Snow Plowing Simulator - First Snow - Freemind Games - Adam
☃️Hey snow fans!❄️🌨️
❗️❗️*The survey comes from our game being in Early Access, link below: https://store.steampowered.com/app/2096030/Snow_Plowing_Simulator/ I encourage you to try the full game, not just the DEMO you have the opportunity to play here. Our EA version is definitely better*❗️❗️
For the past few months, you have helped us by completing the survey for Snow Plowing.
We are extremely grateful to you! We must admit that the results were surprising to us - but only in the positive sense. 227 responses to such a detailed survey and your activity in the open questions - we are very impressed by your activity and helpːsteamhappyː
THANK YOU❗️❤️So what do you say about starting the analysis? Let's go❗️
1.Game system📶
The majority of players are against solutions that can hinder gameplay. This is why we choose not to introduce the possibility of carrying a single tool⛔️
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By the same token, we are abandoning thieves in gameplay⛔️
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As for the issue of owning your own home - we will consider introducing this. The feedback is rather neutral/positive✅
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The next question was open for your completion (question related to the previous). We are inserting a link for you to view the answers for yourself: https://docs.google.com/forms/d/17fOmyy_D4LhkBwIxdZ3wqFl59PhHGJsXl_KtZktMuis/viewanalytics According to our analysis, what you expect most in home is: a resting place, the possibility to personalise your home, food storage with tools and vehicles, but also new mechanics like a weather forecast on TV.
This sounds very cool :) Before the introduction, we will analyse all the answers again to select the most important aspects.
⬇️
The idea of running a company caused mixed feelings. Some people are in favour, some are not. We are sceptical about this solution and will probably not introduce it ⚠️
In the ski resort question, on the other hand, you were very much in agreement - the majority of you are in favour of the idea. In that case, we can confirm to you - we will introduce such an update!🎿✅
⬇️👽
You are also rather in favour of introducing more plot threads. Therefore - this is what we will do!👾🛰️✅
2.🛠️New items to buy📞
In the tools section - we'll definitely let go of the flamethrower, but probably also the camera or radio - it's not a priority for you⛔️
We will definitely introduce a salt and sand spreader! So will navigation and mobile phone✅
The other things we are in favour of, while we prioritise the things that are most on the very important/important
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You are most in favour of new vehicles and new ploughs. Then that's the direction we'll be going in!✅
More details can be found in the open questions at the link I pasted above.
3.🚞Vehicles🚗
You care most about manoeuvrability and vehicle suspension. I include the question as a curiosity because after the last January update the driving has been fixed!🔧 We will think about other things like colour change and changing speed.
There are also open questions in the survey, which I recommend reading. You point out, among other things, support for controllers and steering wheels - we promise to introduce this in next months!🕹️
⬇️🚜🛤️
And here's a surprise for you - the trailer will be introduced for an update in March!
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Collision of vehicles and refueling vehicles is unlikely to be introduced⛔️
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We will consider the introduction of expensive teleports to reduce the time it takes to move between locations. We are keen not to knock you out of the immersion experience, so either expensive💸 or not at all⛔️
The rest of your opinions from the open question are in the survey. You focus on improving driving physics (this has already been fixed), increasing warning lights, more vehicles and customisation, also criticising teleports and wanting to introduce GPS.
4.🔩Technicalities⚙️
You are in favour of introducing multiple save slots, but also of adding achivements. In addition, you want to fix the appearance of snow, which is still sometimes buggy🛠️
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In addition, we intend to introduce the possibility of using a pad, as I mentioned earlier. You also care about further improving performance↗️
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In the last section of the open-text question you focus on: - the possibility of viewing the aurora borealis, constellations - additional activities such as rescuing cars from snowdrifts, clearing snow from railway tracks - different types of snow such as powder, ice and slush - more NPCs, better sound - possibility to work with AI, more NPCs - introduction of additional statistics - more artefacts, finds, easter-eggs - Steam Deck configuration
Thank you for your suggestions - this is the part that caught our eye. Read the rest for yourself! We are, of course, analysing everything you have reported to us.
❤️👩🚀Now we're getting to work - and preparing a new update for you. Thank you again - YOU ARE OUR HEROES!👨🚀❤️
❗️Remember - Snow Plowing is still in Early Access. Gameplay errors can happen! Therefore, we look forward to your feedback. Most bugs are being fixed thanks to your reports❗️
How to support Snow Plowing Simulator? The easiest way is to share your opinion of our game with others on Steam or among your friends. Thank you very much💗
February has been packed with exciting updates! We saw the launch of RoadCraft’s demo on Steam and the release of Expeditions Season 2, bringing new vehicles and challenges. Whether you’ve been exploring new content or conquering tough terrains, it’s been a great month for all of us! Let’s take a quick look back at what happened this month. 👇
🚚 SnowRunner
Let’s kick things off with the Mack Dual Pack! 🚛
As part of this DLC, we introduced a new tool that we initially referred to as the ‘RGB Selector’. We realize now thanks to your feedback that this was a bit of a mix-up since it doesn’t actually let you input hex codes. Our apologies for the confusion! To make things clearer, the tool has now been renamed to the ‘Color Tool’.
We hope you still enjoyed this new feature, along with all the exciting content already available in the Mack Dual Pack! Also, a quick heads-up: in Season 15, the Color Tool will be getting an upgrade, bringing even more customization options to your vehicles!
Speaking of SnowRunner’s Season 15, it will bring some serious winter vibes! ❄️
Get ready to explore a brand new region, Québec, where snow-covered landscapes and icy challenges await. This season will test your skills in harsh winter environments, with two new maps and two fresh vehicles to help you conquer the cold terrain. We can’t reveal too much just yet, but trust us, you won’t want to miss it! Stay tuned for more details coming soon! 🚛
Last but not least: Razer Sensa HD Haptics is now in SnowRunner! 💚
Get ready to feel every bump, splash, and slide! SnowRunner just got even more immersive with Razer Sensa HD Haptics! 🚜 Feel the Terrain: From deep mud to icy roads, experience unique haptic feedback for every surface. ⚙️ Dynamic Engine Rumble: Sense every gear shift and the raw power of your truck. 🔧 Every Interaction Comes to Life: From collisions to garage upgrades, feel every moment in the driver’s seat. Strap in and take off-road immersion to the next level with the Razer Kraken V4 Pro gaming headset and Razer Freyja HD Haptic gaming cushion!
🔎 Expeditions
Yesterday, we released Expeditions Season 2: White Dawn. This update brings three new trucks 🚛, the all-new East Beskids map 🗺️, and plenty of other exciting content to discover. We’re already hearing your feedback and can’t wait to see you explore all that’s new! 🙌 For more info on Season 2, check it out here! https://store.steampowered.com/news/app/2477340/view/509572974349647897
And don’t worry! We’re already working on Season 3, so stay tuned for more updates soon! 👀
Get hands-on with three unique missions on different maps, specially crafted for this demo. You'll get a solid glimpse of the full RoadCraft experience! We’ve been carefully reading all your feedback for now, and we’re taking it into account for what’s next. We’re preparing a post-demo blog to tackle your most pressing questions. Also, a quick reminder: RoadCraft is not SnowRunner 2. The features in the demo represent what you can expect from the game, but this is far from the full experience. These will be two distinct and unique experiences.
And finally, a huge thank you to the 200,000+ players who have already jumped into the demo! Many of you have shared your constructions and experiences with us, and we love seeing your creativity in action. Keep them coming! 🚧✨
📷 Screenshots by geschmaxneutralestestkarnickel,werksoltan and bellesbigbro on Discord.
Got more feedback? Drop it here! And if you have questions, you might find the answers in our FAQ!
Thanks for an amazing February, and see you next month! 🚛
That’s a wrap on February, but don’t worry—there’s so much more to come! Keep sharing your best moments with us, and don’t forget to check out the latest updates and sneak peeks. 📸
How to stay in touch with us 📨
Want to team up or just hang out with other runners? Join our SnowRunner Discord server, and keep up with us on Twitter, Facebook, and Instagram. Also, head over to Focus Together for all the latest SnowRunner, Expeditions, and RoadCraft news.
Welcome to an art-centric update on Travelling At Night. I really want to get the UI right for Travelling. Here's the new version we're currently working with in Unity, featuring the all-important dialogue system:
The design takes inspiration from 1940s maps and identity documents while also bearing modern UX in mind. Please note it's not final, and may change significantly! For example, the space on the left beneath Aubière's portrait will probably be filled with AK's 'Aspect Pool' system, which lets you strategically decide which failures to rescue by 'forcing' to success based on your character's Signs and Passions. But I'll let him talk about that design later down the line - and share how that will actually look in UI terms once we've implemented in-game.
There is a hitch to this UI, though. In Cultist, with the exception of the Mansus, even though huge numbers of different things happen in-game, all screenshots look roughly the same. This made marketing difficult, because you're supposed to be able to offer people a menu of different screenshots showing the breadth and variety of your game to excite them. Showing people multiple Cultist screenshots was a bit like being Ms Bread at the Bread Shop on Let Me Tell You About Bread Day. Beautiful though I still think the game is, it all having the same environment was a bit of a drag!
Travelling is going to have lots of different, visually distinctive areas: a sun-drenched French sanitarium; a dusk-lit circus encampment; cabins on 1940s diesel-electric trains; a snow-girt Alpine fortress... This is great news for me as a marketer, a little daunting for me as an artist, and downright devious for me as a UI designer. We have to make a UI that gels with all these places and colour schemes, whether it's overlaid on a touching scene between lovers in a garden at night or a climactic crowd-scene by the sea.* This, I think, is why games like Disco choose a dark grey strip for their dialogue window: black goes with everything. Except... I don't actually think that it does. Certainly not in Travelling. For example, see the two screenshots below when overlaid on our night environment.
Some CRPGs - Gamedec springs to mind - designed different UI for different environments to manage this problem, but I'd rather avoid doing that if we can. I think there is one consistent solution we can come up with - we just need to find it.
Moving on, I think it's high time you met monsieur le docteur. This is Dr Aubière, the insouciant psychiatrist in charge of the Sanitarium Aujourd'hui where Spencer starts the game. There's a lot of cool inspiration going into the sanitarium - visual cues like art deco houses to open-air tuberculosis hospitals in the Alps - but the key thing to remember is it's totally normal and everything is entirely above board. Which is why you don't need to worry if Aubière is working for the Incorporates, influenced by external forces, or has your real best interests at heart. Phew.
"Bonjour. C'est moi. Le plus beau médecin de France. Faites-moi confiance."
While drawing him I was thinking of a line from The Big Sleep: "The white made the ivory look dirty and the ivory made the white look bled out." Is he a Chandler fan? Is the art trying to tell you something? Does his coat just need a wash? Well, you'll just have to gosh darn play Travelling to find out.
Finally, I thought you might appreciate some experimentation I've been doing with Spencer's facial expressions. We don't know at this stage how much reactivity there'll be in-game, but all the characters I'm sharing will be animated to some degree. We might want to show moment-to-moment facial expressions in dialogue, or perhaps different visual representations of Spencer that are affected by the choices you make in-game. TBD. One significant visual effect will be outfits, which, in their current pre-alpha condition, look like the unholy lovechild of BOOK OF HOURS' crafting system with Alicia Silverstone's virtual closet from Clueless. This will probably change. Probably. Regardless, Spencer is likely to have Big Feels about a number of things in-game and I'd like him to be able to express them somehow, so here's me playing with Emotion. I find Whimsy!Spencer's happy lil' face an effective tonic if you're having a bad day.
Click for a larger version.
More news soon on outfits, environments, Skills and more. Next time we'll either introduce you to an upsettingly handsome Sanitarium orderly or Fraser Strathcoyne's simply upsetting new 'pal' Annabelle. Stay tuned!
*Please note - so AK doesn't think I am mismanaging your expectations - that neither of these situations are canonical or likely to actually exist in Travelling. Though there is one particular romantic subplot in-game that many of you will like... [AK: as long as you like things that MIGHT END MISERABLY. ]
First of all, thank you for being so numerous in testing the demo, and especially thank you for your feedback and reviews on Steam. Not only does it help me make a better game, but it also gives Fortune Avenue a bit more visibility. Nothing but good things, you're awesome, keep it up!
Synchronization Issues
Some network games may experience synchronization problems. This happens particularly during your first game, after which it shouldn't occur again. To prevent this from happening, I had to revise the algorithm managing the game's internal state machine so it only synchronizes when necessary.
Visibility Problems
Many of you reported that it was difficult to find your token on the board. Well, I tried several approaches, some of which I won't mention, but I managed to find a pretty effective solution. From now on, a small arrow in the center of the board indicates each player's position. It's super convenient, and you no longer lose sight of your token.
Game Speed
I want Fortune Avenue to be a party game with matches lasting no longer than 30 minutes. So I had to revise quite a few things to make the game a bit more fast-paced. The first change concerns the default game speed. Instead of normal speed, the game will start directly at fast speed. I've verified that it remains playable and that you can still understand what's happening on the board.
The second change concerns voting for new rules. In fact, when you play a 4-player game and 2 players are eliminated during the first round, it significantly slows down the game. Yes, rules actually speed up the game. So fewer players means fewer rules and therefore a longer game. So I had to adjust the voting for new rules accordingly. You'll actually vote more often, but not too often either.
So, these are the changes in this new version. I hope you're as hyped as I am! That's all from me. I hope you're enjoying Fortune Avenue. Don't forget to add the game to your wishlist if you plan to buy it to be notified when it releases!
In the meantime, have a great day, Xavier aka Binogure
Hi everyone! We’re back with our second devlog where we’ll talk about one of Ways of Alchemy’s core mechanics — potion-brewing!
But first, a quick heads up: we just released a new free demo for Steam Next Fest running from February 24 to March 3. We’d love to hear your feedback, even if it’s just a few words, to help us refine the game for release this spring.
We wanted to create a game about alchemy that showcases the many aspects of an alchemist's life. It’s an incredibly interesting topic, but a lot of games tend to fall into one of two extremes – either they focus entirely on puzzle-solving to brew potions, or they simply tell a story about alchemy without any gameplay mechanics that represent what alchemy is.
There's a common issue with alchemy games: once a potion-brewing mechanic is introduced, it tends to consume everything. The entire game starts to be based around this single mechanic and players who don’t enjoy it will simply drop out. While this approach can work wonderfully (Potion Craft comes to mind as a fantastic example), it wasn’t what we were aiming for. We wanted to create a more diverse experience: if you don’t like complicated puzzles, keep playing, there are some other things for you!
However, it’s pretty clear that alchemy is all about potion brewing. How can we make an alchemic game that allows players not to focus too much on potion-making?
Solution: Two Brewing Approaches — Experiments and Recipes
We found a solution by adding two options: recipes and free-form experiments. Following recipes is totally fine! But if you’re the kind of player that likes efficiency and enjoys creating recipes all by yourself to feel like a real-life alchemist, being creative and discovering something brand new – you’re going to love the experiments.
Experiments
In free-form brewing, each potion has a formula that depends on the ingredients’ properties. The foundation is critical — the very first ingredient you put in a cauldron and which magical pillar dominates its properties will define the type of potion you’re going to get. After that, you need to add ingredients whose properties will complete the formula.
The free-form brewing system considers additional factors:
You as an alchemist must be skilled enough to handle the ingredients you're working with. Your mastery of reality's pillars must exceed the concentration of those pillars in your ingredients.
Secondary properties of ingredients matter — things like concentration or volume can affect the result. Using an overpowered ingredient for a simple potion will influence the outcome.
Your alchemist’s skill comes into play — if it exceeds the requirements of the ingredients, it can impact how powerful your potion becomes, or even result in brewing multiple potions instead of just one. Knowledge is power!
Recipes
If a free-form brewing system sounds too complex for you, or you want to learn more gradually without facing a challenging puzzle right away, we have recipes. To follow them, simply place the recipe in your cauldron along with the specified ingredients, and get a potion at the end! It’s not quite as effective and unpredictable as experiments, but it doesn’t require complex management of your alchemist's power and formula tinkering.
Come to think of it, this not only solves the gameplay challenge but also nicely reflects how professional knowledge works in the real world: having trusty instructions and following them is great, but with experience, you can make the process more effective and even write your own instructions. Do you agree?
And quite the year it's been! We couldn't possibly be any more grateful to all of you who decided to embark with us on this Sherwood Forest adventure of ours! 🏹 Thank you for the time we shared and all the feedback you provided, both praise and criticisms. The journey continues!
Speaking of which, we'd like to take the opportunity to also bring you some news on our extra related project, Robin Hood: Sherwood Defenders!
We'll be officially releasing the game here on Steam on March 10th!
Robin Hood: Sherwood Defenders is our way of bringing you a different experience with our hooded hero! In the game, you defend the homes of Robin's most faithful allies from the incoming armies of the Sheriff, wave after wave of them! Build up walls, towers, resource production buildings, hire soldiers, and finally leap into the fray with Robin himself!
👉 Please remember that Robin Hood: Sherwood Defenders is not a DLC of Sherwood Builders. It's a standalone game that you can enjoy without having to follow from our previous game's story.
We already talked a lot about specific combat mechanics and stats in MENACE but today we will lay out the basic action point system and combat mechanics. How are attacks modeled, hit chances calculated and casualties accounted? Let’s dive in!
Action Points in MENACE
While many turn-based strategy games and franchises have swapped to the popular “2-actions” system, we will stay true to the genre's roots with a classic action point system.
Each entity on the battlefield has a pool of action points, used up by any action a unit can take. The idea behind this is that all actions take a different amount of time, and this system can model that with far more granularity than a 2-action system.
Each unit starts with 100 Action Points (AP) per turn. The available amount is relatively stable but can change under certain circumstances.
For example, when a unit is suppressed, it begins its turn with 30 AP less.
A typical skill use, like firing a squad weapon or throwing a grenade, costs 40 AP.
Heavy special weapons, such as firing a rocket launcher, typically cost 60 AP and cannot be used twice in a turn.
Movement also costs AP, though the number of points needed depends on both the unit’s movement type and the surface being traversed.
Moving on a concrete road is much faster than slogging through muddy ground. Wheeled vehicles generally require fewer AP per tile than tracked ones, but certain surfaces may be impassable for them. Vehicles also need AP to turn, unlike infantry.
Careful management of your Action Point economy is essential to overcoming the tactical challenges in MENACE. As the game progresses and units acquire more perks, equipment, and weapons, the decisions about which skill or action to use—and when to use it—become increasingly complex.
Attack Mechanics
Below is the rundown of how an attack is calculated in the game. Buckle up—this will get a bit technical.
Attacks usually begin with the attacker spending the action point (AP) cost for the corresponding skill. There are exceptions, such as off-map abilities, but we’ll set those aside for now.
Example Scenario: A Marine Squad uses its Squad Weapon to fire at a Pirate Scavenger Squad.
The target is 6 tiles away.
The target is in the open.
The target is in default stance.
The target is not suppressed, damaged, or injured.
1. Paying AP for the Attack The K-PAC assault rifle used by the squad has two attack skills:
Salvo – Costs 40 AP, firing three shots in quick succession to maximize damage.
Sustained Fire – A separate option not covered in this example.
Since Salvo costs 40 AP, the squad can use it twice per turn, but we’ll only consider one use for the calculation below.
2. Determining Hit ChanceCalculating an attack’s hit chance starts with the attacker's base accuracy. In this example, that’s 70, meaning a 70% chance to hit. Weapon and skill modifiers come next, and both can increase or decrease accuracy. Suppressive fire, for instance, trades accuracy for suppression. In this case, no modifiers are applied.
Distance matters. Every weapon has an ideal range and shots beyond that suffer an accuracy dropoff per tile. Assault rifles typically have an ideal range of four tiles. A sniper rifle, while precise at long range, struggles in close quarters due to its size and weight. Here, the shot is taken from six tiles away—two tiles past the rifle’s ideal range. With an accuracy dropoff of six per tile, this results in a 12-point reduction, bringing accuracy down to 58%.
This is a simple scenario. Other factors could come into play: an attacker in a deployed stance gains 15 accuracy, while a deployed target reduces hitchance by 15%. Light cover reduces accuracy by 20. A suppressed shooter loses 50 accuracy, and a pinned target lying prone imposes another 50-point penalty. Additional modifiers include terrain, smoke, lighting, perks, skills, and accessories, all of which can affect the final hit chance.
Factor
Value
Base Accuracy
70%
Weapon & Skill Modifiers
±0% (None Applied)
Distance Penalty (6 per tile, 2 tiles over ideal range)
-12%
Final Accuracy
58%
3. Number of ShotsOnce hitchance is established, the next factor is shot count. Every weapon and skill determines how many times an attack is repeated. Each repetition is treated as a separate attack, with hit-or-miss calculations applied individually, along with damage, suppression, and armor impact.
A standard assault rifle salvo consists of three repetitions, meaning three shots per squad member using that weapon. Squads typically have five members, though this varies. Some squad members may swap their standard weapon for a special one, like a machine gun or grenade launcher, reducing the number of members using the primary weapon. If a squad takes casualties, fewer members contribute to the attack. Special weapons are unaffected by squad size, as only one member ever operates them.
In this example, the Marine squad carries a medium machine gun, so only four of the five members are firing their assault rifles. Three repetitions per shooter results in 12 total shots at a 58% hitchance.
Factor
Value
Hit Chance
58%
Shots per Shooter
3
Number of Shooters
4
Total Shots
12
4. Determine HitsWith the number of shots known, the next step is determining how many land. Here, seven out of 12 shots hit the pirate squad.
Suppression mechanics affect this phase. If a target is suppressed mid-attack, they may involuntarily shift stance—moving from standing to deployed or even pinned. This can cause part of the attack to resolve against a standing target while the remainder is applied to a suppressed or pinned enemy. Early hits matter, as they may alter the conditions for later shots.
5. Armor PenetrationLanding a shot isn’t enough—it must penetrate armor to deal damage. Each projectile undergoes this check individually.
The assault rifle in this example uses an intermediate caliber, effective against standard body armor but dealing relatively low damage. Its penetration value is 30, with a penetration dropoff of 1.8 per tile. Unlike accuracy dropoff, which applies to shots beyond the ideal range, penetration dropoff is calculated from the point of origin. Effective penetration is then compared against the target's armor to determine penetration probability. Armor also degrades with use, lowering its effectiveness over time.
For this scenario, penetration starts at 30 but suffers a 10.8-point dropoff due to range, reducing effective penetration to 19.2. The pirates’ armor is undamaged at 30, resulting in a penetration chance of 82%. Out of the seven shots that hit, five successfully penetrated.
Factor
Value
Total Shots Fired
12
Shots that Hit
7
Armor Penetration
Value
Base Penetration
30
Penetration Dropoff (1.8 per tile, 6 tiles)
-10.8
Effective Penetration
19.2
Target Armor
30
Penetration Chance
82%
Shots that Penetrate
5
6. Armor DamageShots that penetrate armor deal damage to hitpoints, while those that don’t reduce armor durability instead. Each weapon has a separate armor damage stat with its own dropoff. In this case, the rifle’s armor damage value is 9, with a dropoff of 0.6 per tile. This reduces its effective armor damage per shot at six tiles to 5.4. With two non-penetrating shots, the total armor durability reduction for the pirate squad is 10.8 points.
Armor Damage
Value
Base Armor Damage
9
Armor Damage Dropoff (0.6 per tile, 6 tiles)
-3.6
Effective Armor Damage per Shot
5.4
Non-Penetrating Shots
2
Total Armor Durability Reduction
10.8
Armor durability is tracked as a squad-wide value rather than on a per-member basis. Each element contributes to the total, and when a member is lost, the squad's armor pool is reduced accordingly. Some weapons specialize in breaking down armor rather than penetrating it, making follow-up attacks more effective.
7. Hitpoint DamagePenetrating shots deal hit point damage, which also suffers a dropoff. Here, the rifle’s base damage is 9, with a dropoff of 0.8 per tile. At six tiles, each penetrating shot deals 4.2 damage. Since five shots penetrated, total hitpoint damage amounts to 21.
Hitpoint Damage
Value
Base Damage
9
Damage Dropoff (0.8 per tile, 6 tiles)
-4.8
Effective Damage per Shot
4.2
Penetrating Shots
5
Total Hitpoint Damage
21
8. Elements LostThe pirate squad consists of five elements, each with 10 hitpoints, for a total of 50. The attack reduces their hitpoints to 29, meaning two elements are lost, as one element perishes for every 10 hitpoints lost.
Pirate Squad Status
Value
Total Elements
5
Hitpoints per Element
10
Total Squad Hitpoints
50
Hitpoints After Attack
29
Elements Lost
2
SuppressionSuppression is as complex as damage calculation, if not more so. Every projectile applies suppression, even if it misses, and shots landing nearby still contribute partially. Losing squad members also generates significant suppression.
SummaryThese calculations may seem intricate, but the system was designed around two core principles. First, realism—combat follows a simulation-based model that accounts for factors like distance and ballistic dropoff. Second, accessibility—players don’t need to track exact numbers to make informed decisions. The UI presents only the final results, keeping things intuitive while still offering deeper weapon stats for those who want to optimize their strategy.
Engage, Explore, and Stay Informed
That's it for now! We'll see you next Friday.
You can find us on Discord, BlueSky, Twitter, YouTube, Facebook, and Reddit for discussions, updates, and feedback. You can also subscribe to our monthly MENACE newsletter on our website — just scroll to the bottom of the page to sign up.
HYPER UNITS, CONFIRM YOUR STATUS One of the Engineers, Overseer, is transmitting a broadcast to the cleaners on MOEBIUS. We have successfully gotten access to it.
Prepare for your mission on MOEBIUS, and watch this first edition of METAL EDEN CHRONICLES video series – A NEW ERA FOR HUMANITY.
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