What's Next 0.9.0

Welcome! To the first "what's next" of 2022! We'd like to first put out a disclaimer that this won't tell you everything we're doing, but only the major parts of the update that we'll need to finish before we'll update M.A.S.S. Builder to version 0.9.0. There will be other small improvements (like balance changes and QoL updates) as well as small additions to further better the game. With that out, let's talk on what we're planning for 0.9.0. What's coming in this long-awaited multiplayer update.
Multiplayer Alpha Phase
Let's get the biggest thing out there first, multiplayer. We speculated multiplayer as a whole to take at least 7 months and first wanted to make 0.9.0 be the long pause. However, we thought it would be best to get a smaller version, like a test version out first to check if we're doing it right and that no critical problems are found by the time we announce full multiplayer compatibility.
Multiplayer Alpha Phase is mainly to test things out. The aim is to first create a working lobby where players can join each other in a session. This is to check if there are any syncing or network issues, players seeing the same things or not, can others see their movements with less delay as possible, things like that.
That is the bare minimum, so expect some kind of empty space where you all can show off your M.A.S.S. units and run around with no objectives with other players in 0.9.0. We'll keep you updated on our progress.
To end about Multiplayer, we know you might wonder on which kind of gameplay modes are we planning to create, what about balances, or player counts. We ask that you wait for more information when we are ready to reveal them later. Small steps at a time so we don't trip.

New Missions
While we have full focus into the multiplayer update, we cannot deny that the game needs to progress further towards the end of its single player campaign. This means that in the next update, we will continue working on Campaign missions.
There will be at least two new missions available, and if we have time from multiplayer, we'll add in one more of either a challenge (takes a lot of time to create one that's different yet challenging) or a hunt (takes less time, still needs to be fun and hectic just like the latest one with explosions all over).
New Quarks
We're planning to introduce a lot of new Quarks. It's been a long way and we've promised Quarks that behave differently, varying attacks and behaviors a long time ago. We've been constantly adding one or two each update just like the exploding one introduced in 0.8.0. It felt refreshing for us to see players having fun with them in the newest hunt.
With that, we'll be working on many more of them, having them fullfill some kind of purpose that's not just "run headlong into you" and "me smash" kind of thing. We're also be updating some old ones that were never re-used due to some annoying mechanics they have (hello flying fish Quarks).
Other improvements
While 0.8.0 introduced a lot of things, it also came with lots of problems. Balancing player status are one thing, optimization is another, visual effects and all. They certainly took a toll on players' PC and we're working to reduce effects cluttering, instances where players suddenly loses FPS, more balancing to make a lot of tech nodes more useful, and etc.
We cannot promise we'll fix them all, but we'll try our best to get to most of them.
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