Now that foundation of the game is closer to were we wanted it to be at launch we can focus on bringing new content and design adjustments. One of the areas we are most excited to develop is aggressive (and later, alien) creatures that bring new challenges to players. With new challenges, we'll be providing a good basis to develop more purpose around tier 4 technologies (and beyond).
- Dean Hall, Gamerunner
This week we have added some slightly enlarged and morphed arachnids, it's a step towards some more interesting bespoke animal behavior and actions. The mission this week is a nod to how they might have accidentally ended up on the surface
- Shawn Elliott, Game Designer
Drop timers are an important mechanism for providing pressure to enhance the survival experience, but it's clear we need to make some changes to how these work. We've been investigating how we can make these changes to better support the gameWe have been working on changes to how drop timers work to better balance the game for all players. We need to have a real world time when we can delete the data from our servers, as it would progressively make the system unmanageable if we keep that data forever. However, we could store your data for quite some time and it doesn't need to be directly linked to the drop timer length. The change we are investigating is to separate these two needs out - having an overall real-time limit that is quite generous (say 90 days) after which drop progress may be deleted, and a separate in-game timer that still meets our design objectives and could varying per drop to add pressure.
- Dean Hall, Gamerunner