It’s been about 2 months since my last update, but I wanted to fill you in on some of the things we’ve been working on in case you’re not in the discord.
***Keep in mind, these are not in any particular order***
***Also please note, this game is a work in progress***
In Country - Vietnam: Development Update Summary
Note: This game is still a work in progress. Updates are not in strict order, but will be itemized monthly in the future.
Visuals & Effects (FX)
ADDED:
Bullet impact variations
Debris and spark FX for napalm
Bullet snap fly-by SFX with concurrency control
Enemy artillery FX and distant sound
FIXED:
Napalm emitter spacing, smoke appearance and color
Huey flyover pathing, detection, and rotation
Gunship replication issues and projectile direction
Artillery motion sync and impact behavior
ADJUSTED/TESTED:
Sound attenuation and EQ adjustments
Grass/foliage optimization for dense jungle rendering
Billboard and shadow complexity for large-scale AI stress tests
AI Behavior & Civilian AI
ADDED:
AI suppressive fire behavior
System where other AI can recognize when a piece of cover is already taken so they move on to the next available piece
AI morale system
Behavior that reacts when morale is too low in combat
Surrendering/running away logic to behavior tree when morale is too low
Huey’s that fly occasionally in AO
Sound to farmer using hoe
AI Farmer surrender behavior
FIXED:
Charging Behavior to constantly press player
Replication issues (threat analysis, voice lines, AI engagement, death sound)
Various bugs with RPG AI, rocket logic, and projectile replication
AI awareness and behavior improvements in high latency environments
Pathfinding and cover logic
Morale behavior refinements
Civilian reactions and farming logic
AI response to downed player states and LOS restrictions
Player Mechanics & First-Person Systems
ADDED:
Downed state FX, countdown, and visual indicators
Revive UI radial progress
Rain poncho, new aim transition effects
New weapon equip montages and binocular transitions
FIXED:
First-person sprinting, animation state bugs, and aim state toggles
Prone animation and recoil adjustments
Health pack logic, revive state, and death/respawn transitions
UI and camera effects for damage and explosions
Lobby, Main Menu & UI
ADDED:
Class selection icons and replication
Level select and weapon previewing in lobby
Final scoreboard system and war crime reporting
Master volume slider and blood/vignette shaders
Loading screen and .mov intro
FIXED:
Class selection sync
Countdown timer display for clients
Scoreboard and war crime display
Compass and objective UI tweaks
Lobby transition and class change replication
Wave Defense Mode
ADDED:
New Wave Defense map: Defend the Hill
Objective integration for wave logic
FIXED:
Wave jump bugs and AI child tracking
OPTIMIZED:
Volumetric fog, billboard rendering, and rain system for better performance
Development is on-going and I'm really proud of where we're at. Lot's more refinement is on the way, and these short gifs in no way show what the end-product will be but I like sharing what we're up to with you guys. As a small team (myself and two brothers), we're chugging along making the game we really really want to play. And if the game's good and runs well, we'll have done a good job :) One day at a time!
- Get the 100+-snails-online achievement! 🐌 - Bask in the chaos of hundreds of snails saying HULLO and HUP-HUP-HUP! - Travel in a giant herd of snails! - New additions to the game!
In preparation for the release of the retail version on June 27, 2025, Japan time, we have submitted the build review for the retail version and are currently waiting for the review to pass.
At the same time, we are working hard on the final sprint to further improve the completeness of the game by test playing, reviewing the text, adjusting the balance, etc.
In addition, we have temporarily unchecked the "English Support" box for the retail version.
The English version is scheduled to be released as scheduled, but after the release of the retail version, we will make further balance adjustments and fix bugs, and after the response after the release of the Japanese version has settled, we will create the English version, so we have changed the display to prevent English-speaking users from mistaking it for the new version and purchasing it.
We hope that those in English-speaking countries who are looking forward to the release will be able to wait a little longer.
The simultaneous release of the original soundtrack is also progressing smoothly, and the product build has also been submitted.
There is a link to the soundtrack store page in the middle of the store page, and you can listen to the trailer on the top page, so please take a look if you like.
So please wait just a little longer until the release of the full version on June 27th!!
New backend system for loading assets implemented for loading 3D buildings to hopefully reduce RAM use to help people with low end devices. Defenses and invade screen not working with 2D buildings enabled fixed. Empty sector "slabs" are now hidden unless the planet stats / sector stats screen is open. Performance pass over textures, Materials and LODs. Clicking a sector slot on the planets owned screen now move camera to the sector. Citadel damage lowered from 10x to 5x; Lights on lots of 3D buildings adjusted.
Bugs with sectors fixed. Bug where clicking a planet slot with the "My Corp" screen open didn't close the MyCorp screen or remove the ship interior fixed. Bug fixed where opening the Dump Resources screen would unhide the planet behind the menu and it was occasionally possible for it to receive clicks through the UI and open other screens.