I'm releasing a patch tonight that will address a couple of small issues noted by players.
Bare with me, I'm a single man team. Seriously though, thank you for your patience :)
Tweaks:
Reduced enemy count in Furies Wings
Increased visibility of Hack points in Raeden Secrets
Added objective text to phases in Final Horizon
Added objective text to phases in Closure
Bug Fixes:
Fixed Enemies not spawning in initial encounter in Under Fire.
Known Issues:
HOTAS not being recognized and/or usable
January 2019 State of the Universe
All planned revisions have been completed and we are pretty much ready to go!
I've submitted a final build on the 26JAN19 for review. All going well, I'll be pushing that release button on time and you'll be in the cockpit soon after :)
Thanks for sticking with me though the process. Hopefully these sleepless nights will warrant a satisfying experience to all of you.
Thank you all again for your support and encouragement!
December 2018 State of the Universe
Happy New Year Pilots!
It's getting closer to launch day and I'm busting my butt to get everything ready!
The UI is finally finished and I am now tweaking small settings to give the player an optimal play experience. Balancing is for the most part finished, with only the larger more dangerous encounters needing small adjustments.
By the end of this week I hope to be finalizing build tests on steam and making sure cloud saves work as well as making sure all graphical and sound settings are being applied properly.
Until that publish button is smashed, I'll be doing everything I can to get you the best product I can. The next time I post, ARC SAVIOR will be in your hands and hopefully in your good graces :)
Thank you all for your support and encouragement. I wouldn't have made it this far without it!
Novemeber 2018 State of the Universe
It was a highly productive month, getting all asset models updated and functional. The UI has been planned out and its migration to the new design is well underway. I have also begun heavy profiling to make sure each level is as efficient as it can be. I want to be able to give lower spec machines a good experience without have to crank the visuals down much.
I have made a great deal of headway and have a lot of you to thank. The play test sessions have proved invaluable, finding minor bugs which have been easily fixed. Some balancing still needs to be done in regards to enemy stats and player stats.
With that being said, I will regrettably have to push the release into mid-January. I want to be able to give the best experience possible to everyone. So rather than push out a build with known issues to patch later, I want to wait a little longer to refine as much as I can.
Please accept my apologies. I want ARC SAVIOR ready to go as much as you do.
October 2018 State of the Universe
After the long and arduous process of getting the Alpha up to standard. I am now happy to say that the beta builds are looking fantastic!
I've decided that the visual aspect of Arc Savior needed a face lift and have been devoting a lot of time to importing new models and implementing more satisfying visual effects to each level. These models include your ships, enemy ships, NPC ships, space stations and space environment assets. Pretty much the entire games model assets will be updated!
Next up will be a UI over haul. I feel as it stands now, it resembles too much of previously released titles. So, rather than take flak from the space game community, a few changes will need to be made.
There's a good bit more to go, but I should be long done before release.