We invite all our players to try out how PvP battles (battles with other players) have changed in the latest RAM Pressure update. With the last update from 04/11/2020, we seem to have solved the problem of the matchmaking, due to which newcomers often found themselves in battle with high level and highly equipped players with almost no chance for winning. We also fixed the EMP shots for the grenade launcher, they no longer stun with a 100% chance.
We haven't published big news about changes in the game and the roadmap for a long time, limiting ourselves to the Patch Notes of the current updates. Over the past two months, development has focused mainly on improving gameplay, fixing balance bugs and optimizing. Below are the main visible changes that have occurred in the game since the beginning of September:
Fixed balance and matchmaking in PvP, including grenades effects and grenade launcher shots which no longer have a 100% chance, and plasma grenades no longer cause panic
Rating battles Season 1 has been ended and rewards have been issued, Season 2 has started
Introduced a new in-game currency - Syndicate Credits. It cannot be bought, only earned in PvP battles and as a reward for participating in the rating battles
Increased time for the turn in PvP
Improved interface and the work with the camera
In survival mode a reward is given for each killed enemy
Optimized loading of locations, as well as overall performance and stability of the game
Fixed a huge number of technical bugs. Thanks very much to our players and streamers for reports and ideas! We read all your reports and watch almost all streams and let's play videos. It helps a lot to make the game better!
In parallel, we are working on a previously published roadmap:
Made the STEAM version, which is already undergoing internal testing, and we plan to start the early access in STEAM within the next month
Base, research and craft are already in development. We'll be introducing them into the game in the coming months gradually, as they become available
The continuation of the storyline, new opponents and a bunch of additional random missions are on the way. They are also tested
Medic class is almost tested and will be in the game soon. Unfortunately, we had to change it a lot according to the test results, this is the reason for such a delay
We hope you won't be disappointed! With respect, your RAM Pressure development team https://rampressure.game
Summing Up the Results of the Rating Battles Season 1
Good news, Everyone!
The 1st season of rating battles has ended in RAM Pressure. It dragged on a bit, but now we are ready to sum it up, distribute rewards and start the next season, taking into account the experience gained and bug reports. During the season, we've changed a lot in PvP, matchmaking, and balance. We also introduced the survival mode in which you can play while waiting for the matchmaking for PvP, etc. However, the flaws remained, and we'll try to fix these moments in the next update, at the very start of the new season. First of all, we are talking about the algorithm for selecting the enemy and fixing the chances of the effect from EMP shots for the grenade launcher, as well as a few more improvements that we are already testing. We'll talk about them in more detail later.
As a reward for participating in the rating, we've introduced a new in-game currency - Syndicate Credits. If you completed the story campaign by completing the 6th mission and the Syndicate invited you to participate in battles with other mercenary squads, then the "Syndicate" tab opened in your market, where you can purchase top equipment for Syndicate Credits, which extremely rare could be find in loot and special proposals. Syndicate Credits cannot be purchased, they can only be earned in rating PvP battles, regular PvP, and as a reward for ranking position in a season.
Season rewards are awarded based on which division you achieved the most in the season. It doesn't matter if you stayed there until the end of the season. Thus, even if you have just passed calibration battles and got into your first division, this is already taken into account. The rewards have already been issued to all participants in the rating battles and are waiting for you in the game.
Thanks to the Season 1 participants and all players for your support, ideas and bug reports. You are really helping us to make the game better!
With respect, Your RAM Pressure Development Team
August Update: Survival in a Desert, Aliens, Robots & More...
Good news, Everyone!
We haven't published big news about changes in the game and the roadmap for a long time, limiting ourselves to the Patch Notes of the current updates. Meanwhile, the game has accumulated a huge amount of changes. And the game is rapidly approaching a state in which we won't be ashamed to complete the Early Access and go into release.
For those our players who don't follow the Patch Notes, we've collected the most important things that have happened to the game since the May Update:
There is reset option for upgrade points for characters, as well as (optionally) reset option for previously issued subclasses for old characters. You can redistribute skills and subclasses for the operatives who were leveled up on the CBT and at the beginning of the Early Access.
Choosing a subclass from 2 random ones when leveling up a character instead of forcing random assignment.
Ratings and rating battles. The first test season is already coming to an end, but there is still a chance to break into the top divisions :)
Survival mode and a new desert map where it all happens. With new opponents (robots, aliens). You can only get there from the enemy waiting window in PvP+ and rating battles. While you are playing, an opponent is matched for PvP.
Aliens from story missions now meet in PvP+. Not all maps are still correctly adapted for them, there are cases with places impassable for large aliens.
Greatly changed the balance. Again. Several times. The latest addition is the added dispersion to the grenade launcher.
Improved combat interface. Display of HP and armor of operatives and opponents, markers of selected operatives, indication of replicas, coordinate grid, transparency of the walls of houses when aiming weapons and the like. Various improvements have also occurred in the lobby: such as an indication of getting the new rank by a fighter, highlighting of new missions on the maps, and many other little things that make navigation easier.
Optimized loading of locations and downloading updates.
In fact, there are so many changes that it's very difficult to choose the most important. The complete Patch Notes take several pages. The gameplay feels like it's a completely different game than it was at the start of the Early Access. Thank you for your feedback, ideas and bug reports!
And, traditionally, our roadmap. Naturally, we are working on optimization, interface and usability improvements, and bug fixes. Therefore, here we'll limit ourselves only to the list of key changes:
Fulfill the promises made in the last roadmap to the end. We are still testing the new Medic class, with elite classes on the way (Leader, Hacker, Flamethrower). We'll gradually introduce them into the game, possibly after the release. Unfortunately, testing and debugging them takes much longer than we planned. Otherwise, we run the risk of breaking the hard-tuned balance by introducing the new class. Also we are testing the maps in the "Underground Base" setting, which we announced in the May update. We are not yet completely satisfied with what we are getting. We remade everything 10 times, but the light at the end of the tunnel has definitely appeared :)
Due to your numerous requests, we've begun work on adding to the game BUILDING THE BASE AND IT'S UPGRADING, RESEARCH and CRAFTING. We've decided that there would be character customization in the game. These changes will also be introduced in stages. Perhaps some of them are after the release. Otherwise, the release date would be shifted to an uncertain future.
Rewards for achievements, player profile with customization of camouflage for the entire squad (the first stage of character customization).
Start of the Early Access in STEAM. Or immediately the release. We haven't decided yet, but work is already underway and, one way or another, the game will become available on STEAM in the coming months.
Thanks for your support! Your RAM Pressure development team.
May Update
Good news, everyone!
The Early Access continues, and over the past month we've made great strides towards the release. Among the most important, in our opinion, recent updates, in addition to optimization, bug fixes, improvements to maps and visual aspects, which we are constantly working on, we would like to highlight the following features:
Completely new formula for the weapon damage and armor performance. The armor has become noticeably stronger, the calculation of damage has become clearer. It also gave us the opportunity to greatly increase the accuracy of weapons. The gameplay has become much more interesting, there is a place for more diverse tactics.
New weapons degradation and repair system. Weapons no longer lose accuracy in the course of the degradation, and the use of a repair kit during repair gives an additional +10% accuracy to weapon and a chance to dodge to armor. Instead of losing accuracy, items now have a finite resource, i.e. after a certain number of repairs, they become unrepairable. This allowed us to greatly increase chances cool weapon, modules and armor in loot, as well as chances of their appearance in the market special offers. We'll continue to refine this moment in order to achieve a comfortable rotation of the equipment in the game, i.e. during the time one thing is completely degraded, its alternative would already be selected.
Another acceleration of operatives movement on the map and correction of run animations, working with cameras. It has become more comfortable to play, but we still don't think that we need to stop working in this direction. There is a whole set of tasks to improve cameras and control in the production plan.
Many small changes in UI, such as: highlighting the constructed path and tactical grid through the grass, a short tutorial on camera control in the 1st mission, alteration of the interface for applying skills and first-aid kits to allies, etc.
Added maps in a desert setting.
If you haven't seen the latest changes, then we highly recommend you playing again. It's already possible :) If your last entry into the game was earlier than 25/03/2020, we recommend reinstalling the game and downloading the latest version from the official site.
News No. 2. We would like to share our roadmap for upcoming updates. You already saw some of these plans in the previous announcement, but something went wrong, and we couldn't include them in one of the past updates. But we hope that we'll do it very soon :)
Behold, our roadmap:
Players could choose subclass between 2 random ones when leveling up a character instead of forcibly assigning a random subclass.
Ratings and rating battles. Divisions, awards, seasons, like an adult :)
Little things that matter: the color of icons on the map, tuning the behavior of cameras in the battle, etc.
Reset skills for characters in leveling up points for redistribution.
Tuning the chances of loot and the economy as a whole according to the results of analysis of changes after the latest patches.
Changes in the cost of using active skills in the battle in the direction of decreasing the AP, so that after or before applying the skill, which is now 2AP or is completing the turn, it's possible to perform some other action.
Class "Medic", which has long been in internal testing and will soon be in production. His release is delayed due to not very successful animation implementations of some of his skills, which we rejected on tests and redo them.
New opponents are robots that we promise for a long time. We'll try to speed up their appearance in the game. They are also already in testing, but there are nuances.
Aliens from story missions would soon appear in PvP+ and daily quests.
New maps and missions: a new map setting is already being tested - military research laboratories (underground bases).
Weather conditions (rain, sandstorm).
Separately, we would like to say thank you very much for your reports, reviews, ideas and support! We read everything and try to answer as much as possible. Especially in Discord. BTW, we have a new Twitter for the game. It seems that together we manage to make a really good game!
With respect, RAM Pressure Development Team
March Update: Open Beta Kicked Off
Good news, Everyone!
We invite you to have a look how the game has changed in recent weeks. In late February and early March we released several serious cumulative updates (and we plan to continue in March). It makes no sense to list the entire list of changes, you could read it on our Discord channel or on Reddit. In short, we've done the following:
1. Optimized graphics (not completely, of course, but you could already play comfortably), added new lighting and shadows
2. Opened several new missions which continue the story campaign, as well as several new PvP maps
3. Game balance and economy are almost completely reworked. Experience is earned much faster, rewards for missions have increased, dull misses at point blank shooting have decreased, special offers in the game store have become more interesting
4. Fixed difficulty level of the first missions - they became easier to pass
Second news: We've launched Open Beta Test. This means that invitation codes are no longer needed to register in the game. However, this doesn't mean that the game already looks the way we would like, it's not the release version yet. Early Access continues, and we are still changing and will change the game according to your feedback. But we decided to make free access for everyone and to advertise our game a little, so that the players had opponents in PvP. We'll be glad if you invite friends to the game or tell about it in social networks.
We welcome your feedback and suggestions:) Game client you could download now on our website. Thank you!
Yours RAM Pressure Development Team
February Update
Dear friends!
We promised to keep you updated on the game development, but the last time we published the news more than a month ago. Let us fix it! A list of what has already hit the game server production, you could see in the patch notes for updates in our Discord channel. Today, therefore, we've decided once again to share what is now directly in the work and run internal tests, our plans and further steps.
The main news: over the past couple of months, we've accumulated quite a lot of unpublished changes, before publishing which we had to conduct a lot of tests, preparatory work, bug fixes and the like. This for the most part occupied the bulk of published updates. That's why in February we plan to make cumulatively accumulated changes and open access to the game without invitations and Early Access Packs.
We understand that the game is still raw, and this is not a release. It's rather an early Open Beta. This decision is mainly due to the fact that we haven't yet been able to gain enough online players for PvP mechanics to work properly. With this step we would like to provide a comfortable waiting time for PvP battles opponents. After that we'll plan to launch the Early Access in STEAM.
This is a rough list of what we plan to add to the game in February, in large strokes:
1. Recently we've accelerated the movement of units on the map and animations of turns, squats, etc., to increase the game dynamics . We were satisfied with the result and continue to work in this direction. Another important revision on this subject is in line: we plan to make it so that after the opponents detected each other and the turn-based battle begins, the operatives no longer go a slow step further than 3 cells. That is, if you send the operative even to 1 AP, but further than 3 cells, he would go this way in a run. After playtests, perhaps we'll take this functionality to a separate button (when moving to 1 AP, you could choose to make it run or step). But we're not sure of that.
2. At the finish line the next change in the economy. In short, the rewards for the missions would become larger, the game would become more comfortable. In our more distant plans there are additional rewards for side actions in missions, for level-ups, for achievements, etc.
3. As the play tests showed, we obviously overdone it with the first missions difficulty. Therefore, in the next update we are planning to nerf bots in the first three missions and make the entry to the game more friendly to newcomers.
4. Some balance adjustments would come into force, designed, first of all, to make such tactics unprofitable: "I am sitting with my 4 leveled up snipers at the beginning of the PvP battle and put them in overwatch, as soon as the enemy enters the firing zone, he loses at least one operative". In particular, the "overwatch range" parameter would be introduced, i.e. overwatch mode would work only at a certain range, depending on the type of weapon selected. If the situation doesn't improve, there are a number of additional measures that we plan to introduce gradually until we achieve the desired result.
5. In February, we plan the first major patches to optimize the game. Besides the fact that we expect a noticeable increase in FPS, these fixes should also seriously improve the quality of rendering certain moments in high graphics modes, such as: self-shadowing objects, character's hair, and the like.
6. Next in line are new storyline missions and related opponents: aliens and their robots. We don't know yet how many of the new opponents we could manage to test and add in February, but at least the first alien should appear in game by the end of the month.
7. Some changes to UI are being prepared for publication, both in battle and in the lobby. For example, a new mission results window, in which we introduced several changes on users feedback: added level and experience of the player's account progress, quality marks of items dropped in loot, operative classes icons, etc.
8. We have completely redesigned the game launcher, which will help to avoid some technical problems for some users. Whoever comes across them knows what we are talking about.
9. Several new PvP maps.
10. Changing the cameras operation in order to reduce the time spent on the player's move by looking at how the camera takes the desired angle or slowly moves from point to point.
11. As well as many smaller changes, bug fixes, tuning animations and sound.
Below is a list of what we would really like to do in February, but most likely this would be included in later updates:
12. Reset character skills. The need for this feature in the game is obvious. We plan to embed this functionality in the character's window and make it possible a free single reset for any operative, and reset the leveling of a previously retrained character for a game currency or with a large cooldown to avoid abuse of this function.
13. Choice of operative class upon reaching the rank. Yes, now the operative receives one of the random subclasses without alternative. During the Early Access we realized that this is very bad. And that something needs to be done with this. That's why we decided to give players choice of several conditionally random options. That is, when a character reaches the rank where he gets another subclass, the player would be able to choose from several available options. This doesn't mean that all possible subclasses would participate in the selection, but it would be possible to avoid obviously unsuccessful builds.
14. Ratings, clans, customization, achievements, remaining subclasses (including Elite ones). This is all in our plans for the next three months.
15. Changing the mechanics of shooting calculations in order to avoid situations when the character clearly had to logically hit the target, for example, when shooting from a shotgun point-blank, but due to the random chance of a hit, a miss occurs. It infuriates us too! :) How exactly the mechanics would change, we are not yet ready to say. There are several ideas that we are working on.
P.S. We thank the participants of the Early Access for a huge amount of useful feedback. We listen to your opinion and try to realize everything that most of you would like to see in the game. Unfortunately, we don't have time to do this instantly, because the game is in active development and often there are higher priority tasks that are already in testing or require immediate implementation, as they are tied to the following tasks in the plan. Thank you for your patience! Have a good game!
December Update
Dear friends! Over the last month the game has seen many changes. Weapons and skills were completely rebalanced, new maps were introduced and previously disabled classes were opened, a huge number of technical flaws and bugs were fixed, and graphics optimization began. Detailed PatchNotes for each version could be found in our Discord channel.
But the most interesting we have reserved for the New Year!๐
In the latest update this year we've included a new PvP+ mode, where besides two players, bots also attack both opponents. It's an experimental mode, we just started testing it. Therefore, we'll be very grateful if, when you see a bug, you send us a report from the game by pressing Ctrl + Alt + B. Screenshot will be attached to the message automatically. So far, ordinary mercenaries act as bots, but in the future we plan to replace enemies in this mode with aliens and robots. Soon๐
We also included the free recruitment of "elite" operatives and gave all the previously issued "elite" operatives additional professions.
Thank you for your participation and good luck in the new year! Happy 2020!
Best wishes, your RAM Pressure development team.
Roadmap of upcoming early access updates
First of all, we would like to thank everyone who is already participating in the Early Access of the game and sends us bug reports, ideas for developing the project, wishes for the balance and just your opinions. Thank you, this is very valuable! And although we don't have time to respond to all feedback, we read every post, every letter and take them into account.
We tell you what we plan to do next:
1. The first technical patches are already behind, the game has become more stable. However, we are aware that this is still an early beta and there are still a lot of imperfections and bugs in it. Therefore, their fixes, as well as optimization for us is a priority for the entire period of the Early Access. We plan to update the game about once every 1-2 weeks for the completion of any little things, bug fixes and gradual optimization of graphics. Until the Early Access to STEAM is launched, we publish patchnotes on Discord game channel https://discord.gg/QTtWWfH 2. Of course, we plan to launch the Early Access in STEAM in the coming months, after we finish with the technical part and basic optimization. When this happens is difficult to say at the moment, we are working on it. 3. Work continues on content: storyline missions, additional modes, enemies, classes, PvP-locations, etc. We plan to release content updates at least every 4-6 weeks. Here is our sample plan* for the next 2 content updates**:
- Hard-PvP mode. A separate contract would appear on the map, thanks to which it would be possible to enter PvP-battle in this mode. The bottom line is that in the location in addition to 2 players there will also be NPCs who attack both players. - New enemies: aliens and alien bots. They would appear in daily quests, in the new Hard-PvP mode, and in new storyline missions, which are disabled so far because we are still working on new NPCs. - New storyline missions. Continuation of the 1st Act of the plot, a meeting with aliens and a new human faction. - New PvP locations, including in the new desert setting. - Elite operatives. Now they are temporarily disabled, because we are working on a balance of skills when combining subclasses and testing various options for generating operatives. - Weather effects. Rain, fog, sandstorm on a desert setting. - Interactive objects on maps (exploding barrels, etc.). - Descriptions of all items, effects, characteristics, improvements in the UI. - Revisions of the economy and balance. - New (or rather, temporarily disabled) Elite classes: Leader, Hacker, Flamethrower. Their addition to the game would be distributed across several content updates. Work on them is progressing more slowly than we would like, because they have skills with unique mechanics.
* This roadmap is approximate and could change a lot during development. Something can be done faster, something slower, something changes during the playtest and your feedback. ** Later updates will also include clans, rating battles, 2x2 mode, continuation of the 2nd Act of the plot, and many other interesting things.
With respect, yours RAM Pressure development team
RAM Pressure Early Access Launched
Good news!
RAM Pressure Early Access has been launched! Early Access client at the moment can only be downloaded from the official website of the game. At STEAM the Early Access would be launched a little later. This is due to the fact that the game client needs to be adapted for STEAM, and we didn't want to postpone the launch.
For us the Early Access is a period when the game development is not finished yet, and you could influence how the project will develop. We tried to launch the game for you as soon as possible. Please remember, that the game is still an early Beta, it has a lot of defects and bugs, and the optimization is still far from ideal. However, we hope you will not be disappointed. We'll continue to polish the game and add content during the Early Access and keep you posted.
Thank you for your support and patience!
With respect, yours RAM Pressure development team
RAM Pressure Private Beta Ends
Good news!
Private Beta period is coming to an end and we are preparing to open the game servers for the Early Access. At the moment, we are testing a large patch with changes and bug fixes which was made during Private Beta. Within the next few days, Private Beta accounts would be disconnected. And after a short time a new server will be launched, on which we'll send you an invitation to participate in the Early Access. Also, if you preordered one of the Early Access Packs on our website, we'll send you additional invitations for your friends and codes for receiving resources and operatives included in your packs.
N.B. Please note, that the game will need to be completely reinstalled by downloading from a new link from email with an invitation to Early Access.
Thank you for your support and participation!
With respect, yours RAM Pressure development team.