Huge updates are rolling in for this upcoming open world, fully customizable & procedural real-time strategy game! The latest v0.100b changelog can be seen, along with other updates, linked just below this Steam page for the game:
Join the Discord to follow development & inquire about being a tester: https://discord.gg/gqZRTkk
v1.30: Performance & Smoothing Update
v1.29 changes the fog model to improve consistency & performance. Object caching & pooling was improved, which should reduce early game framerate consistency. Finally, a custom physics interpolation system was put in place for character movement, which should hopefully reduce movement jitter.
v1.30 fixes positioning in VR & LightSword tracking.
These updates are now on the default branch.
Adapt or Perish: Finally a Strategy Game with No Limits
v1.28 uses a new explosion design that should suffer from the same performance problems when viewed up-close as in previous versions.
This update also includes the v1.27 stun changes that have been in beta for some time.
Update v1.27: bots in all areas & further stun tweaks
Now all areas will have at least some bots. There no longer will be "turret only" areas
Increased the time you cannot be stunned again, to reduce the perception of "stun lock"
This update is currently on the beta branch.
Update v1.26: Stunner Adjustment
This update changes the way enemies use the stunning ability. Before, stuns were used against targets the moment they were noticed. Now, enemies will only use stuns offensively while attacking. Enemies only attack when targets are fully discovered. For example, an enemy bot won't stun you until they are also shooting at you (and the eye above their head is solid red). Now you can use stealthy mechanics to avoid being stunned!
Update v1.25: Gameplay Tweaks
Increased Station Finder time from 20 to 30 seconds
Increased time before items despawn when dropped
Increased size & height of platforms on the acidic floor
v1.24: VR Movement Options
v1.24 adds an option for "coupled" head movement. This shall make you move in the direction you are looking at all times, instead of "decoupled" movement where you walk in the direction pressed on the touchpad (relative to where you were looking when starting to move).
The default is "decoupled" movement, which was the only "free movement" mode before this update.
You can change this option in the main menu options when playing in VR.