In Country - Vietnam - IncCountryDev

What's up guys, it's been a few months since the last time I posted an update on here, so I figured I'd take some time on this fine Sunday to share how development is going.

Keep in mind this is not a finished product and is in active development

Combat & AI Behavior

ADDED

  • Friendly AI teammates that follow the player, engage enemies, and provide cover

  • Escort and defend mission logic where friendly units protect pilots or intel

  • AI ambush and wave spawning systems tied to objectives

  • AI voice-line manager with callouts, chatter, and responses

  • AI suppressive fire and burst-fire behavior

  • Weighted enemy spawn logic and adjustable spawn distances

  • Patrol bands that wander, relocate near players, and auto-respawn after wipes

  • AI optimization tiers (Near/Mid/Far/Off) that scale updates based on distance

  • AI despawn safety if they get stuck or can’t move

FIXED

  • AI rotation lag and pathing issues when following players

  • AI incorrectly detecting or ignoring enemies and cover

  • AI bullets not damaging targets

  • AI continuing to shoot hidden or dead targets

  • Duplicate AI spawning on helicopters or objectives

  • AI idle jitter, animation desyncs, and “floating” on uneven terrain

  • Client/server replication for AI firing, reloading, and behavior sync

  • Perception and reaction delays during combat


Objectives & Mission Systems

ADDED

  • Full objective chain system

  • New mission types:

    • Downed Pilot (SAR) – includes triage, escort, defend, and evacuation stages

    • Intel Recovery – retrieve intel, defend, and call helicopter extraction

    • Secure Bridge, Hold the Line, Riverbed, and Burn House defend-style objectives

    • Artillery Objective – fire and defend static gun positions

  • Director-based mission controller that manages spawns, timers, and LZs

  • Moving encounter “bubble” for escort stages that updates spawn locations ahead of the player

  • Extraction helicopter logic with approach, landing, dust FX, and departure

  • LZ (Landing Zone) markers with smoke and overlap triggers

  • Post-mission summary screen showing completed objectives and XP earned

  • Weighted random objective selection for replay variety

  • Mission playlist planning system that automatically queues next objectives

FIXED

  • Objective completion radius, overlap triggers, and progression timing

  • Replication issues causing desynced objectives between host and clients

  • Incorrect wave spawns, flare FX, or defend zones not appearing

  • Player interactions failing when multiple players tried to use the same objective

  • Compass markers and UI indicators not updating properly

CHANGED

  • Improved objective transitions

  • Adjusted AI wave distances for level scale and balance


Vehicles & Mounted Weapons

ADDED

  • Mountable .50 Cal machine gun with rotation controls, camera switch, firing FX, tracers, and overheat effects

  • Full mount/dismount interaction flow with replicated logic for all players

  • 50 cal overheating system with smoke, cooldown visuals, and sounds

  • Player-controlled patrol boat with multiple seats (driver, gunners, passengers)

  • Boat wake system with dynamic V-shaped water ripples and speed-based scaling

  • Engine audio component with smooth throttle response and layered idle/mid/high loops

FIXED

  • Camera rotation, firing desync, and input loss after mounting

  • Clients unable to dismount or still able to fire after leaving the gun

  • Audio replication for mounted weapons and vehicles

  • Incorrect recoil or rotation clamping on mounted turrets

  • Wake artifacts and direction snapping in boat water FX


Visuals, Audio & FX

ADDED

  • Bullet impact FX with dust, sparks, and debris

  • Helicopter dust FX that react to ground distance

  • Downed-state visual indicators (blood, vignette, heartbeat)

  • Rain, wetness on clothing, and ambient weather layers

  • Engine, gunfire, and environmental attenuation systems with realistic distance fade

  • Reverb zones and ambience rings for jungle soundscapes

FIXED

  • Sound attenuation, timing, and concurrency mismatches

  • Helicopter FX not visible to clients

  • Visual clipping or looping issues on smoke and dust particles

  • Incorrect light bloom, glow, and post-process exposure

  • Audio desync between host and clients during extractions or flyovers

  • Over-bright main menu material and bloom artifacts


Weapons & Combat Mechanics

ADDED

  • RPGs react to water and now trigger water explosion FX

  • Ammo refill crates with limited uses and cooldowns.

FIXED

  • Bullet collision detection and damage replication

  • Negative ammo count bug

  • Reload desync and magazine updates across network

  • Incorrect weapon holding animations (e.g., M60 hand placement)

  • Explosion FX scale, attenuation, and hit rotation alignment

CHANGED

  • Simplified recoil for more natural look in first and third person

  • Reworked weapon replication for minimal bandwidth usage

  • Added cooldown smoothing and predictable overheating curve


Player Mechanics & Camera

ADDED

  • Idle head and torso rotation for more lifelike third-person stance

  • Downed state, revive UI, and medpack interaction

FIXED

  • Sprinting, aiming, and prone transitions

  • First-person camera misalignment and FOV issues

  • Aiming offsets after mounting/dismounting

  • Camera manager desyncs when clients accessed mounted guns

  • Input lock issues after cutscenes or transitions

CHANGED

  • Rebalanced recoil, sensitivity, and camera smoothing

  • Refined fade transitions for cinematic events


UI, Lobby & Menus

ADDED

  • In-game Settings Menu (graphics, performance, and audio sliders)

  • Class and weapon selection system with replication in lobby

  • Updated loading screen system

  • Startup video intro and main menu scene with rain and ambient FX

  • Post-game scoreboard and XP tally

  • Compass and distance indicators with smoothed fade edges

  • Improved on-screen interact widgets and radial progress rings

FIXED

  • Compass rotation errors and rounding issues

  • Loading screen overlays blocking input or not disappearing

  • Lobby to game transitions not updating controller state

  • Audio and visual elements failing to load in main menu

  • Weapon choice not persisting across sessions

CHANGED

  • Rebuilt main menu visuals (cloudy, rainy aesthetic)

  • Simplified UI replication flow and fade transitions


Performance & Optimization

ADDED

  • Full AI optimization system with distance-based updates and despawn logic

  • Spawn jitter system to prevent CPU hitches when spawning large groups

  • Deferred spawn initialization to reduce load spikes

  • Tiered tick rate throttling for AI pathing and movement

FIXED

  • Memory pressure from heavy foliage and overlapping sound volumes

  • Helicopter replication and dust particle spam

  • Long-standing GPU bottlenecks from shadow and Nanite passes

CHANGED

  • Adjusted grass density and culling volumes for better framerate

  • Dropped Lumen detail and GI quality for more stable performance

  • Optimized shader compilation and PSO caching for packaged builds


Cinematics & Tools

FIXED

  • Timing and sync issues for intros and extractions

  • Camera fades and player input conflicts during cinematic transitions

  • Audio desyncs on intro and extraction flyovers

Overall I'm pretty happy with where we're at. I have spent an ungodly amount of time optimizing certain aspects of the game after every single packaged build after running insights to identify bottlenecks and it's taking longer than I expected. BUT optimization is really important to me so I'm really doing my best to make sure it runs well. I have hit benchmark fps on multiple builds but there are always little problem that poke their head out.

There is a lot of tightening up I want to do and major systems I need to implement still (primarily progression, experience unlocks etc), but the core gameplay loop feels really good. I've tested and played it unbelievable amounts of hours online and it's been a pretty fun experience, although every time we test, I discover a new thing I need to work on. I feel like that's probably how this will go lol.

As a small team (literally myself, my older brother, and my younger brother who creates 3D assets), we've come a long way and I'm really proud of the project in its current state. I can't wait until the day I get to actually play with you guys on here!

One day at a time :)

Don't forget, I post in the discord weekly with updates if you're really interested in what I'm doing or have questions or ideas you want to share. I love chatting with ya'll and it's always cool to hear other perspectives. Hit the discord link that's attached to our page and say what's up!

Either way, I'll keep you guys in the loop!

Department of Gravity Management Playtest - nonnewtoniangamer
Some QOL and Quick fixes to early progress
Guild Encounters - Gyudon
Minor balancing changes for Normal mode.
Beastieball - banov
This Bash was previously intended to take place a week earlier but was postponed so we could do some technical maintenance!

Another BIGMOON BASH is beginning soon in Beastieball! During Bigmoon Bashes, coaches can challenge each other in open matchmaking for a limited time. During the event you'll have a Bash Rank, which will improve based on your performance. After it's over, you'll receive in-game rewards based on your participation, such as Social Battery and Sports Points.

🏁 Rules & Details
When: Friday, November 7 @ 4PM PST to Sunday, November 9 @ 4PM PST
Guild Beasties: Albrax (+Yueffowl), Plumask (+Collarva, Wormask), and Skulkapi!

To compete in the Bash, coaches must have exactly one of the theme Beasties on their team. Your games will count towards that team's score, and after the Bash a winning Beastie will be crowned! If you aren't confident in your own Beastie team, you can use a randomly generated one instead - just go to Team Setup and set "Random Team" as your current team.

Players of all skill level are invited! All you need to do to participate is to play the game on that day and join the Bash on SportNet! SportNet is typically unlocked within the first 2 hours of your adventure, after beating your first Ranked boss.
Official Game Rules:
  • First to 2 Points wins
  • Standard time limit on move selection
  • No Undos allowed
  • No duplicate Beastie species allowed
  • Relationship Combos are disabled
  • All Beasties are set to Level 50
Delta 4 Terminal Protocol - sonrising5
🚀 Development Update: Delta 4 Progress Report

Thank you to everyone who’s shown interest and support for Delta 4! The development team is thrilled to share that a fully playable demo is almost ready for release, and we’re hard at work ironing out the last of the bugs. After all, we wouldn’t want the Delta 4 to crash while en route to Mars… 😅

We’ve made major progress recently — the main menu and save/load game systems are complete, and several of the first in-game systems are now operational and ready for player interaction.

Our vision for Delta 4 is to challenge players with a diverse mix of technologies, from command-line interfaces to graphical systems — each inspired by real-world IT and spacecraft operations. The latest system under development is the Core Routing Matrix, featuring authentic, IOS-style “show” commands and network management mechanics.

We’re getting closer every day to releasing a publicly playable demo, and we’ll post another update as soon as it’s ready.

Thank you again for your continued support — and stay tuned, engineers. The escape to Mars is just beginning. 🛰️

Teeny Tidy - Nova Games
Hey Tidy Bot Fans! PATCH v1.1.2 has dropped with some minor bug fixes for the in-game websites.

Patch Notes:

Fixed:

  • The button for buying more heads is disabled once all possible heads have been unlocked on the Heads website.

  • The new filters check boxes for the Heads and Rooms websites are not able to all be turned off at once.

We thank you for all the feedback and support as we strive to make the Teeny Tidy experience the best it can be!

- The Nova Crew 🤖🧹

Cult 87 - FeralWalrus
Bug Fixes
  • Fixed issue not being able to select miniature spell after collecting the book.

  • When collecting a new spell/weapon it updates the selected weapon in the UI.

  • Fixed bug when placing the final orb to the throne room you could not enter.

Additions
  • Added destroyed enemies to the save file. Once they are defeated they will stay dead. Some locations they will still respawn.

  • Added new check for potions. If collected it will add each item to save file for permanent removal.

  • Added new check for player position. When loading the game the player will start at the position they saved the game at.

  • Added new clock graphic inside the clock tower.

High Fantasy Idle Playtest - Iconic Interactive Inc.
Farmhand
  • Added two new stats to the stats tab: XP Per Farm Action and Gold Per Farm Action

  • Changed all references to XP/Gold Per Click to XP/Gold Per Farm Action to be more accurate

  • XP and Gold Per Click stats now factor in Farm Actions Per Click

  • Autofarm speed is now counted in Total XP and Gold Per Second stats on the Class tab

Squire
  • Web AFK Rewards now reward squire enemy drops based on your rare drop chance (This is to make AFKing the browser more equivalent to the Windows version)

  • If you have Class Swap unlocked and rebirth on the Researcher improving your Wisdom, the XP of the enemy you are fighting will automatically update (you used to need to cycle to a different enemy to see the change)

Researcher
  • Researcher pages are now visible on both the Research and Publish tabs

  • Pages are not longer rarely lost when pages are gained while submitting pages at the same time

Other Changes
  • Perk trees for all three classes now have arrows showing what direction the perk progression is going

  • Added version number to the Settings window

  • Rebirth Stats on the Stats tabs are now in class order (Hardiness, Might, Wisdom)

Rubber Hose Rampage - RevieStudios

Things are heating up this holiday season in Rubber Hose Rampage, where the table’s set for the most chaotic Thanksgiving showdown in cartoon history. Inspired by the 1945 Tex Avery short Jerky Turkey, this new level pits a determined Pilgrim against one very uncooperative Turkey in a slapstick battle of wits, weapons, and wild animation.

Players can expect vintage-style mayhem straight from the golden age of cartoons — complete with exaggerated gags, explosive reactions, and that signature hand-drawn charm the series is known for. From crumbling cabins to gravy-soaked battlegrounds, every frame has been crafted to feel like a lost reel from the 1940s.

Whether you’re dodging dinner plates or outsmarting your feathered foe, Jerky Turkey turns Thanksgiving into a full-blown food fight. It’s frantic, funny, and absolutely stuffed with chaos.

Rubber Hose Rampage: Jerky Turkey is available now.
Grab your musket, sharpen your carving knife, and get ready to rumble — Thanksgiving will never be the same again!

Obgob Playtest - anheiyproduction
I expected this update would take longer but it didn't some how!

So I decided to release this because I needed to fix a gameplay bug anyways.

In this update there is...
  • New collection showing all units, artifacts, and items
  • New in run popup when you unlock something
  • Fixed Tooltip issues
  • Set information for each character
  • Other misc changes that help UI

    I dont have a plan for any other updates but I would say I'll have something new by the end of november
...