Development Blog

Achievement unlocked: First playtests are a success

Hello everyone, Last Wednesday, we've had our first playtest/demo session with complete strangers which means people supposedly not biased into being nice to us. And we got positive feedback, the art was praised, but also the gameplay is really starting to shape up. Accessibility was pretty good, most players could pick up the basics of the game without hints. But most importantly, a lot of them wanted to keep going, some even stayed for over 20 minutes. That is big news, because it means the...

What's coming next

Hey guys, it's time we update you about our situation and plans. We've been working to prepare a Crowdfunding campaign, and that has been quite a challenge, mainly because we'd rather do development work. At the same time, we know it's necessary if we want to keep being able to do development work. Our other main short term activity right now is to prepare a playable alpha for you guys. ETA: pretty soon, but we can not be too precise for now, simply because there might be unforeseeable delays,...

Stacking With a Vengeance

Well, this is a die hard subject. Here's an explanation of how we are dealing with it while not breaking the game. Originally, stacking allowed for several things, such as: - avoid blocking each other's way - condense firepower from a reduced area (one single cover spot for instance) - easily move all four soldiers around at once When it comes to game design, these are tactical tools that we will keep. But in what form? Non blocking soldiers As it's implemented now, it's simply not possible to...

When a Plan Comes Together

Hello everyone. Some time ago we asked you about general tactics. Today, we would like to ask you about making plans, struggling to carry them out, and this moment when everything falls in place. Please, tell us your epic stories of how initial plans did come together.

Crowdfunding Campaign

Hello everyone. We have been preparing this for quite a while now, and within less than two months we will start a crowdfunding campaign, most probably on Kickstarter, like it had been suggested in the older forum. The goal here is to gain visibility as much as getting extra funds in order to pursue the development of the game. We have been preparing this for a while now, and we believe this is something you guys should know about in advance. If you somehow think you cannot be part of it, know...

Yet another step towards a playable alpha...

Ta da! Our very first version of the in-game server browser: Ok, admittedly it doesn't look like much yet..... But it works! ;). Until now players were all simply thrown in the same room, which didn't quite work if you wanted to play on different maps or run multiple games! So now you can create rooms and join them from within the game. Under the hood there is already preliminary support for advanced matchmaking and a friends system as well, which we'll be implementing those features fully in...

Environmental Screenshots

Here is a bunch of screenshots that showcase the awesome work done by the whole art team. More to come...

September Status Update

It has been a while, so let me give you guys another update. We are now at a point where (1) we can make awesome looking maps and (2) most of the core game mechanics are working nicely. So that means these last few weeks we have mostly been focussing on improving the playability of our internal prototype. For example, internal play testing revealed that the hotkey scheme we initially developed might work for advanced players, but could be confusing to pretty much everyone else. So we revamped...

So we tried to run the game on an ancient PC

And this is what happened. Yes, the game appeared black and white. We have not completely figured you why (we have better things to do, like finish the game), but it must be related with how old hardware handles newer shader models. Either that or this PC is a hipster.

Screenshots

Hello, here's a handful of screenshots.

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