Our Halloween celebration kicks off this year on October 28 and runs until November 1!
This Halloween, TREAT yourself to your very own copy of Project Genesis for 33% off & TRICK out your in-game persona, battle craft, and Avatars with the limited-edition Halloween Support Pack!
If you've got it, HAUNT IT! It's about time you CARVED out some time for Halloween fun!
Halloween Sale
From October 28 - November 1, Project Genesis will be on sale for 33% off! This is your chance to establish yourself among the best of the best in-game!
We tend to appreciate mysterious environments and the timing for our newest weathering is perfect for this time of year! In our Onslaught game mode, you will now experience gunfights amidst an environment in crisis!
Halloween Support Pack
We're bringing back the Halloween Support Pack!
We are offering two badges and a themed color palette to customize your battle craft and avatar. We thank you for believing in us and hope you'll choose to showcase your participation in the earliest days of Project Genesis pre-alpha development by showing off your gear.
Included in this Support Pack: TWO unique Halloween badges TEN custom-color palette for your battle craft and avatars
Hi - I’m James, the Navigator at 8 Circuit Studios, and I’m looking forward to introducing you to the Project Genesis Pre-Alpha Iris milestone.
For this milestone, we have focused on Bot AI, Advanced Progression, Weapon Pick Ups, an Improved Training Ground, Capital Ship configurations, and weapon and ammo pickups.
AI SYSTEM & BOT BEHAVIORS
After field testing our AI in player-versus-environment modes, we felt our bots were ready to get into some player-versus-player matches. You no longer need to worry about finding friends to play with or against. Now, PvP matches
Our bots are designed to provide a medium level of difficulty, and in PvP matches, racking up bot kills will count against your XP progression.
ADVANCVED PROGRESSION
We have added a new Prestige layer to the progression system for those of you who are game to grind.
Once you transcend level 100, you get a Prestige indicator in the upper right hand corner of the main menu. For every 100 levels achieved, you will level up your Prestige status. You will also be granted several of the skins that have previously been reserved for us developers.
WEAPON DROP & PICKUP SYSTEM
In Hercules, we started experimenting with ammo picks up, and for Iris we have continued developing this feature to now include weapon pickups. If a friendly or opponent perishes, they’ll drop their weapon and you’ll be able to pick it up with your “USE” key.
Another benefit of the weapon pick up system is dynamic weapon swapping. We’ve applied this capability in the Solo Firing Range so that you can try out all of the available weapons without having to leave and then return to the range.
LEVEL ENHANCEMENTS
Level design improvements focused on unfair choke points, improving level flow, and adding color coding to help players better navigate ship interiors. We have also added environmental story elements that will be elaborated on in the future as we incrementally reveal Project Genesis’s lore.
IN CONCLUSION
And finally, the Iris milestone has hundreds of other features and quality of life improvements to enhance your gameplay experience. Check out the progress we’ve made with weapons and battle craft movement and give us your feedback. We’d love to hear if we’re moving in the right direction.
And as a reminder, we’ll be resetting the leaderboards and everyone’s level back to 0 to help us test the gameplay balance.
We look forward to seeing you in game Pilot! Good luck, and have fun.
QUALITY OF LIFE FEATURES
- Major overhaul of the Sliding and Sprinting mechanics for the Character Movement Component - this was to eliminate consistency issues as well as other more severe issues related to network packets getting confused with the movement mode the Avatar was in depending on the current floor. Sliding and Sprinting functionality now more closely operates to that of the default Walking and Crouching movement modes. - Avatar Death Effects - Battle craft ship movement pass - Should generally feel a bit more responsive than before, especially the lighter/more nimble ships - Updated Capital Ship models in Detonation (+color differentiated) - Ship transparency added during aiming through - Ship interior surface weathering explorations added - Updated Persona design in main menu's with improved item display - Updated Squad/Party system architecture that brings in fixes to crashes and invite rejecting - Moved turret consoles so not in walls (Proteus) - HUD objective indicator countdown smoothing visuals) - Updating ship wreck version of AD_Rift, added opacity param to battle craft founder skin master material - Tooltip visual updates - Updated loading screen visuals - Voice/Text Chat available in Menu's when in a party - Set up strength curves which determine how much the weapon's weight affects each character's max speed based on their build - Implemented new weapon weight vs character strength vs movement speed system - Battle craft Engine Thrusters: Scaling thrusters based on player input rather than ship speed - Chat Box (in-game) now accessible with ENTER
Hi - I’m James, the Navigator at 8 Circuit Studios, and today I get to show you the updates that come with the Project Genesis Pre-Alpha Hercules 2.0 hotfix.
For this milestone, we wanted to focus on three major features that emphasize player progression, team play, and weapon archetypes that encourage new FPS tactics.
PROGRESSION
Firstly, we have improved the player progression experience by allocating emblems, skins, kill card banners, and unit palettes to you as you level up. There are over 200 items for you to collect on your path to achieving level 100.
For your convenience, this new system comes with green pip indicators that notify you where your newly allocated items are located in the main menu UI.
PARTIES/SQUADS
In the very near future, we will be coordinating community tournaments and collaborating with great organizations like the Wounded Warrior Project and Stack Up Dot Org.
To make team play easier in these cases, and to respond to community feedback, we have implemented the first version of our Squad system. This system allows you to create sessions and invite your Steam friends to multiplayer games.
FPS WEAPONS
One of the most exciting features we’re looking forward to bringing you is a completely revamped FPS conventional weapon system. The FPS weapons should feel quite different from each other, and they follow small tactical arms categories like submachine gun, assault rifle, light machine gun, marksman rifle, and shotgun.
TWITCH DROPS
With the Hercules 2.0 Hotfix, the highly sought-after Twitch drops have finally become available. If you are an approved Content Creator, your community will receive the exclusive Twitch kill card emblem and kill card banner...they need only watch your stream for two hours. If they watch your stream for four hours, they will earn the Twitch Wraith skin.
If you’d like to grow your community with us by participating in our creator program, join our Discord and let our team members know.
DLC PACKS
If you have purchased Project Genesis, your support means everything to us. To say thank you, we have upgraded you to receive the Gold Founders Pack with the Hercules 2.0 update.
If you’d like to show off your generous support of the dev team we are offering 5 Founders Packs that will only be available while we’re in Steam Early Access. Once Project Genesis releases as a full version, you’ll never be able to get these Founders pack items again.
IN CONCLUSION
And finally, the Hercules 2.0 milestone has hundreds of other features and quality of life improvements to enhance your gameplay experience. We look forward to seeing you in game Pilot! Good luck, and have fun.
QUALITY OF LIFE FEATURES
- Near miss indicators for FPS conventional weapons - New EMP behaviors - New HUD indicators for objective progress - Ship camera shake adjusted to be less brutal when taking damage - Ship Weapons: Primaries: Set up firing to take turns on each individual turret to reduce overpower on ships equipped with multiple primary turrets. Note: VFX ie. muzzle flash will play on all but will only be a visual discrepancy for the time being - Ship Weapons: damage adjustments - PVE: Added footstep audio to AI bots - New HUD icons - Onslaught: Reduced ship objective capture volume - Updated loading screens with improved mask (visual) - Added Unit & Weapon stats to in-game loadout screens - Fixed turrets not doing any damage in battle craft theater - Fix to disable FPS HUD once match is ended to prevent player inputs while breaching during the end of match - Fix attempt for the crash during PvE Maps roll for players with big ping (200+) - Fixed messaging to show proper attackers/defenders teams in RespawnMenu - Fixed Total Score on leaderboards
Hi - I’m James, the Navigator at 8 Circuit Studios, and I’m looking forward to introducing you to the Project Genesis Pre-Alpha Hercules milestone.
For this milestone, we have focused on customization, a new arsenal of battle craft weapons, and an experimental team-based Player vs Environment mode.
PLAYER CUSTOMIZATION
In the Hercules milestone, you now have the opportunity to explore the new customization system we’ve implemented to create and apply signature looks.
This new system allows you to customize your battle craft with a selection of palettes, and a significant number of skin wraps.
Customizing your avatars can be done as you would in the battle craft menu. Rotate your avatar to inspect your selections in a 360 degree view.
Whether you want to show off your look to your teammates, or leave a mark in your adversaries memory, the customization system will be your key to expressing your unique identity.
EMBLEMS & KILL CARDS
In addition to tailoring your battle craft and avatars, you can now create customized kill cards from a huge selection of emblems and backgrounds. These cards will appear on your opponents and teammates heads up display when you complete important accomplishments in-game.
BATTLE CRAFT WEAPONS
We’ve also provided another round of updates to our battle craft arsenal with over 20 modified weapons now included, and a new set of behaviors for homing missiles.
With only a few exceptions, we’ve allowed many of the battle craft to access the vast array of improved weapons for you to experiment with and provide the Project Genesis team feedback on. Be sure to fill out the player feedback form available.
EXPERIMENTAL PLAYER VS ENVIRONMENT MODE
You will also have access to an experimental Player versus Environment mode. This mode can be played alone, or with teammates to get familiar with the Project Genesis game mechanics. This new feature will open up the possibility of additional player vs environment game modes in the future.
And finally, the Hercules milestone has hundreds of other features and quality of life improvements to enhance your gameplay experience. We look forward to seeing you in game Pilot! Good luck, and have fun.
We’re happy to report the Gemini milestone launch date has finally arrived!
The intent behind this milestone is to make things much easier and more accessible for new Pilots who are strapping in for the first time. For our veteran Pilots we've expanded gameplay, balanced weapons, and fixed almost 1,000 bugs.
New training and navigation tools should help beginner Pilots get up to fighting speed quickly. We’ve also introduced attractive new map variants and with a richer weapon set, which means we’re looking forward to hearing your insightful feedback.
Navigation : All New Mini Map
Matt B has been working hard on core systems, but based on Pilot feedback he’s added a new navigation system to help you quickly determine where the nearest objectives or threats are located. This new system not only shows where friendlies and enemies are located, but now one can locate oneself in the space theater and aboard capital ships.
AI Bots
AI fighting AI. Artificial Intelligence is one of the core themes in Project Genesis lore, but now you can actually play against AI! These specialized AI have been developed by Anatoliy G. (AKA BubbleGum in Discord and are only in their first iteration. Expect to see species of these units emerge as we move forward in our development timeline.
New Proteus Map Variant
For your gameplay viewing pleasure, Mark Nicolino has added a new Proteus snow map variant. Now you can experience the otherworldly views in a high contrast icy blue and white landscape.
Weapons
Our second pass using the new weapons system developed by Matt B and has been completed by Terry H. We’ve got a ton of work to do on the weapons so your input is crucial to helping us ensure solid play balance with the most lethal aspect of Project Genesis gameplay mechanics (besides accidentally crashing into asteroids).
Get Your Friends to Play for Free!
And last but not least, for the first time ever, we are making Steam’s Playtest option available to new players. You have probably seen our previous announce, but this feature is so cool we thought it bears repeating.
If you have friends who are on the fence about playing Project Genesis in these pre-alpha days, they can now take advantage of the playtest to get in on the action for free!
To sign up, click Request Access on the Steam store page under Join The Project Genesis Playtest. Watch Steam notifications and our social channels for more information on the playtest schedule and granted access.
This is it Pilots! Gear up to breach and board capital ships, have epic space battles, and try out all of our 5 game modes in our open Steam Playtest slated for this weekend.
This is a great opportunity to try out Project Genesis for the first time—and bring some friends along for the ride—to try out our various maps, avatars, and battle crafts that you can pilot and battle with through the outer edges of the galaxy.
We’ll be running this playtest on Friday, Saturday, and Sunday of this upcoming weekend. Feel free to board your ships at any time you would like! However, we will be having designated chunks of hours we anticipate to be more active that you can check out below:
11:00 AM - 6:00 PM PST 2:00 PM - 9:00 PM EST 7:00 PM - 2:00 AM GMT
Don’t miss out on joining by requesting access to the open playtest via the Steam Project Genesis landing page.
We’re so excited for you to join us and can’t wait for everyone to get out there on the frontlines of outer space warfare!
We're back with another interim build update called FORNAX II as we ramp up for our next major milestone called GEMINI (planned for a late December release).
FORNAX II
This build is intended to improve stability, provide additional notifications to help players know what's happening in a match, and tons of other gameplay improvements (most notably, making rounds feel faster and more engaging) which you can see in the "FORNAX II Change Log" section below.
LOOKING AHEAD
We're moving on to the new year with some big additions with new and advanced features in the coming months that many of you have been asking for (weapons overhaul, new game modes, clearer progression paths, and bots!!).
Thank you for your continued support in the development of Project Genesis!
FORNAX II Change Log
- Redesigned Victory/Defeat Screen - Redesigned Escape Menu - still working - Fixed floating turrets in Enceladus - Expanded level boundary in Enceladus to prevent premature triggering - Added quit game confirmation - Gameplay impactful ambient audio system with early samples in place - Re-initiated mode map rotation within active sessions - Fitted Hacker with a hood to go with her fancy cape - Major gameplay award notification system with early notifications in place - Merging groups of meshes in environments to help with draw calls - LOD Optimizations - All Maps - Audio: Fix to return MatchStart UI and SlideNotification alert audio - Break stinger added to kill XP - Upped resolution of KG Revolver color map - Updated Map & Mode Name properties in all current maps to reflect in respawn screen text. - Reintroduced map roll functionality to Servers such that when a Match is over, instead of moving all Players back to the Main Menu, we simply roll to a new map and Players continue playing. The Server will choose a new map from the rotation for the GameMode that is being played. It will avoid the map that was just played. - Increased the Server max lifetime to 5 hours from 2. - Fixed issue which prevented players to spawn with their selected hangar slot loadout (was always spawning with bay 1) - FPS HUD - Changes regarding the damage effect: should now scale with the screen width and height instead of sticking to 16:9 aspect ratio - Potential fix for crash when a Notification is trying to be used when its invalid. - Removed level music in maps, added placeholder ambient music to events for testing - Removed annoying wire bundles from onslaught maps - Reduced the Onslaught Round count to 2 from 4. - Decreased the time to award score for Domination capture points to 0.5 from 1. - Made changes to the PlayerState and GameState to allow the First Blood Award to be given at the start of each new Round. - Made some changes to the BoundarySystem Actor to try and fix the issue where it will accidentally think the Player left the Volume when it actually didnt. - Improved quality of Hacker LODs - Rifle ADS tilt update - Fix for rifle default transforms + fix for rifle ADS - Major refactor to the way we handle Loading Screens in order to address ongoing issues with crashes caused by resources not loading appropriately. - Adjusted the fade applied to Loading Screens to try and smooth it out further. Removed a screen fade in the PlayerController that may have been causing a double fade. - Made some vast improvements to the way we handle the AssaultPod Launch sequence from the Cameras perspective. It now takes into account the Distance to the BreachTarget when its transitioning to the AssaultPod Interior view. - More changes to the Boundary System in order to ensure that it doesnt result in false positives for Ships. - Fixed an issue where late joiners to Onslaught matches where the Bomb had already exploded would see the Countdown Timer at 0. - Replicated the ScoreToWin value in the GameState to ensure that Clients can reference it on the UI. Removed the Fading of Audio when changing levels as it was not unmuting when it had finished. - Introduced the FadeToBlack for when we enter a Loading Screen to make the transition smoother and to cover a small period were the map is visible before we transition. - Changed the way that the GameState returns the winning teams score at the end of a match to try and address the issue where the winning team in Dominion wont show the actual final score limit as their winning score. - Bomb placement 1P 3P animations integrated in game, added ability to show/hide weapons (used for interaction animations) - Small code adjustments to the way the ThirdPerson Weapon is created and handled during replication to try and address the issue where it does not Spawn for late joiners in certain circumstances. - More adjustments to the Loading Screens to attempt to fix an issue where Seamless Travel is causing the fake Loading Screen to not appear on the viewport at all which is thus making the fade from black appear out of place. - Moved exterior objectives (experimenting), lighting polish, updated lightmaps (The Ring) - Made the BoundarySystem slightly more accurate and also reduced the PostProcess effects time to come in and out. - Possible fix for crash caused when starting a new MatchMaking request and the request is destroyed. - Updated end match ambient audio, increased vol slightly on all ambient cues - Updated breach indicator text to read USE/BOARD instead of Press/Breach - Marked Loadouts hidden on EscapeMenu for interim build until bugs are addressed for Gemini - Major refactor to the way we handle Loading Screens in order to address ongoing issues with crashes caused by resources not loading appropriately. - Made changes to the PlayerState and GameState to allow the First Blood Award to be given at the start of each new Round.
We're marching toward our next major update. But until then, we're sneaking in a seasonal update for some Halloween fun, dropping trick-or-treat goodies that you'll encounter inside capital ships, assault pods as well as on Hacker and Technomancer avatars.
We hope you spend some time with us this weekend checking out the temporary Halloween-Space Combat takeover. Here's what you need to know...
Remember, the more you play the greater your stats accumulate toward earning up to four seasonal badges. Stats for accumulating badges are measured across any one of these categories:
- wins - ship kills - avatar kills - assists
But it's not just Halloween stuff. There's also some serious development behind this seasonal-update. So here's some of the highlights where we can't wait to read your feedback:
-Brand New Map-
We're calling this map 'Proteus' and it's played in Onslaught mode. Meaning one team must defend the Capital Ship interior bomb and exterior bomb. While the other team plants the bombs. We're debuting it for Halloween so play it and tell us what you think.
-Three Maps Redesigned-
We took three of our oldest maps (Carbonaceous, Enceladus and Solar Storm) and redesigned all three for Onslaught mode (attack / defend). You can see we're really leaning in on this mode and hope you can help us make it more fun by sharing your thoughts. Each have an extra dark look just in time for Halloween.
-New FPS Mechanic-
You asked about this one and we couldn't wait to implement it into the nearest update. The "slide" mechanic in FPS is finally here for your Avatar combat needs. Make use of it and let us know if it meets your FPS needs.
And some quality of life updates:
- An overhauled user interface with new customization screens - A filter for multiplayer matchmaking preferences - A firing range so you can test your weapons before going to battle
- Spookified Project Genesis - Brand New Proteus Map - Complete UI Overhaul and Customization Screens and still working - 3 New Onslaught Maps - New Firing Range Solo Map (still working) - Move like an assassin with FPS Slide - Play your preference: Filter multiplayer games with quickplay matchmaking - FP Interaction Animations - Cloth prototyping Hacker cape - Spawn camp blockers on Onslaught maps - Improved magazine drops - Ship dynamic camera behaviors on collision - Updated ship weapon rock impact effects - CP5 Shotgun animation improvements (less glitchy) - Updated third person FPS jumping animation to look a bit more natural and responsive - Onslaught objective detonation VFX improvements - FPS Healing Beam VFX updated - Incendiary grenade VFX updated and still working - Fixed an issue where Turret Emplacements would continue to take damage even after they had been destroyed - Fixed an issue with placeability on the FPS Placeables failing their placeability test. The Placeable Turret and Placeable Repair Node Ghosts have had their Collisions modified to ensure they can be placed on uneven surfaces. - Fixed an issue with the ImpactEffects where the bAttachToHitComp property was not operating correctly. This fixes the problem where Grenade impact decals would attach to Avatars feet and follow them. - Fixed breaching camera angle issues - Fixed an issue with the ObjectiveMarkers where they would show the incorrect color for the DoubleHardpoint Objectives after being "Interacted" with. - Lowered railings in FPS environments - Updated level boundaries - Badges now selectable in-game profile - Updated loading screens - Reduced wreckage bombsite arm/disarm radius in Onslaught. No more sneaky rock camping ;) - Reduced after action filler sequence time - Fixed issue with spawning before ready-up timer completes - Fix to remove seasonal screen from showing after returning from every match - Fixed in-game loadout visual bug that was showing incorrect bay items upon respawn - Fixed a crash when initiating a Slide and the Owner isn't valid - Fixes to reduce other crashes experienced through match transitions
It's the first-ever, seasonal badge for pre-alpha Project Genesis!
For the first time, we’re awarding seasonal badges that compliment the Halloween update. Officially called “proficiency badges” these badges rank-up according to your aggregate stats. Meaning the more wins, kills and assists you accumulate, the higher the tiered badge you'll earn in return.
Each of these stat categories will contain their own threshold in order to rank-up to the next proficiency badge:
- Total Wins - FPS Kills - Ship Kills - Assists
You must complete the game round in order for that game round's score to contribute toward proficiency badge rewards.
You must log into your profile at http://www.projectgenesis.com in order to select the unlocked badge which you choose to display.
Collect All Four Badges
TIER 1 - EARNING YOUR FIRST PROFICIENCY BADGE
In order to earn the first-tier Halloween proficiency badge, simply complete one full game round.
TIER 2 - EARNING YOUR STRIPES
In order to earn the second-tier Halloween proficiency badge, one of these stat categories must cross one threshold.
Hey pilot, it's me, James again, excited to give another update!
As you’ll no doubt know, we name our milestone builds after constellations. This build is called Fornax, which means “furnace” — it suits because we’re coming in hot. That’s devspeak for “we’re trying to cram as much in as we can while not breaking anything (but we’re most certainly, on occasion, breaking things…lots of things)”. Don’t worry though, the team is working like maniacs to ensure that the Project Genesis experience, is a big improvement over the previous milestone.
Here is a list of the major systems we’ve tackled for this release:
- Engine Upgrade to UE 4.25 - Progression - Yuuuuge audio pass on weapons (FPS and battle craft) - New awards and events notifications (acknowledging your badassness) - Hotswap your loadouts between matches - Ring map exterior expansion - Kingsguard SMG Implemented - Leaderboard level-up: phase II (check your new stats!) - Razer integration And much more…
The Big Steam Sale: 33% Off
If you have been looking to support Project Genesis, then now might be a good time to take advantage of our very first Steam sale starting on Thursday the 17th of September. With the purchase you will not only be supporting our efforts to bring you a different kind of sci-fi PVP FPS game, but you will also be able to take advantage of the limited time offer of grabbing:
- Founders Badge (show off your stalwart support to others in leaderboards, in-game messaging, and on your ships) — available now! - Founders Palette — available now! - Founders Origin Skin - Remastered OST - 1999 Credits (a ~$20 value)
Once we launch live with the final build of Project Genesis, becoming a Founder will no longer be an option. There’s today’s dose of FOMO for you.
Updated game mode — Onslaught
Onslaught is our second traditional game mode (the first was Dominion…our take on a territorial capture domination mode) that is designed to focus on asymmetrical gameplay. We’ve reworked our messaging system, objectives, and a whole slew of other mechanics to double down on one of the community’s favorite maps. Image for post
Additionally, Mark Nicolino has adjusted the interior of the galactic cruiser n-SATOSHI for a tighter game loop.
Evolution: Players, Units & Leaderboards
After Action Report
Our original post match system showed player progress but it was confusing. So we separated the three elements in our game that can evolve:
Player Core DNA Battle Craft Avatars
Whereas before we stacked player progress notifications on one line, we now show you exactly what they are unlocking as they progress. Evolving battle craft and avatars will allow extended loadout options in the future.
Leaderboards
We’ve added 4 new stats and refactored our system to allow us to easily add any number of stats. If you’ve got a favorite stat that you’d like to see added, jump into our Discord, or fire off a post on Steam, and hit us with your thoughts.
The new stats are:
Total Objective Points Ship Kills FPS Kills Dominion Capture Points
Whether you’re a new recruit on the climb, or a veteran Ace Pilot, you can now see where you rank against other players.
Moar Audio
Isaac Barry, Designer extraordinaire, has advanced the pipeline for our audio. His home office now looks like a keyboard factory exploded in his living room. His pain is your gain, however. Now we’re doing full weapons audio passes to differentiate how the weapons sound. Many of these weapons will look the same to you as you’re playing in-game (they’re all placeholders). However, you’ll likely notice that they’re starting to feel different.
Loadout Hotswapping
“Loadout hotswapping” as we’re using the term means that the player has the ability to change their loadouts during respawns. This new user interface capability was important to prioritize because forcing you to travel back to the hangar to edit their loadouts was a real buzz-kill. This extra step interrupted the flow of play and we noticed that players would often quit playing the moment they had to leave the match. Based on feedback from our Test Pilots so far, it appears to be a significant improvement.
The Ring Map expansion
Mark Nicolino has expanded the play space on The Ring map. The Ring is currently hosting the Dominion game mode. It is a mode that you can win by capturing and holding key objective locations.
The interior of the mega structure in the space theater has been increased to allow for better combat maneuvering. This also forces some strategic play with the new exterior objectives
Kingsguard SMG Implemented
We’ve removed our sub machine gun placeholder weapon that we purchased off the Unreal Marketplace. This rapid fire beasty is in-game for you to hit your opponents in high-tech fashion.
Razer Chroma Integration
For those of you who have Razer hardware, or are about purchase a device in the Chroma lighting ecosystem…you’re in luck! We’ve partnered with Razer to complete a suite of RGB lighting effects for your Razer Chroma-capable peripherals.
Our Q/A-lead-&-sometimes-Designer, Deejay B. collaborated with our favorite Ukrainian Engineer, Anatoliy G. to create some killer visual effects that will be sure to heighten the intensity of your Project Genesis experience.
Gaze in wonder! (but never lose focus, lest you become space dust)
Engine Upgrade 4.25
And last, but certainly not least, we have upgraded our Unreal Engine to 4.25. These kinds of upgrades are always quite risky because there are so many systems that need to be verified as functional. However, our lead Engineer Matt B. has performed a number of these upgrades for us, and with his skill we navigated the endeavor in record time with minimal impact to the team.
Networking Improvements
There are a ton of new capabilities (like in VFX) that we can take advantage of in UE 4.25, but the biggest gain we’ve had our eye on is using Unreal’s replication graph. We anticipate that this system will improve some of the “rubberbanding” we’ve been seeing as allies and opponents slide about in PVP matches. This seems to be exacerbated if you are using a server that are quite far from them geographically.
In Conclusion
As always, the community (and Test Pilots especially) have been giving us lots of great feedback on areas to improve. Additionally, once we implement a new feature, the Test Pilots get special access to private builds before anyone else, and they help us determine how close or far from the mark we are.
If you’re looking to get involved with a community supporting a team that is obsessed with making big strides in indie development, Project Genesis might just be the game for you.