Welcome to our sixth devlog. Check it out! And thanks for reading!
Recent Progress
Sunnyside Expanded
Camp Sunnyside was expanded to include more facilities and environmental storytelling. Enjoy the new areas to checkout!
Session Parameters
Sessions can now be customized with different settings. Friendly fire, invite only and reviving settings. You can also give the session a name of your choice.
New Gun
We also added a new pistol! Pistols have very fast reloads compared to all other weapons.
New FOB Map Texture
We updated the FOB with it's own map in the tablet! Should make things easier to explore the area.
Support for Invites
You can now send invites and join sessions from invites, granted you're not already in a session.
You can find the invite button in the pause menu. (Steam overlay required)
Next Month's Focus
Some features listed won't necessarily be fully completed within' the month and could take up to several months to be finished or even functional. It's just what we're focusing on the most this time.
FOB Computer
Our next milestone is to get a working FOB computer so players can select cases and manage the FOB.
- A Day Out Crew
If you want to track the progress more closely, watch our Trello!
Between other things, we: - Fixed the volume of cinematics not adapting to setting menu - Fixed "Do It Your Way" achievement - Fixed End Game with controller
Hey guys, Krayfishkarl here. I have an important announcement to make in regards to the development cycle for the rest of the game.
So far, I have been consistent with updates approximately once per month since the game’s original early access launch in March 2021. However, in the interest of delivering a finished product in a more reasonable amount of time, I’ve come to a very tough decision. I’ve decided to remove approximately half of the levels in Droplet: States of Matter. This would bring the level count from nearly 60 to around 30.
I am well aware that this is fewer than what I originally advertised on the Steam page. However, most of the removed levels do not fully represent the quality standard I’m striving for in the game. I strongly believe that removing these levels will enable me to spend more time making sure the game will be a complete, satisfying experience upon full launch.
The removed levels will be retrofitted into their own, separate content. While I have yet to decide the format, they will likely take the shape as either DLC or as a sequel to Droplet: States of Matter.
As of this announcement, the removal has not yet been implemented into the live game. Not only do I still need to make the necessary modifications, but I also wanted to give everyone a heads up in advance. The removal of these levels will go live upon the release of the Frozen Fortress graphical update which I expect to release later this month.
And with that, thank you for following the development of Droplet: States of Matter!
Fixed an issue where farmers could not be selected - Reduced the HP Max increase card from 10% to 5% - Reduced Roasted chicken item from 5% HP to 3% - Add item Honey Jar to increase HP by 10% - Added 100% hp recovery card
Due to an issue of abuse with the New Journey event's Lv. 220 reward, we applied a hotfix so that the 20,000 Maple Point Gift Certificate will temporarily not be distributed until we further investigate the issue. From July 4 at 6:28 PM PT, you will still receive the Adventurer's Hope Box but without the 20,000 Maple Point Gift Certificate upon reaching Lv. 220 with your Explorer character. We plan to distribute the 20,000 Maple Point Gift Certificate to those who were unable to receive the reward at a later date. We will provide the date details once available. Thank you for your patience and understanding.
[UPDATE May 25, 2025: this dev log is super outdated and almost everything mentioned is no longer in the game. I'm leaving this up for... I don't even know why. So you see how the sausage is made? Or maybe it gives another dev an idea for their own game.]
Hi everyone, it's Yuji again for a monthly dev log update. Today I'll talk about permadeath in Mars Tactics and how it differs from other games in the genre.
I'm designing Mars Tactics to be a difficult game. On Mars, death can strike anyone at any moment; none of your units -- not even veterans decked out in the best armor -- should ever truly feel 100% safe. However, losing a unit is especially punishing in Mars Tactics because of the game's unique progression system that creates special one-of-a-kind units. (More on the progression system in a future log.)
So in designing how death works, I wanted to balance the tension of possibly having your units taken from you on any turn while still giving players recourse so that they don't feel cheated by a bad dice roll.
How it works
When a unit's HP drops to 0, they fall to the ground and all their weapons (including throwables such as grenades) are knocked from their hands. During this downed-but-not-out (DBNO) state the unit has just 1 AP limiting their mobility, but they still can:
Lay still and wait to be rescued
Crawl to safety to be revived by teammates
Crawl to grab a weapon and fire it from a prone position (or grab and throw a grenade)
Marketa probably won't make it out alive. But at least she will take a baddy down with her.
The key thing is the enemy AI will only target DBNO player units who performed an action in the prior turn. That means if your downed unit lays still they will not be fired upon, and at present there is no death timer for DBNO units.
During my playtesting this has created interesting situations. For example, I kept a downed unit laying still behind enemy lines. Then when the opportunity was right, she crawled to grab a rifle and shot an enemy unit in the back. She was ultimately finished off, but it was an epic moment.
Pollice Verso
Enemy units follow the same rules after being downed. Most will try to crawl to safety. Others will be more brave. As the player, you're free to deal with them as you wish and you can shoot them at any time -- not just after they performed an action. You have many tactical and strategic choices, such as:
Finish them off and earn experience for your units
Bait other enemy units to come to their rescue, creating ambush opportunities
Keep downed enemy units alive until the end of battle and take them prisoner
After battle, captured prisoners can be interrogated for intel or healed back to full health. Showing mercy might convince them to join your cause but there's a chance they will escape and rejoin enemy ranks.
Finishing off an enemy gains your units big experience points. But taking prisoners can also bring benefits.
DBNO
Crucially, DBNO units cannot flee from battle. A unit downed near the edge of the map cannot crawl out of the battlefield, and if your squad flees the battle without reviving your DBNO units, they might become available for rescue in a later mission.
Lastly, when your units are permanently killed, depending on their rank their deaths can be "spent" to acquire various long-term bonuses after battle to help with your campaign. This is another way to reinforce the link between the tactical and strategy layers that I explained in last month's dev log. More on this in future when I go over the strategy layer in detail.
As always, things are subject to change based on feedback during playtesting, but my hope is that giving players options after a unit is downed will create room for interesting decisions and deter save scumming.
That's all for today's dev log - thanks for reading! See you in a month for the next log, and if you're looking for more regular updates, check out my Twitter or join our Discord for WIP screenshots and videos.