Good day survivors. The holiday season is beyond us and everyone is back to work, busy working on the on the next update for Judgement, and ultimately the final version of the game.
This article is the first in a new segment of developer diaries, where we hope to give you insight into upcoming features, changes, and mechanics. Each time we will try to explain our design process and decision making, and we are looking forward to reading your feedback.
Today, I'm going to talk about survivor health and healing.
In the past, an injured task force without any decent source of healing was forced to return to the camp for healing. This is not necessarily bad – going back to the camp after every few missions to replenish and recover sounds good, but doing so after every serious battle is bothersome. So, we introduced some more field healing options and capped how many times they can be used per combat, to make sure they can’t be exploited. The result was that players would ‘farm’ biomes by going into them, healing, and leaving. This became an even bigger issue as we introduced more and more non-consumable healing abilities, such as the Physician skill and the Holy Armor heal ability.
We had to stop that exploit, and did so by introducing a limit – you can’t heal yourself for more HP than you had when the battle started. This, however, had the misfortune of being unintuitive and not at all transparent and caused a lot of frustration and confusion. We also knew we wanted healing abilities to be more powerful, less mundane and more important. So, we went back to the drawing board and came up with the concept of permanent versus temporary damage.
Upcoming Changes
As of the upcoming Update 15, during combat, survivors will suffer damage and use healing as in previous versions, however, now most of the damage they suffer will be temporary damage. Temporary damage can be healed by combat abilities and is automatically restored at the end of every battle.
A small percent of the damage, however, will be permanent damage. Permanent damage will not be restored during combat, and will not be automatically healed after combat. Instead, it can only be recovered by rest or by using medicine at the infirmary.
As you can see, the health bars are modified to show temporary and permanent damage separately. This system has the advantage of being immediately clear and intuitive but also opens the door for more strategic depth. Some possibilities include unique rituals that quickly recover permanent damage and dangerous enemies that do more lasting harm.
Finally, players can send their task forces deep into enemy territory and be able to enjoy several missions before they must turn back since most of the damage will be healed between battles.
Good day survivors. The holiday season is beyond us and everyone is back to work, busy working on the on the next update for Judgement, and ultimately the final version of the game.
This article is the first in a new segment of developer diaries, where we hope to give you insight into upcoming features, changes, and mechanics. Each time we will try to explain our design process and decision making, and we are looking forward to reading your feedback.
Today, I'm going to talk about survivor health and healing.
In the past, an injured task force without any decent source of healing was forced to return to the camp for healing. This is not necessarily bad – going back to the camp after every few missions to replenish and recover sounds good, but doing so after every serious battle is bothersome. So, we introduced some more field healing options and capped how many times they can be used per combat, to make sure they can’t be exploited. The result was that players would ‘farm’ biomes by going into them, healing, and leaving. This became an even bigger issue as we introduced more and more non-consumable healing abilities, such as the Physician skill and the Holy Armor heal ability.
We had to stop that exploit, and did so by introducing a limit – you can’t heal yourself for more HP than you had when the battle started. This, however, had the misfortune of being unintuitive and not at all transparent and caused a lot of frustration and confusion. We also knew we wanted healing abilities to be more powerful, less mundane and more important. So, we went back to the drawing board and came up with the concept of permanent versus temporary damage.
Upcoming Changes
As of the upcoming Update 15, during combat, survivors will suffer damage and use healing as in previous versions, however, now most of the damage they suffer will be temporary damage. Temporary damage can be healed by combat abilities and is automatically restored at the end of every battle.
A small percent of the damage, however, will be permanent damage. Permanent damage will not be restored during combat, and will not be automatically healed after combat. Instead, it can only be recovered by rest or by using medicine at the infirmary.
As you can see, the health bars are modified to show temporary and permanent damage separately. This system has the advantage of being immediately clear and intuitive but also opens the door for more strategic depth. Some possibilities include unique rituals that quickly recover permanent damage and dangerous enemies that do more lasting harm.
Finally, players can send their task forces deep into enemy territory and be able to enjoy several missions before they must turn back since most of the damage will be healed between battles.
Judgement day has come and gone, and while the future remains uncertain, in this holiday season we can still rejoice with what we have, and our shared humanity.
My name is Harel, and I am the newest member of the Suncrash team. It’s an honor, and a bit humbling, to see how much effort has already gone into the game these past years, and how well all of you received it!
I will join the team as a Game Designer, but one of my very first tasks is to open a Discord server for our community and serve as a Community Manager. We built something very special here, and we love your dedication and enthusiasm for Judgement. Now we want to be able to talk more directly with all of you, especially as we get closer to release. We want to hear your suggestions for improvements, help you out with any pesky bugs that may not have been squashed (yet) and see pictures of your settlements (or cats, or settlements with cats. This is the internet after all).
I am happy to say our Discord server is now up, and you can find us at: https://discord.gg/yH6v4uR We hope to see you there.
Still a long road ahead...
All the while, work is continuing apace on the next update, and I can offer you a sneak peek of a new feature - Armor Models. Your survivors' appearance will change according to the armor they are wearing. It may seem like a small thing, but it required quite a bit of work:
While all of us in the Suncrash team are going to keep working throughout the holidays to try and bring you the next update, and the final game out as soon as possible, we do want to thank you for your continued support. 2017 was an amazing year for Suncrash - we released several major updates, including new trader mechanics, neighboring settlements and a reworked world exploration mechanic, in addition to dozens of other changes based on your feedback and support for German & Chinese.
Judgement day has come and gone, and while the future remains uncertain, in this holiday season we can still rejoice with what we have, and our shared humanity.
My name is Harel, and I am the newest member of the Suncrash team. It’s an honor, and a bit humbling, to see how much effort has already gone into the game these past years, and how well all of you received it!
I will join the team as a Game Designer, but one of my very first tasks is to open a Discord server for our community and serve as a Community Manager. We built something very special here, and we love your dedication and enthusiasm for Judgement. Now we want to be able to talk more directly with all of you, especially as we get closer to release. We want to hear your suggestions for improvements, help you out with any pesky bugs that may not have been squashed (yet) and see pictures of your settlements (or cats, or settlements with cats. This is the internet after all).
I am happy to say our Discord server is now up, and you can find us at: https://discord.gg/yH6v4uR We hope to see you there.
Still a long road ahead...
All the while, work is continuing apace on the next update, and I can offer you a sneak peek of a new feature - Armor Models. Your survivors' appearance will change according to the armor they are wearing. It may seem like a small thing, but it required quite a bit of work:
While all of us in the Suncrash team are going to keep working throughout the holidays to try and bring you the next update, and the final game out as soon as possible, we do want to thank you for your continued support. 2017 was an amazing year for Suncrash - we released several major updates, including new trader mechanics, neighboring settlements and a reworked world exploration mechanic, in addition to dozens of other changes based on your feedback and support for German & Chinese.
It's been a month since we announced that we are postponing the full release because we felt it wasn't ready yet. This past month we paused working on full-release content, and instead focused on a new update - which is now available in the beta branch.
Update 14 - "The Neighbors" ended up being more impressive than we expected, given the fact that most of the time we worked on full release content (that was removed from this update), and we only worked on the actual update a single month. Here are the highlights of this update.
Note: Due to some major infrastructure changes, saved games from previous versions will not work with this update. If you really hate to abandon your game, you can still play Update 13 from the Steam betas. See below for instructions.
When you explore the world map, you will now find other settlements similar to your own. You can establish relationships with them, and interact with them in several ways, such as trading, recruiting their members or raiding them.
Occasionally, they will initiate contact with you themselves, depending on your relationship with them, they may request assistance, provide gifts, or even attack your base.
Equipment Effects
As part of our attempt to make the tactical combat more varied and interesting, we added more effects to equipment. Many armor and weapons now provide passive bonuses, or active combat abilities. In addition, some weapons have on-hit effects that weaken the enemies they attack.
Skills Rebalancing
Survivor skills have been rebalanced, and many new skills have been added. Some skills now give combat abilities, and some items require specific skills in order to equip them.
On the other hand, crafting items such as medicine and holy water no longer requires specific skills. The same is true for mining minerals. Managing base economy is now a bit easier and more transparent.
Other changes include adding a 6th level to all professions, a new profession "Defender", which is a defensive version of the fighter, and most skills gained on level up now have 3 tiers, gaining each tier makes the next time you choose this skill more powerful.
We also added a small random element, so for every level there are 3 options out of 4 possible options. So different survivors have skill trees that are a bit different from each other, making them more unique.
Content
New weapons, armor, some research, and a bunch of human enemies were added among some other content, in addition to all the new skills and settlements related content.
Matching Combat Maps
We added a bunch of new combat map types, and it is now finally possible for us to match the combat map to the world map location. Depending on where you initiate a scavenge, rescue or attack mission, different combat maps will be possible. No more scavenging a hospital and fighting in a military base.
Performance Improvements
We put a big emphasis on solving bugs and lags. As far as we can tell there shouldn't be any major lag issues, even when you build maze-like bases and large base attacks.
We also put a lot of work into new infrastructure that will make it easier for us to add new content in the future.
Some major infrastructure changes prevented us from supporting old saved games, so you will have to start a new game to play Update 14. You can still play Update 13 if you really want to continue your previous game, however we recommend that start anew and play the improved Update 14.
To play a previous version, right click the game in the Steam client, select properties, and click the “Betas” tab. In the betas tab click the drop down and select the Update 13 branch.
Many older mods should work, but configuration format changes may prevent some of the mods from working in Update 14. Specially those that change skills, professions and abilities. See here for a list of backwards-compatibility breaking changes.
Full list of changes
Mechanics: Weapons can now have on-hit effects that will apply whenever a weapon hits an enemy.
Mechanics: Equipment and temporary combat effects may now affect survivor or enemy movement speed.
Mechanics: After combat survivors can not have higher health than they had when the combat started. Can no longer use combat healing to permanently heal injured survivors. This is required due to new non-consumable healing options that were introduced.
Mechanics: Added armor piercing effect to some weapons, that ignores a percent of an enemy's armor.
Mechanics: Added other survivor settlements in the world map that you can interract with. Depending on your relationship you can raid, trade or recruit survivors from other settlements. Hostile settlements may raid your base.
Mechanics: Survivor skills may now grant combat abilities.
Mechanics: Fight human enemies.
Mechanics: Survivors can now reach level 6. Level-up skills are a bit more randomized and different between survivors. You now have 3 options out of 4 possible options per level per profession, and you can see them all in advance.
Mechanics: Choosing the same level-up skill several times will provide increasingly higher benefits.
Mechanics: Combat map is now determined by the scavenge location.
Usability: Now showing a notification icon when a survivor is manually assigned to a specific task.
Usability: Now showing a notification icon when a survivor is manually assigned to a specific task.
Usability: By default there is no longer gathering limits on water.
Usability: Right clicking a world map location will only show the interaction option and not a move option.
Usability: Survivor limit is now enforced more gracefully. When reaching the limit, no more rescue missions will appear, instead of creating impossibly difficult rescue missions.
Usability: Removed DPS vs armor statistic, since it was innacurate due to differences in armor value between enemies.
Usability: Selecting items now remembers the last scroll position per item type (weapon/armor/accessory).
Usability: By default food crafting now has higher priority than other crafting.
Usability: Display when survivor is manually assigned to a task. Manual assignments to ongoing task (research, mining) will now last for 24 game hours by default. This can be disabled in the options (so manual assignments will last until task is cancelled).
Usability: Showing max health in survivor skills window.
Usability: Added tutorial that explains auto crafting and gathering limits.
Balancing: Tweaked world map generation to be a bit more accurate.
Balancing: Increased task force travel speed.
Balancing: Changes to research tree, equipment stats, costs, etc. Due to adding level 4-5 stuff.
Balancing: Combat healing is now percent based instead of constant amount.
Balancing: Removed skill requirements for crafting items.
Balancing: Eqipping the strongest equipment in each tier now requires specific skills.
Balancing: Tweaked weapon and armor stats due to active and passive abilities added to them.
Balancing: Slowed attack rate of all weapons. The attack speed value now represents amount of attacks per 7.5 seconds instead of per 5 seconds. This makes combat a bit more managable and reduces effectiveness of ranged weapons compared to melee (harder to completely kill melee targets before they reach ranged shooters).
Balancing: Balanced skill bonuses and penalties.
Content: Several new Armor & Weapons.
Content: Added combat abilities, passive effects and on-hit effects to many weapons and armor.
Content: Added many new combat abilities.
Content: Random events related to other survivor settlements.
Content: Added mining town combat maps.
Content: Added survivor settlement combat maps.
Content: Added haunted glade combat maps.
Content: Added ruins combat maps.
Content: Added campsite combat maps.
Content: Added farm combat maps.
Cotnent: New profession: Defender. Similar to fighter but more emphasis on defensive skills.
Content: Added many new starting and level-up skills.
Visuals: Several new weapon firing visuals.
Visuals: Reduced line spacing in some of the longer texts.
Audio: Several new weapon firing sound effects.
Audio: New day music track.
AI: Enemies will now immediately select a new target when their previous target left their range, instead of chasing the original target. They may still chase it if there are no other targets in range.
AI: Enemies will now prefer the closest target when reselecting target and there are several targets within range. They only reselect a target when their current target leaves range or is incapacitated.
Performance: Dramatically improved performance when there are lots of survivors and lots of tasks.
Performance: Dramatically improved performance with maze-like base entrances.
Performance: Improved performance when enemies target a survivor and the target moves around a lot.
Performance: Improved title screen loading time.
Fixed Issue: Task forces could disappear when more than one reached their destination at the same time.
Fixed Issue: Survivor could be stuck after performing a rescue operation.
Fixed Issue: Rescued survivors would not spawn if their spawning spot in the base map was occupied. They now spawn randomly in the map edges.
Fixed Issue: Items with long descriptions now have a scroll bar in the item info window (when right clicking an item).
Fixed Issue: Sometimes when trying to select weapon/armor the window would appear empty.
Fixed Issue: Couldn't assign manual crafting task if you had none of that item already in your inventory.
Fixed Issue: Special base attacks (night howls, settlement raids) no longer reset awareness or are affected by it in terms of difficulty.
Fixed Issue: no longer taking into account work speed difficulty setting when showing survivor work speed in priorities, to reduce clutter.
Fixed Issue: several texts will now shrink when they are larger than the space allocated to them. Specially useful in translated versions.
Fixed Issue: survivors were supposed to (but didn't) eat/sleep even when above the threshold before going to perform far away tasks that they would have barely had time to work on, or even had to go back before reaching it. This now works correctly.
It's been a month since we announced that we are postponing the full release because we felt it wasn't ready yet. This past month we paused working on full-release content, and instead focused on a new update - which is now available in the beta branch.
Update 14 - "The Neighbors" ended up being more impressive than we expected, given the fact that most of the time we worked on full release content (that was removed from this update), and we only worked on the actual update a single month. Here are the highlights of this update.
Note: Due to some major infrastructure changes, saved games from previous versions will not work with this update. If you really hate to abandon your game, you can still play Update 13 from the Steam betas. See below for instructions.
When you explore the world map, you will now find other settlements similar to your own. You can establish relationships with them, and interact with them in several ways, such as trading, recruiting their members or raiding them.
Occasionally, they will initiate contact with you themselves, depending on your relationship with them, they may request assistance, provide gifts, or even attack your base.
Equipment Effects
As part of our attempt to make the tactical combat more varied and interesting, we added more effects to equipment. Many armor and weapons now provide passive bonuses, or active combat abilities. In addition, some weapons have on-hit effects that weaken the enemies they attack.
Skills Rebalancing
Survivor skills have been rebalanced, and many new skills have been added. Some skills now give combat abilities, and some items require specific skills in order to equip them.
On the other hand, crafting items such as medicine and holy water no longer requires specific skills. The same is true for mining minerals. Managing base economy is now a bit easier and more transparent.
Other changes include adding a 6th level to all professions, a new profession "Defender", which is a defensive version of the fighter, and most skills gained on level up now have 3 tiers, gaining each tier makes the next time you choose this skill more powerful.
We also added a small random element, so for every level there are 3 options out of 4 possible options. So different survivors have skill trees that are a bit different from each other, making them more unique.
Content
New weapons, armor, some research, and a bunch of human enemies were added among some other content, in addition to all the new skills and settlements related content.
Matching Combat Maps
We added a bunch of new combat map types, and it is now finally possible for us to match the combat map to the world map location. Depending on where you initiate a scavenge, rescue or attack mission, different combat maps will be possible. No more scavenging a hospital and fighting in a military base.
Performance Improvements
We put a big emphasis on solving bugs and lags. As far as we can tell there shouldn't be any major lag issues, even when you build maze-like bases and large base attacks.
We also put a lot of work into new infrastructure that will make it easier for us to add new content in the future.
Some major infrastructure changes prevented us from supporting old saved games, so you will have to start a new game to play Update 14. You can still play Update 13 if you really want to continue your previous game, however we recommend that start anew and play the improved Update 14.
To play a previous version, right click the game in the Steam client, select properties, and click the “Betas” tab. In the betas tab click the drop down and select the Update 13 branch.
Many older mods should work, but configuration format changes may prevent some of the mods from working in Update 14. Specially those that change skills, professions and abilities. See here for a list of backwards-compatibility breaking changes.
Full list of changes
Mechanics: Weapons can now have on-hit effects that will apply whenever a weapon hits an enemy.
Mechanics: Equipment and temporary combat effects may now affect survivor or enemy movement speed.
Mechanics: After combat survivors can not have higher health than they had when the combat started. Can no longer use combat healing to permanently heal injured survivors. This is required due to new non-consumable healing options that were introduced.
Mechanics: Added armor piercing effect to some weapons, that ignores a percent of an enemy's armor.
Mechanics: Added other survivor settlements in the world map that you can interract with. Depending on your relationship you can raid, trade or recruit survivors from other settlements. Hostile settlements may raid your base.
Mechanics: Survivor skills may now grant combat abilities.
Mechanics: Fight human enemies.
Mechanics: Survivors can now reach level 6. Level-up skills are a bit more randomized and different between survivors. You now have 3 options out of 4 possible options per level per profession, and you can see them all in advance.
Mechanics: Choosing the same level-up skill several times will provide increasingly higher benefits.
Mechanics: Combat map is now determined by the scavenge location.
Usability: Now showing a notification icon when a survivor is manually assigned to a specific task.
Usability: Now showing a notification icon when a survivor is manually assigned to a specific task.
Usability: By default there is no longer gathering limits on water.
Usability: Right clicking a world map location will only show the interaction option and not a move option.
Usability: Survivor limit is now enforced more gracefully. When reaching the limit, no more rescue missions will appear, instead of creating impossibly difficult rescue missions.
Usability: Removed DPS vs armor statistic, since it was innacurate due to differences in armor value between enemies.
Usability: Selecting items now remembers the last scroll position per item type (weapon/armor/accessory).
Usability: By default food crafting now has higher priority than other crafting.
Usability: Display when survivor is manually assigned to a task. Manual assignments to ongoing task (research, mining) will now last for 24 game hours by default. This can be disabled in the options (so manual assignments will last until task is cancelled).
Usability: Showing max health in survivor skills window.
Usability: Added tutorial that explains auto crafting and gathering limits.
Balancing: Tweaked world map generation to be a bit more accurate.
Balancing: Increased task force travel speed.
Balancing: Changes to research tree, equipment stats, costs, etc. Due to adding level 4-5 stuff.
Balancing: Combat healing is now percent based instead of constant amount.
Balancing: Removed skill requirements for crafting items.
Balancing: Eqipping the strongest equipment in each tier now requires specific skills.
Balancing: Tweaked weapon and armor stats due to active and passive abilities added to them.
Balancing: Slowed attack rate of all weapons. The attack speed value now represents amount of attacks per 7.5 seconds instead of per 5 seconds. This makes combat a bit more managable and reduces effectiveness of ranged weapons compared to melee (harder to completely kill melee targets before they reach ranged shooters).
Balancing: Balanced skill bonuses and penalties.
Content: Several new Armor & Weapons.
Content: Added combat abilities, passive effects and on-hit effects to many weapons and armor.
Content: Added many new combat abilities.
Content: Random events related to other survivor settlements.
Content: Added mining town combat maps.
Content: Added survivor settlement combat maps.
Content: Added haunted glade combat maps.
Content: Added ruins combat maps.
Content: Added campsite combat maps.
Content: Added farm combat maps.
Cotnent: New profession: Defender. Similar to fighter but more emphasis on defensive skills.
Content: Added many new starting and level-up skills.
Visuals: Several new weapon firing visuals.
Visuals: Reduced line spacing in some of the longer texts.
Audio: Several new weapon firing sound effects.
Audio: New day music track.
AI: Enemies will now immediately select a new target when their previous target left their range, instead of chasing the original target. They may still chase it if there are no other targets in range.
AI: Enemies will now prefer the closest target when reselecting target and there are several targets within range. They only reselect a target when their current target leaves range or is incapacitated.
Performance: Dramatically improved performance when there are lots of survivors and lots of tasks.
Performance: Dramatically improved performance with maze-like base entrances.
Performance: Improved performance when enemies target a survivor and the target moves around a lot.
Performance: Improved title screen loading time.
Fixed Issue: Task forces could disappear when more than one reached their destination at the same time.
Fixed Issue: Survivor could be stuck after performing a rescue operation.
Fixed Issue: Rescued survivors would not spawn if their spawning spot in the base map was occupied. They now spawn randomly in the map edges.
Fixed Issue: Items with long descriptions now have a scroll bar in the item info window (when right clicking an item).
Fixed Issue: Sometimes when trying to select weapon/armor the window would appear empty.
Fixed Issue: Couldn't assign manual crafting task if you had none of that item already in your inventory.
Fixed Issue: Special base attacks (night howls, settlement raids) no longer reset awareness or are affected by it in terms of difficulty.
Fixed Issue: no longer taking into account work speed difficulty setting when showing survivor work speed in priorities, to reduce clutter.
Fixed Issue: several texts will now shrink when they are larger than the space allocated to them. Specially useful in translated versions.
Fixed Issue: survivors were supposed to (but didn't) eat/sleep even when above the threshold before going to perform far away tasks that they would have barely had time to work on, or even had to go back before reaching it. This now works correctly.
Sometimes we destroy the demons, but sometimes we need to retreat, and regroup. This is one of those times.
We pushed so hard to get everything ready for an October release, but your comments and support following our last update post got us thinking. We realized that if we insist to release in October, we will end up compromising on the quality of that release.
So, after much consideration we reached the hard decision to postpone Judgment's full release until Q2 2018.
So what does all this mean?
First, it means that the full release will not be a rushed release, making it more stable and polished.
Second, we will have more time to add more new content for the full release, making it even bigger than originally planned.
Last, we will not leave you waiting all these months without anything to do. We will release another build before the full release. This will be a smaller update, mostly addressing known issues from Update 13, but we will include at least one large new feature and some content.
I sincerely apologize to those of you who were eagerly awaiting the full version, but I do promise that we have your best interests in heart, and we do this only because we want you to have the full version you deserve, one that you will enjoy for many hours. More months of development also increase our costs and are a strain on our budget, but we believe this is the right decision and hope that it will pay off in the long run financially as well as in quality.
Sometimes we destroy the demons, but sometimes we need to retreat, and regroup. This is one of those times.
We pushed so hard to get everything ready for an October release, but your comments and support following our last update post got us thinking. We realized that if we insist to release in October, we will end up compromising on the quality of that release.
So, after much consideration we reached the hard decision to postpone Judgment's full release until Q2 2018.
So what does all this mean?
First, it means that the full release will not be a rushed release, making it more stable and polished.
Second, we will have more time to add more new content for the full release, making it even bigger than originally planned.
Last, we will not leave you waiting all these months without anything to do. We will release another build before the full release. This will be a smaller update, mostly addressing known issues from Update 13, but we will include at least one large new feature and some content.
I sincerely apologize to those of you who were eagerly awaiting the full version, but I do promise that we have your best interests in heart, and we do this only because we want you to have the full version you deserve, one that you will enjoy for many hours. More months of development also increase our costs and are a strain on our budget, but we believe this is the right decision and hope that it will pay off in the long run financially as well as in quality.
Our long fight is nearing it's end. These last battles are the hardest ones yet, but we are strong and we will rid the planet of these deamons!
Much of the end-game functionality for the full version has already been implemented. We added over 30 new pieces of equipment, including some awesome new occult weapons, hi-tech equipment, and even items that combine both! A bit of new scavenge-only equipment like a chainsaw and a minigun have been added as well.
New world map biomes, demons, resources that can be collected in the base, and matching technologies have all been introduced. I estimate around 50% increase in content, most of it end-game.
We are now hard at work to integrate the campaign story and cutscenes. Much of it has been added already, but some of the storyline requires additional functionality, such as fighting other survivors, which still needs to be implemented.
After that we will have a lot of testing, balancing, and polishing, both on the new additions and from previous feedback and issues that we still need to polish, including some performance issues.
We will also have to do some additional translations, including translating the new content to the supported languages (German and Chinese), and also supporting additional languages. We haven't made a final decision for which languages will be supported during the full version launch, but at least French and Spanish will be added if all goes well.
While we're not yet ready to announce a full release date, but our deadline is a bit tight. If we don't release soon, we will enter the holiday season, which is not the best time to release indie games. So we are giving all we have in order to finish everything in time before that, knowing that otherwise it means postponing to early 2018, and we really want to avoid that.
This is a very stressful yet exciting time for us, we hope everyone will be happy with what we are doing. In the meantime, here are a few screenshots demonstrating some of the new content.
Our long fight is nearing it's end. These last battles are the hardest ones yet, but we are strong and we will rid the planet of these deamons!
Much of the end-game functionality for the full version has already been implemented. We added over 30 new pieces of equipment, including some awesome new occult weapons, hi-tech equipment, and even items that combine both! A bit of new scavenge-only equipment like a chainsaw and a minigun have been added as well.
New world map biomes, demons, resources that can be collected in the base, and matching technologies have all been introduced. I estimate around 50% increase in content, most of it end-game.
We are now hard at work to integrate the campaign story and cutscenes. Much of it has been added already, but some of the storyline requires additional functionality, such as fighting other survivors, which still needs to be implemented.
After that we will have a lot of testing, balancing, and polishing, both on the new additions and from previous feedback and issues that we still need to polish, including some performance issues.
We will also have to do some additional translations, including translating the new content to the supported languages (German and Chinese), and also supporting additional languages. We haven't made a final decision for which languages will be supported during the full version launch, but at least French and Spanish will be added if all goes well.
While we're not yet ready to announce a full release date, but our deadline is a bit tight. If we don't release soon, we will enter the holiday season, which is not the best time to release indie games. So we are giving all we have in order to finish everything in time before that, knowing that otherwise it means postponing to early 2018, and we really want to avoid that.
This is a very stressful yet exciting time for us, we hope everyone will be happy with what we are doing. In the meantime, here are a few screenshots demonstrating some of the new content.