base Rarity Craftings: These do not require schematics, which can only be obtained on event maps.
  • New Tech Progression: This system is based on map and level progression. Some items/resources cannot be obtained until the next tier map is available (Cradle > Canyon > Sleeping Giants > Kali Spires).
  • Improved Grappling Hooks
  • Decreased Stamina Consumption
  • Grappling Hook Cooldown: Added cooldown after receiving damage.
  • Trade Station Packing: Walkers can now be packed inside trade stations by renting personal or clan-shared packing slots.
  • Reduced Sandstorm Damage
  • Reduced Rupus Aiming Accuracy
  • Redesigned Foliage for Each Map Tier
  • Re-enabled Rarity Merging
  • Re-enabled Walker Packing
  • Increased Packing Decay to 14 Days
  • Ammo damage against each armor type to make them more specialized.
  • Tool Rebalance: Rarity tiers overlap so that a Rare tool is equal to the Base tool of the next tier.


Today, we also want to start a series of “Modkit Showcases” where we talk directly to creators and share what they’re working on and what they hope to achieve. This week we speak to Xanjis, creator of Oasis Adrift!

[h2]Modkit Showcase: Oasis Adrift[/h2]
Today we speak with Xanjis, developer of the Oasis Adrift modpack. His modpack adds airships, completely changing the way the game is played.



[h3]What is your vision for your mod?[/h3]

“Ultimately I want the airship system to be an entire parallel progression path to regular walker progression with its own maps, recipes, stations, weapons, and harvesting systems. It would then be up to the player to either focus on walkers, airships, or both at the same time. Realistically being able to fly is always going to be a huge advantage but walkers will always be more durable, have more firepower, carry more players, and there will be no airship versions of the base utility walkers such as the camelop. Additionally there will be tools to even the odds such as the flak ammo and the heavy ballista. Currently the mod is completely playable on the oasis adrift server however its current state is a mere shadow of what I have planned.”




[h3]How do you think this changes or improves the base game experience?[/h3]

“Fundamentally Last Oasis has a huge amount of core issues, however players tend to be able to see past those problems for the first weeks of a wipe until suddenly they don’t and then the population starts its seasonal decline. In my opinion this is because the players run out of content. Either due to reaching iron tier, waiting for the devs to drop the next tier of map in a season, not having a large enough group to tackle the remaining content (capital walkers, quarry, large utility walkers), or not being able to progress to new content due to endless ganking/zeroing/raiding. Oasis Adrift seeks to massively expand the quantity of content in the game in order to give the player base something to do beyond harassing each other. Additionally it seeks to improve the quality of content by experimenting with types of content that can be more engaging long term such as skilled Rupu AI and AI controlled enemy ships.”




[h3]How can we learn more about your mod? [/h3]

All discussion about the Oasis Adrift mod, modpack, and server can be found at our discord. https://discord.gg/HK8cCw2NpR