So, how was the 0.2.0 patch, and the hotfixes until 0.2.4 where we finally added a timer skip button? We'd like to apologize for all the troubles this new version has caused, and we'll be trying to improve further on things like scheduling out a patch with more time to test things out. Now, to get into what's coming next for the game, we'd like to discuss with you all on the development plans we are thinking about.
First, getting it out here, from our expectations, it'll be a February patch instead of a January patch. With the last patch breaking more things than expected, we would like to ask for more time to develop and flesh out some bugs before we release. This is why we're telling you straight here that we'll delay the January Patch towards February instead, but we'll try to make it FEBRUARY. We do hope you can understand our decision to do this.
Well, all bad news aside, what can you expect from 0.3.0?
- MORE BUG FIXES: Of course there are still bugs in the game that we'd like to see fixed. However, we do think they can wait until version 0.3.0 as to not hamper our development plan and make us delay the patch further, thus there will not be a 0.2.4 unless a critical bug appears.
- MORE BALANCE UPDATES: We're looking through feedbacks to see how are the tuning nodes as well as weapons being used, and how some of the things don't seem appealing to use (even though some of them are extremely potent) and to how we can have our players "try" using them in various circumstances and get a feel of how beneficial something is in a specific situation.
- MORE Stories and Hunting Grounds mission: We're continuing our story line and adding more missions into the game. The feedback for both Logistics Obstacles and Wrath of the Wastelands was great, and we'll try to keep the momentum going on our level design!
- Close Combat Animations and Mechanics Rework: We'll be introducing new animations and more dynamic combos into the game alongside some mechanics and buttons rework. While we're not ready to show them now, we'd like to ask you to wait a few weeks and you'll get to see them in action with further details!
To further explain on this, we are experimenting on some functionalities and control schemes that might bring us closer to something that was much requested by our players. However, they are still experimental and we do not know if we can weave the functionalities into our core gameplay without making our controls too confusing. This also ties to the next thing topic which is...

- Dual Wielding Close Combat Weapons and Shield System: Dual wielding is coming at last, and we're also slapping an active shield system alongside the thing. Now One-Handed close combat weapons will be able to utilize a shield to defend as well as gain more utility benefits when using one.
This will be the first phase of the shields update and we'll be experimenting a lot with how they're used and adjust accordingly in order to bring out an active shield system that can fit in many use cases.
- Player Decals set 1: We are almost ready to show your creations to everyone else playing M.A.S.S. Builder. There's nothing much to say here except thank you for your contribution!